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Finally freed from the shackles of the Spinning Mule, Sam's hands reached into his trouser pocket and dug out a scrap of parchment that had been folded many times. Before he was taken out of The Hole, the girl named Shu Fang had given him this piece of paper. Drawn on the paper he saw what looked like: wire snippers, a train ticket and a lockpick.
Putting the paper back into his pocket, Sam looked around the bustling activity of the mill, searching for any hint of the tools he was tasked with finding. He was determined to obtain all the items on the list before Humphrey eventually caught on to the fact that the fun new game he was playing was just plain old manual labour. He probably had a couple of hours.
[[The Looms]]<<if $LoomRead neq true>>\
The air was thick with a mixture of grimy perspiration and scraps of cotton floating down from the sky like snow. People were far too preoccupied with rushing around to pay Sam any mind as he wandered around the mill floor.<br><br>\
<<set $LoomRead = true>>\
<<endif>>\
Most of the room was taken up by rows of [[Spinning Mules,|Spinning Mule]] rhythmically moving back and forth as they spun yarn into thread. Behind them the [[Carding Machine]] roughly combed cotton fibres like the world's most impatient barber.
Next to Sam the [[Autoloom|The Autoloom]] was whirring with frenzied activity, while\
<<if $talkedtodarren is false and $t_spanner is true>>\
at the far end of the hall stood a sheepish Darren, apparently freed from [[the Scutching Machine.|Darren on the Scutching Machine]]
<<elseif $talkedtodarren is false>>\
at the far end of the hall it looked like a young boy had his hair stuck in the [[Scutching Machine.|Darren on the Scutching Machine]]\
<<elseif $talkedtodarren is true>>\
at the far end of the hall the [[Scutching Machine]] sat still and unused.
<</if>>\
<br><br>\
\
The [[Master's Lockbox|Masters's Lockbox]] sat in a quiet corner of the mill, riveted firmly into the iron frame of the building. Next to the lockbox a flight of steps led up to a [[metal gangway|Gangway]] that ran around the perimeter of the room, used by the master of the mill when he wanted to observe or shout orders down at the workers.<br><br>\
\
<<if $Engineroomunlocked is true>>\
Through the wall Sam could hear the hissing of the [[Engine Room,|The Engine]]\
\
<<elseif $Engineroomunlocked is false>>\
Set into the wall was a very solid and heavy looking locked door, through which Sam could hear the hear the hissing of the [[Engine Room,|Locked Engine Room Door]]\
<</if>>\
<<if $Courtyardunlocked is true>>\
behind him the back exit led outdoors to a [[barren Courtyard.|The Courtyard]]<br>\
\
<<elseif $Courtyardunlocked is false>>\
and directly behind Sam was a [[door that was firmly bolted shut.|Bolted Courtyard Door]]\
<</if>>\<<if $CourtyardRead neq true>>\
The area just outside the mill was called The Courtyard by the workers, but it was more of a mud pit than anything. It mainly functioned as a loading area for recieving fresh cotton, and for sending off the newly woven cloth. <<set $CourtyardRead = true>><<endif>>The ground was barren and lifeless, with only a single blackened and rotten [[tree stump|Tree]] poking out of the churned up earth.
The mill was surrounded on all sides by a wrought iron fence, every bar topped with a sharp point to prevent any attempts at climbing over it. Near the Security Booth stood [[the Guard|Guard]], eyeing Sam suspiciously from his station. Just outside the fence stood a [[thicket of tall trees,|thicket of tall trees.]] while far above the entire mill stood [[The Spike.]] The brick walls of the mill seemed to extend endlessly in both directions. On one side there was a [[metal drainage grate|Claire Drain]]\
<<if $alfiegone is true>>\
and on the other there was a [[Mysterious Gauge|https://static.wixstatic.com/media/0d422e_436b4f56f2ab4d7cbfc53ad470cfd55a~mv2.png]] screwed into the brick.
<<else>>\
and on the other there stood [[a man leaning against the wall.|Alfie the Fence]]
<</if>>\
From [[inside the mill|The Looms]] Sam could still hear the loud crashing of the various machines, and the stamping and shouting of the workers struggling to tame them.It was safe to say the engine room was not a pleasant place to be.
The room was noisy, warm and humid due to the massive steam engine bursting out of the floor. Furthermore, Sam could never tell which of the [[pipes]] in the room were harmless metal railings, and which were burning hot exhaust vents. The craziest thing was that this was only the very tip of the engine. Sam had no idea how far it extended down below the floor.
Dominating the centre of the room was an enormous iron flywheel, connected to two equally gigantic pistons that were doing there darndest to keep the big wheel spinning. Next to these rapidly reciprocating pistons and swiftly swiveling gears was an [[assortment of complex machinery and locked hatches.|Engine room machinery]]
Through an opening in the wall Sam could see the [[Tool Shop]], an area that was either a small room or a large closet depending on your perspective, that stored all of the mill's tools when they weren't in use.
Against the opposite wall was a metal chute -- one of many that snaked around the building, used to transport this and that. Although Sam was unsure what exactly this and that was.
[[The Looms]]The Scutching Machine sat alone and unmanned at the far end of the hall. The purpose of the Scutching Machine was to crush the cotton with big metal rollers, both to remove the seeds, and to knead the fibres into a more even consistency before they were spun into yarn.
<<if $t_snippers neq true>>\
At least that was what Sam had been told. In his experience if the Scutching Machine was built for //anything,// it was built for eating fingers. Humphrey always said that if you haven't lost a finger on the Scutching machine then you aren't working hard enough. Sam thought that was easy enough for Humphrey to say, he still had all his fingers.<br><br>\
\
Thankfully for Sam's fingers, the Scutching Machine wasn't running at the moment. Less thankfully for Sam's fingers, the reason it wasn't running was because Darren Pasternack had dropped the only pair of wire snippers into the machine. The very same wire snippers Sam needed for the escape plan.<br><br>Thanks Darren.
According to Darren the snippers had fallen into an access hole in the side of the skutching machine. Sam hoped that while reaching for the tool, he didn't also end up getting his hair caught in the machine, or worse.
<<endif>>\
[[Reach into the access hole|Access Hole]]
[[Leave the Scutching Machine|The Looms]] Sam blinked rapidly as he was led out from the Hole, up the stairs, and back into the familiar pandemonium of the mill. Humphrey, a large brute of a man by anyone's account, gripped Sam by the shoulders and escorted him to the Spinning Mule. Here Sam worked. Day in, day out.
At least it was better than working in the sugar mill.
[[Continue]]Humphrey grunted approvingly, "Damn straight. Now you missed breakfast because you were down in the hole, hurry up and get back on the mule or you'll be missing supper as well."
Sam turned to the [[Spinning Mule|https://static.wixstatic.com/media/0d422e_e45dd3948d664a088eb7500dfa949dce~mv2.jpg?fbclid=IwAR2mj7Yzjh-3IuQtiJe6d-VOJgkHclCSU5aJ3KcVADuuwRBTboff9Jfm6r8]], a loud, rickety machine that sat idling, waiting for him. Humphrey pulled a lever, triggering a belt to shift suddenly into place, engaging all the gears of the machine and causing it to spring into action. The Mule's carriage, a row of rapidly revolving spindles on wheels, moved constantly forwards and backwards, drawing out the fibrous yarn into long threads. It was Sam's job as a piecer to notice any threads of cotton that had snapped off from their bobbin and catch them, reattaching them to the roll of yarn with a deft flick of his fingers.
You had to be quick in this line of work. If Humphrey noticed any severed strands before Sam did, he'd hurl insults, and if there were too many loose threads he would pick the boy up by the ankles and shake him like a dusty rug. Sam needed to think of a way to get out of his responsibilities so he could start collecting the items he needed for the escape.
[[Start working|pre mule]]Humphrey stood over the moving carriage of the Spinning Mule with a broad grin, skipping to and fro while piecing threads back together with the giddiness of a newborn deer. Sam walked over to the machine, only to be swatted away by Humphrey.
"Go away Sam! It's my turn on the Spinning Mule!"<br><br>\
\
<<if $knowlisa is true>>\
[[Ask Humphrey about Lisa]] <br><br>\
<<elseif $knowlisa is false>>\
<</if>>\
\
[[Underneath the Spinning Mule|Under Mule]], Sam could see a couple of the other kids scuttling about on their hands and knees, collecting the scraps of cotton that fell under the machine. They would appear as the carriage came forward, only to scurry out of the way just in time as the carriage slammed back against the body of the machine.
A row down one of the Spinning Mules sat silent and inert, buried in tangled yarn, probably due to the inattention of a certain thick-witted minder.
All around Sam could hear the roar of activity from workers and machines moving about throughout [[the rest of the mill.|The Looms]]
Dressed in a long black coat, Alfie stood leaning against the wall of the mill taking a drag of his cigarette. Though he definitely wasn't the most trustworthy guy around, Sam knew that if there was anything you wanted Alfie could usually get it for you, for the right price of course.
As Sam walked up to Alfie the man turned to face Sam with a smile on his face.\
<<if $alfietalk is false>> "G'Day Sam, been sprung out of the hole have we?"<br>\
<<elseif $alfietalk is true>> "Good to see you again Sam, what can I do for ya?"<br>\
<</if>>\
<<if $toolssent is true>>\
[[Could I have your coat?|Could I have your jacket?]]
<<else>>\
<<if $traintix neq "bought">>[[Could I get a train ticket?]]<br><<endif>>\
<<if $lokpix neq "bought">>[[Could I get a lockpick?]]<br><<endif>>\
<</if>>\
[[Just browsing, thanks|The Courtyard]]
<<set $alfietalk to true>>\[[Talk into the chute.]]
[[The Engine]] The tool shop was a small area reccessed into the wall of the engine room. Inside were hundreds of tools, components and parts, all neatly ordered and meticulously laid out. Behind the window sat the Toolmaster, a small man with remarkably clean white clothing and beard, his bespectacled eyes peering up from his ledger to stare at Sam.
<<if $ToolShopRead neq true>>\
Sam waved from his position standing on his tip-toes to see over the tool shop counter. "Hello."
The Toolmaster's long white eyebrows and pointy nose creased together into a sneer.
"Time is money, money is my life, and I don't intend to be wasting my life for any damn fool!" replied the Toolmaster. "That's a piece of wisdom that Master Harold Cromwell told me when I first came to work here thirty years ago. Since then, Master Cromwell has entrusted me with the duty of ensuring that not a single wrench, rasp or rivet goes unaccounted for in this place. A duty that I take very seriously."
Leaning further over the counter so that his nose was nearly poking Sam in the eye the Toolmaster spoke in a low voice, "So you should know boy, that I consider anyone wasting my time to be wasting Mr Cromwell's time as well. And I take grave offence to anyone wasting Mr. Cromwell's time."
[[Sam|https://static.wixstatic.com/media/0d422e_f8de616a5d664cf7908ca2451341041c~mv2.jpg?fbclid=IwAR36JypQguDI0P9URxxwKRZck-ZqZuHKQ9bBlpIuYSWJOhY2XhnYYnp7DI8]] gulped.
The Toolmaster returned his gaze to his ledger, continuing to tally the number of 1/2 inch bolts that were in the box on his desk.
<<set $ToolShopRead = true>>\
<<endif>>\
[[Request a tool from the tool shop|Tool Request]]
[[The Engine]]The guard loudly and messily chewed on a brown wad of tobacco as he stared at Sam.
<<if $guardtalkcount eq 0>>\
"They finally let you out of the hole Sam? Do you really think you should be out here, instead of working? You're on your last chance boy, if you don't shape up the Master will kick you out and you'll have no place to live. You're hanging on by a thread Sam. You get it Sam? That's wordplay. We work at a cotton mill and your job is to make thread. I know it's hilarious, but don't let it distract you from the fact that I will belt you one if you don't get back to work!"<br><br>\
\
<<elseif $guardtalkcount eq 1>>\
"Why are you always looming about out here, when you should be looming cloth back in the mill? Do you get it Sammy? That's a homophone. Two words that sound the same but have different meanings. Quite a clever bit of wordplay if I do say so myself. Now get back to work before I throw you in the hole!"<br><br>\
\
<<elseif $guardtalkcount eq 2>>"Sam, when are you going to cotton on to the fact you're not supposed to be out here? Cotton on and this is a cotton mill, get it? If you do get it, GET BACK TO WORK!"<br><br>\
\
<<elseif $guardtalkcount eq 3>> "Why are you out here spinning me a yarn? When you ought to be inside, spinning yarn. You get that one Sam? You be a good boy and do your work and one day you'll grow up to be witty like me Sam. And if you don't do your work, you won't get to grow up at all, mark my words."<br><br>\
<<elseif $guardtalkcount gte 4>> "Buzz off Sam! I've run out of all my cotton related wordplay!"<br><br>\
<</if>>\
<<set $guardtalkcount to $guardtalkcount + 1>>\
\
<<if $wanttobacco is true and $havetobacco is false>>\
[[Ask guard about his chewing tobacco.|Guard tobacco trade]]<br>\
<<else>>\
<</if>>\
[[The Courtyard]]The faint smell of gruel indicated to Sam that this drain probably led to the kitchen.
[[The Courtyard]] <<if $Tonton eq "NotMet">>\
Inside the blackened tree stump was a [[silver creature,|https://static.wixstatic.com/media/0d422e_3b7702b901e049cd92f672a663e921ea~mv2.png?fbclid=IwAR1xWqJ-sOsKmHJUkmxMpD0T30B-Xlmlg2VRVdv3jk1BIHQcYA0lo0cJZR0]] who was hiding in what little shelter the hollow provided while muttering to itself.
[[Talk to spirit on the stump]]
<<elseif $Tonton eq "Meet">>\
Inside the blackened tree stump was a [[silver creature,|https://static.wixstatic.com/media/0d422e_3b7702b901e049cd92f672a663e921ea~mv2.png?fbclid=IwAR1xWqJ-sOsKmHJUkmxMpD0T30B-Xlmlg2VRVdv3jk1BIHQcYA0lo0cJZR0]] who was hiding in what little shelter the hollow provided while muttering to itself.
[[Talk to spirit in the stump|How is Koko feeling?]]
<<elseif $Tonton eq "Thinking">>\
Inside the blackened tree stump was a [[silver creature,|https://static.wixstatic.com/media/0d422e_3b7702b901e049cd92f672a663e921ea~mv2.png?fbclid=IwAR1xWqJ-sOsKmHJUkmxMpD0T30B-Xlmlg2VRVdv3jk1BIHQcYA0lo0cJZR0]] who was hiding in what little shelter the hollow provided while muttering to itself.
[[Talk to spirit in the stump|What are you thinking?]]
<<elseif $Tonton eq "HearsEucalyptus">>\
Inside the blackened tree stump was a [[silver creature,|https://static.wixstatic.com/media/0d422e_3b7702b901e049cd92f672a663e921ea~mv2.png?fbclid=IwAR1xWqJ-sOsKmHJUkmxMpD0T30B-Xlmlg2VRVdv3jk1BIHQcYA0lo0cJZR0]] who was hiding in what little shelter the hollow provided while muttering to itself.
[[Talk to spirit in the stump|Eucalyptus]]
<<elseif $Tonton eq "MovedOn">>\
All that remained was the stump. It looked like it had been lived in for some time.<br><br>\
<<else>>\
[[Talk to spirit on the stump]]
<<endif>>\
<<if $wantwood is true and $Tonton eq "MovedOn" and $havewood is false>>\
[[Take wood from stump|Take wood]]
<<elseif $wantwood is true and $havewood is false>>\
[[Take wood from stump|Take wood failed]]
<<else>>\
<<endif>>\
[[The Courtyard]] Beneath the creaking frame of the Spinning Mule, it was dark, cramped and musty. All around, tiny white particles rained down from the machines above and \
<<if $Dustiganareaunlocked is true>>\
Sam could hear the sound of the [[dustigans|Dustigans]] coming from the small crack in the floorboards.<br><br>\
\
<<elseif $Dustiganareaunlocked is false>>\
Sam could hear mysterious noises coming from a [[small crack in the floorboards.|Small Crack]]<br><br>\
<</if>>\
<<if $havelolly is true>>\
With him under the spinning mule was a [[boy|Boy under mule]] who was using a small pocket knife to whittle away at a piece of wood.<br><br>\
\
<<elseif $havelolly is false>>\
With him under the spinning mule was a [[boy|Boy under mule]] who was periodically crawling in and out from under the carriage. He appeared to be sucking on something small and round that he was holding in his right cheek.<br><br>\
<</if>>\
\
The floor under the mule was littered with [[hundreds of tiny scraps of loose cotton,|Cotton Scavenging1]] and now that Humphrey had taken over his work as a piecer Sam had been assigned to collecting these pieces. <br><br>\
[[Get out from under the mule|Spinning Mule]]<<textbox "$genericpword" "Display Text">> <br> <<click "Use Button">>\
<<set $genericpword to $genericpword.toUpperCase()>>\
<<if $genericpword is "CORRECT ANSWER" or $genericpword is "ANOTHER CORRECT ANSWER">><<replace "#result_text">><p>WIN CONDITION</p><</replace>>\
<<elseif $genericpword is "ANOTHER ANSWER">><<replace "#result_text">><p>This Answer also works.</p><</replace>>\
\
<<else>><<replace "#result_text">><p>INCORRECT</p><</replace>>\
\
<<endif>><</click>>\
<p><span id="result_text"></span></p><<if $t_snippers is false>>With his entire arm in the access hole, Sam gingerly felt around before his hand landed on the snippers.<br><br>\
[[Take the Wire Snippers]]\
<<elseif $t_snippers is true>>Sam reached inside the access hole, pawing around for a few minutes before remembering that he already gotten the snippers out from there earlier. He felt a bit silly and hoped no one had seen him crawling around on the floor with his arm inside the Scutching Machine. It's very embarassing to forget you've already solved a puzzle, isn't it?<br><br>\
[[Scutching Machine]]
<<endif>>\<<set $t_snippers to true>>\
Sam pulled his hand out of the access hole and beheld his newly aquired wire snippers. He was certain that they would come in handy.
