├── LICENSE ├── README.md ├── Snippets ├── LIST_RANDOM.ink ├── afficher_nombres.ink ├── knowledge-states.ink ├── print_num.ink ├── rooms-and-objects.ink ├── swings.ink ├── threading-tunnels.ink └── tunnel_to_death.ink └── Stories ├── LD41 Emoji └── LD41 Emoji.ink └── The Intercept └── TheIntercept.ink /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 inkle 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # ink Library 2 | 3 | This is a collection of [ink](https://www.inklestudios.com/ink/) resources, samples, tools as well as a running list of projects that use ink. It's an attempt to catalogue everyth**ink** in one place. 4 | 5 | We're open to pull requests, so feel free to submit any sample ink, tools that you've found useful, or a link to your own project or game. 6 | 7 | ## ink Patreon 8 | 9 | Inkle has a [patreon page full of tips and tricks](https://www.patreon.com/inkle), please consider donating if you make use of ink! 10 | 11 | ## ink samples 12 | 13 | * [Snippets](https://github.com/inkle/ink-library/tree/master/Snippets) - re-useable functions, examples of techniques, etc. 14 | * [Stories](https://github.com/inkle/ink-library/tree/master/Stories/) - entire playable stories written in ink. 15 | 16 | If you want to submit a sample, please make sure to put a header comment at the top of your (main) file that gives an overview of your snippet, or an overview of your story. 17 | 18 | Please be aware that any sample content contributed to this repo becomes MIT licensed. 19 | 20 | ## ink Tools 21 | 22 | ### ink Engine ports, wrappers and integration 23 | 24 | The repositories marked with ⭐️ are compatible with the latest version of Ink. Those marked with ⚙️ includes a native compiler. **Warning**: the others may be incomplete or works in progress. 25 | 26 | - [Ink-Unity-integration](https://github.com/inkle/ink-unity-integration) ⭐️⚙️ - Official integration for Unity from inkle. 27 | - [inkjs](https://github.com/y-lohse/inkjs) ⭐️⚙️ – A JavaScript port of ink (runtime and compiler). 28 | - [godot-ink](https://github.com/paulloz/godot-ink) ⭐️ - Official implementation integrated in Godot through mono. 29 | - [inkgd](https://github.com/ephread/inkgd) ⭐️ – A GDScript port of ink for Godot. 30 | - [blade-ink](https://github.com/bladecoder/blade-ink) ⭐️ – Inkle Ink runtime implementation in Java. 31 | - [UnrealInk](https://github.com/DavidColson/UnrealInk) ⭐️ - Integration of the Ink language into Unreal 4. 32 | - [GMInk](https://marketplace.yoyogames.com/assets/5852/gmink) ⭐️ – Ink integration for Gamemaker Studio. 33 | - [Tinta](https://github.com/smwhr/tinta) ⭐️ - Ink integration for Lua (including Love2d, Playdate and Picotron) 34 | - [inkpot](https://github.com/The-Chinese-Room/Inkpot) ⭐️ - A container for Ink within the Unreal Engine (v5.4 or later) 35 | - [inkcpp](https://github.com/JBenda/inkcpp) - Ink runtime in C++ with an additional JSON to binary converter. At time of writing, many but not all features supported. 36 | - [mica-ink](https://github.com/micabytes/mica-ink) – A Kotlin implementation of inkle's open source scripting language (ink) for writing interactive narrative. 37 | - [inkhaxe](https://github.com/Glidias/inkhaxe) – Ink port from C# to Haxe. 38 | - [inkrs](https://github.com/facelesspanda/inkrs) – A port/rewrite of inkle/ink in rust. 39 | - [pink](https://github.com/premek/pink) – An attempt to implement a subset of ink in lpeg. 40 | - [ink-iOS](https://github.com/russellquinn/ink-iOS) – An iOS wrapper for the [JavaScript port](https://github.com/y-lohse/inkjs) (see above) of Inkle's Ink scripting language. 41 | - [Narrator](https://github.com/astrochili/narrator) - An Ink parser and runtime implementation in Lua. Also works with Defold. 42 | - [Inklecate-Wasm](https://github.com/furkleindustries/inklecate-wasm) - WASM port for in-browser and node.js compilation (last update: early 2020) 43 | - [StreamINK](https://rothiotome.itch.io/streamink) - play conversational adventures in your Twitch Streams 44 | 45 | ### Analysis and visualisation 46 | 47 | - [graphink](https://yannick-lohse.fr/graphink/) - A graphing tool for visualising ink by the creator of inkjs (deprecated) 48 | 49 | ### Editors and extensions 50 | 51 | #### General 52 | 53 | - [Inky](https://github.com/inkle/inky) - Inky is the offical ink editor developed by inkle. 54 | - [Borogove](https://borogove.app/) - Tool to write, play and share interactive fiction entirely online, with support for ink. 55 | - [Quill](https://github.com/MattConrad/Quill) – Quill is an online tool for playing and sandbox testing Ink stories. 56 | - [Ink Language Server](https://github.com/ephread/ink/tree/language-server/inklecate/LanguageServerProtocol) – A language server for inkle's Ink, that adheres to the Language Server Protocol (LSP). 57 | - [Yarn Editor](https://yarnspinnertool.github.io/YarnEditor/) - A Pwa Desktop/Mobile 📱💻 app that can author, play and compile ink files via the inklecate wasm port and inkjs. 