The gray, silty, sand grass mixture gives way, and starts moving, like it's being shaken off something else. The trees give way and tumble into a void below. You're being shaken around. The floor you're on gives way, gravel-like particles fly everywhere, and under all of it is a smooth, black road. It looks like a road, but the texture is like a skyscraper window. You slide off it and descend into [[somewhere else|Causeway]].(display: $Causeway's 1st) (if: $Causeway's 1st is "Rollercoaster on Causeway") [ (link: "Look Forward") [ [[Building Entrance]] [[Bridge to Town]] ] ] (else:) [ (link-reveal-goto: "Next Area", "Causeway")[(set: $Causeway to (rotated: -1, ...$Causeway))] ] (if: $Causeway's 1st is "Pirate Ship On Causeway") [ [[Look Back]] ] (else:) [ (link-reveal-goto: "Previous Area", "Causeway")[(set: $Causeway to (rotated: 1, ...$Causeway))] ]ThreeDots wakes up in a foggy void. The floor feels like grass, but is a dull gray. They are surrounded by four to ten palm trees. It is very windy, so much so that they feel like they are on the outside of an airplane. They sit with their legs in front of them on the ground. The fog glides across the ground, and is whipped all around. You can hear [[something else|Crumbly Road]].{(set: $Causeway to (a: "Pirate Ship On Causeway", "Merry Go Round On Causeway", "House of Mirrors on Causeway", "Ferris Wheel On Causeway", "Love Tunnel On Causeway", "Rollercoaster on Causeway")) (set: $Showroom to (a: "Hot Tubs", "Sofas", "Kitchen"))}A plastic-looking pirate ship ride. It pivots on a hinge where the mast should be. There’s no way to turn it on, but there’s also nothing stopping [[you from getting on|Pirate Ship]] it.A merry go-round with horses, pegasi, and unicorns. The equines were mostly painted red and yellow, but little of the ride's decorations remain. It'd be nice to see it with a [[little more life|Merry Go Round]]. A figure steps out of the fog. They're a bald, gray-skinned person with a uniform on. “Who are you?” someone says. (click: "Who are you")[\ "My name is Penance. I'm the man responsible for processing new arrivals." he says.\ (click: "new arrivals")[(replace: "new arrivals")[\ for Fairgray] "Don't worry, it's standard for new arrivals to be unaware of where they are." \]] “ThreeDots.”\ (click: "ThreeDots")[ \ you say. “ThreeDots? On second thought, your name is irrelevant.” You just told him your name is ThreeDots, it’s not irrelevant. He should know that. “You don’t belong here.”\ \ (click: "belong here")[ [You don’t know how you got here.]<hook1|\ (click: ?hook1)[ (prepend: ?hook1) [You say]\ “I’m here to transfer you to where you belong.”] ]]Dark and gloomy reflections. [[House of Mirrors]] I think I want to cut the house of mirrors, oh, no, but that would ruin the three stuff. I'll just make it unfinished. Literally, house of mirrors with no mirrors, it's boring. No, you can't see what the protagonist looks like, goodbye.The ferris wheel cannot move. [[Ferris Wheel]]A drained canal with heart-shaped boats. [[Love Tunnel]]A metal structure missing a piece of track. [[Rollercoaster]]If ThreeDots attempts to go the previous area at the beginning of the Causeway, the game is like "You can't go back." or something eerily intimidating and poetic, y'know. [[Keep Moving Forward|Causeway]]You can imagine the pirates who might’ve sailed on this very ship. With an open ocean stretching for miles in front of them. Waves crashing against the bow of the ship in rhythm to timeless sea shanties. You can almost feel the breeze through your hair. Wait, when did it get so windy? [ You can feel the wind ripping through your hair. The ship is lurching back and forth. Did you go back in time to the age of pirates? No, wait. You’re not surrounded by scurvy-laden, eye-patched, peg-legged, parrot-owning, sea