[[Scutching Machine]]<<if $ToolRequestRead neq true>>\
"Well, what's the request code of the tool your after then?" demanded the Toolmaster. Sam stared at the Toolmaster blankly. "If you've had the tool before you've probably seen the code written on the side." sighed the Toolmaster.
Sam tapped his head as if trying to remember. "I don't quite recall what the code was..." Sam fibbed.
<<set $ToolRequestRead = true>>\
<<endif>>\
\
The toolmaster hissed through clenched teeth. "I run a very tight ship here, no tool will be given out without the proper request code! Either tell me the tool code you're after, or buzz off and stop wasting my time."
<<textbox "$tool_request" "Ask for a tool">> <br> <<click "Request">>\
<<set $tool_request to $tool_request.toUpperCase()>>\
\
<<if $tool_request is "T37" and $t_spanner is false>><<replace "#toolgiven">><p>"Ah so it's a spanner you're after." The tool keeper said, stroking his white beard as he walked off into the storeroom. Returning after a minute he placed a [[beaten up spanner|spanner.]] on the counter.</p><</replace>>\
<<elseif $tool_request is "T37" and $t_spanner is true>><<replace "#toolgiven">><p>"I've already given you a spanner boy!" shouted the toolmaster, pointing to Sam's name marked in his ledger. "DON'T TELL ME YOU'VE ALREADY LOST YOUR SPANNER BOY!"</p><</replace>>\
\
<<elseif $tool_request is "P190">><<replace "#toolgiven">><p>"After a metal spacer are we?" asked the Toolmaster, as he reached into a neatly ordered box of components on the desk and placed a [[flat metal ring|spacer.]] on the counter in front of Sam.</p><</replace>>\
\
<<elseif $tool_request is "P214">><<replace "#toolgiven">><p>"So you're planning on doing a bit of plumbing work," responded the Toolmaster, as he retrieved a [[pipe with a hooked end|pipe.]] from under the counter and set it down in front of Sam.</p><</replace>>\
\
<<elseif $tool_request is "WD39">><<replace "#toolgiven">><p>"I suppose it's true what they say about the squeaky wheel getting the grease," joked the Toolmaster as he picked up a [[fresh tube of grease|grease.]] from an unseen drawer and plonked it onto the counter with an audible squelch.</p><</replace>>\
\
<<else>><<replace "#toolgiven">><p>"THAT TOOL CODE IS INCORRECT!" bellowed the Toolmaster. "Come back when you know what you're looking for!"</p><</replace>>\
\
<<endif>><</click>>\
<p><span id="toolgiven"></span></p>\
[[Tool Shop]]<<set $t_spanner to true>>\
Sam picked up the spanner from the counter and held it aloft like a sword. The Toolmaster rolled his eyes.
"Now," Sam shouted, "no bolts will ever stand in the way of my progress ever again!"
[[Tool Shop]]<<if $CardingMachineRead neq true>>\
Sam walked over to the Carding Machine, a contraption comprised of several cylinders covered in hundreds of tiny pins that straightened out the cotton as they spun. Sam was thankful the Carding Machine was operational for once, it was always falling apart for some reason or another. One time the Carding Machine had broken down and he had to help comb out the cotton by hand for a week, and it reminded Sam of a time when he was little and his mother ran her fingers through his hair. Sam wished he hadn't thought about that.
<<set $CardingMachineRead = true>>\
<<endif>>\
\
The machine's attendant, the very aptly named Slim, was loudly boasting to the workers on the nearby machinery, very few of whom were paying any attention to him.
"They may call me Slim, but I've been feeling as well fed as Humphrey lately. Had me a lovely midnight snack from the exotic pantry yesterday. They were like little chicken eggs. Slid right down my throat, they did."
One of the workers looked up from the gears that he was oiling to exasperatedly shout at Slim. "Come off it! You've never set foot in the kitchen, let alone the exotic pantry. It's got a bloody lock on the door, it does."
"Well a little birdy told me the code goes as little something like 729," Slim replied.
Shaking his head in disbelief the worker turned his attention back to the squeaking cogs in front of him. "I don't believe it, you must think I was born yesterday."
Slim took of his cap and placed it over his chest.
"Swear on me heart. That's the code."
Slim finally stopped talking only when he noticed Sam standing there listening in.
<<if $knowlisa is true>>\
[[Ask Slim what he knows about Lisa again|Slim Talking about Lisa]] <br>\
<<elseif $knowlisa is false and $seenlockbox is true>>\
[[Ask Slim about Cromwell|Ask Slim about Cromwell]]<br>\
<<else>>\
<</if>>\
\
<<if $wantmumphoto is true and $havemumphoto is false>>\
[[Ask Slim about the photo of Alfie's mother.|Slim photo trade]] <br>\
<<elseif $wantmumphoto is false>>\
<</if>>\
[[Examine the Carding Machine]]
[[The Looms]] Most kids his age would be scared. But not Sam. Sam's tough.
[[Leave the dark room (But not because Sam's scared, it's just boring ok.)|The Engine]] Sam stuck his head into the opening and calls out into the darkness.
"Hello! Is there anybody in there?"
Sam's voice echoed down the chute, bouncing around the narrow metal passage that seems to extend forever, but there was no reply.
[[Leave|The Engine]] Sam saw kind old Mrs Withers standing next to the loom.
Greeting the genial octogenarian with a tip of his cap, Sam asked if there was anything he could do for her.
"Oh, Sam you are a dear. I'm making a couple' little teddy bears for my sons and daughters. All twenty of em. If you've got any spare lumps of scrap cotton I'll trade you a freshly woven sheet of the finest cloth. You could use it for anything -- a tablecloth, blankets, curtains. When you've got a patch of cloth the possibilities are endless..."
<<if $coat is true and $stuffedcoat neq true>>\
[[Ask Mrs Withers about modifying the coat]]
<<else>>\
<</if>>\
\
<<if $Cotton gte 500>>\
[[Trade 500 Cotton for Massive Cloth|Massive Cloth Buy]] <br>\
\
<<elseif $Cotton gte 100>>\
[[Trade 100 Cotton for Large Cloth|Large Cloth Buy]]<br>\
\
<<elseif $Cotton gte 20>>\
[[Trade 20 Cotton for Small Cloth|Small Cloth Buy]]<br>\
\
<<elseif $Cotton lt 20>>\
Unfortunately Sam didn't have enough Cotton to trade for cloth.<br>
<</if>>\
<<if $seenlockbox is true>>\
[[Ask about Mr Cromwell|Asking Mrs Withers about Cromwell]]
<<else>>\
<</if>>\
<<if $wantbear is true and $havebear is false>>\
[[Ask Mrs Withers if you can have one of her teddy bears.|Mrs Wither bear trade]] <br>\
<<else>>\
<</if>>\
[[The Looms]]Sam thought about bawling his eyes out in order to get away from his duties attending to the spinning mule, but he dismissed the idea. Sam doesn't cry. Not even pretend. Not even to get out of work. Sam's tough.
It probably wouldn't work anyway.
Deep in thought, Sam was interrupted by Humphrey yelling at the top of his lungs, "Oi! Sam! Get back to work!"
[[Get back to work|Yarn Spinning Minigame]]
[[Pretend to be sick]]
[[Yell at Humphrey]]
[[Start Laughing]]Sam concentrated with all his might on appearing as sick as a dog, he willed his hands to be as sweaty as possible and he could have sworn that he actually managed to turn slightly green in the face. After his temperature had become suitably feverish and he had perfected his fake shivering, he called out to Humphrey. "Sir, I don't feel well, I think I might be sick."
Without even coming over to inspect him, Humphrey barked back at Sam, "You'll be right crook in a minute if you don't get back to work."
[[Get back to work|Yarn Spinning Minigame]]
[[Pretend to cry]]
[[Yell at Humphrey]]
[[Start Laughing]]Sam shouted at the top of his lungs, "You're a stupid brute Humphrey, and your ma's jam is overrated!"
Humphrey's head snapped around to stare at Sam. In just a couple of massive strides Humphrey was towering over him.
"What was that Sam? I think I might have gone a little deaf from all these years being around such loud machines," Humphrey said.
Sam looked up sheepishly, and replied with every appearance of sincerity, "You're a stellar bloke Humphrey, and your ma's jam is celebrated."
Humphrey spat on the ground in front of Sam, "That's what I thought. Now GET BACK TO WORK!"
Sam definitely wasn't afraid of fighting the giant. He just didn't want to get in trouble and ruin the escape plan. Sam reckoned he could take on at least 10 giants, no worries.
[[Get back to work|Yarn Spinning Minigame]]
[[Pretend to cry]]
[[Pretend to be sick]]
[[Start Laughing]]Quietly at first, Sam started laughing. Never before had that dour hall heard such a genuine giggle. Confused by this unfamiliar sound, several of the nearby workers began checking their machines to see if they needed to be oiled. However, the sound of laughter from a boy who by all accounts should have had his spirit broken in the hole immediately aroused the suspicion of Humphrey, who bounded over to Sam.
"What have you got over here that's so funny?"
"Nothing," Sam deflected.
"Doesn't sound like nothing to me!" shouted Humphrey.
"I'm just spinning the thread, that's all."
With a look of even greater befuddlement than usual, Humphrey looked around, and with nothing seeming to be out of order he took his leave.
"Now you had best stop laughing and focus on ya work, you hear me?"
"Yes sir. Sorry sir," replied Sam, supressing a small snigger as Humphrey walked away.
[[Get back to work.|Yarn Spinning Minigame]]
[[Pretend to cry]]
[[Pretend to be sick]]
[[Yell at Humphrey]]
[[Laugh a little harder|Start Laughing 2]]Again Sam began to chortle. In between repairing loose threads on the spinning mule, Sam was slapping his knee with reckless frivolity.
From his supervisor's post, Humphrey just glared at the boy balefully. Meeting Sam's eyes, Humphrey silently mouthed the words "GET. BACK. TO. WORK."
[[Get back to work|Yarn Spinning Minigame]]
[[Pretend to cry]]
[[Pretend to be sick]]
[[Yell at Humphrey]]
[[Laugh even harder|Laughing 3]]Sam started laughing even harder. His guffaws were drawing odd stares from the workers around him, and his violent shaking was making it harder and harder to piece together the loose threads on the Spinning Mule.
"What's so funny?" Humphrey demanded.
"Oh, it's nothing sir, you wouldn't be interested," Sam replied.
"Spit it out boy, or it'll be a lashing for you!" said Humphrey, shaking his fist.
"I'm playing a game, sir," answered Sam, "I try to count how many threads I can mend in a minute. Then the next minute I try to beat that score. It's so much fun sir."
A look of confusion spread across Humphrey's large, oafish face.
"Well as long as you keep working," Humphrey conceded, "but try to keep the noise down!"
"Yes sir. I promise Sir."
Shaking his head, Humphrey walked away. "The boy's gone mad."
[[Get back to work|Yarn Spinning Minigame]]
[[Pretend to cry]]
[[Pretend to be sick]]
[[Yell at Humphrey]]
[[Laugh like you are going crazy|Laughing 4]]Sam was, at this point, totally blinded by tears of laughter. Through squinting eyes, all that Sam could see was the smeared silhouette of Humphrey charging towards him.
"Would you knock it off with that annoying laughing!" shouted Humphrey, "I can't focus on supervising you when you're constantly drawing my attention!"
"If I could stop sir I would!" answered Sam. "But playing with this Spinning Mule is the most fun I've ever had."
Humphrey stared slack-jawed at Sam for several seconds before his brow creased in confusion.
"Well why do you get to have all the fun?" asked Humphrey.
"I suppose it's just our lot in life Humphrey." Sam placed a consoling hand on Humphrey's elbow and elaborated, "The fates have decided that I get to play with this fun Spinning Mule, while you're forced to supervise all these bratty kids who keep getting their fingers stuck in the Scutcher."
Humphrey's head tilted down in genuine sadness.
"But what if I want to have a turn playing with the Spinning Mule?" he whined.
"I'm sorry Humphrey, I don't make the rules," said Sam.
"No fair!" whinged Humphrey as he moped away with heavy steps.
[[Get back to work|Yarn Spinning Minigame]]
[[Pretend to cry]]
[[Pretend to be sick]]
[[Yell at Humphrey]]
[[Laugh SO HARD that you think you might make yourself sick|Laughing 5]]
After Sam had a final bout of uproarious, earth-shaking laughter, it seemed like Humphrey had finally had enough. His oversized feet stomped over to Sam and he thrust an oversized finger into the boy's face.
"I make the rules around here and what I say goes. So if you don't listen to what I tell ya, you're going to get a belting."
Sam winced and stood dead still, preparing for a battering. However, several seconds passed and no blow came. When Sam finally open his eyes he saw Humphrey standing over him, tapping his foot impatiently.
"Stop hogging the spinning mule boy! It's my turn!" With a single hand Humphrey lifted Sam up and placed him out of the way. Turning to the spinning mule he began moving back and forth, catching each and every snapped thread with a broad toothless grin on his face. Sam had never seen his minder in such a good mood, and he decided to back away slowly.
Just as he thought that he was finally free of the giant's attention, Humphrey's head snapped around to scowl at Sam.
"Don't come complaining to me if you want your job back!" warned Humphrey. "Why don't you go and scavenge cotton off the floor with the other kids while I play on the Mule."
Sam put up very little resistance as he [[walked away from the spinning mule.|Freedom]]Sam stood with the row of spindles in front of him, grabbing any threads the second he saw them snap and rejoining them. Maybe, if he worked really hard and did a really good job, Humphrey would let him finish early and he could start looking for the tools.<br><br>\
Or maybe not.