58 | 59 | #### Atom extensions 60 | 61 | - [atom-language-ink](https://github.com/bladecoder/atom-language-ink) – Adds syntax highlighting and snippets to Ink files in Atom. 62 | - [language-ink-atom](https://github.com/isakgrozny/language-ink-atom) • [Atom Package](https://atom.io/packages/language-ink-atom) - Atom port of the SublimeText 3 language grammar for inkle's ink language. 63 | 64 | #### Emacs extension 65 | 66 | - [ink-mode](https://github.com/Kungsgeten/ink-mode) – syntax highlighting, automatic indentation, snippets, play testing inside Emacs. 67 | 68 | #### VS Code extensions 69 | 70 | - [inkle-vscode](https://github.com/RenderBr/ink-vscode) • [Visual Studio Marketplace](https://marketplace.visualstudio.com/items?itemName=rageave.inkle-vscode) – Up-to date and maintained Ink scripting language support for Visual Studio Code 71 | - [ink](https://github.com/sequitur/ink-vscode) • [Visual Studio Marketplace](https://marketplace.visualstudio.com/items?itemName=bruno-dias.ink) – Inkle's Ink scripting language support for Visual Studio Code 72 | - ink • [Visual Studio Marketplace](https://marketplace.visualstudio.com/items?itemName=tommisundstrom.ink) - This one seems less complete than the above. 73 | 74 | ### Frameworks, templates and command line utilities 75 | 76 | - [ink-soaked](https://github.com/wickedlyethan/ink-soaked) - A template for creating hypertext fiction that acts like most Twine story formats. 77 | - [inkjs template](https://code.oreolek.ru/oreolek/inkjs-boilerplate) to work with webpack and autorebuild-on-edit 78 | - [Another version](https://code.oreolek.ru/oreolek/inkjs-linux) without compatibility with Mac and Windows (without inklecate-wasm) 79 | - [ink-vn-engine](https://github.com/paulloz/ink-vn-engine/) - An engine for building browser-based visual novels with ink. 80 | - [Mutter](https://github.com/rabidgremlin/Mutters) – A framework for building bot brains. 81 | - [Paper Engine](https://github.com/inkle/ink/issues/408) – Paper Engine is designed to allow game writers to create (nearly) their entire (more than Text) game without ever leaving Ink. 82 | - [Atrament](https://github.com/technix/atrament) – A simple interface to Inkjs, which can be used as a core engine for your game app. 83 | - [Blotter](https://github.com/sequitur/blotter) – A front-end engine for publishing Ink stories on the web. 84 | - [Gall](https://github.com/sequitur/gall) – A a simple command-line tool for assembling Ink stories with Blotter. 85 | - [PalimpsestNW](https://github.com/isakgrozny/PalimpsestNW) – A basic template for deploying a game written in ink as a stand-alone desktop app. 86 | - [inkphone](https://github.com/tskaufma/inkphone) – A sample app demonstrating how to turn a web-based Ink project into a mobile app with PhoneGap. 87 | - [StoryBytes Android](https://github.com/micabytes/storybytes-android) / [StoryBytes Desktop](https://github.com/micabytes/storybytes-desktop) – Story viewer built on top of blade-ink. 88 | - [Ink-Fungus Gateway](https://maurovanetti.itch.io/ifg) ([source code](https://github.com/maurovanetti/inkfungus-template)) – A tool to connect the Ink Unity Integration Plugin with Fungus. 89 | - [ink-proof](https://chromy.github.io/ink-proof/) ([source code](https://github.com/chromy/ink-proof)) – Conformance testing for Ink compilers and runtimes. 90 | - [ink-tools](https://github.com/v20100v/ink-tools) - Wrapper around command-line ink compiler that has a watch mode for automatic re-compilation. 91 | - [binksi](https://smwhr.github.io/binksi) - A bitsi-like tool for making small lo-fi graphical adventure games where a character explores a world and interacts with its inhabitants. 92 | 93 | ### Package Management 94 | 95 | - [homebrew-ink](https://github.com/ephread/homebrew-ink) – Homebrew tap for inklecate (macOS only). 96 | - [Unofficial NuGet package](https://www.nuget.org/packages/Ink.Engine.Runtime-Unofficial/) – A community supported NuGet package of the runtime. 97 | 98 | ## ink games (and non-games!) 99 | 100 | ### By inkle 101 | 102 | * [A Highland Song](https://www.inklestudios.com/a-highland-song/) 103 | * [Overboard!](https://www.inklestudios.com/overboard/) 104 | * [Pendragon](https://www.inklestudios.com/pendragon/) 105 | * [Heaven's Vault](http://www.inklestudios.com/heavensvault) 106 | * [80 days](http://www.inklestudios.com/80days) 107 | * [Sorcery](http://www.inklestudios.com/sorcery) 108 | * [Frankenstein](https://www.inklestudios.com/frankenstein/) 109 | * [Down Among the Dead Men](https://www.inklestudios.com/downAmongTheDeadMen/) 110 | * [The Intercept](https://www.inklestudios.com/ink/theintercept/) 111 | 112 | ### By the community 113 | 114 | 115 | * [Thirsty Suitors](https://store.steampowered.com/app/1617220/Thirsty_Suitors/) 116 | * [The Wreck](https://store.steampowered.com/app/1687960/The_Wreck/) 117 | * [Sky Caravan](https://store.steampowered.com/app/1792270/Sky_Caravan/) 118 | * [Sable](https://store.steampowered.com/app/757310/Sable/) 119 | * [Haven](https://store.steampowered.com/app/983970/Haven/) 120 | * [Goodbye Volcano High](https://store.steampowered.com/app/1310330/Goodbye_Volcano_High/) 121 | * [Where the Water Tastes Like