scoundrels; you’re surrounded by children. Half in blue shirts and half in pink. Boys and girls I guess. You’re a lot taller than them. You suddenly stumble as the pirate ship lurches backwards. You soon realize you’re the only one unstrapped from the ride. This sensation must be what violent sea sickness feels like. As you bump into the plastic of the ship, the sky resumes its gray default. The ride slows down, and soon enough you realize that you’re back in the present. Did you [[turn back|Pirate Ship On Causeway]] time? ](Pirate_Ship_Timeshift| (click: "windy")[(show: ?Pirate_Ship_Timeshift)]{(set: _i to 0) The dull unmoving metal machine transforms into several brightly-colored galloping equines with trims of gold and purple sequins thrown in to make the ride extra shiny. It has bright fairy-like lights illuminating the riders. Among them you (link-repeat: "spot " ) [(set: _i to it + 1)(print: _passengers's (str-nth: _i)) (if: _i > 4)[(set: _i to 0) And the merry-go-round keeps turning. There's [[not much else|Merry Go Round On Causeway]] to see here. You see again ]] (set: _passengers to (a: " a young girl, ", "a teenager, ", "three young women and three middle-aged men all riding separately, ", "a visibly pregnant woman, ", " and an older couple. " )) (click-append: "visibly pregnant woman")[ You ask yourself if it’s a safety issue for her to be on this ride. Oh]}Neverending time in the neverending space. (click: "Neverending time")[Timeshifted House of Mirrors]The ferris wheel moves. (click: "moves")[Timeshifted Ferris Wheel]The river starts flowing like the passage of time. (click: "passage of time")[Timeshifted Love Tunnel]The track is complete. (click: "wheel of time")[Timeshifted Rollercoaster] Expo Center or Yesteryear Village[[Causeway]] A foreboding structure with large solid white awning type additions hanging off its roof. It has a series of clear glass doors [[for entrances|Building Interior]], which show the interior of the building; big room with blue carpeting.(print: (history:)'s last) [(if: $flashlight is true)[(go-to: "Light Showroom Floor")]] (set: _startnumx to 1)(set: _startnumy to 1) (set: _x to (a: ...(range: 1, 4))) (set: _y to _x) (if: (history:)'s last is "Hot Tubs Timeshift") [(set: _startnumx to 2)(set: _startnumy to 4)] (else-if: (history:)'s last is "Sofas Timeshift") [(set: _startnumx to 3)(set: _startnumy to 3)] (else-if: (history:)'s last is "Kitchen Timeshift") [(set: _startnumx to 1)(set: _startnumy to 2)] (else:) [(set: _startnumx to (either: 2, 3))(set: _startnumy to 1)] (set: _x to (rotated-to: where it is _startnumx, ..._x)) (set: _y to (rotated-to: where it is _startnumy, ..._y)) {(link-rerun: "Go Forward")[ (if: _x's 1st is 3 and _y's 1st is 4)[(go-to: "Circus Room")] (else:)[ (set: _y to (rotated: -1, ..._y)) (rerun: ?positiony) (rerun: ?where)] ]} {(link-rerun: "Go Back")[ (set: _y to (rotated: 1, ..._y)) (rerun: ?positiony) (rerun: ?where)]} {(link-rerun: "Go Left")[ (set: _x to (rotated: 1, ..._x)) (rerun: ?positionx) (rerun: ?where)]} {(link-rerun: "Go Right")[ (if: _x's 1st is 4 and _y's 1st is 3)[(go-to: "Band Room")] (else:)[ (set: _x to (rotated: -1, ..._x)) (rerun: ?positionx) (rerun: ?where)] ]} [ (if: _x's 1st is 2 AND _y's 1St is 4)[(display: $Showroom's 1st)] (else-if: _x's 1st is 3 AND _y's 1St is 3)[(display: $Showroom's 2nd)] (else-if: _x's 1st is 1 AND _y's 1St is 2)[(display: $Showroom's 3rd)] (else:)[] ]<where|[[Circus Room]] [[Dark Showroom Floor]] A myriad of instruments are set up in what seems to be a practice room. All the components of a marching band are set up in a seated formation, though one of the woodwinds appears to be missing. Oddly enough, this room seems to be the most familiar place you’ve come across since arriving in this strange place. You feel safe here.