<<set $A1 to "|">>\
<<set $A2 to "|">>\
<<set $A3 to "|">>\
<<set $A4 to "|">>\
<<set $B1 to "|">>\
<<set $B2 to "|">>\
<<set $B3 to "|">>\
<<set $B4 to "|">>\
<<set $C1 to "|">>\
<<set $C2 to "|">>\
<<set $C3 to "|">>\
<<set $C4 to "|">>\
<<set $D1 to "|">>\
<<set $D2 to "|">>\
<<set $D3 to "|">>\
<<set $D4 to "|">>\
<<set $Location = ["A1", "A2", "A3", "A4", "B1", "B2", "B3", "B4", "C1", "C2", "C3", "C4", "D1", "D2", "D3", "D4"]>>\
<<set $Timer = ["2s", "3s", "4s", "5s", "6s", "7s", "8s", "9s", "10s", "11s", "12s"]>>\
<<set $Outcome to "The spinning mule carriage came to the end of its track, switching gears and [[violently slamming back to its initial position.|Yarn Spinning Minigame]]">>\
<<set $A1Mole = 0>>\
<<set $A2Mole = 0>>\
<<set $A3Mole = 0>>\
<<set $A4Mole = 0>>\
<<set $B1Mole = 0>>\
<<set $B2Mole = 0>>\
<<set $B3Mole = 0>>\
<<set $B4Mole = 0>>\
<<set $C1Mole = 0>>\
<<set $C2Mole = 0>>\
<<set $C3Mole = 0>>\
<<set $C4Mole = 0>>\
<<set $D1Mole = 0>>\
<<set $D2Mole = 0>>\
<<set $D3Mole = 0>>\
<<set $D4Mole = 0>>\
<<silently>>
<<set $Mole to $Location.randomMany(6)>>
<<set $TimerA1 to $Timer.random()>>
<<set $TimerA2 to $Timer.random()>>
<<set $TimerA3 to $Timer.random()>>
<<set $TimerA4 to $Timer.random()>>
<<set $TimerB1 to $Timer.random()>>
<<set $TimerB2 to $Timer.random()>>
<<set $TimerB3 to $Timer.random()>>
<<set $TimerB4 to $Timer.random()>>
<<set $TimerC1 to $Timer.random()>>
<<set $TimerC2 to $Timer.random()>>
<<set $TimerC3 to $Timer.random()>>
<<set $TimerC4 to $Timer.random()>>
<<set $TimerD1 to $Timer.random()>>
<<set $TimerD2 to $Timer.random()>>
<<set $TimerD3 to $Timer.random()>>
<<set $TimerD4 to $Timer.random()>>
<</silently>>
<<fadein 1s 0s>>\
<<fadeout 1s 13s>>\
<table>\
<tr>\
<td>\
<span id= "A1">$A1</span>
<<if $Mole.includes("A1")>>\
<<timed $TimerA1>>\
<<set $A1Mole = 1>>\
<<replace "#A1">>\
<<fadeout 2s 4s>>\
<<click "¦">>\
<<set $A1Mole = 0>>\
<<replace "#A1">>|<</replace>>\
<</click>>\
<</fadeout>>\
<</replace>>\
<</timed>>\
<<endif>>\
</td>\
<td>\
<span id= "A2">$A2</span>
<<if $Mole.includes("A2")>>\
<<timed $TimerA2>>\
<<set $A2Mole = 1>>\
<<replace "#A2">>\
<<fadeout 2s 4s>>\
<<click "¦">>\
<<set $A2Mole = 0>>\
<<replace "#A2">>|<</replace>>\
<</click>>\
<</fadeout>>\
<</replace>>\
<</timed>>\
<<endif>>\
</td>\
<td>\
<span id= "A3">$A3</span>
<<if $Mole.includes("A3")>>\
<<timed $TimerA3>>\
<<set $A3Mole = 1>>\
<<replace "#A3">>\
<<fadeout 2s 4s>>\
<<click "¦">>\
<<set $A3Mole = 0>>\
<<replace "#A3">>|<</replace>>\
<</click>>\
<</fadeout>>\
<</replace>>\
<</timed>>\
<<endif>>\
</td>\
<td>\
<span id= "A4">$A4</span>
<<if $Mole.includes("A4")>>\
<<timed $TimerA4>>\
<<set $A4Mole = 1>>\
<<replace "#A4">>\
<<fadeout 2s 4s>>\
<<click "¦">>\
<<set $A4Mole = 0>>\
<<replace "#A4">>|<</replace>>\
<</click>>\
<</fadeout>>\
<</replace>>\
<</timed>>\
<<endif>>\
</td>\
</tr>\
<tr>\
<td>\
<span id= "B1">$B1</span>
<<if $Mole.includes("B1")>>\
<<timed $TimerB1>>\
<<set $B1Mole = 1>>\
<<replace "#B1">>\
<<fadeout 2s 4s>>\
<<click "¦">>\
<<set $B1Mole = 0>>\
<<replace "#B1">>|<</replace>>\
<</click>>\
<</fadeout>>\
<</replace>>\
<</timed>>\
<<endif>>\
</td>\
<td>\
<span id= "B2">$B2</span>
<<if $Mole.includes("B2")>>\
<<timed $TimerB2>>\
<<set $A2Mole = 1>>\
<<replace "#B2">>\
<<fadeout 2s 4s>>\
<<click "¦">>\
<<set $B2Mole = 0>>\
<<replace "#B2">>|<</replace>>\
<</click>>\
<</fadeout>>\
<</replace>>\
<</timed>>\
<<endif>>\
</td>\
<td>\
<span id= "B3">$B3</span>
<<if $Mole.includes("B3")>>\
<<timed $TimerB3>>\
<<set $B3Mole = 1>>\
<<replace "#B3">>\
<<fadeout 2s 4s>>\
<<click "¦">>\
<<set $B3Mole = 0>>\
<<replace "#B3">>|<</replace>>\
<</click>>\
<</fadeout>>\
<</replace>>\
<</timed>>\
<<endif>>\
</td>\
<td>\
<span id= "B4">$B4</span>
<<if $Mole.includes("B4")>>\
<<timed $TimerB4>>\
<<set $B4Mole = 1>>\
<<replace "#B4">>\
<<fadeout 2s 4s>>\
<<click "¦">>\
<<set $B4Mole = 0>>\
<<replace "#B4">>|<</replace>>\
<</click>>\
<</fadeout>>\
<</replace>>\
<</timed>>\
<<endif>>\
</td>\
</tr>\
<tr>\
<td>\
<span id= "C1">$C1</span>
<<if $Mole.includes("C1")>>\
<<timed $TimerC1>>\
<<set $C1Mole = 1>>\
<<replace "#C1">>\
<<fadeout 2s 4s>>\
<<click "¦">>\
<<set $C1Mole = 0>>\
<<replace "#C1">>|<</replace>>\
<</click>>\
<</fadeout>>\
<</replace>>\
<</timed>>\
<<endif>>\
</td>\
<td>\
<span id= "C2">$C2</span>
<<if $Mole.includes("C2")>>\
<<timed $TimerC2>>\
<<set $C2Mole = 1>>\
<<replace "#C2">>\
<<fadeout 2s 4s>>\
<<click "¦">>\
<<set $C2Mole = 0>>\
<<replace "#C2">>|<</replace>>\
<</click>>\
<</fadeout>>\
<</replace>>\
<</timed>>\
<<endif>>\
</td>\
<td>\
<span id= "C3">$C3</span>
<<if $Mole.includes("C3")>>\
<<timed $TimerC3>>\
<<set $C3Mole = 1>>\
<<replace "#C3">>\
<<fadeout 2s 4s>>\
<<click "¦">>\
<<set $C3Mole = 0>>\
<<replace "#C3">>|<</replace>>\
<</click>>\
<</fadeout>>\
<</replace>>\
<</timed>>\
<<endif>>\
</td>\
<td>\
<span id= "C4">$C4</span>
<<if $Mole.includes("C4")>>\
<<timed $TimerC4>>\
<<set $C4Mole = 1>>\
<<replace "#C4">>\
<<fadeout 2s 4s>>\
<<click "¦">>\
<<set $C4Mole = 0>>\
<<replace "#C4">>|<</replace>>\
<</click>>\
<</fadeout>>\
<</replace>>\
<</timed>>\
<<endif>>\
</td>\
</tr>\
<tr>\
<td>\
<span id= "D1">$D1</span>
<<if $Mole.includes("D1")>>\
<<timed $TimerD1>>\
<<set $D1Mole = 1>>\
<<replace "#D1">>\
<<fadeout 2s 4s>>\
<<click "¦">>\
<<set $D1Mole = 0>>\
<<replace "#D1">>|<</replace>>\
<</click>>\
<</fadeout>>\
<</replace>>\
<</timed>>\
<<endif>>\
</td>\
<td>\
<span id= "D2">$D2</span>
<<if $Mole.includes("D2")>>\
<<timed $TimerD2>>\
<<set $D2Mole = 1>>\
<<replace "#D2">>\
<<fadeout 2s 4s>>\
<<click "¦">>\
<<set $D2Mole = 0>>\
<<replace "#D2">>|<</replace>>\
<</click>>\
<</fadeout>>\
<</replace>>\
<</timed>>\
<<endif>>\
</td>\
<td>\
<span id= "D3">$D3</span>
<<if $Mole.includes("D3")>>\
<<timed $TimerD3>>\
<<set $D3Mole = 1>>\
<<replace "#D3">>\
<<fadeout 2s 4s>>\
<<click "¦">>\
<<set $D3Mole = 0>>\
<<replace "#D3">>|<</replace>>\
<</click>>\
<</fadeout>>\
<</replace>>\
<</timed>>\
<<endif>>\
</td>\
<td>\
<span id= "D4">$D4</span>
<<if $Mole.includes("D4")>>\
<<timed $TimerD4>>\
<<set $D4Mole = 1>>\
<<replace "#D4">>\
<<fadeout 2s 4s>>\
<<click "¦">>\
<<set $D4Mole = 0>>\
<<replace "#D4">>|<</replace>>\
<</click>>\
<</fadeout>>\
<</replace>>\
<</timed>>\
<<endif>>\
</td>\
</tr>\
</table>\
<</fadeout>>\
<</fadein>>\
<<timed 15s>>\
<<fadein 1s 0s>>\
<<if $A1Mole + $A2Mole + $A3Mole + $A4Mole + $B1Mole + $B2Mole + $B3Mole + $B4Mole + $C1Mole + $C2Mole + $C3Mole + $C4Mole + $D1Mole + $D2Mole + $D3Mole + $D4Mole > 1>>\
<<set $Outcome to "After Sam had let several broken threads on the spinning mule get by him, out of the corner of his eye he saw [[Humphrey marching toward him with an enraged look on his face.|Humphrey Mad]]">>\
<<endif>>\
<span id = "Outcome">$Outcome</span>
<</fadein>>\
<</timed>>
Click on ¦ to mend broken threads
[[Pretend to cry]]
[[Pretend to be sick]]
[[Yell at Humphrey]]
[[Start Laughing]]Rows upon rows of intimidating gears span relentlessly, driven by a cluster of pistons that were pumping back and forth, \
<<if $pistongreased is true>>\
[[all of which were running smoothly.|Squeaky piston]]
<<else>>\
[[one of which was squeaking quite loudly.|Squeaky piston]]
<</if>>\
To the side of the pistons was a [[row of eight locked metal vents|Metal Vents]] that led down beneath the floor.
[[The Engine]] <<set $t_snippers to false>>\
<<set $t_spanner to false>>\
<<set $t_lockpick to false>>\
<<set $trainticket to false>>\
<<set $hankerchief to true>>\
<<set $engineroomkey to false>>
<<set $havelolly to false>>
<<set $firstcotton to false>>
<<set $firstcoin to false>>
<<set $toolssent to false>>
<<set $Tonton to "NotMet">>
\
<<set $grease to false>>
<<set $hookedpipe to false>>
<<set $metalspacer to false>>
<<set $stuffedcoat to false>>
<<set $coat to false>>
\
<<set $hairgreased to false>>\
<<set $pipecane to false>>\
<<set $spacermonocle to false>>\
<<set $wearingstuffedcoat to false>>\
\
<<set $wantwood to false>>
<<set $wantfigurine to false>>
<<set $wantbear to false>>
<<set $wanttobacco to false>>
<<set $wantmumphoto to false>>
\
<<set $havewood to false>>
<<set $havefigurine to false>>
<<set $havebear to false>>
<<set $havetobacco to false>>
<<set $havemumphoto to false>>
\
<<set $guardtalkcount to 0>>\
<<set $alfietalk to false>>\
<<set $alfiegone to false>>\
<<set $talkedtodarren to false>>\
<<set $seenlockbox to false>>\
<<set $knowlisa to false>>\
<<set $givencoin to false>>\
\
<<set $smallcloth to 0>>
<<set $largecloth to 0>>
<<set $massivecloth to 0>>
<<set $ScavengedCotton to 0>>
\
<<set $Engineroomunlocked to false>>
<<set $Courtyardunlocked to false>>
<<set $Dustiganareaunlocked to false>>
<<set $Dustigancoinfarming to false>>
<<set $Dustigancottonfarming to false>>
<<set $ventopen to false>>
<<set $Arrivalpopup to false>>
<<set $pistongreased to false>>
\
<<set $Dustigan to 0>>
<<set $PopCap to 1>>
<<set $Population to 1>>
<<set $Sleeping to 0>>
<<set $Story to "//The Birth of Industry.//">>
<<set $Sister to " ">>
<<set $AbleFeed to false>>
<<set $FeedOption to false>>
<<set $AlwaysTrue to true>>
\
<<set $Candy to 1>>
<<set $CandyForager to 0>>
<<set $Cotton to 0>>
<<set $CottonForager to 0>>
<<set $Pence to 0>>
<<set $CoinForager to 0>>
\
<<set $Cottoneat to 2>>
<<set $Coineat to 1>>
/% Ingredient 1. Copy and paste ends here %/
<<set $A1 to "x">>
<<set $A2 to "x">>
<<set $A3 to "x">>
<<set $A4 to "x">>
<<set $B1 to "x">>
<<set $B2 to "x">>
<<set $B3 to "x">>
<<set $B4 to "x">>
<<set $C1 to "x">>
<<set $C2 to "x">>
<<set $C3 to "x">>
<<set $C4 to "x">>
<<set $D1 to "x">>
<<set $D2 to "x">>
<<set $D3 to "x">>
<<set $D4 to "x">>
<<set $Location = ["A1", "A2", "A3", "A4", "B1", "B2", "B3", "B4", "C1", "C2", "C3", "C4", "D1", "D2", "D3", "D4"]>>
<<set $Timer = ["2s", "3s", "4s", "5s", "6s", "7s", "8s", "9s", "10s", "11s", "12s"]>>
<<set $Outcome to "The spinning mule carriage came to the end of it's track, switching gears and [[violently slamming back to it's initial position.|Yarn Spinning Minigame]]">>
<<set $A1Mole = 0>>
<<set $A2Mole = 0>>
<<set $A3Mole = 0>>
<<set $A4Mole = 0>>
<<set $B1Mole = 0>>
<<set $B2Mole = 0>>
<<set $B3Mole = 0>>
<<set $B4Mole = 0>>
<<set $C1Mole = 0>>
<<set $C2Mole = 0>>
<<set $C3Mole = 0>>
<<set $C4Mole = 0>>
<<set $D1Mole = 0>>
<<set $D2Mole = 0>>
<<set $D3Mole = 0>>
<<set $D4Mole = 0>>
/% Dustigan %/
/% Timers %/ \
\
\
<<set $now to new Date(Date.now())>>\
<<set $hour to $now.getHours()>>\
<<set $minute to $now.getMinutes()>>\
<<set $second to $now.getSeconds()>>\
<<set $hour to $hour*3600>>\
<<set $minute to $minute*60>>\
<<set $candystamp1 to $hour + $minute + $second>>\
<<set $coinstamp1 to $hour + $minute + $second>>\
<<set $cottonstamp1 to $hour + $minute + $second>>\
<<set $cottoncost1 to $hour + $minute + $second>>\
<<set $coincost1 to $hour + $minute + $second>>\
<<set $cottonattrition1 to $hour + $minute + $second>>\
<<set $coinattrition1 to $hour + $minute + $second>>\
<<cacheaudio "ambience" "https://static.wixstatic.com/mp3/0d422e_4fdc2e64e50749c1bd6b3b8a809e7200.mp3">>
<<cacheaudio "violin" "https://static.wixstatic.com/mp3/0d422e_4a71112a91e64d21bf2b0d4766cd57f9.mp3">>
<<cacheaudio "dust1" "https://static.wixstatic.com/mp3/0d422e_dab288bbee4d431ab2a5e9a57a8ea73d.mp3">>
<<cacheaudio "dust2" "https://static.wixstatic.com/mp3/0d422e_263f670ac5c34e2582a4918444115690.mp3">>
<<cacheaudio "dust3" "https://static.wixstatic.com/mp3/0d422e_c5f4150d3202403cb4fa34acc779a162.mp3">>
<<cacheaudio "dust4" "https://static.wixstatic.com/mp3/0d422e_a63dada2ff084c46958edace03c949a6.mp3">>
<<cacheaudio "dust5" "https://static.wixstatic.com/mp3/0d422e_9e51c73aa9994a379fe10e63b47e2fa3.mp3">>
<<cacheaudio "dust6" "https://static.wixstatic.com/mp3/0d422e_3658e9d2c7b448d0bf58f1b8346fd021.mp3">>
<<cacheaudio "dust7" "https://static.wixstatic.com/mp3/0d422e_5ab1c45c0e7847b49254066bd01231da.mp3">>
<<cacheaudio "dust8" "https://static.wixstatic.com/mp3/0d422e_89cebcd7324f4c199b636cc5365758d5.mp3">>
<<cacheaudio "dust9" "https://static.wixstatic.com/mp3/0d422e_4908c170966546ecadfb1a46dc3bb5cd.mp3">>
<<cacheaudio "dust0" "https://static.wixstatic.com/mp3/0d422e_ff18221b3b614c5c979b8b2a670ebc31.mp3">>The door to the courtyard was firmly bolted shut, though Sam could still see the barren grounds surrounding the mill through the bars of the door.
As for why the door had been bolted shut in the first place, Sam had heard it happened at the demand of the Master, who was furious that one of the workers was picking the lock everytime he wanted to go outside for a cigarette break.<br>\
<<if $t_spanner is true>>\
Sam wondered if he would be able to [[undo the bolts,|Opening Courtyard Door]] now that he had the spanner.<br>\
\
<<elseif $t_spanner is false>>\
However, Sam thought that if he had a spanner he might be able to undo the bolts and get outside.<br>\
<</if>>\
[[The Looms]]The locked engine room door was warm to the touch, and the hissing of steam and clattering of pistons could be felt reverberating through the metal. Sam knew that if he was going to collect all the tools he definitely needed to get into the engine room, as that's where the Toolmaster officiously guarded all the tools that weren't in use. "Officiously" is a word which here means "in a way that shows you have too high an opinion of your own importance, and are too eager to tell people what to do".<br><br>\
<<if $engineroomkey is true>>\
Sam thought that the key he got from the master's lockbox should definitely be able to [[unlock the door.|Unlocking Engine Room]]<br>\
\
<<elseif $t_spanner is false>>\
Sam was fairly certain that the key to the engine room was stored in the master's lockbox, and if he retrieved it he would be able to get into the engine room.<br><br>\
<</if>>\
[[The Looms]]Through the small crack in the floorboards Sam saw a little dustigan hopping around with a downtrodden look in its eyes. Sam recognized that expression instantly. Those were the eyes of a creature desperate to taste something sweet. Chocolate, toffee, cake, any treat would do to calm the little sentient clump's gnawing desire. With a single glance Sam was able to understand this about the creature. After all, Sam had felt the same way himself too many times to count. <br><br>\
<<if $havelolly is true>>\
[[Hold out the lolly for the dustigan|Feed the Dustigan]]<br>\
\
<<elseif $havelolly is false>>\
<</if>>\
[[Leave|Under Mule]]
Pinned on the wall next to the lockbox was a note covered in crude childlike handwriting. Sam assumed that Humphrey had written it. It read: "Note to Self: Remember that the code for this box is the original name of Master Cromwell's favourite little helper. For use during engine room emergencies only."
Sam thought that the best way to figure out who the Master's favourite was would be to ask other workers around the mill who, or what, Master Cromwell's favourite little helper was.