Wine](https://www.wherethewatertasteslikewine.com/) 122 | * [Neocab](https://www.neocabgame.com/) 123 | * [Falcon Age](https://falconage.com/) 124 | * [Over the Alps](https://store.steampowered.com/app/1227400/Over_the_Alps/) 125 | * [Closed Hands](http://closed-hands.com) 126 | * [Sea of Thieves](https://www.seaofthieves.com) - doesn't use the engine but uses a subset of the format 127 | * [Southern Monsters](http://www.bravemule.com/southernmonsters/) 128 | * [Shapeshifting Detective](https://shapeshiftingdetective.com/) 129 | * [Bury Me My Love](http://burymemylove.arte.tv/) 130 | * [Fête de Famille (Familly Gathering)](https://www.arte.tv/digitalproductions/fr/fete-de-famille-1/) 131 | * [Total Darkness](http://totaldarkness.sciencemuseum.org.uk/) 132 | * [The Uber Game](https://ig.ft.com/uber-game/) 133 | * [A Place for the Unwilling](http://www.alpixelgames.com/a-place-for-the-unwilling/) 134 | * [Dust and Salt](https://www.primegames.bg/en/dust-and-salt) 135 | * [Dust and Salt: The Battle for Murk](https://www.primegames.bg/en/games/view/4/dust-and-salt-the-battle-for-murk) 136 | * [Fabled Lands](https://store.steampowered.com/app/1299620/Fabled_Lands/) 137 | * [Wayward Strand](http://www.waywardstrand.com/) 138 | * [Johnny Bonasera (ep 2+)](http://bladecoder.com/bonasera/) 139 | * [Le Royaume d'Istyald](https://fantasy.bnf.fr/jouer) (French) 140 | * [Powerless](https://www.powerlessgame.co.uk/) 141 | * [Du Lac & Fey: Dance of Death](https://www.salixgames.com/) 142 | * [Debris](http://debristhegame.com/) 143 | * [True Legacy](http://mcro.org/truelegacy) 144 | * [Several games from Sand Gardeners](https://sandgardeners.itch.io/) 145 | * [Heaven Will Be Mine](https://pillowfight.io/games/#/heaven-will-be-mine/) 146 | * [Pirates and Traders 2](https://play.google.com/store/apps/details?id=com.micabytes.pirates2) 147 | * [Dance of Death: Du Lac & Fey](https://store.steampowered.com/app/976920/Dance_of_Death_Du_Lac__Fey/) 148 | * [Nox Caelo](https://evangelinepapanicola.itch.io/nox-caelo) 149 | * [Way Down](https://stapz33.itch.io/waydown) 150 | * [Vampire: The Masquerade - Coteries of New York](https://drawdistance.dev/vampire-the-masquerade-coteries-of-new-york/) 151 | * [Your daily crush](https://play.google.com/store/apps/details?id=com.InspiredMedia.YourDailyCrush) 152 | * [Linda & Joan](https://www.lindajoan.com/four-months-earlier) 153 | * [Signs of the Sojourner](https://store.steampowered.com/app/1058690/Signs_of_the_Sojourner/) 154 | * [Dragon Audit](https://dragonaudit.com/) 155 | * [Stay?](https://ejadelomax.itch.io/stay) 156 | * [Railways of Love](https://play.google.com/store/apps/details?id=com.provodnik.wagon) 157 | * [Dull Grey](https://provodnikgames.com/dull_grey) 158 | * [Dialogue Box: The Road Less Traveled](https://store.steampowered.com/app/1559930/Dialogue_Box_The_Road_Less_Traveled/) 159 | * [Cien Años Después](https://princessinternetcafe.itch.io/cien-anos-despues) (Spanish) - made using binksi 160 | 161 | #### Game jams, competitions, experiments and demos 162 | 163 | * [inkJam2024](https://itch.io/jam/inkjam-2024) 164 | * [inkJam2023](https://itch.io/jam/inkjam-2023) 165 | * [inkJam2022](https://itch.io/jam/inkjam-2022) 166 | * [inkJam2021](https://itch.io/jam/inkjam-2021) 167 | * [inkJam2020](https://itch.io/jam/inkjam-2020) 168 | * [inkJam2019](https://itch.io/jam/inkjam-2019) 169 | * [inkJam2018](https://itch.io/jam/inkjam) 170 | * [Lucerne](http://gamejolt.com/games/lucerne/150140) 171 | * [The Rats in the Bulkhead](https://brunodias.itch.io/rats) 172 | * [Fog Lights and Foul Deeds](https://tomsykes.itch.io/fog-lights-and-foul-deeds) 173 | * [Witchwood Academy](https://celia14.itch.io/witchwood-academy) 174 | * [dripping with the waters of sheol](https://grrozny.itch.io/sheol) 175 | * [⏰](https://stralor.itch.io/ld41) 176 | * [ink_roguelike](https://github.com/nbush/ink_roguelike) 177 | * [Cloak of Darkness (parser IF demo)](http://ink-test-parser.surge.sh/) 178 | * [Whole souls](https://drumclem.itch.io/whole-souls) 179 | * [YEETmas carol](https://tomsh.itch.io/christmas-shitpost) 180 | * [/THERE USED TO BE A SHOW NAMED CHEERS BUT IT DOESN'T EXIST ANYMORE/](https://int-litstudio.itch.io/there-used-to-be-a-show-named-cheers-but-it-doesnt-exist-anymore) 181 | * [I live next to a train track](https://greenclovers.itch.io/i-live-next-to-a-train-track) 182 | * [Outside](https://elliotherriman.itch.io/outside) 183 | * [Catfish Fish Cat](https://gamejolt.com/games/catfish/493125) 184 | * [The Tetris Killer](https://nicosaraintaris.itch.io/the-tetris-killer) 185 | * [Scoop (Act One)](http://tommartin.itch.io/scoop-act-one) 186 | * [The Bitter Drop](https://ladyisak.itch.io/the-bitter-drop-1) 187 | * [Lost in Myself](https://artsomepasta.itch.io/lost-in-myself) 188 | * [Crime Scene (binksi demo)](https://smwhr.itch.io/crime-scene) 189 | 190 | #### Upcoming games 191 | 192 | * [Nighthawks](https://store.steampowered.com/app/1221950/Nighthawks/) 193 | * [Windrush Tales](https://www.twitter.com/taleswindrush) 194 | * [Battlecakes](http://volcanobean.com/games/battlecakes) 195 | * [The Last Night](http://oddtales.net/) 196 | * [Trip the Ark Fantastic](https://www.tripthearkfantastic.com/) 197 | * [Crowns and Pawns: Kingdom of Deceit](http://www.crownsandpawns.com/) 198 | * [MORSE](https://www.youtube.com/watch?v=6xaOfBSNJv0) 199 | * [Negative Nancy](https://store.steampowered.com/app/1276750/Negative_Nancy/) 200 | * [NeuroSlicers](https://store.steampowered.com/app/420040/NeuroSlicers/) 201 | * [Hauma](https://store.steampowered.com/app/1443470/Hauma/) 202 | 203 | #### Non Games 204 | 205 | * [Air New Zealand's chatbot Oscar](https://www.airnewzealand.co.nz/press-release-2017-oscar-airnz-chatbot) ([source](https://github.com/rabidgremlin/Mutters)) 206 | * [Virginia Interactive Boating Safety Course](https://www.ilearntoboat.com/virginia/) 207 | * [Beacon Virtua](http://museum.wa.gov.au/BeaconVirtua) 208 | * [thul, a Keybase bot](https://keybase.io/thul) 209 | * [The Sorting Hat Chats](https://ejadelomax.itch.io/sortinghatchats) 210 | -------------------------------------------------------------------------------- /Snippets/LIST_RANDOM.ink: -------------------------------------------------------------------------------- 1 | // Note: This will be very slow since it's a recursive function 2 | // and ink isn't a very fast language! It's a strong contender for 3 | // being implemented natively in ink. 4 | 5 | === function LIST_RANDOM(list) 6 | { list: 7 | ~ return getNth(list, RANDOM(1, LIST_COUNT(list))) 8 | - else: 9 | ~ return list 10 | } 11 | 12 | === function getNth(list, n) 13 | { LIST_COUNT(list) > 0: 14 | ~ n = n mod LIST_COUNT(list) 15 | { n <= 0: 16 | ~ return LIST_MIN(list) 17 | - else: 18 | ~ return getNth(list - LIST_MIN(list), n - 1) 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Snippets/afficher_nombres.ink: -------------------------------------------------------------------------------- 1 | /* --------------------------------------------------------------------- 2 | 3 | Afficher les nombres en français. Par défaut, les nombres sont ceux 4 | de France (soixante-dix, etc.) Il est possible d’utiliser les autres 5 | variantes de la francophonie en échangeant certaines lignes. Voir le 6 | corps de la fonction, plus bas. 7 | 8 | Cette fonction utilise les règles de l’orthographe modifiée de 1990, 9 | c’est-à-dire que tous les adjectifs numéraux sont séparés par des 10 | traits d’union. 11 | 12 | --------------------------------------------------------------------- */ 13 | 14 | VAR pieces = 0 15 | ~ pieces = -42 16 | 17 | Vous avez {afficher_nombre(pieces, true)} pièce{abs(pieces) > 1:s}. 18 | 19 | === function abs(x) 20 | {x < 0: 21 | ~ return -x 22 | - else: 23 | ~ return x 24 | } 25 | 26 | === function afficher_nombre(x, g) 27 | // g représente le genre: true pour féminin, false pour masculin 28 | { 29 | - x < 0: 30 | moins {afficher_nombre(-x, g)} 31 | - x >= 2000: 32 | {afficher_nombre(x / 1000, false)}-mille{ x mod 1000 > 0:-{afficher_nombre(x mod 1000, g)}} 33 | - x >= 1000: 34 | mille{ x mod 1000 > 0:-{afficher_nombre(x mod 1000, g)}} 35 | - x >= 200: 36 | {afficher_nombre(x / 100, g)}-cent{x mod 100 == 0:s}{ x mod 100 > 0:-{afficher_nombre(x mod 100, g)}} 37 | - x >= 100: 38 | cent{ x mod 100 > 0:-{afficher_nombre(x mod 100, g)}} 39 | 40 | // Supprimer à partir d’ici pour utiliser les nombres hors de 41 | // France : septante, octante ou huitante, nonante. 42 | - x >= 80: 43 | quatre-vingt{ x mod 20 > 0:-{afficher_nombre(x mod 20, g)}} 44 | - x >= 72: 45 | soixante-{afficher_nombre(x % 20, g)} 46 | - x == 71: 47 | soixante-et-onze 48 | // Supprimer jusqu’ici pour septante, etc. 49 | 50 | - x == 0: 51 | zéro 52 | - else: 53 | { x >= 20: 54 | { x / 10: 55 | - 2: vingt 56 | - 3: trente 57 | - 4: quarante 58 | - 5: cinquante 59 | - 6: soixante 60 | // Remplacer ces lignes : 61 | - 7: soixante-dix 62 | - 8: quatre-vingt 63 | - 9: quatre-vingt-dix 64 | // Par celles-ci pour septante, etc. 65 | // - 7: septante 66 | // - 8: huitante // au choix 67 | // - 8: octante // au choix 68 | // - 9: nonante 69 | } 70 | { x mod 10: 71 | - 0: 72 | - 1: 73 | <>-et-<> 74 | - else: 75 | <>-<> 76 | } 77 | } 78 | { x < 10 || x > 20: 79 | { x mod 10: 80 | - 1: {g: 81 | une 82 | - else: 83 | un 84 | } 85 | - 2: deux 86 | - 3: trois 87 | - 4: quatre 88 | - 5: cinq 89 | - 6: six 90 | - 7: sept 91 | - 8: huit 92 | - 9: neuf 93 | } 94 | - else: 95 | { x: 96 | - 10: dix 97 | - 11: onze 98 | - 12: douze 99 | - 13: treize 100 | - 14: quatorze 101 | - 15: quinze 102 | - 16: seize 103 | - 17: dix-sept 104 | - 18: dix-huit 105 | - 19: dix-neuf 106 | } 107 | } 108 | } 109 | -------------------------------------------------------------------------------- /Snippets/knowledge-states.ink: -------------------------------------------------------------------------------- 1 | // Using ink to manage knowledge states 2 | // --------------- 3 | // https://heavens-vault-game.tumblr.com/post/160306503785/what-dyknow 4 | 5 | // We’ve said that Heaven’s Vault is really a detective game, with the player-as-archaeologist uncovering what happened where, when and to who using evidence. Which means from a system point of view, we’re tracking what the player knows, what they think they know, what they know they know… 6 | // We’re doing all of our knowledge tracking in ink using a combination of “simple facts” and “chained facts”. 