[[Band Room]] [[Dark Showroom Floor]] A set of double doors is blocked off by a valet rope, though it would not take much effort at all to unhook it. (click: "unhook it")[Inside a large colosseum-like venue with seats all around a central sunken-in stage. Suspended between two towers in the center are two slack nylon ropes. On one of the towers is a person in a skintight leotard. While there is various circus equipment lying about, the only object of interest is, well, a person of interest. There is a [ladder leading up to the top]<hook2| of the empty tower.] [ (set: $t_quest to true) The tightroperwalker notices you. "You want me to come with you?" she says. Yes. No. (click-replace: "Yes.")[ "I’d be glad to come with you." "Come with me, I know [[a shortcut|Empty Animals Pens]]." (replace: "No.")[]] (click-replace: "No.")[ (replace: "Yes.")[] "That’s fine, I prefer to be alone."] ](hook3| (click: ?hook2)[(show: ?hook3)][[Old Town Square]] [[Causeway]] A large wooden bridge spanning a river that flows from nowhere to nowhere.Up ahead, you see several, large, cardboard cutouts set upright. Do you want to take a closer look? (click: "take a closer look?")[ The cardboard cutouts have been painted to look like old, wooden, houses. They’re arranged in a square around a grassy field with some overgrown spots. You enter the field through a gap between the houses. You notice there’s a similar gap in the middle of each side of the square shape the cardboard houses make.On the far end of the field where you are, you see a person. Do you want to take a closer look? ] (click: "take a closer look?")[ A person with a [bright orange scarf tied into a bow]<B_fit1| [with long blond hair](B_fit2| [a long-sleeve white shirt](B_fit3| [a blue skirt](B_fit4| [brown closed-toed flats](B_fit5| They’re carrying something over their shoulder. Do you want to take a closer look?] (click: ?B_fit1)[(show:?B_fit2)] (click: ?B_fit2)[(show:?B_fit3)(prepend: ?B_fit2)[, ]] (click: ?B_fit3)[(show:?B_fit4)(prepend: ?B_fit3)[, ]] (click: ?B_fit4)[(show:?B_fit5)(prepend: ?B_fit4)[, and ]] (click: "take a closer look?")[ (replace: "something over") [a brown tote bag slung around] (append: "shoulder")[ that they look into every minute or so] [As you approach, the person locks eyes with you. They furrow their brow and narrow their eyes, then they stop doing so, before smiling as you introduce yourself.](B1| (click: "take a closer look?")[ (show: ?B1) ] ] (click: "introduce yourself")[ He introduces himself as Brandon. He keeps looking in his bag. (set: $b_quest to true) "You seem to be on a mission," he says. “You need to contact the wise woman known as Foghog. She lives in the [[tall house nearby|HH First Floor]].” ] [[Bridge to Town]] [[Old Town Square]] [[HH Second Floor]] You meet two older men sitting on an old sofa. They are sitting very close together. They look happy to be together. You ask them where to find Foghog. After a moment of continuing to stare into each other's eyes, they finally notice your presence. One of them says to look upstairs. The other affirms this statement. You say thank you. The two men go back to kissing as you walk up the stairs. Those two men are napping. Those two men are enjoying each other's company. Those two men introduce themselves as Newt and Carter. Newt and Carter wave as you walk by them. (if: $t_quest AND $b_quest AND $f_quest is true)[ [[HH Basement]] ]A collection of tall bathtubs. [They are in the middle of the floor. You don’t see where they connect to any pipes. They have rust around them, and on their bottoms. ](hook1|[[[What are these|Hot Tubs Timeshift]] doing here?](hook2| (click: "bathtubs")[(show: ?hook1)] (click: "where they connect")[(show: ?hook2)]You run into a soft piece of furniture. [It’s part of a collection of empty ruined couches. ](hook1|[You wonder [[who|Sofas Timeshift]] used to fill these seats?](hook2| (click: "furniture")[(show: ?hook1)] (click: "empty")[(show: ?hook2)]A collection of chairs strewn about, all vaguely next to one another. [Next to them, a section of the floor feels a lot more metallic than the surrounding floor. Two waist-high hard pieces of furniture are arranged in a row flanking the metallic-feeling section. A black ash covers the floor and the furniture. The furnite feels rough and damaged to the touch. ](hook1|[[[What happened here?