<<textbox "$masterslockbox" "ENTER CODE">> <br> <<click "Use Button">>\
<<set $masterslockbox to $masterslockbox.toUpperCase()>>\
<<if $masterslockbox is "3875" or $masterslockbox is "THREE EIGHT SEVEN FIVE" or $masterslockbox is "THREEEIGHTSEVENFIVE">><<replace "#result_text">><p>Sam felt the wheels of lockbox click into place. [[Sam opened the box.|Engine Room Key]]</p><</replace>>\
\
<<elseif $masterslockbox is "LISA">><<replace "#result_text">><p>Sam tried to turn the dials to spell out Lisa and... realized the dials only had numbers on them. "Damn" Sam said, "I was certain I was on the right track." Sam thought that maybe he should share the information he had gathered with his friends and see if they had found anything that might be useful.</p><</replace>>\
\
<<elseif $masterslockbox is "L3-875F" or $masterslockbox is "L3875F">><<replace "#result_text">><p>Sam tried to enter the combination... and realized that their were only four dials to enter the password. Sam thought he might be missing something, and that maybe if he talked to the other mill workers again he might uncover some more information about the lockbox password.</p><</replace>>\
\
<<else>><<replace "#result_text">><p>Sam spun the dials on the combination lock to random numbers and got... nothing. "Well," Sam said to himself, "it was worth a shot."</p><</replace>>\
\
<<endif>><</click>>\
<p><span id="result_text"></span></p>
\
[[The Looms]]
<<set $seenlockbox to true>>\With a firm yank sam was able to twist the bolts stopping the door from opening. After a couple of turns the final bolt popped out, and the door to the courtyard swung open.
[[Onward to The Courtyard|The Courtyard]]
[[Back to The Looms|The Looms]]
<<set $Courtyardunlocked to true>>\The key turned in the lock with an audible click and the hot iron door swung open.
[[Continue to The Engine|The Engine]]
[[Back to The Looms|The Looms]]
<<set $Engineroomunlocked to true>><<if $Population gt 10000>>\
Sam could see a truly unfathomable number of dustigans running around underneath the floorboards, and was surprised that they could all even fit down there. It seemed to defy reality that so many dustigans could occupy such a small space, and that they still had the freedom of movement to bring the goodies they found throughout the mill back to Sam.
\
<<elseif $Population gt 1000>>\
Having reached an enormous population size, the dustigans started to become more orderly. Instead of each carrying their wares back one at a time, the dustigans had formed a long chain and were passing items along the line. At this point Sam was bewildered that no one else had noticed the army of tiny creatures ferrying goods around under the floor.<br>\
\
<<elseif $Population gt 500>>\
The dustigans had begun to form a small city under the floor, taking the sheets of cloth they lived in and arranging them into a grid structure, reminiscent of a city.
"<br>\
\
<<elseif $Population gt 100>>\
The small town of dustigans under the floorboards was bustling with activity, it seemed that the latest fashion among them was to roll their gifts for Sam along the floor, rather than the traditional method of carrying the item on their heads.
<br>\
\
<<elseif $Population gt 50>>\
The dustigans under the floorboards had formed a small village, and had taken to what looked like bowing or curtseying when they bumped into one another. It is said that dustigans only appear when children are in need... It was definitely the case in this story.<br>\
\
<<elseif $Population gt 20>>\
The cluster of dustigans under the floorboards, now too numerous for Sam to count even with his fingers and toes combined, danced around as they worked. The presents they were bringing back for Sam were slowly accumulating into larger and larger piles on the wooden floor. It is said that dustigans only appear when children are in need... It was definitely the case in this story.<br>\
\
<<elseif $Population gt 5>>\
The small gathering of dustigans joked and pranked among themselves, as they gathered resources they would imitate each other's way of walking, or would bounce lollies on their heads. It is said that dustigans only appear when children are in need... That was certainly the case in this story.<br>\
\
<<elseif $Population gt 1>>\
The handful of dustigans grouped together under the floorboards alternated between playing a game of leapfrog where they took turns jumping over each other, and going out foraging for gifts to bring back to Sam.<br>\
\
<<elseif $Population eq 1>>\
The lone dustigan looked up at Sam through the crack in the floorboards, bouncing around cheerfully. Occasionally it would disappear out of sight for a few moments, only to return suddenly with a new offering for Sam.<br>\
<</if>>\Sam handed the dustigan his handkerchief. The dustigan inspected it curiously, before diving onto it and rolling around. Seemingly satisfied with its new bed the dustigan returned to the hole in the floorboards. <br><br>\
<<set $PopCap to $PopCap + 4>>\
<<set $firstcotton to true>>\
<<set $hankerchief to false>>\
[[Continue|Dustigans]] Sam gave Mrs Withers five-hundred pieces of cotton in exchange for an enormous sheet of cloth. Sam could barely carry it, the sheet was so massive. <br><br>\
[[The Autoloom]]
<<set $massivecloth to $massivecloth + 1>>
<<set $Cotton to $Cotton - 500>>Sam gave Mrs Withers one-hundred pieces of cotton in exchange for a small sheet of cloth. <br><br>\
[[The Autoloom]]
<<set $largecloth to $largecloth + 1>>
<<set $Cotton to $Cotton - 100>>Sam gave Mrs Withers twenty pieces of cotton in exchange for a small sheet of cloth. <br><br>\
[[The Autoloom]]
<<set $smallcloth to $smallcloth + 1>>
<<set $Cotton to $Cotton - 20>>Sam handed the dustigans a small sheet of fabric and several of them jumped onto it and snuggled up in the cloth.
[[Continue|Dustigans]]
<<set $PopCap to $PopCap + 4>>\
<<set $smallcloth to $smallcloth - 1>>\Sam handed the dustigans a large sheet of fabric and several of them jumped onto it and snuggled up in the cloth.
[[Continue|Dustigans]]
<<set $PopCap to $PopCap + 20>>\
<<set $largecloth to $largecloth - 1>>\Sam handed the dustigans a massive sheet of fabric and several of them jumped onto it and snuggled up in the cloth.
[[Continue|Dustigans]]
<<set $PopCap to $PopCap + 100>>\
<<set $massivecloth to $massivecloth - 1>>\Swinging open the heavy metal lid of the Master's Lockbox, inside Sam found an ornate wrought iron key. Sam quickly stashed the key in his trouser pocket and closed the box, walking away at a leisurely pace so as to not arouse suspicion.
"I should make sure my friends know that code too," thought Sam. "Just in case they also need to open any boxes they find."
<<set $engineroomkey to true>>\
[[The Looms]] Scavenged Cotton Scraps: <span id= "ScavengedCotton">$ScavengedCotton</span><br><br>\
<<fadein 0.5s 0s>>\
<<fadeout 0.5s 1s>>\
3...
<</fadeout>>\
<</fadein>>\
<<fadein 0.5s 2s>>\
<<fadeout 0.5s 3s>>\
2...
<</fadeout>>\
<</fadein>>\
<<fadein 0.5s 4s>>\
<<fadeout 0.5s 5s>>\
1...
<</fadeout>>\
<</fadein>>\
<<fadein 0.5s 6s>>\
<<fadeout 0.5s 21s>>\
<<click "GRAB!">>\
<<set $ScavengedCotton to $ScavengedCotton + 1>>\
<<replace "#ScavengedCotton">>$ScavengedCotton<</replace>>\
<</click>>\
<</fadeout>>\
<</fadein>>\
<<fadein 2s 23s>>\
[[Sam dived out from under the Spinning Mule just in the nick of time before the carriage came barrelling into the space where he was crawling just a second before.|Jump Out]]
<</fadein>>\<<set $Cottonlumps = Math.round($ScavengedCotton/10)>>
Sam clumped the small fragments of cotton together he had managed to collect during that cycle of the spinning mule and was able to form $Cottonlumps balls of cotton. <br><br>\
<<set $Cotton = Math.round($Cotton + $ScavengedCotton/10)>>\
<<set $ScavengedCotton to 0>>\
Checking his pockets he had $Cotton pieces of cotton in total. Sam really wished there was some easier way to gather up the cotton, one that didn't involve quite as many close calls.
If only there was someone, or something, else that could collect the cotton for him. <br><br>\
[[Scavenge more cotton from under the mule.|Cotton Scavenging]]
[[Leave|Under Mule]] <<if $havelolly is true>>\
The boy was crouched in a dark corner under the mule, using a knife to carve details into a small wooden figure that on closer inspection appeared to be a kangaroo. Occasionally the boy would hold the figure up and rotate it in his hands, examining the shape of his carving from all sides.
<<if $wantfigurine is true and $havefigurine is false>>\
[[Ask boy about whittling a toy soldier|Boy figurine trade]]<br>\
<<else>>\
<</if>>\
\
<<elseif $havelolly is false>>\
"What are you sucking on there?" asked Sam.
"Raspberry Drop," replied the boy matter of factly through red stained teeth.
"How'd you get a raspberry drop in this place?" asked Sam.
"Fell from the crack under the door to the kitchen," answered the boy.
Sam asked the boy if he could have a turn sucking on the lolly.
"No way!" shrieked the boy. "This is the only lolly I've got, and I've been sucking on it for six months!"
"Is there anything that I could trade you for the raspberry drop?" Sam enquired.
"The only way I could ever dream of parting with my lolly is if you were to do my work for me so I could have more time to work on my whittling. If you bring me 12 balls of cotton, I might just consider parting with it. But until then I'm just going to sit here and savour the rest of the time I have with my precious raspberry drop."
<<if $Cotton gte 12 and $havelolly is false>> \
[[Give 12 cotton in exchange for Lolly|Buy Lolly]] <br>\
\
<<elseif $havelolly is true>>\
You have already bought the lolly.<br>
<<elseif $Cotton lt 12 and $havelolly is false>>\
Unfortunately Sam didn't have enough cotton to trade for a lolly.<br>
<</if>>\
<</if>>\
\
[[Under Mule]] Sam gave the dustigan the lolly and it jumped for joy before disappearing back into the hole. It quickly returned, bringing with it an entirely different flavour of lolly, it looked like a lemon drop. <br><br>\
<<set $Dustiganareaunlocked to true>>\
<<click "Take the lemon drop from the dustigan">>\
<<goto "Dustigans">>\
<<set $CandyForager to $CandyForager + 1>>\
<</click>>\Sam traded the boy the 12 lumps of cotton for the raspberry drop, which was still moist with the boy's saliva. <br><br>\
<<set $havelolly to true>>\
<<set $Cotton to $Cotton - 12>>\
[[Yuck.|Under Mule]] Once Humphrey was close enough that Sam could feel the spit droplets spraying from his mouth, the giant brute began screaming in the boy's face a series of threats too violent to print here. Threats on which he would follow through if Sam didn't stop daydreaming and [[get back to work.|Yarn Spinning Minigame]]
<<set $A1 to "x">>\
<<set $A2 to "x">>\
<<set $A3 to "x">>\
<<set $A4 to "x">>\
<<set $B1 to "x">>\
<<set $B2 to "x">>\
<<set $B3 to "x">>\
<<set $B4 to "x">>\
<<set $C1 to "x">>\
<<set $C2 to "x">>\
<<set $C3 to "x">>\
<<set $C4 to "x">>\
<<set $D1 to "x">>\
<<set $D2 to "x">>\
<<set $D3 to "x">>\
<<set $D4 to "x">>\
<<set $Location = ["A1", "A2", "A3", "A4", "B1", "B2", "B3", "B4", "C1", "C2", "C3", "C4", "D1", "D2", "D3", "D4"]>>\
<<set $Timer = ["2s", "3s", "4s", "5s", "6s", "7s", "8s", "9s", "10s", "11s", "12s"]>>\
<<set $Outcome to "The spinning mule carriage came to the end of its track, switching gears and [[violently slamming back into its initial position.|Yarn Spinning Minigame]]">>\
<<set $A1Mole = 0>>\
<<set $A2Mole = 0>>\
<<set $A3Mole = 0>>\
<<set $A4Mole = 0>>\
<<set $B1Mole = 0>>\
<<set $B2Mole = 0>>\
<<set $B3Mole = 0>>\
<<set $B4Mole = 0>>\
<<set $C1Mole = 0>>\
<<set $C2Mole = 0>>\
<<set $C3Mole = 0>>\
<<set $C4Mole = 0>>\
<<set $D1Mole = 0>>\
<<set $D2Mole = 0>>\
<<set $D3Mole = 0>>\
<<set $D4Mole = 0>>\<<if $t_spanner is false>>\
Sam walked over to the large contraption in the corner of the room. Here Sam found a boy of about his own age bent over the machine at what appeared to be an //acutely// uncomfortable angle.
The boy, who Sam recognised to be Darren Pasternack, was using a pair of wire snippers to cut his hair free from where it was tangled up inside the enormous gears of the Scutching Machine. It looked like the Scutching Machine, which used large metal rollers to crush the raw cotton flat, had been about a second away from doing the same to Darren's head before it had been disengaged from the drive belt.
"Darren, would I be able to borrow those wire snippers?" asked Sam.
"Is that you Sam? Sure, you can have the Snippers as soon as I'm done," replied Darren, unable to turn his head to face Sam on account of his follicular attachment to the Scutching Machine.
"Do you want a hand getting out of there?" asked Sam.
"Nah, it's all right," replied Darren, muffled against the wool still left in the machine, "there's only one pair of snippers anyway, and if I gave these to you and you ran off with them I'd look like a right goose."
"All right Darren, but I need those snippers as soon as possible."
"Come back later."
\
<<elseif $t_spanner is true>>\
Sam walked over to the Scutching Machine where a freshly-shorn and sheepish Darren was standing. As Sam walked nearer it seemed like Darren was trying harder and harder not to make eye-contact with him.
"So are you done with the wire snippers now Darren?" asked Sam.
"Ok so I have good news and bad news." replied Darren.
Sam stared at Darren quizically.
"Ok the good news is I've managed to get my hair free of the Scutching Machine." continued Darren. "The bad news is I accidently dropped the wire snippers and they fell inside the machine."
Sam's eyebrows furrowed into a scowl.
"Don't worry I'm sure the repairman will be able to get them out!" pleaded Darren.
"DARREN!" shouted Sam.
The boy ran away from Sam with a panicked squeal.<br>\
<<set $talkedtodarren to true>>\
<</if>>\
[[The Looms]] "If I know one thing about Master Cromwell I know he's a true outdoorsman. Always hunting, fishing, and catching little animals in traps. One time I saw inside his office and there were all sorts of, what da you call it, taxidermized critters. It's a bit sad to think about all the little animals running around all happy like until, BANG, they get caught in a snare and end up on Master Cromwell's mantle. Seems a bit cruel to me." said Mrs Withers, her eyes looking off into the distance.
Realizing what she had just said, Mrs Withers head snapped up to look around and check if anybody had heard her.
"Not that I'd ever say Master Cromwell is cruel! Not me! I wouldn't say a thing like that!" squeaked Mrs Withers in a panicked voice, "I just mean in principle I don't like the idea of catching poor little possums in traps and making their skin into decorations. Much prefer a nice, harmless cloth Teddy Bear."
[[Sam decided to leave his questioning at that.|The Autoloom]] "Who's Cromwell's favourite little helper?" asked Sam.
"That's an interesting question my boy." replied Slim. "I think I might just have some idea of who you're talking about. It's right on the tip of my tongue.... Dang, I can't remember.
A smug grin crept over Slim's face.
"It is a shame though, I don't have time to stand around chatting, got to keep combing the cotton until it's nice and smooth, or the boss will have a fit. Although, if someone was to find some nice smooth cotton balls, hmm let's say about 50, and it just so happened they fell into my lap, I might just have a few spare minutes to try and jog my memory."<br><br>\
<<if $Cotton gte 50>>\
[[Give Slim 50 Cotton to keep talking]]<br>\
<<elseif $Cotton lt 50>>\
Unfortunately Sam didn't have enough Cotton to trade for information.<br><br>\
<</if>>\
[[Back|carding machine 2]]Slim paused for a second, his hand coming to rest on his chin. "Now who was it that he said was his favourite..."
Slim gave his scraggly beard a stroke for awhile until his eyes suddenly lit up in recollection.
"Lisa. Yeah Lisa, that was the name. He talked about a Timmy, he talked about a Simon, but I remember distinctly one time Mr. Cromwell talking about how none of them had ever helped him out as much as Lisa."
[[Continue|carding machine 2]]
<<set $Cotton to $Cotton - 50>>\
<<set $knowlisa to true>>\Sam asked Humphrey if he had seen the master's favourite helper Lisa recently.
"Where did you hear that name boy? You think I don't know what you're doing! You're trying ta work out out the code for Master Cromwell's lockbox, aren't ya? I oughta belt you, I should!" yelled Humphrey, shaking his fist at Sam.
He stared menacingly at the boy before returning his attention to the Spinning Mule. "Doesn't matter even if you are snooping around and looking for the code, there's no way you're going to work it out. No chance. Bet you don't even know that the code only uses just the numbers in her name, and none of the letters."
Sam didn't know that there were any numbers in the name Lisa, but he thought better of arguing with Humprey after his miraculous luck escaping the conversation un-belted. Wracking his brain, Sam really couldn't understand what Humphrey had told him at all, but thought that it might make more sense if he discussed it with his friends.
[[Spinning Mule]] Slim paused for a second, his hand coming to rest on his chin. "Now who was it that he said was his favourite..."
Slim gave his scraggly beard a stroke for awhile until his eyes suddenly lit up in recollection.
"Lisa. Yeah Lisa, that was the name. He talked about a Timmy, he talked about a Simon, but I remember distinctly one time Mr. Cromwell talking about how none of them had ever helped him out as much as Lisa."
[[Back|carding machine 2]]"Do you remember me talking to you about my friends Mokka and Koko?" asked Tonton.
"Yes" replied Sam.
“How is Koko feeling?”
<<textbox "$genericpword" "">> <br> <<click "Give response">>\
<<set $spiritfeeling to $genericpword.toUpperCase()>>\
<<if $spiritfeeling is "AFRAID">>
\
<<replace "#result_text">><p>
"Afraid," Sam said.