7 | // A simple fact is one you either know, or you don’t - “There’s water in the well here”, “There’s a door in the hillside”. Once learned, you can’t forget them. 8 | // A chained fact is one that can be developed in more detail. Perhaps what starts off as “There’s a rock on the hilltop” becomes “There’s a door in the hilltop” becomes “There’s some kind of tomb under the hilltop” becomes “There’s an ancient ship burial under the hilltop.” 9 | // And quite often we have a fact which starts life simple, and becomes a chain as the writing process continues. So we’ve built a system which allows the author to “upgrade” a fact without fuss. 10 | // The “knowledgeState” list is a bucket into which we drop any facts we “learn”. Then when we test if we “know” a fact, we decide which type of test is appropriate based on what list the fact came from. 11 | // Upgrading a simple fact is a simple as taking it out of the simple facts list, and putting it into its own chained list. Simple! 12 | // (Note that keeping the game-side informed of these changes is a little fiddlier, and uses a combination of external functions and variable observers. Another post, perhaps.) 13 | 14 | // ---- root scene 15 | 16 | -> example_scene 17 | 18 | // ---- example data --- 19 | 20 | LIST TempleChain = SOMETHING_UP_THERE, STONES_UP_THERE, TOMB_ON_HILL, SHIP_BURIAL_UNDER_HILL 21 | 22 | LIST SimpleFacts = WATER_IN_WELL, SHIPS_ARE_ANCIENT, JAM_IS_TASTY 23 | 24 | // ---- system --- 25 | 26 | VAR knowledgeState = () 27 | 28 | === function learn(fact) 29 | ~ knowledgeState += fact 30 | 31 | === function know(fact) 32 | { LIST_ALL(SimpleFacts) ? fact: 33 | // simple facts are either known, or not 34 | ~ return knowledgeState ? fact 35 | - else: 36 | // chained facts are more complicated: do we know a fact in the chain of equal or higher value than this one? 37 | ~ temp factsInThisChain = knowledgeState ^ LIST_ALL(fact) 38 | ~ return (LIST_MAX(factsInThisChain) >= fact) 39 | } 40 | 41 | // ---- example --- 42 | 43 | 44 | 45 | === example_scene === 46 | 47 | The camp bustles with activity. 48 | 49 | + {know(JAM_IS_TASTY)} Eat some delicious jam. 50 | "I should have learned about this years ago!" 51 | * {!know(SOMETHING_UP_THERE)} "What's all this bustle in the camp?" 52 | "There's something up there," cries a man eating toast smeared with some kind of delicious substance. 53 | ~ learn(SOMETHING_UP_THERE) 54 | * * "What specifically is up there?" 55 | "Why, it's a tomb I hear," cries the man, through a mouthful of ...something. 56 | ~ learn(TOMB_ON_HILL) 57 | * * "Tell me man, quickly, what is that wonderful goo?" 58 | "Why, jam, of course! It's the honey of the industrial age!" 59 | ~ learn(JAM_IS_TASTY) 60 | * {know(SOMETHING_UP_THERE)} Grab your binoculars and take a closer look at the hill. 61 | Why, it {know(TOMB_ON_HILL):certainly is|looks like there is} a tomb on the hill! Fancy that! 62 | ~ learn(TOMB_ON_HILL) 63 | * {know(TOMB_ON_HILL)} Make your way towards the tomb. 64 | As you get closer, you see the work teams, and see a great prow being exumed from its resting place. 65 | "My god! Dr. Murdoch was right! A ship! This far east! Astonishing!" 66 | ~ learn(SHIP_BURIAL_UNDER_HILL) 67 | * {!know(SHIPS_ARE_ANCIENT)} 68 | {know(SHIP_BURIAL_UNDER_HILL)} 69 | "Wait this doesn't make sense, I'm sure boats were only invented a couple of years ago" 70 | From the looks you recieve you come to the conclusion you might need to adjust your worldview, just a little. 71 | ~learn(SHIPS_ARE_ANCIENT) 72 | * {know(SHIP_BURIAL_UNDER_HILL)} 73 | {know(SHIPS_ARE_ANCIENT)} 74 | "Good lord, I need to get back to the museum!" 75 | "I'm going to lose my bet!" 76 | -> END 77 | - -> example_scene 78 | -------------------------------------------------------------------------------- /Snippets/print_num.ink: -------------------------------------------------------------------------------- 1 | // Print numbers out in English. 2 | You have {print_num(58)} coins. 3 | 4 | === function print_num(x) 5 | { 6 | - x >= 1000: 7 | {print_num(x / 1000)} thousand { x mod 1000 > 0:{print_num(x mod 1000)}} 8 | - x >= 100: 9 | {print_num(x / 100)} hundred { x mod 100 > 0:and {print_num(x mod 100)}} 10 | - x == 0: 11 | zero 12 | - else: 13 | { x >= 20: 14 | { x / 10: 15 | - 2: twenty 16 | - 3: thirty 17 | - 4: forty 18 | - 5: fifty 19 | - 6: sixty 20 | - 7: seventy 21 | - 8: eighty 22 | - 9: ninety 23 | } 24 | { x mod 10 > 0: 25 | <>-<> 26 | } 27 | } 28 | { x < 10 || x > 20: 29 | { x mod 10: 30 | - 1: one 31 | - 2: two 32 | - 3: three 33 | - 4: four 34 | - 5: five 35 | - 6: six 36 | - 7: seven 37 | - 8: eight 38 | - 9: nine 39 | } 40 | - else: 41 | { x: 42 | - 10: ten 43 | - 11: eleven 44 | - 12: twelve 45 | - 13: thirteen 46 | - 14: fourteen 47 | - 15: fifteen 48 | - 16: sixteen 49 | - 17: seventeen 50 | - 18: eighteen 51 | - 19: nineteen 52 | } 53 | } 54 | } -------------------------------------------------------------------------------- /Snippets/rooms-and-objects.ink: -------------------------------------------------------------------------------- 1 | // Using ink for rooms and objects 2 | // --------------- 3 | // https://heavens-vault-game.tumblr.com/post/162943569425/using-ink-for-rooms-and-objects 4 | 5 | // Heaven’s Vault is a bit different from our previous game, in that it uses ink - our narrative scripting language - to simulate what a “normal” adventure game would do, with rooms full of interactive props. 