|Kitchen Timeshift]]](hook2| (click: "vaguely next to")[(show: ?hook1)] (click: "rough and damaged")[(show: ?hook2)]Mulch, hay, and dirt, and other materials litter the ground of a large tent. Rows upon rows of small pens flank a larger center one. There seems to feeding equipment meant for animals, but if there any animals they’re gone now. You both make your way [[onward|Old Town Square]].Double-click this passage to edit it.(If: (history:) contains (passage:)'s name - " On Causeway")[You decide to retreat back to the causeway. ]Despite the large window at the front of the building, once the doors close behind you, the room you enter is nearly pitch black. Only your current immediate area is lit by the light outside streaming in through the building’s doors. You cant notice that the room you’ve entered is large enough that you can’t see it’s three other walls. You have to [[walk into total darkness|Dark Showroom Floor]] to navigate throughout the building.A collection of nice-looking, gray sofas. Each of them has a similar-looking pair of a young man and a young woman holding hands. (link: "Look Around")[ There's a bunch of hot tubs to your left, but closer to the entrance. And between you and them is some sort of studio, but further from the entrance.] [[That's it.|Dark Showroom Floor]]You can see now that those bathtubs are hot tubs. Some of them are full of water and bubbling, but you don’t see any people in them. Only an older man and an older woman staring at one. (click-append: "hot tubs")[ or jacuzzis] (link: "Look Around")[ There's a bunch of sofas to your right, but further from the entrance. And between you and them is some sort of studio, even further from the entrance.] [[That's it.|Dark Showroom Floor]]Uh-oh, Penance. But, oh, a flashlight. (set: $flashlight to true) [[Dark Showroom Floor]] Light Showroom Floor [[Building Entrance]] [[Circus Room]] [[Band Room]] [[Hot Tubs]] [[Sofas]] [[Kitchen]] (set: $f_quest to true) [[HH First Floor]] As you ascend to the second floor, you see its sole occupant: a very elderly woman sitting on a pillow on the floor. Her skin is sun-baked and her wrinkles are uncountable. Long, gray, hair falls down past her shoulders. She greets you with a wave of a skinny arm, and a smile with less teeth than usual. “Hi. You must be new here.“ “This place is my town. I’m in charge of everything that goes on around here.” “If you find someone else in Fairgray, you’ll be able to see the rest of my house.” “The only way out of Fairgray is through my house.” (if: $t_quest AND $b_quest AND $f_quest is true)[ "You can now see my attic and my basement. In my attic, is a way to [[eternal paradise|HH Attic]]. In my basement, is a way to [[eternal revelry|HH Basement]]. Or you can [[stay here|HH Third Choice]] in Fairgray?" "I'm sorry to say, but you can't reunite with your Special Somebody. If there was a way to get you two back together, I'd do it in a snap. But, you two are too far apart." ]Are you sure? [[Yes|Epilogue]]. [[No|HH Second Floor]].Are you sure? [[Yes|Epilogue]]. [[No|HH Second Floor]].ThreeDots makes their choice, and they live with it for the rest of eternity.Are you sure? [[Yes|Epilogue]]. [[No|HH Second Floor]].Double-click this passage to edit it.