"Really?" Tonton asked. "Afraid of what?" <br>
<<textbox "$genericpword" "Afraid of">> <br>
<<click "Give response">>
<<set $spiritfeeling to $genericpword.toUpperCase()>>\
<<if $spiritfeeling is "AFRAID OF LEAVING" or $spiritfeeling is "AFRAID TO LEAVE" or $spiritfeeling is "AFRAIDOFLEAVING" or $spiritfeeling is "AFRAIDTOLEAVE" or $spiritfeeling is "AFRAID OF THE UNKNOWN" or $spiritfeeling is "OF LEAVING" or $spiritfeeling is "OFLEAVING" or $spiritfeeling is "LEAVING" or $spiritfeeling is "AFRAIDOFTHEUNKNOWN">>
<<replace "#result_text2">><p>"Is that really what Koko is feeling?" Tonton asked uncertainly.<br>[[Yes|Tonton hmm]]</p><</replace>>
\
\
<<else>><<replace "#result_text2">><p>"I don't understand," Tonton said.</p> <</replace>>\
\
<<endif>><</click>>\
<p><span id="result_text2"></span></p></p><</replace>>\
<<elseif $spiritfeeling is "AFRAID OF LEAVING" or $spiritfeeling is "AFRAID TO LEAVE" or $spiritfeeling is "AFRAIDOFLEAVING" or $spiritfeeling is "AFRAIDTOLEAVE" or $spiritfeeling is "AFRAID OF THE UNKNOWN" or $spiritfeeling is "AFRAIDOFTHEUNKNOWN">>
<<replace "#result_text">><p>"Is that really what Koko is feeling?" Tonton asked uncertainly.<br>[[Yes|Tonton hmm]]</p><</replace>>\
\
<<elseif $spiritfeeling is "SAD">><<replace "#result_text">><p>"I can tell that much from his music playing," Tonton said quite sharpishly. "But it must be more than that. Koko is a very introspective, philosophical spirit. He thinks deeply about things." </p> <</replace>>\
<<else>><<replace "#result_text">><p>"I don't understand," Tonton said.</p> <</replace>>\
\
<<endif>><</click>>\
<p><span id="result_text"></span></p>\
[[Go back|The Courtyard]]"What are you thinking?" Sam asked.
Tonton didn't seem to hear. He was lost in what seemed like deep thought. He just kept mumbling to himself.
<<set $hmm to random(1)>>\
<<if $hmm is 0>>\
"Afraid of leaving... hmmm."
<<else>>\
So Koko is afraid too... hmmm."
<<endif>>\
<<textbox "$genericpword" "">> <br> <<click "Say something">>\
<<set $spiritname to $genericpword.toUpperCase()>>\
<<if $spiritname is "EUCALYPTUS">><<replace "#result_text">><p>Tonton perked up, no longer lost in thought.
"Did you say what I think you said?" he exclaimed.
[[Yes|Eucalyptus]]
[[No|Not tree]]
</p><</replace>>\
\
<<else>><<replace "#result_text">><p>
"Tonton needs to be left alone now," Tonton said timidly.
"Perhaps that would be for the best," Sam thought to himself.</p> <</replace>>\
\
<<endif>><</click>>\
<p><span id="result_text"></span></p>\
[[Go back|The Courtyard]]"How do you know about that? Did Mokka tell you? All I've ever known are wattle trees."
Tonton's head darted about, nervousley looking in every direction.
"I'm so frightened of moving to a new tree! What if it's leaves are too oily? What if the bark is too rough? What if… Oh I don't know."
The small spirit rolled restlessly back and forth inside the tree stump.
"I'm useless. There's no way that I can do this all on my own, I'm too much of a coward. If only Mokka was here and I could ask her, <b>what can Tonton do?</b>"
<<set $Tonton = "HearsEucalyptus">>\
<<textbox "$genericpword" "">> <br> <<click "Say something">>\
<<set $spiritremember to $genericpword.toUpperCase()>>\
<<if $spiritremember is "REMEMBER THE WINDY MEADOW" or $spiritremember is "REMEMBERTHEWINDYMEADOW">>
<<goto "Windy Meadow">>\
\
<<else>><<replace "#result_text">><p>
"Tonton needs to be left alone now," Tonton said timidly.
"Perhaps that would be for the best," Sam thought to himself. [[Go back|The Courtyard]]</p> <</replace>>\
\
<<endif>><</click>>\
<p><span id="result_text"></span></p>\
[[Go back|The Courtyard]]
"Where are they...?" the spirit in the stump harumphed to himself.
"Where are who?" Sam replied, causing the spirit to yelp and jump up into the air.
When the spirit landed, its head snapped around to stare at Sam with wide panicked eyes, utterly suprised that it had been spotted. After a few seconds passed and Sam didn't make any aggresive moves the spirit relaxed lay back down inside the tree stump.
"My friends..." the spirit whimpered, on the verge of tears. "I don't know where my friends are or if they're ok."
[[Who are your friends?|Who are your friends]]The spirit, who introduced himself as Tonton, told Sam about his two friends whom he was dearly missing: Koko and Mokka. He explained to Sam that he was worried about them because they were both very shy.
"Mokka doesn't like to talk to strangers and Koko doesn’t really talk at all, but he does play some wonderful music with his flute."
Tonton was certain Koko was still at the mill, because he heard Koko's music drifting down from high above every night, but his friend hadn't come down to visit him for a long time.
[[Do you know why?]]"Do you know why?" Sam asked politely.
"That is a very good question," Tonton replied, scratching his head. "Would you be able to ask him for me?"
"Well..."
"Actually... no," Tonton continued, cutting Sam short. "Koko doesn't really talk. That would never work. Oh this is too much for me to handle," he sighed quite despairingly.
[[Why don't you go and ask him yourself?]]"Me?" Tonton asked, quite surprised. "I would love to but I can't really go and leave this tree can I? What a ridiculous notion. A tree spirit, leaving a tree. I would feel quite naked and empty inside."
By 'naked' Tonton didn't actually mean that he would be nude, just exposed and self-conscious.
"Well if you do bump into Koko," Tonton continued, "could you please tell me... how is Koko feeling?"
[[Leave|Tree]]
<<set $Tonton = "Meet">>\"No," Sam replied shrugging his shoulders.
"Okay then," said Tonton. "Please leave me alone then."
[[Go back|The Courtyard]]Tonton sat for a while without saying much.
<<set $Tonton = "Thinking">>\
[[What are you thinking?|What are you thinking first time?]]Tonton didn't seem to hear. He was lost in what seemed like deep thought. He just kept mumbling to himself.
<<set $hmm to random(1)>>\
<<if $hmm is 0>>\
"Afraid of leaving... hmmm."
<<else>>\
So Koko is afraid too... hmmm."
<<endif>>\
It seemed rude to interrupt Tonton's thoughts.
[[Leave Tonton|The Courtyard]]Tonton started to tear up.
"I don't know why that memory passed out of my mind… I think… even though Ruko isn't here anymore, I think I'm ready to move. Pass this message onto Koko. Perhaps he'll be able to move on as well. Ruko always said, 'The world is starting to change, much faster than we can keep up with. If there's something to put hope into or something to put your trust in, cling onto that with everything. And don't look back.' Ruko would have wanted Koko to follow his dream, to see the outside world. Tell him '<b>Remember what Ruko said</b>.' I hope he can be free from the past."
[[Okay|Stump free]]
<<set $Tonton = "MovedOn">>\Tonton bid Sam goodbye and bounced out of the tree stump. Waiting for a moment the guard was distracted spitting out his chewing tobacco, Tonton raced across the courtyard lightning fast. In an instant he was was already crawling under the perimeter fence and shimmying up one of the nearby eucalyptus trees.
[[Tree Stump|Tree]]"Five pound for the train ticket. That's a hundred shillings or one thousand, two hundred pence."
"That's more money than I've seen in my entire life!" Sam protested.
"Well it's a very nice train."
<<if $givencoin is false>>\
[[Alfie flicked a 1 pence coin towards Sam,|Alfie giving Sam coin.]] "That ought to get you started Sammy!"<br><br>\
\
<<elseif $givencoin is true>>\
<<if $Pence gte 1200>>\
[[Buy Train Ticket for 1200 Pence|Buy Train Ticket]] <br>\
\
<<elseif $Pence lt 1200>>\
Unfortunately, Sam didn't have enough money to buy the train ticket.<br><br>\
<</if>>\
[[Back|Alfie the Fence]]
<</if>>\Alfie shook his head.
"The only thing more important to me than this lockpick is the one photo I have of my mother.... that I lost to Slim in a card game last week. If you could get the photo back for me, then I might be able to give you this lockpick."<br><br>\
\
<<set $wantmumphoto to true>>\
\
<<if $havemumphoto is false>>\
<<elseif $havemumphoto is true>>\
[[Trade photo of Alfie's mother for lockpick|Trade for lockpick]]<br>\
<</if>>\
[[Back|Alfie the Fence]] Sam exchanged an enormous pile of coins for the train ticket. The bewildered look on Alfie's face as Sam dumped an enormous pile of coins in front of him: priceless.
<<set $trainticket to true>>\
<<set $Pence to $Pence - 1200>>\
<<set $traintix to "bought">>\
[[The Courtyard]] Alfie's face lit up.
"You're a lifesaver Sam! Just remember, you didn't get this from me."
He handed Sam the lockpick.
<<set $t_lockpick to true>>\
<<set $wantmumphoto to false>>\
<<set $lokpix to "bought">>\
[[The Courtyard]]Along the wall were the eight vents that Sam knew comprised part of the Transport Chute System. Sam didn't know why it was under such high security that all the hatches covering the top of the vents had enormous, heavy duty locks. However, back in the hole, Shu Fang had told Sam that if he could put the tools into one of the vents, then they'd somehow find a way down to where she was. They could then use those tools to break out of the Hole and escape.<br><br>\
<<if $toolssent is true>>\
Directly in front of Sam was the closed hatch that he had placed the tools in, which was labelled E-5.<br><br>\
\
<<elseif $ventopen is true>>\
The vent that was previously held shut with with wire was now open and [[freely accesible.|Open Vent]]<br><br>\
<<else>>\
Luckily, one of the locks on the vents appeared broken, and the lid was secured shut with a piece of wire.<br><br>\
<</if>>\
On the wall above the vents was a [[Mysterious Gauge.|https://static.wixstatic.com/media/0d422e_39799c0587cf47d3a77449d1e7dfac7e~mv2.png]]<br><br>\
\
<<if $t_snippers is true and $ventopen is false>>\
[[Cut the wire holding the lid shut.]]<br>\
\
<<else>>\
<</if>>\
[[Engine room machinery]] Sam used the wire snippers to cut the wire keeping the hatch shut and swung it wide open.<br><br>\
<<set $ventopen to true>>\
[[Engine room machinery]] Sam took the wood from the stump.
<<set $havewood to true>>\
[[The Courtyard]] Several large trees stood just out of Sam's reach on the other side of the fence. Sam had always wanted to climb a tree, it seemed like a jolly good time for an adventurous boy like him.<br><br>\
<<if $Tonton is "MovedOn">>\
In the branches of the closest tree Sam could just make out the outline of Tonton's round body. Sam could hear tonton faintly whisper, "Remember, tell Koko to '<b>remember what Ruko said</b>.' He’ll know what I mean."<br><br>\
<<else>>\
<</if>>\
[[The Courtyard]] Sam started to pry a chunk of wood away from the stump.
Hey, what are you doing! This is my home!" Shouted the spirit hiding within.
"Sorry." said Sam
"You can't just take apart a person's house while they're living in it. Don't you have any manners?" shouted the spirit.
Sam let go of the wood and decided that he wouldn't break apart the tree stump if there was someone living inside.
[[Back away|The Courtyard]]Sure I //could// give you the photo of Slim's mother. However, it is a real drag not being able to smoke on the job, so I could really go for some chewing tobacco. If you manage to get some I'll trade you the photo for it.<br><br>\
\
<<set $wanttobacco to true>>\
\
<<if $havetobacco is true>>\
[[Give Slim chewing tobacco in exchange for the photo of Alfies's mother.|Give Slim Tobacco]]<br><br>\
<<elseif $havetobacco is false>>\
Unfortunately Sam didn't have any chewing tobacco to trade with Slim.<br><br>\
<</if>>\
[[Back|carding machine 2]] Sam gave Slim the chewing tobacco in exchange for the photo of Alfie's mother.<br><br>\
<<set $havemumphoto to true>>\
[[Continue|carding machine 2]]"You want some of my tobacco? Filthy habit Sammy. I couldn't possibly lead you astray. However, I do have a daughter, apple of my eye she is, and I've been trying to get her a teddy bear. So if you could somehow get your hands on a stuffed bear I might be able to part with some chew."<br><br>\
\
<<set $wantbear to true>>\
\
<<if $havebear is true>>\
[[Give Guard teddy bear in exchange for chewing tobacco|Give Guard Bear]] <br><br>\
<<elseif $havebear is false>>\
Unfortunately Sam didn't have a bear to trade with the guard.
<</if>>\
[[Guard]] Sam gave the guard the stuffed bear in exchange for the chewing tobacco.
<<set $havetobacco to true>>\
[[Guard]]I'd love to give you a bear Sammy, but these are for my kids, if one of them doesn't get a bear they'll feel left out. Although my oldest boy, Gregory, he said that he's too old for stuffed animals, and that he'd rather play with toy soldiers. If you can get me a carved wooden soldier I'll gladly trade a stuffed bear for it.<br><br>\
<<set $wantfigurine to true>>\
\
<<if $havefigurine is true>>\
[[Trade Mrs Withers a whittled figurine for stuffed bear|Give Mrs Withers Figurine]]<br><br>\
<<elseif $havefigurine is false>>\
Unfortunately Sam didn't have a wooden figurine to trade with Mrs Withers.<br><br>\
<</if>>\
[[The Autoloom]] Sam gave Mrs Withers the carved wooden soldier figurine in exchange for a bear.
<<set $havebear to true>>\
[[The Autoloom]] Sure Sam, whitling is my passion. I'd gladly carve a soldier for you. The only problem is I'm out of wood to carve. If you could get me some more wood I would gladly carve a soldier for you.<br><br>\
<<set $wantwood to true>>\
\
<<if $havewood is true>>\
[[Give the boy a piece of wood to carve|Give Boy Wood]]<br><br>\
<<elseif $havewood is false>>\
Unfortunately Sam didn't have any wood for the boy to carve.