6 | // For any ink devs out there, here’s roughly how we’re doing it. 7 | // Each “room” is a knot. Inside the knot, we use threads for each of the props the player can interact with, so we can divide up the action into chunks of interactivity. In each thread, there’s a link back to the top of the location. 8 | // The great thing about this structure it’s very portable - if you have “background” objects that appear in multiple rooms, you simply thread them in and pass a parameter for where to return to. 9 | // And if you have things that can happen in the room - say, a bit of dialogue for when you stand in a certain place - you can put that in the main “hub” of the location and it’ll always be tested for. 10 | // Heaven’s Vault gets a bit more complicated than this - because we also handle conversation, which can happen anywhere, at any time, from a separate contextual system. But that’s for another post maybe. 11 | 12 | 13 | LIST waypoints = PLATEAU_BELOW_TOWER, NEAR_TOWER_BASE //, etc 14 | 15 | === plateau_below_tower === 16 | - (top) 17 | <- distant_tower 18 | <- half_buried_skull 19 | 20 | = distant_tower 21 | // This choice syntax is Heaven's Vault specific, and is how we specify choices where you interact with props in the world. 22 | * (carved) [Tower -- "Is it really a tower?"] 23 | El: It Can't have been built. 24 | Six: I believe you can call it what you wish, Mistress. 25 | Six: It has, however, been carved. 26 | 27 | * (carvedcrater) {carved} [CraterWalls -- "They carved out this whole crater?"] 28 | Six: It is impossible to say, Mistress. 29 | 30 | * [TowerBase >> Approach] 31 | -> start_walk_to(NEAR_TOWER_BASE) -> 32 | 33 | // The '>>>' syntax is Heaven's Vault specific, and is how we write narrated elements. 34 | >>> We made our way across the desolate plain. 35 | >>> Perhaps this was once a pilgrim's path; a way of worship. 36 | 37 | * * El: Do you think it's going to fall on top of us? 38 | Six: It has stood for thousands of years. 39 | Six: But I will charge the hopper, all the same. 40 | - - -> end_walk -> near_tower_base 41 | 42 | - -> top 43 | 44 | = half_buried_skull 45 | * (see_skull) [Skull - "Is that a skull?"] 46 | Six: I beleive so, Mistress. 47 | Six: Thank you for pointing it out, or I would have rolled over it. 48 | * {see_skull} [Skull - Work it free] 49 | El: Let's see if I can get this free without breaking it... 50 | - -> top 51 | 52 | = near_tower_base 53 | -> END 54 | 55 | 56 | == start_walk_to(destination) == 57 | // [Special ink that triggers walk in Heaven's Vault] 58 | ->-> 59 | 60 | == end_walk 61 | // [Special ink that waits for a walk to complete in Heaven's Vault] 62 | ->-> 63 | -------------------------------------------------------------------------------- /Snippets/swings.ink: -------------------------------------------------------------------------------- 1 | // Functions for tracking character relationships. 2 | // This is the exact file as used in Heaven's Vault. 3 | // TODO: Some examples of usage. 4 | 5 | 6 | CONST INITIAL_SWING = 1001 7 | 8 | === function swing_ready(x) 9 | ~ return (upness(x) + downness(x)) > 3 10 | 11 | === function raise(ref x) 12 | ~ x = x + 1000 13 | 14 | 15 | === function push(ref x) 16 | ~ raise(x) 17 | 18 | 19 | === function bump(ref x) 20 | ~ raise(x) 21 | ~ raise(x) 22 | ~ raise(x) 23 | 24 | === function lower(ref x) 25 | ~ x = x + 1 26 | 27 | == function ditch (ref x) 28 | ~ lower(x) 29 | ~ lower(x) 30 | ~ lower(x) 31 | 32 | === function demolish(ref x) 33 | ~ x = x + 20 34 | 35 | === function escalate(ref x) 36 | ~ x = x + (20 * 1000) 37 | 38 | === function pull(ref x) 39 | ~ lower(x) 40 | 41 | 42 | === function upness(x) 43 | ~ return x / 1000 44 | 45 | === function downness(x) 46 | ~ return x % 1000 47 | 48 | 49 | === function high(x) 50 | ~ return (1 * upness(x) >= downness(x) * 9) 51 | 52 | === function up(x) 53 | ~ return swing_ready(x) && (4 * upness(x) >= downness(x) * 6) 54 | 55 | === function down(x) 56 | ~ return swing_ready(x) && (6 * upness(x) <= downness(x) * 4) 57 | 58 | === function low(x) 59 | ~ return swing_ready(x) && (9 * upness(x) <= downness(x) * 1) 60 | 61 | === function mid(x) 62 | // not swing_ready -> true 63 | // because up is false and down is false 64 | ~ return (not up(x) && not down(x)) -------------------------------------------------------------------------------- /Snippets/threading-tunnels.ink: -------------------------------------------------------------------------------- 1 | // Threading tunnels 2 | // ------------------------ 3 | // Originally from: 4 | // https://heavens-vault-game.tumblr.com/post/166256097210/threading-tunnels 5 | - (begin) 6 | -> example 7 | 8 | // Two powerful features of ink that we’re slowly starting to use all the time are threads (which let you bring choices and content from another knot into the current knot, potentially diverting the flow) and tunnels (which let you drop into another knot, and return when you’re done, like a classic function call) 9 | // But one problem that starts to arise is how to thread in content that’s been written as a tunnel. Is it possible? 10 | // Well, yes it is. But it requires a slightly cunning bit of ink. 11 | 12 | === tunnel_as_thread(-> tunnel, -> ret ) 13 | - (top) 14 | ~ temp preTurnCount = TURNS_SINCE(-> begin) 15 | -> tunnel -> 16 | {preTurnCount == TURNS_SINCE(-> begin): -> DONE } -> ret 17 | 18 | // This runs the tunnel and threads in any choices inside that tunnel. 19 | // If the player doesn’t choose an option from inside that tunnel, this thread will die, and the last line is never hit. If they do choose an option from inside the tunnel, then when the tunnel finishes goes back to the given return point. 20 | // The preTurnCount check is almost unnecessary: it’s needed in case the tunnel contains no choices at all and just runs straight through. In that case, no turns will have passed, and we want this thread to simply stop. We have to measure it this way rather than simply checking if we arrived at - (top) this turn, in case we nested threaded tunnels, confusing the history of the - (top) stitch. 21 | // Note this means the function needs a "reference point" - in this case, "-> begin". A full ink TURNS() function would be better / clearer. 22 | 23 | // Anyway, here’s an example of this in action: 24 | 25 | == example == 26 | - (opts) 27 | <- tunnel_as_thread(-> ask_about_urns, -> opts) 28 | <- tunnel_as_thread(-> ask_about_coins, -> opts) 29 | * {ask_about_urns.done && ask_about_coins.done} [Finish talking] 30 | El: Okay, we’re done! 31 | - -> END 32 | 33 | == ask_about_urns === 34 | * El: Are urns useful? 35 | Six: Depends on what you want to put in them. 36 | - (done) ->-> 37 | 38 | === ask_about_coins === 39 | * El: Do coins float? 40 | Six: Depends on what they’re made from. 41 | - (done) ->-> 42 | 43 | // Of course, if you don’t think you need to thread a tunnel, you probably don’t. It can be useful because tunnels are portable - when they finish, they don’t need to know where to go back to, they just return - and threads allow the player to choose content from lots of different places in the source. 44 | // We use threaded tunnels for our conversations: each one is a little packet of interaction, but there are hundreds of them, separated, and with their own conditions. Writing as tunnels means we can write them without caring about where they came from, and also inject them into the story if we want to; and using threads means they can be written independently from each other. 45 | -------------------------------------------------------------------------------- /Snippets/tunnel_to_death.ink: -------------------------------------------------------------------------------- 1 | // This is a simple example of tunnel usage to either continue the story or redirect the flow to a death knot. 2 | 3 | VAR hp = 2 4 | LIST deaths = beaten, drown 5 | 6 | -> main 7 | 8 | === function is_alive === 9 | // Condition can be more complex here 10 | ~ return hp > 0 11 | 12 | === get_hit(x) === 13 | ~ hp = hp - x 14 | { is_alive(): 15 | // Everything is alright, continue the story 16 | ->-> 17 | } 18 | // Everything is horribly wrong, redirect the flow to the death knot 19 | -> death(beaten) 20 | 21 | === death(reason) === 22 | { 23 | - reason ? beaten: 24 | You've been beaten to death. 25 | - reason ? drown: 26 | Sadly you've drown in the water. 27 | - else: 28 | Sorry, you're dead 29 | } 30 | -> END 31 | 32 | === main === 33 | Should you cross the river? 34 | * [Yes] 35 | You enter the river but the stream is stronger than you thought. 36 | -> death(drown) 37 | * [No] 38 | You follow the path along the river for some time and finally encounter a huge man with a wooden stick. 39 | As you start talking to him, he beats you with his weapon. 40 | -> get_hit(1) -> 41 | ** [Fight back] 42 | You can hit the man once before he throws you a punch. 43 | -> get_hit(RANDOM(0, 2)) -> 44 | You manage to block his fist and finally push him into the river. 45 | After this lengendary fight, you continue your journey and never look back. 46 | ** [Flee] 47 | You desperatly run for your life and never look back. 48 | - -> END 49 | 50 | -------------------------------------------------------------------------------- /Stories/LD41 Emoji/LD41 Emoji.ink: -------------------------------------------------------------------------------- 1 | # author: Pat Scott 2 | # title: ⏰ 3 | # description: Made for the Ludum Dare 41 Compo. The theme was "combine two incompatible genres." Thus, a textless text-based choose-your-own adventure. 