"The only wood I've seen around here is that old stump," Sam mused.<br><br>\
<</if>>\
[[Under Mule]]Sam gave the boy the piece of wood and he carved it into a small soldier figurine before handing it back to Sam.<br><br>\
<<set $havefigurine to true>>\
[[Under Mule]]<<if tags().includes("show")>> /% Start Shown System %/ \
\
\
\
<table>\
<tr>\
<td>Population:</td>
<td><span id="Population">$Population</span>/<span id="PopCap">$PopCap</span></td>
</tr>\
</table>\
<table>\
<tr>\
<td>Lollies:</td>
<td><span id="Candy">$Candy</span></td>
</tr>\
</table>\
<<if $Dustigancottonfarming is true>>\
<table>\
<tr>\
<td>Cotton:</td>
<td><span id="Cotton">$Cotton</span></td>
</tr>\
</table>\
<<else>>\
<</if>>\
<<if $Dustigancoinfarming is true>>\
<table>\
<tr>\
<td>Pence:</td>
<td><span id="Pence">$Pence</span></td>
</tr>\
</table>\
<<else>>\
<</if>>\
\
\
\
<table>\
<tr>\
<td>Waiting Dustigans:</td>
<td><span id="Dustigan">$Dustigan</span></td>
</tr>
</table>\
\
\
<<if $Dustigancottonfarming is true>>\
<table>\
<tr>\
<td>Cotton Foragers:</td>\
<td><span id="CottonForager">$CottonForager</span></td>\
<td><<click "+">>\
<<if $Dustigan > 0>>\
<<if $Dustigan + $CandyForager - 1 <= 0>>\
<<script>>UI.alert("Sam can't assign all the dustigans to Cotton foraging. At least one dustigan must be foraging for lollies.");<</script>>\
<<else>>\
<<set $Dustigan to $Dustigan - 1>>\
<<set $CottonForager to $CottonForager + 1>>\
<<replace "#Dustigan">>$Dustigan<</replace>>\
<<replace "#CottonForager">>$CottonForager<</replace>>\
<<set $random to random(9)>><<if $random is 1>><<audio "dust1" play>><<endif>><<if $random is 2>><<audio "dust2" play>><<endif>><<if $random is 3>><<audio "dust3" play>><<endif>><<if $random is 4>><<audio "dust4" play>><<endif>><<if $random is 5>><<audio "dust5" play>><<endif>><<if $random is 6>><<audio "dust6" play>><<endif>><<if $random is 7>><<audio "dust7" play>><<endif>><<if $random is 8>><<audio "dust8" play>><<endif>><<if $random is 9>><<audio "dust9" play>><<endif>><<if $random is 0>><<audio "dust9" play>><<endif>>\
<<endif>>\
<<else>>\
<<script>>UI.alert("There aren't enough free dustigans.");<</script>>\
<<endif>>\
<</click>>\
</td>\
<td><<click "-">>\
<<if $CottonForager > 0>>\
<<set $CottonForager to $CottonForager - 1>>\
<<set $Dustigan to $Dustigan + 1>>\
<<replace "#CottonForager">>$CottonForager<</replace>>\
<<replace "#Dustigan">>$Dustigan<</replace>>\
<<else>>\
<<script>>UI.alert("Sam doesn't have any Cotton Foragers.");<</script>>\
<<endif>>\
<</click>>\
</td>\
</tr>\
</table>\
<<else>>\
\
<</if>>\
\
\
<<if $Dustigancoinfarming is true>>\
<table>\
<tr>\
<td>Coin Foragers:</td>\
<td><span id="CoinForager">$CoinForager</span></td>\
<td><<click "+">>\
<<if $Dustigan > 0>>\
<<if $Dustigan + $CoinForager - 1 <= 0>>\
<<script>>UI.alert("Sam can't assign all the dustigans to Coin foraging. At least one must be foraging for lollies.");<</script>>\
<<else>>\
<<set $Dustigan to $Dustigan - 1>>\
<<set $CoinForager to $CoinForager + 1>>\
<<replace "#Dustigan">>$Dustigan<</replace>>\
<<replace "#CoinForager">>$CoinForager<</replace>>\
<<set $random to random(9)>><<if $random is 1>><<audio "dust1" play>><<endif>><<if $random is 2>><<audio "dust2" play>><<endif>><<if $random is 3>><<audio "dust3" play>><<endif>><<if $random is 4>><<audio "dust4" play>><<endif>><<if $random is 5>><<audio "dust5" play>><<endif>><<if $random is 6>><<audio "dust6" play>><<endif>><<if $random is 7>><<audio "dust7" play>><<endif>><<if $random is 8>><<audio "dust8" play>><<endif>><<if $random is 9>><<audio "dust9" play>><<endif>><<if $random is 0>><<audio "dust9" play>><<endif>>\
<<endif>>\
<<else>>\
<<script>>UI.alert("There aren't enough free dustigans.");<</script>>\
<<endif>>\
<</click>>\
</td>\
<td><<click "-">>\
<<if $CoinForager > 0>>\
<<set $CoinForager to $CoinForager - 1>>\
<<set $Dustigan to $Dustigan + 1>>\
<<replace "#CoinForager">>$CoinForager<</replace>>\
<<replace "#Dustigan">>$Dustigan<</replace>>\
<<else>>\
<<script>>UI.alert("Sam doesn't have any Coin Foragers.");<</script>>\
<<endif>>\
<</click>>\
</td>\
</tr>\
</table>\
<<else>>\
\
<</if>>\
\
\
<table>\
<tr>\
<td>Lolly Foragers:</td>
<td><span id="CandyForager">$CandyForager</span></td>
<td><<click "+">>
<<if $Dustigan > 0>>
<<set $Dustigan to $Dustigan - 1>>
<<set $CandyForager to $CandyForager + 1>>
<<replace "#Dustigan">>$Dustigan<</replace>>
<<replace "#CandyForager">>$CandyForager<</replace>>
<<set $random to random(9)>><<if $random is 1>><<audio "dust1" play>><<endif>><<if $random is 2>><<audio "dust2" play>><<endif>><<if $random is 3>><<audio "dust3" play>><<endif>><<if $random is 4>><<audio "dust4" play>><<endif>><<if $random is 5>><<audio "dust5" play>><<endif>><<if $random is 6>><<audio "dust6" play>><<endif>><<if $random is 7>><<audio "dust7" play>><<endif>><<if $random is 8>><<audio "dust8" play>><<endif>><<if $random is 9>><<audio "dust9" play>><<endif>><<if $random is 0>><<audio "dust9" play>><<endif>>\
<<else>>
<<script>>UI.alert("There aren't enough free dustigans.");<</script>>
<<endif>>
<</click>>
</td>
<td><<click "-">>
<<if $CandyForager > 0>>
<<set $CandyForager to $CandyForager - 1>>
<<set $Dustigan to $Dustigan + 1>>
<<replace "#CandyForager">>$CandyForager<</replace>>
<<replace "#Dustigan">>$Dustigan<</replace>>
<<else>>
<<script>>UI.alert("Sam doesn't have any Lolly Foragers.");<</script>>
<<endif>>\
<</click>>\
</td>\
</tr>\
</table>\
\
\
<table>\
<tr>\
<td>Sleeping Dustigans:</td>
<td><span id="Sleeping">$Sleeping</span></td>
<td><<click "Wake up">>
<<if $Sleeping > 0>>
<<if $Candy > 5>>
<<set $Sleeping to $Sleeping - 1>>
<<set $Dustigan to $Dustigan + 1>>
<<replace "#Sleeping">>$Sleeping<</replace>>
<<replace "#Dustigan">>$Dustigan<</replace>>
<<replace "#Population">>$Population<</replace>>
<<set $random to random(9)>><<if $random is 1>><<audio "dust1" play>><<endif>><<if $random is 2>><<audio "dust2" play>><<endif>><<if $random is 3>><<audio "dust3" play>><<endif>><<if $random is 4>><<audio "dust4" play>><<endif>><<if $random is 5>><<audio "dust5" play>><<endif>><<if $random is 6>><<audio "dust6" play>><<endif>><<if $random is 7>><<audio "dust7" play>><<endif>><<if $random is 8>><<audio "dust8" play>><<endif>><<if $random is 9>><<audio "dust9" play>><<endif>><<if $random is 0>><<audio "dust9" play>><<endif>>\
<<else>>
<<script>>UI.alert("Sam needs at least 5 lollies to wake sleeping dustigans.");<</script>>
<<endif>>
<<else>>
<<script>>UI.alert("There are no sleeping dustigans to wake up.");<</script>>
<<endif>>\
<</click>>\
</td>\
</tr>\
</table>\
\
\
<<repeat 4s>>\
<<if $Population + 1 < $PopCap and $Arrivalpopup is false>>\
<<script>>UI.alert("Dustigans soon began arriving to occupy the clean cloth, lured by the promise of lollies.");<</script>>\
<<set $Population to $Population + 2>>\
<<set $Dustigan to $Dustigan + 2>>\
<<replace "#Population">>$Population<</replace>>\
<<replace "#Dustigan">>$Dustigan<</replace>>\
<<set $Arrivalpopup to true>>\
<<elseif $Population < $PopCap>>\
<<set $Population to $Population + 1>>\
<<set $Dustigan to $Dustigan + 1>>\
<<replace "#Population">>$Population<</replace>>\
<<replace "#Dustigan">>$Dustigan<</replace>>\
<<else>>\
<</if>>\
<</repeat>>\
<<repeat 9s>>\
<<if $Population + 1 < $PopCap>>\
<<set $Population to $Population + 2>>\
<<set $Dustigan to $Dustigan + 2>>\
<<replace "#Population">>$Population<</replace>>\
<<replace "#Dustigan">>$Dustigan<</replace>>\
<<else>>\
<</if>>\
<</repeat>>\
\
<br>\
<<if $hankerchief is true>>\
[[Offer dustigans your Handkerchief.|Give Sock]] <br>\
\
<<elseif $hankerchief is false>>\
<</if>>\
<<if $firstcotton is true>>\
[[Give dustigans a piece of cotton.|Give Dustigans Cotton]] <br>\
\
<<elseif $firstcotton is false>>\
<</if>>\
<<if $firstcoin is true>>\
[[Give dustigans the 1 pence coin.|Give Dustigans Coin]] <br>\
\
<<elseif $firstcoin is false>>\
<</if>>\
<<if $smallcloth gte 1>>\
[[Offer the dustigans a small piece of cloth.|Give Small Cloth]] <br>\
\
<<elseif $smallcloth lt 1>>\
<</if>>\
<<if $largecloth gte 1>>\
[[Offer the dustigans a large piece of cloth.|Give Large Cloth]] <br>\
\
<<elseif $largecloth lt 1>>\
<</if>>\
<<if $massivecloth gte 1>>\
[[Offer the dustigans a massive piece of cloth.|Give Massive Cloth]] <br>\
\
<<elseif $massivecloth lt 1>>\
<</if>>\
[[Leave|Under Mule]]
\
\
\
\
\
/% Timers %/ \
\
\
<<set $now to new Date(Date.now())>>\
<<set $hour to $now.getHours()>>\
<<set $minute to $now.getMinutes()>>\
<<set $second to $now.getSeconds()>>\
<<set $hour to $hour*3600>>\
<<set $minute to $minute*60>>\
<<set $candystamp2 to $hour + $minute + $second>>\
<<set $coinstamp2 to $hour + $minute + $second>>\
<<set $cottonstamp2 to $hour + $minute + $second>>\
<<set $cottoncost2 to $hour + $minute + $second>>\
<<set $coincost2 to $hour + $minute + $second>>\
<<set $cottonattrition2 to $hour + $minute + $second>>\
<<set $coinattrition2 to $hour + $minute + $second>>\
<<repeat 1s>>\
<<set $now to new Date(Date.now())>>\
<<set $hour to $now.getHours()>>\
<<set $minute to $now.getMinutes()>>\
<<set $second to $now.getSeconds()>>\
<<set $hour to $hour*3600>>\
<<set $minute to $minute*60>>\
<<set $candystamp2 to $hour + $minute + $second>>\
<<set $coinstamp2 to $hour + $minute + $second>>\
<<set $cottonstamp2 to $hour + $minute + $second>>\
<<set $cottoncost2 to $hour + $minute + $second>>\
<<set $coincost2 to $hour + $minute + $second>>\
<<set $cottonattrition2 to $hour + $minute + $second>>\
<<set $coinattrition2 to $hour + $minute + $second>>\
<</repeat>>\
\
\
/% Incomes %/ \
\
/% Income for Cotton Forager %/ \
\
<<silently>>\
<<if $cottonstamp2 >= $cottonstamp1 + 5>> /% THE NUMBER DENOTES THE AMOUNT OF SECONDS WITH WHICH THIS FUNCTION REPEATS e.g. +5 MEANS IT REPEATS EVERY 5 SECONDS %/ \
<<set $Cotton to $Cotton + $CottonForager*2>>\
<<set $cottonstamp1 to $cottonstamp2>>\
<<repeat 1s>>\
<<if $cottonstamp2 >= $cottonstamp1 + 5>>\
<<set $Cotton to $Cotton + $CottonForager*2>>\
<<set $cottonstamp1 to $cottonstamp2>>\
<<replace "#Cotton">>$Cotton<</replace>>\
<<endif>>\
<</repeat>>\
<<else>>\
<<repeat 1s>>\
<<if $cottonstamp2 >= $cottonstamp1 + 5>>\
<<set $Cotton to $Cotton + $CottonForager*2>>\
<<set $cottonstamp1 to $cottonstamp2>>\
<<replace "#Cotton">>$Cotton<</replace>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<</silently>>
\
\
/% Income for Coin Forager %/ \
\
<<silently>>\
<<if $coinstamp2 >= $coinstamp1 + 10>> /% THE NUMBER DENOTES THE AMOUNT OF SECONDS WITH WHICH THIS FUNCTION REPEATS e.g. +5 MEANS IT REPEATS EVERY 5 SECONDS %/ \
<<set $Pence to $Pence + $CoinForager*1>>\
<<set $coinstamp1 to $coinstamp2>>\
<<repeat 1s>>\
<<if $coinstamp2 >= $coinstamp1 + 5>>\
<<set $Pence to $Pence + $CoinForager*1>>\
<<set $coinstamp1 to $coinstamp2>>\
<<replace "#Pence">>$Pence<</replace>>\
<<endif>>\
<</repeat>>\
<<else>>\
<<repeat 1s>>\
<<if $coinstamp2 >= $coinstamp1 + 5>>\
<<set $Pence to $Pence + $CoinForager*1>>\
<<set $coinstamp1 to $coinstamp2>>\
<<replace "#Pence">>$Pence<</replace>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<</silently>>
\
/% Income for Candy Forager %/ \
\
<<silently>>
<<if $candystamp2 >= $candystamp1 + 5>> /% THE NUMBER DENOTES THE AMOUNT OF SECONDS WITH WHICH THIS FUNCTION REPEATS e.g. +5 MEANS IT REPEATS EVERY 5 SECONDS %/ \
<<set $Candy to $Candy + $CandyForager*2>>\
<<set $candystamp1 to $candystamp2>>\
<<repeat 1s>>\
<<if $candystamp2 >= $candystamp1 + 5>>\
<<set $Candy to $Candy + $CandyForager*2>>\
<<set $candystamp1 to $candystamp2>>\
<<replace "#Candy">>$Candy<</replace>>\
<<endif>>\
<</repeat>>\
<<else>>\
<<repeat 1s>>\
<<if $candystamp2 >= $candystamp1 + 5>>\
<<set $Candy to $Candy + $CandyForager*2>>\
<<set $candystamp1 to $candystamp2>>\
<<replace "#Candy">>$Candy<</replace>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<</silently>>
\
\
/% Costs %/ \
\
\
/% Cost for Cotton Forager %/ \
\
<<silently>>\
<<if $cottoncost2 > $cottoncost1 + 10>>\
<<if $Candy - $CottonForager * $Cottoneat > 0>>\
<<set $Candy to $Candy - $CottonForager * $Cottoneat>>\
<<set $cottoncost1 to $cottoncost2>>\
<<repeat 1s>>\
<<if $cottoncost2 > $cottoncost1 + 10>>\
<<if $Candy - $CottonForager * $Cottoneat > 0>>\
<<set $Candy to $Candy - $CottonForager * $Cottoneat>>\
<<replace "#Candy">>$Candy<</replace>>\
<<else>>\
<<set $Candy = 0>>\
<<replace "#Candy">>$Candy<</replace>>\
<<endif>>\
<<set $cottoncost1 to $cottoncost2>>\
<<endif>>\
<</repeat>>\
<<else>>\
<<set $Candy = 0>>\
<<set $cottoncost1 to $cottoncost2>>\
<<repeat 1s>>\
<<if $cottoncost2 > $cottoncost1 + 10>>\
<<if $Candy - $CottonForager * Cottoneat > 0>>\
<<set $Candy to $Candy - $CottonForager * $Cottoneat>>\
<<replace "#Candy">>$Candy<</replace>>\
<<else>>\
<<set $Candy = 0>>\
<<replace "#Candy">>$Candy<</replace>>\
<<endif>>\
<<set $cottoncost1 to $cottoncost2>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<<else>>\
<<repeat 1s>>\
<<if $cottoncost2 > $cottoncost1 + 10>>\
<<if $Candy - $CottonForager * $Cottoneat > 0>>\
<<set $Candy to $Candy - $CottonForager * $Cottoneat>>\
<<replace "#Candy">>$Candy<</replace>>\
<<else>>\
<<set $Candy = 0>>\
<<replace "#Candy">>$Candy<</replace>>\
<<endif>>\
<<set $cottoncost1 to $cottoncost2>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<</silently>>\
\
/% Cost for Coin Forager %/ \
\
<<silently>>\
<<if $coincost2 > $coincost1 + 10>>\
<<if $Candy - $CoinForager*1 > 0>>\
<<set $Candy to $Candy - $CoinForager*1>>\
<<set $coincost1 to $coincost2>>\
<<repeat 1s>>\
<<if $coincost2 > $coincost1 + 10>>\
<<if $Candy - $CoinForager*1 > 0>>\
<<set $Candy to $Candy - $CoinForager*1>>\
<<replace "#Candy">>$Candy<</replace>>\
<<else>>\
<<set $Candy = 0>>\
<<replace "#Candy">>$Candy<</replace>>\
<<endif>>\
<<set $coincost1 to $coincost2>>\
<<endif>>\
<</repeat>>\
<<else>>\
<<set $Candy = 0>>\
<<set $coincost1 to $coincost2>>\
<<repeat 1s>>\
<<if $coincost2 > $coincost1 + 10>>\
<<if $Candy - $CoinForager*1 > 0>>\
<<set $Candy to $Candy - $CoinForager*1>>\
<<replace "#Candy">>$Candy<</replace>>\
<<else>>\
<<set $Candy = 0>>\
<<replace "#Candy">>$Candy<</replace>>\
<<endif>>\
<<set $coincost1 to $coincost2>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<<else>>\
<<repeat 1s>>\
<<if $coincost2 > $coincost1 + 10>>\
<<if $Candy - $CoinForager*1 > 0>>\
<<set $Candy to $Candy - $CoinForager*1>>\
<<replace "#Candy">>$Candy<</replace>>\
<<else>>\
<<set $Candy = 0>>\
<<replace "#Candy">>$Candy<</replace>>\
<<endif>>\
<<set $coincost1 to $coincost2>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<</silently>>
\
\
/% Attrition %/ \
\
\
/% Attrition: Cotton Forager %/\
\
<<silently>>\
<<if $cottonattrition2 > $cottonattrition1 + 2>>\
<<if $CottonForager > $Candy>>\
<<set $CottonForager to $CottonForager - 1>>\
<<set $Sleeping to $Sleeping + 1>>\
<<set $cottonattrition1 to $cottonattrition2>>\
<<repeat 1s>>\
<<if $cottonattrition2 > $cottonattrition1 +2>>\
<<if $CottonForager > $Candy>>\
<<set $CottonForager to $CottonForager - 1>>\
<<set $Sleeping to $Sleeping + 1>>\
<<replace "#CottonForager">>$CottonForager<</replace>>\
<<replace "#Sleeping">>$Sleeping<</replace>>\
<<endif>>\
<<set $cottonattrition1 to $cottonattrition2>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<<else>>\
<<repeat 1s>>\
<<if $cottonattrition2 > $cottonattrition1 + 2>>\
<<if $CottonForager > $Candy>>\
<<set $CottonForager to $CottonForager - 1>>\
<<set $Sleeping to $Sleeping + 1>>\
<<replace "#CottonForager">>$CottonForager<</replace>>\
<<replace "#Sleeping">>$Sleeping<</replace>>\
<<endif>>\
<<set $cottonattrition1 to $cottonattrition2>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<</silently>>\
\
/% Attrition: Coin Forager %/\
\
<<silently>>\
<<if $coinattrition2 > $coinattrition1 + 2>>\
<<if $CoinForager > $Candy>>\
<<set $CoinForager to $CoinForager - 1>>\
<<set $Sleeping to $Sleeping + 1>>\
<<set $coinattrition1 to $coinattrition2>>\
<<repeat 1s>>\
<<if $coinattrition2 > $coinattrition1 + 2>>\
<<if $CoinForager > $Candy>>\
<<set $CoinForager to $CoinForager - 1>>\
<<set $Sleeping to $Sleeping + 1>>\
<<replace "#CoinForager">>$CoinForager<</replace>>\
<<replace "#Sleeping">>$Sleeping<</replace>>\
<<endif>>\
<<set $coinattrition1 to $coinattrition2>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<<else>>\
<<repeat 1s>>\
<<if $coinattrition2 > $coinattrition1 + 2>>\
<<if $CoinForager > $Candy>>\
<<set $CoinForager to $CoinForager - 1>>\
<<set $Sleeping to $Sleeping + 1>>\
<<replace "#CoinForager">>$CoinForager<</replace>>\
<<replace "#Sleeping">>$Sleeping<</replace>>\
<<endif>>\
<<set $coinattrition1 to $coinattrition2>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<</silently>>\
\
\
\
\
\
<<endif>> /% End Shown System %/ \
\
\<<if tags().includes("hide")>> /% Start Hidden System %/ \
\
\
\
/% Timers %/ \
\
\
<<set $now to new Date(Date.now())>>\
<<set $hour to $now.getHours()>>\
<<set $minute to $now.getMinutes()>>\
<<set $second to $now.getSeconds()>>\
<<set $hour to $hour*3600>>\
<<set $minute to $minute*60>>\
<<set $candystamp2 to $hour + $minute + $second>>\
<<set $coinstamp2 to $hour + $minute + $second>>\
<<set $cottonstamp2 to $hour + $minute + $second>>\
<<set $cottoncost2 to $hour + $minute + $second>>\
<<set $coincost2 to $hour + $minute + $second>>\
<<set $cottonattrition2 to $hour + $minute + $second>>\
<<set $coinattrition2 to $hour + $minute + $second>>\
<<repeat 1s>>\
<<set $now to new Date(Date.now())>>\
<<set $hour to $now.getHours()>>\
<<set $minute to $now.getMinutes()>>\
<<set $second to $now.getSeconds()>>\
<<set $hour to $hour*3600>>\
<<set $minute to $minute*60>>\
<<set $candystamp2 to $hour + $minute + $second>>\
<<set $coinstamp2 to $hour + $minute + $second>>\
<<set $cottonstamp2 to $hour + $minute + $second>>\
<<set $cottoncost2 to $hour + $minute + $second>>\
<<set $coincost2 to $hour + $minute + $second>>\
<<set $cottonattrition2 to $hour + $minute + $second>>\
<<set $coinattrition2 to $hour + $minute + $second>>\
<</repeat>>\
\
\
/% Incomes %/ \
\
/% Income for Cotton Forager %/ \
\
<<silently>>
<<if $cottonstamp2 >= $cottonstamp1 + 5>> /% THE NUMBER DENOTES THE AMOUNT OF SECONDS WITH WHICH THIS FUNCTION REPEATS e.g. +5 MEANS IT REPEATS EVERY 5 SECONDS %/ \
<<set $Cotton to $Cotton + $CottonForager*1>>\
<<set $cottonstamp1 to $cottonstamp2>>\
<<repeat 1s>>\
<<if $cottonstamp2 >= $cottonstamp1 + 5>>\
<<set $Cotton to $Cotton + $CottonForager*1>>\
<<set $cottonstamp1 to $cottonstamp2>>\
<<replace "#Cotton">>$Cotton<</replace>>\
<<endif>>\
<</repeat>>\
<<else>>\
<<repeat 1s>>\
<<if $cottonstamp2 >= $cottonstamp1 + 5>>\
<<set $Cotton to $Cotton + $CottonForager*1>>\
<<set $cottonstamp1 to $cottonstamp2>>\
<<replace "#Cotton">>$Cotton<</replace>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<</silently>>
\
\
/% Income for Coin Forager %/ \
\
<<silently>>
<<if $coinstamp2 >= $coinstamp1 + 10>> /% THE NUMBER DENOTES THE AMOUNT OF SECONDS WITH WHICH THIS FUNCTION REPEATS e.g. +5 MEANS IT REPEATS EVERY 5 SECONDS %/ \
<<set $Pence to $Pence + $CoinForager*1>>\
<<set $coinstamp1 to $coinstamp2>>\
<<repeat 1s>>\
<<if $coinstamp2 >= $coinstamp1 + 5>>\
<<set $Pence to $Pence + $CoinForager*1>>\
<<set $coinstamp1 to $coinstamp2>>\
<<replace "#Pence">>$Pence<</replace>>\
<<endif>>\
<</repeat>>\
<<else>>\
<<repeat 1s>>\
<<if $coinstamp2 >= $coinstamp1 + 5>>\
<<set $Pence to $Pence + $CoinForager*1>>\
<<set $coinstamp1 to $coinstamp2>>\
<<replace "#Pence">>$Pence<</replace>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<</silently>>
\
/% Income for Candy Forager %/ \
\
<<silently>>
<<if $candystamp2 >= $candystamp1 + 5>> /% THE NUMBER DENOTES THE AMOUNT OF SECONDS WITH WHICH THIS FUNCTION REPEATS e.g. +5 MEANS IT REPEATS EVERY 5 SECONDS %/ \
<<set $Candy to $Candy + $CandyForager*2>>\
<<set $candystamp1 to $candystamp2>>\
<<repeat 1s>>\
<<if $candystamp2 >= $candystamp1 + 5>>\
<<set $Candy to $Candy + $CandyForager*2>>\
<<set $candystamp1 to $candystamp2>>\
<<replace "#Candy">>$Candy<</replace>>\
<<endif>>\
<</repeat>>\
<<else>>\
<<repeat 1s>>\
<<if $candystamp2 >= $candystamp1 + 5>>\
<<set $Candy to $Candy + $CandyForager*2>>\
<<set $candystamp1 to $candystamp2>>\
<<replace "#Candy">>$Candy<</replace>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<</silently>>
\
\
/% Costs %/ \
\
\
/% Cost for Cotton Forager %/ \
\
<<silently>>
<<if $cottoncost2 > $cottoncost1 + 10>>\
<<if $Candy - $CottonForager * $Cottoneat > 0>>\
<<set $Candy to $Candy - $CottonForager * $Cottoneat>>\
<<set $cottoncost1 to $cottoncost2>>\
<<repeat 1s>>\
<<if $cottoncost2 > $cottoncost1 + 10>>\
<<if $Candy - $CottonForager * $Cottoneat > 0>>\
<<set $Candy to $Candy - $CottonForager * $Cottoneat>>\
<<replace "#Candy">>$Candy<</replace>>\
<<else>>\
<<set $Candy = 0>>\
<<replace "#Candy">>$Candy<</replace>>\
<<endif>>\
<<set $cottoncost1 to $cottoncost2>>\
<<endif>>\
<</repeat>>\
<<else>>\
<<set $Candy = 0>>\
<<set $cottoncost1 to $cottoncost2>>\
<<repeat 1s>>\
<<if $cottoncost2 > $cottoncost1 + 10>>\
<<if $Candy - $CottonForager * $Cottoneat > 0>>\
<<set $Candy to $Candy - $CottonForager * $Cottoneat>>\
<<replace "#Candy">>$Candy<</replace>>\
<<else>>\
<<set $Candy = 0>>\
<<replace "#Candy">>$Candy<</replace>>\
<<endif>>\
<<set $cottoncost1 to $cottoncost2>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<<else>>\
<<repeat 1s>>\
<<if $cottoncost2 > $cottoncost1 + 10>>\
<<if $Candy - $CottonForager * $Cottoneat > 0>>\
<<set $Candy to $Candy - $CottonForager * $Cottoneat>>\
<<replace "#Candy">>$Candy<</replace>>\
<<else>>\
<<set $Candy = 0>>\
<<replace "#Candy">>$Candy<</replace>>\
<<endif>>\
<<set $cottoncost1 to $cottoncost2>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<</silently>>
\
/% Cost for Coin Forager %/ \
\
<<silently>>
<<if $coincost2 > $coincost1 + 10>>\
<<if $Candy - $CoinForager*1 > 0>>\
<<set $Candy to $Candy - $CoinForager*1>>\
<<set $coincost1 to $coincost2>>\
<<repeat 1s>>\
<<if $coincost2 > $coincost1 + 10>>\
<<if $Candy - $CoinForager*1 > 0>>\
<<set $Candy to $Candy - $CoinForager*1>>\
<<replace "#Candy">>$Candy<</replace>>\
<<else>>\
<<set $Candy = 0>>\
<<replace "#Candy">>$Candy<</replace>>\
<<endif>>\
<<set $coincost1 to $coincost2>>\
<<endif>>\
<</repeat>>\
<<else>>\
<<set $Candy = 0>>\
<<set $coincost1 to $coincost2>>\
<<repeat 1s>>\
<<if $coincost2 > $coincost1 + 10>>\
<<if $Candy - $CoinForager*1 > 0>>\
<<set $Candy to $Candy - $CoinForager*1>>\
<<replace "#Candy">>$Candy<</replace>>\
<<else>>\
<<set $Candy = 0>>\
<<replace "#Candy">>$Candy<</replace>>\
<<endif>>\
<<set $coincost1 to $coincost2>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<<else>>\
<<repeat 1s>>\
<<if $coincost2 > $coincost1 + 10>>\
<<if $Candy - $CoinForager*1 > 0>>\
<<set $Candy to $Candy - $CoinForager*1>>\
<<replace "#Candy">>$Candy<</replace>>\
<<else>>\
<<set $Candy = 0>>\
<<replace "#Candy">>$Candy<</replace>>\
<<endif>>\
<<set $coincost1 to $coincost2>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<</silently>>
\
\
/% Attrition %/ \
\
\
/% Attrition: Cotton Forager %/
\
<<silently>>\
<<if $cottonattrition2 > $cottonattrition1 + 2>>\
<<if $CottonForager > $Candy>>\
<<set $CottonForager to $CottonForager - 1>>\
<<set $Sleeping to $Sleeping + 1>>\
<<set $cottonattrition1 to $cottonattrition2>>\
<<repeat 1s>>\
<<if $cottonattrition2 > $cottonattrition1 + 2>>\
<<if $CottonForager > $Candy>>\
<<set $CottonForager to $CottonForager - 1>>\
<<set $Sleeping to $Sleeping + 1>>\
<<replace "#CottonForager">>$CottonForager<</replace>>\
<<replace "#Sleeping">>$Sleeping<</replace>>\
<<endif>>\
<<set $cottonattrition1 to $cottonattrition2>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<<else>>\
<<repeat 1s>>\
<<if $cottonattrition2 > $cottonattrition1 + 2>>\
<<if $CottonForager > $Candy>>\
<<set $CottonForager to $CottonForager - 1>>\
<<set $Sleeping to $Sleeping + 1>>\
<<replace "#CottonForager">>$CottonForager<</replace>>\
<<replace "#Sleeping">>$Sleeping<</replace>>\
<<endif>>\
<<set $cottonattrition1 to $cottonattrition2>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<</silently>>\
\
/% Attrition: Coin Forager %/
\
<<silently>>\
<<if $coinattrition2 > $coinattrition1 + 2>>\
<<if $CoinForager > $Candy>>\
<<set $CoinForager to $CoinForager - 1>>\
<<set $Sleeping to $Sleeping + 1>>\
<<set $coinattrition1 to $coinattrition2>>\
<<repeat 1s>>\
<<if $coinattrition2 > $coinattrition1 + 2>>\
<<if $CoinForager > $Candy>>\
<<set $CoinForager to $CoinForager - 1>>\
<<set $Sleeping to $Sleeping + 1>>\
<<replace "#CoinForager">>$CoinForager<</replace>>\
<<replace "#Sleeping">>$Sleeping<</replace>>\
<<endif>>\
<<set $coinattrition1 to $coinattrition2>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<<else>>\
<<repeat 1s>>\
<<if $coinattrition2 > $coinattrition1 + 2>>\
<<if $CoinForager > $Candy>>\
<<set $CoinForager to $CoinForager - 1>>\
<<set $Sleeping to $Sleeping + 1>>\
<<replace "#CoinForager">>$CoinForager<</replace>>\
<<replace "#Sleeping">>$Sleeping<</replace>>\
<<endif>>\
<<set $coinattrition1 to $coinattrition2>>\
<<endif>>\
<</repeat>>\
<<endif>>\
<</silently>>\
\
<br><br>\
<<repeat 4s>>\
<<if $Population < $PopCap>>\
<<set $Population to $Population + 1>>\
<<set $Dustigan to $Dustigan + 1>>\
<<else>>\
<</if>>\
<</repeat>>\
<<repeat 9s>>\
<<if $Population + 1 < $PopCap>>\
<<set $Population to $Population + 2>>\
<<set $Dustigan to $Dustigan + 2>>\
<<else>>\
<</if>>\
<</repeat>>\
\
\
\
<<endif>> /% End Hidden System %/ \
Sam gave one of the dustigans a piece of cotton. The dustigan examined the cotton carefully for a moment before walking off. A few seconds passed, then the dustigan returned with a brand new piece of cotton bouncing on its head. Sam was delighted that he wouldn't have to scramble around avoiding the mule any longer. <br><br>\
[[Continue|Dustigans]]
<<set $Dustigancottonfarming to true>>\
<<set $firstcotton to false>>\Sam handed one of the dustigans a coin, and a few short moments later the dustigan returned with a second coin and began to stack them up in a corner. Sam grinned with all the newfound possibilities.
[[Continue|Dustigans]]
<<set $Dustigancoinfarming to true>>\
<<set $firstcoin to false>>\Sam caught the coin in midair, before holding it up to the light to examine it. "How am I going to turn a 1 pence coin into 1200 pence?" Sam wondered aloud.
[[Alfie the Fence]]
<<set $firstcoin to true>>\
<<set $givencoin to true>>\From the gangway Sam was able to look down and observe the entire mill from up high.
On the wall behind Sam was a [[mysterious gauge,|https://static.wixstatic.com/media/0d422e_9e7b669034364140a9a59a1e66f17e6d~mv2.png]] and attached to the railing around the gangway was a conical [[bullhorn|Bullhorn]] -- a crude amplification device, into which Mr. Cromwell had a habit of shouting equally crude orders. These orders all tended to follow a common theme: "WORK HARDER!"
<<if $alfiegone is true>>There was also a [[cardboard box]] lying on the floor.<br><br><<endif>>\
[[The Looms]]Inside the bullhorn, Sam found [[Chapter Three]].Sam looked at all the items he had aquired and wondered if he should put something on his hair as part of his costume.
<<if $grease is true>>\
[[Grease|Grease Hair]]
<<else>>\
<</if>>\
<<if $metalspacer is true>>\
[[Metal Spacer|Costume Hair Fail]]
<<else>>\
<</if>>\
<<if $hookedpipe is true>>\
[[Hooked Pipe|Costume Hair Fail]]
<<else>>\
<</if>>\
<<if $stuffedcoat is true>>\
[[Stuffed Coat|Costume Hair Fail]]
<<elseif $coat is true>>\
[[Oversized Coat|Costume Hair Fail]]
<<else>>\
<</if>>\
[[Continue|Master Cromwell Costume]] Sam slicked back his hair with the engine grease.
[[Master Cromwell Costume]]
<<set $hairgreased to true>>\
<<set $grease to false>>\Sam tried putting it on his hair but decided that didn't make him look at all like Mr. Cromwell.
[[Hair]] Sam recalled that Master Cromwell always wore a large coat that stretched to fit over his fat belly, had slicked back hair, walked with a cane and was never seen without a monocle sitting in front of his left eye.
<<if $hairgreased is true and $pipecane is true and $spacermonocle is true and $wearingstuffedcoat is true>>\
Sam saw his [[reflection|https://static.wixstatic.com/media/0d422e_9da65403c7f3443ba99caebb856c33a4~mv2.jpg?fbclid=IwAR27Ca-fn2-20h9wrk8_IffoijkwhpT2UTVNBYA1GUsyI1nJ9TjTFv2euVc]] in a mirror and studied the improvised Harold Cromwell costume he had created. His padded coat gave the impression of a fat, lumpy body. He was perfectly accesorized with a make-shift metal monacle and cane. His hair looked wet and slick due to the application of industrial grease. It was perfect. Finally he was ready to begin his performance.<br><br>\
<<elseif $hairgreased is true or $pipecane is true or $spacermonocle is true or $wearingstuffedcoat is true>>\
Sam examined his Harold Cromwell costume and thought that it was coming together, but was not quite complete. Currently he had:<br><br>\
<<if $wearingstuffedcoat is true>>\
A coat stuffed with cloth that made him look lumpy and swollen.
<<else>>\
<</if>>\
<<if $spacermonocle is true>>\
A metal spacer in left eye socket as a fake monocle.
<<else>>\
<</if>>\
<<if $hairgreased is true>>\
His hair slicked back with engine grease.
<<else>>\
<</if>>\
<<if $pipecane is true>>\
A metal pipe with a curved end that he was walking with like a cane.
<<else>>\
Sam didn't really have anything like that.
"Perhaps I could improvise with the bits and pieces I find around the factory," he thought.
<</if>>\
Looking down at his partially disguised body, Sam thought about what part of his body he should dress up next.<br><br>\
<<else>>\
Sam pondered what to wear for his disguise. Still dressed in his regular clothes, he wondered what part of his body he should dress up first.<br><br>\
<</if>>\
[[Hair]]
[[Ears]]
[[Eyes]]
[[Nose]]
[[Mouth]]
[[Torso]]
[[Hands]]
[[Feet]]
[[Approach the bullhorn|Chapter Three]]
[[Leave the bullhorn|Gangway]]Sam looked at all the items he had aquired and wondered if he should hang something from his ears as part of his costume.
<<if $grease is true>>\
[[Grease|Costume Ears Fail]]
<<else>>\
<</if>>\
<<if $metalspacer is true>>\
[[Metal Spacer|Costume Ears Fail]]
<<else>>\
<</if>>\
<<if $hookedpipe is true>>\
[[Hooked Pipe|Costume Ears Fail]]
<<else>>\
<</if>>\
<<if $stuffedcoat is true>>\
[[Stuffed Coat|Costume Ears Fail]]
<<elseif $coat is true>>\
[[Oversized Coat|Costume Ears Fail]]
<<else>>\
<</if>>\
[[Continue|Master Cromwell Costume]] Sam looked at all the items he had aquired and wondered if he should put something over his eyes as part of his costume.
<<if $grease is true>>\
[[Grease|Costume Eyes Fail]]
<<else>>\
<</if>>\
<<if $metalspacer is true>>\
[[Metal Spacer|Metal Spacer monocle]]
<<else>>\
<</if>>\
<<if $hookedpipe is true>>\
[[Hooked Pipe|Costume Eyes Fail]]
<<else>>\
<</if>>\
<<if $stuffedcoat is true>>\
[[Stuffed Coat|Costume Eyes Fail]]
<<elseif $coat is true>>\
[[Oversized Coat|Costume Eyes Fail]]
<<else>>\
<</if>>\
[[Continue|Master Cromwell Costume]] Sam looked at all the items he had aquired and wondered if he should put something on his nose as part of his costume.
<<if $grease is true>>\
[[Grease|Costume Nose Fail]]
<<else>>\
<</if>>\
<<if $metalspacer is true>>\
[[Metal Spacer|Costume Nose Fail]]
<<else>>\
<</if>>\
<<if $hookedpipe is true>>\
[[Hooked Pipe|Costume Nose Fail]]
<<else>>\
<</if>>\
<<if $stuffedcoat is true>>\
[[Stuffed Coat|Costume Nose Fail]]
<<elseif $coat is true>>\
[[Oversized Coat|Costume Nose Fail]]
<<else>>\
<</if>>\
[[Continue|Master Cromwell Costume]] Sam looked at all the items he had aquired and wondered if he should put something on his hair as part of his costume.
<<if $grease is true>>\
[[Grease|Costume Mouth Fail]]
<<else>>\
<</if>>\
<<if $metalspacer is true>>\
[[Metal Spacer|Costume Mouth Fail]]
<<else>>\
<</if>>\
<<if $hookedpipe is true>>\
[[Hooked Pipe|Costume Mouth Fail]]
<<else>>\
<</if>>\
<<if $stuffedcoat is true>>\
[[Stuffed Coat|Costume Mouth Fail]]
<<elseif $coat is true>>\
[[Oversized Coat|Costume Mouth Fail]]
<<else>>\
<</if>>\
[[Continue|Master Cromwell Costume]] Sam looked at all the items he had aquired and wondered if he should wear something on his torso as part of his costume.
<<if $grease is true>>\
[[Grease|Costume Torso Fail]]
<<else>>\
<</if>>\
<<if $metalspacer is true>>\
[[Metal Spacer|Costume Torso Fail]]
<<else>>\
<</if>>\
<<if $hookedpipe is true>>\
[[Hooked Pipe|Costume Torso Fail]]
<<else>>\
<</if>>\
<<if $stuffedcoat is true>>\
[[Stuffed Coat|Wearing Stuffed Coat]]
<<elseif $coat is true>>\
[[Oversized Coat|Wearing Regular Coat]]
<<else>>\
<</if>>\
[[Continue|Master Cromwell Costume]] Sam looked at all the items he had aquired and wondered if he should put something on his hair as part of his costume.
<<if $grease is true>>\
[[Grease|Costume Hands Fail]]
<<else>>\
<</if>>\
<<if $metalspacer is true>>\
[[Metal Spacer|Costume Hands Fail]]
<<else>>\
<</if>>\
<<if $hookedpipe is true>>\
[[Hooked Pipe|Pipe Cane]]
<<else>>\
<</if>>\
<<if $stuffedcoat is true>>\
[[Stuffed Coat|Costume Hands Fail]]
<<elseif $coat is true>>\
[[Oversized Coat|Costume Hands Fail]]
<<else>>\
<</if>>\
[[Continue|Master Cromwell Costume]] Sam looked at all the items he had aquired and wondered if he should put something on his feet as part of his costume.
<<if $grease is true>>\
[[Grease|Costume feet fail]]
<<else>>\
<</if>>\
<<if $metalspacer is true>>\
[[Metal Spacer|Costume feet fail]]
<<else>>\
<</if>>\
<<if $hookedpipe is true>>\
[[Hooked Pipe|Costume feet fail]]
<<else>>\
<</if>>\
<<if $stuffedcoat is true>>\
[[Stuffed Coat|Costume feet fail]]
<<elseif $coat is true>>\
[[Oversized Coat|Costume feet fail]]
<<else>>\
<</if>>\
[[Continue|Master Cromwell Costume]] Sam tried putting it on his feet but decided that didn't make him look at all like Mr. Cromwell.
[[Feet]]Sam tried holding it in his hands but decided that didn't make him look at all like Mr. Cromwell.
[[Hands]] Sam tried wearing it on his torso but decided that didn't make him look at all like Mr. Cromwell.
[[Torso]]Sam tried putting it in his mouth but decided that didn't make him look at all like Mr. Cromwell.
[[Mouth]]Sam tried putting it up his nose but decided that didn't make him look at all like Mr. Cromwell.
[[Nose]]Sam tried putting it in his eyes but decided that didn't make him look at all like Mr. Cromwell. It just really, really hurt.
[[Eyes]]Sam tried hanging it from his ears but decided that didn't make him look at all like Mr. Cromwell.
[[Ears]]Sam set the metal spacer between his brow and cheek, squinting to hold the fake monocle in place. Truly the picture of upperclass elegance, Sam chortled to himself in mock superiority.
[[Master Cromwell Costume]]
<<set $spacermonocle to true>>\Sam donned the stuffed coat, the padding inside making him look far more rotund and middle aged than usual.
[[Master Cromwell Costume]]
<<set $wearingstuffedcoat to true>>\Sam put on the oversized coat, but it was too loose and baggy to make for a compelling impression of Mr. Cromwell. Maybe if there was some way of stuffing the suit to make himself look more plump Sam would be able to create a more accurate imitation.
[[Master Cromwell Costume]] Sam held the length of pipe by its curve like a walking stick, and practised dottering around using the pipe to to support his weight.
[[Master Cromwell Costume]]
<<set $pipecane to true>>\<<if $t_snippers is true and $t_spanner is true and $t_lockpick is true and $trainticket is true>>\
[[Place tools inside vent.|Place tools inside]]<br>\
<<else>>\
Sam knew that he had to wait until he had all the tools before placing them inside the hatch.
<</if>>\
[[Back|Metal Vents]]Sam placed the tools inside the hatch labelled E-5 and closed the lid. He heard a whirring as the conveyor belts inside the chute carried the tools down into the depths of the mill.
Now it was time for the next step of their plan. Sam was going to be giving a performance that Master Cromwell would not soon forget, but first he needed a costume.
A Harold Cromwell costume.
Sam recalled that Master Cromwell always wore a large coat that stretched to fit over his fat belly, had slicked back hair, walked with a cane and was never seen without a monocle sitting in front of his left eye. It might be difficult to aquire some of the elements, but Sam knew he was perfectly capable if he put his mind to it.
[[Continue|Metal Vents]]
<<set $toolssent to true>>Sam began to [[shout...|https://www.thefloatingworld.com.au/wix-3-narrator-2-vid-chapter-3-link]]
<<audio "ambience" fadeout>>\It looked like part of the Carding Machine had originally been built too short and had been adjusted with metal spacers, each about as wide across as a human eyeball. Curiously, each of the spacers had been etched with the code P190 on the outside. <br><br>\
[[Back|carding machine 2]]Sam picked up the metal spacer and held it between his fingers, looking at the Toolmaster through the iron circle as if it were a monocle. The Toolmaster ignored Sam and continued to fill out his ledger.
[[Tool Shop]]
<<set $metalspacer to true>>Sam gripped the pipe by the curved end and waved it around wildly. After he nearly hit the Toolmaster in the head he stopped mucking about.
"This would work pretty well as a walking stick," thought Sam.
[[Tool Shop]]
<<set $hookedpipe to true>>\It took Sam multiple attempts to pick up the tube of grease before he succeded, on account of it being incredibly slippery.
[[Tool Shop]]
<<set $grease to true>><<if $pistongreased is true>>\
The smooth sound of the newly lubricated piston was like music to Sam's ears.
<<else>>\
The piston made a harsh grinding noise as it reciprocated back and forth, clearly in dire need of lubrication.
<</if>>\
On the ground next to the pistons was a flattened, discarded tube of grease. Sam wondered if the tube might have one last drop of grease left within and so he squeezed it with all his might, but alas, it was completely empty. The empty tube of Grease did however have a label painted on the side that read WD39.
<<if $grease is true and $pistongreased is false>>\
Sam wondered if he should [[grease the squeaking piston]] with his newly aquired tube of WD39.<br><br>\
<<else>>\
<</if>>\
\
[[Engine room machinery]] Sam squirted grease from his tube of WD39 on to the piston, and once its shaft was adequately greased the sound dulled from a sharp shrieking to a smooth, soothing rushing sound.
This was totally unnecessary to Sam's escape plan, or to advancing the story in any way, but a good day's work is it's own reward.
[[Squeaky piston]]
<<set $pistongreased to true>>Sam looked around and examined all the various pipes. Some were enormous and rumbling loudly, while others were thin and snakelike, producing a barely audible hiss. One that caught Sam's eye was a narrow pipe with a hooked end that led out of the boiler. Etched into the metal of the pipe was the code P214.
[[The Engine]] "You know what Sam I'll give you a discount, for 70 shillings, or if you prefer 840 pence, I'll sell you the coat of me own back I will."<br><br>\
<<if $Pence gte 840>>\
[[Buy Coat off Alfie for 840 Pence|Buy Jacket]] <br>\
\
<<elseif $Pence lt 840>>\
Unfortunately, Sam didn't have enough money to buy the coat from Alfie.<br>
<</if>>\
[[Back|Alfie the Fence]] Alfie handed Sam his long coat in exchange for the coins.
"Brr, it's cold out here without me coat," Alfie shivered. "I'm going to head back inside for the day. See you around Sam."
If everything went according to plan, this would probably be the last time Sam ever saw Alfie.
"Yeah, see you later," replied sam.
On the wall where Alfie had been leaning there was a [[Mysterious Gauge|https://static.wixstatic.com/media/0d422e_436b4f56f2ab4d7cbfc53ad470cfd55a~mv2.png]] that Sam had never paid much attention to before.
[[The Courtyard]]
<<set $coat to true>>\
<<set $alfiegone to true>>\
<<set $Pence to $Pence - 840>>\Sam asked Mrs Withers if she could use her considerable seamstressing proweess to sew a cloth lining stuffed with cotton into the large coat he had with him.
Mrs Withers wondered why Sam would want such an oversized coat that would make him look swollen and lumpy, but he reassured her that he thought it would be nice and warm in the winter.
"Sure I can make it for you Sam," she replied, "but it will take an awful lot of cotton to do. If you can bring me 800 pieces of cotton I'll sew you a puffy, stuffed coat right in a jiffy!"
<<if $Cotton gte 800>>\
[[Trade 800 Cotton to make the stuffed coat.|Stuffed Coat.]]<br>\
\
<<elseif $Cotton lt 800>>\
Unfortunately Sam didn't have enough Cotton for Mrs Withers to make the stuffed coat.<br><br>\
<</if>>\
[[The Autoloom]] Sam helped Mrs Withers stuff all of the cotton into the lining of the coat as she stitched it up, handing the final product to Sam to inspect.
"Thanks Mrs Withers!" Sam beamed as felt the plump squishiness of the swollen looking coat. "It's perfect!"
[[The Autoloom]]
<<set $stuffedcoat to true>>\
<<set $Cotton to $Cotton - 800>>\When Humphrey had first told Sam about The Spike, Sam thought Humphrey was about to threaten him with some kind of pointy stick. This was not the case. 'The Spike' referred to the highest and pointiest part of the building, where the master lived. According to Humphrey, who had been there only once himself, The Spike contained a vast collection of taxidermized animals, and a large window through which the master could survey the yard as he pleased.
[[The Courtyard]]<<link "BEGIN">>\
<<audio "ambience" loop play>>\
<<goto "Release from the Hole">>\
<</link>>\When they got to their station Humphrey knelt down to look Sam directly in the eyes, which was a considerable feat for a man of his stature, and spoke firmly. "Now don't you go acting up again Sam. What you've got to understand is when you act the fool it looks bad on me, your minder. You're a good piecer Sammy, never had a problem with the quality of ya work, but you're always smart talking. And nothing good ever comes from smart talking. That's how people end up missing a few teeth, understand?"
Sam wanted to make the observation that Humphrey himself had very few remaining teeth despite never having said anything remotely smart in his entire life, but decided against it. Because this time, unlike all the other times that he'd been unfairly reprimanded by Humphrey, he had a plan.
[[Yes Sir.]]<<if $hairgreased is true and $pipecane is true and $spacermonocle is true and $wearingstuffedcoat is true>>\
Alright, everything seems to be in order! I suppose you've earned a clue. The password is three words long, and the second word is Lynne.
If you haven't already, make sure to give Shu Fang a hand with the transport chute. Don't worry, Chapter Three will still be here waiting for you.
And if you have, maybe you are ready to jump in to Chapter Three after all.<br><br>\
<<elseif $toolssent is true>>\
You call that a [[costume|Master Cromwell Costume]]? No, no, this simply will not do. Master Cromwell needs to be INCENSED by this performance. The password shan't be revealed until Sam is fully suited up. Those are the rules, and I will not budge on the matter.<br><br>\
<<else>>\
What are you doing? There's no way you're ready for Chapter Three yet, you've barely started Chapter Two! Sam has to collect all the tools and place them inside the transport chute in the engine room, then he has to put together his [[Harold Cromwell costume|Master Cromwell Costume]] for the big show. I don't know if I can trust you not to peek ahead so I'm going to put up a password here. I'm sorry, but it's for your own good. Come back here once the tools are in the chute and Sam is ready for his performance.<br><br>\
<</if>>\
\
<<textbox "$chapter3password" "ENTER PASSWORD">> <br> <<click "Enter">>\
<<set $$chapter3password to $chapter3password.toUpperCase()>>\
<<if $$chapter3password is "HOOKE LYNNE SYNCER">><<replace "#chapter3resulttext">><p>Alright, I think you're ready to hear what happened next. Sam wet his lips and prepared to [[blow into the bullhorn...|End of chapter 2]]</p><</replace>>\
<<else>><<replace "#chapter3resulttext">><p>See, you're not ready for Chapter Three yet, what did I tell you?</p><</replace>>\
\
<<endif>><</click>>\
<p><span id="chapter3resulttext"></span></p>\
\
[[Leave|Gangway]] Sam stood with the row of spindles in front of him, grabbing any threads the second he saw them snap and rejoining them. Maybe, if he worked really hard and did a really good job, Humphrey would let him finish early and he could start looking for the tools.<br><br>\
[[Or maybe not.|Yarn Spinning Minigame]]When scavenging for scraps of cotton under the spinning mule you had to be careful that you never got distracted. Sam knew he had to rush in, grab up as many scraps of cotton as he could, and then jump out of the way before the heavy metal carriage reached the end of its track and slammed back into its original position.
[[Begin scavenging|Cotton Scavenging]]
[[Back|Under Mule]] Slim tapped his foot impatiently.
<<if $knowlisa is true>>\
[[Ask Slim what he knows about Lisa again|Slim Talking about Lisa]] <br>\
<<elseif $knowlisa is false and $seenlockbox is true>>\
[[Ask Slim about Cromwell|Ask Slim about Cromwell]]<br>\
<<else>>\
<</if>>\
\
<<if $wantmumphoto is true and $havemumphoto is false>>\
[[Ask Slim about the photo of Alfie's mother.|Slim photo trade]] <br>\
<<elseif $wantmumphoto is false>>\
<</if>>\
[[Examine the Carding Machine]]
[[The Looms]]Inside the cardboard box was [[Documentary 12|https://www.bbc.co.uk/sounds/play/w3ct048q]].
Wait a minute, this isn't supposed to be here. No no no! Those kleptomaniac dustigans have been at it again haven't they? Mixing about all my things. Just move along and pretend you didn't find this.
What? You're curious to listen to Documentary 12?
But this isn't supposed to be in Chapter Two. Nor is it supposed to be in Loom at all for that matter.
I mean sure it has a lot of relevance to Sam's story and how he arrived on Australian shores but that's beside the point...
Pardon? You want to save it for later in case you get stuck and have to wait for your friends? Hmmm. I suppose that makes sense. //But only if you're actually stuck waiting, okay?//
[[Continue|Gangway]]Double-click this passage to edit it.