4 | 5 | 6 | VAR seenCat = false 7 | VAR haveCoat = false 8 | VAR time = 0 9 | 10 | -> entre 11 | 12 | === increase_time === 13 | 14 | ~ time ++ 15 | ⏳ 16 | 17 | -> DONE 18 | 19 | === entre === 20 | 21 | = awaken 22 | + (alarm) [⏰] 23 | - 24 | + 💤 25 | <>{|💤|💤💤|💤💤💤} 26 | {alarm < 4: -> awaken | -> angry_cat ->} 27 | * [😫] 28 | 29 | //Morning prep loop 30 | 31 | - (prep) {not seenCat:🐈} 32 | {time == 3: <>🕖} 33 | 34 | * (petCat) {not seenCat} [👋]😽 35 | 36 | * (fedCat) {seenCat} [🥫]😸💩 37 | 38 | * (cleanedShit) {fedCat} [🥄]😼 39 | 40 | * (showered) {not dressed} 🚿 41 | 42 | * (ate) 🥞 43 | 44 | * (dressed) 👔[]👖 45 | 46 | - ~ seenCat = true 47 | <- increase_time 48 | {time < 4: -> prep} 49 | 50 | //End morning prep 51 | 52 | * [🎒] 53 | - 54 | * [🚪] 55 | * * {dressed} 🧣🧥 56 | 🚪 57 | * * -> 58 | - -> street 59 | 60 | 61 | = angry_cat 62 | * [😾] 63 | ~ seenCat = true 64 | - 65 | * [🤗]🤕 66 | <- increase_time 67 | ->-> 68 | 69 | = street 70 | VAR coldness = 0 71 | ~ time = 0 72 | {awaken.dressed: 73 | ~ haveCoat = true 74 | 75 | } 76 | 77 | ❄️ 78 | -> checkCold -> 79 | 👣 80 | 81 | //Hobo encounter 82 | 83 | * [🧔]🤲 84 | * * (hobo_gaveCoat) {haveCoat} [🧥] 85 | ~ haveCoat = false 86 | <- increase_time 87 | <>🙏 88 | * * (hobo_gaveMoney) [💸] 89 | <- increase_time 90 | <>🙏 91 | * * (hobo_fuckOff) [🖕]💨 92 | 93 | - <- increase_time 94 | -> checkCold -> 95 | 96 | //Elder encounter 97 | 98 | * [{~👵|👴}]♿ 99 | * * (elder_chat) [💪] 100 | <- increase_time 101 | <>💬 102 | * * (elder_wave) [👋] 103 | * * (elder_horns) [🤘]🗯️ 104 | 105 | - <- increase_time 106 | -> checkCold -> 107 | 108 | //Getting on the train 109 | 110 | * [🚇]🎫 111 | * * (police) {stolenCoat} [👮]️✋ 112 | 👉🧥 113 | *** [😇]🤥 114 | ****[👁️]👌 115 | <- increase_time 116 | *** [😈]💨 117 | 👣 118 | * * -> 119 | 120 | - - 🚃 121 | * * (mugger) {not police} {time < 5} [🕵️]🔪 122 | *** {not hobo_gaveMoney} {not boughtCoat} [💸]🖐️ 123 | 🏃 124 | *** [😱]🕵👊💥 125 | 🏃 126 | 🤕 127 | <- increase_time 128 | *** [😶]🔪{~👧|👦} 129 | -> fight 130 | 131 | * * (on_train) -> 132 | 133 | - - 134 | <- increase_time 135 | <> 136 | <- increase_time 137 | 138 | 139 | - -> adventure 140 | 141 | = checkCold 142 | {not haveCoat: 143 | ~ coldness ++ 144 | <>🌡️ 145 | } 146 | * {coldness > 1} [🏬] 147 | * * 🧥[]🔖 148 | *** (boughtCoat) {not street.hobo_gaveMoney} [💸]🧥 149 | *** (stolenCoat) [🖐]🗯️❗ 150 | 💨 151 | 152 | --- <- increase_time 153 | ~haveCoat = true 154 | + -> 155 | 156 | - ->-> 157 | 158 | = fight 159 | *{hobo_gaveCoat}[🧔🧥]🧔💪 160 | 🧔👊 161 | **[🕵]💥 162 | 👻 163 | 👩👏 164 | 🧔👩🤳 165 | -> on_train 166 | *[😣] 167 | **[😡]🔥 168 | ***[🙌] 169 | ****[✊] 170 | 🤜 171 | 🤛 172 | 👊 173 | *****[🕵]💥 174 | 👻 175 | -> on_train 176 | **[🤡] 177 | 🕵❗❓ 178 | ***[💨] 179 | ❄️ 180 | -> checkCold -> 181 | 👣 182 | <- increase_time 183 | <> 184 | <- increase_time 185 | <> 186 | <- increase_time 187 | <> 188 | <- increase_time 189 | 190 | -> adventure 191 | 192 | 193 | === adventure === 194 | 195 | = arrival_at_office 196 | 197 | VAR got_written_up = false 198 | 199 | * [🏢] 200 | ** [🗣️📋] 201 | { 202 | - time < 5: 203 | 🕗 204 | - time < 7: 205 | 🕣❗ 206 | - else: 207 | 🕘❗❗ 208 | ~ got_written_up = true 209 | } 210 | 211 | {not entre.awaken.dressed: 212 | 👖❗ 213 | ~ got_written_up = true 214 | } 215 | 216 | {not entre.awaken.showered: 217 | 🚿❗ 218 | ~ got_written_up = true 219 | } 220 | 221 | - 222 | * {got_written_up} [📋]⚠️📜 223 | 😅 224 | * -> 225 | 226 | - 227 | * [💻]👣 228 | 💻 229 | 230 | //Work loop 231 | 232 | VAR ok_we_get_it_you_write_a_lot = false 233 | VAR work_loop = 0 234 | 235 | - (computer) 236 | ~ work_loop++ 237 | 238 | * {work_loop > 4} [🔔] 239 | -> a_package 240 | 241 | * {work_loop > 3} {not entre.awaken.cleanedShit} [👂]🎒 242 | -> cat_in_a_bag -> 243 | -> computer 244 | 245 | * {work_loop > 2} {not entre.awaken.ate} [👃🥡]🚶 246 | 🥡 247 | ** [🖐️]💨 248 | *** [🥢]😋 249 | ** [😔]💻 250 | -- -> computer 251 | 252 | * {work_loop > 2} {boredom} [🚽]🚭 253 | -- (toilet) 254 | ** {smoke} [💻]👣 255 | -> computer 256 | ++ (squat) [📱]{~📑|🎮} 257 | {squat > 3: -> shit} 258 | <- increase_time 259 | -> toilet 260 | ** (shit) [💩]🌊 261 | 👣 262 | -> computer 263 | ** (smoke) [🚬]😉 264 | -> toilet 265 | 266 | * [🎧]🔊 267 | -> computer 268 | 269 | + (write) {not ok_we_get_it_you_write_a_lot} [📝] 270 | {write > 3: 271 | 🗑️ 272 | <- increase_time 273 | ~ ok_we_get_it_you_write_a_lot = true 274 | -> computer 275 | } 276 | ✍️ 277 | {write > 1: 🗑️} 278 | -> computer 279 | 280 | * (boredom) [📰]👀 281 | 😴 282 | -> computer 283 | 284 | - 285 | 286 | -> finale 287 | 288 | = cat_in_a_bag 289 | * {not entre.awaken.fedCat} [😨] 290 | ** [😾]🤕 291 | 🐾 292 | * {entre.awaken.fedCat} [😲]😿 293 | ** [😙] 294 | 🐈 295 | 🐾 296 | 297 | - ->-> 298 | 299 | = a_package 300 | * [📦]😮 301 | 302 | - (contents) 303 | * [🍄]💫 304 | -> dive_in 305 | * [🔍]💭 306 | -> contents 307 | 308 | - (dive_in) 309 | * [😵] 310 | 🤭 311 | 👨‍🔧 312 | 👩‍🚀 313 | 👽 314 | 🎇 315 | 316 | - 317 | * [🌌]🌠 318 | 🌈 319 | 320 | - 321 | + (forest) 🌳[] 🏔️🏞️ 🌳🌳 🌳🌴 🌳 🌴 🌳 🌴🌴 322 | VAR have_crown = false 323 | 324 | ++ [🏔️]👣 325 | <- increase_time 326 | -> mountain -> 327 | 328 | ++ {cat_in_a_bag} {not encounter} [🐾] 329 | <- increase_time 330 | -> prints -> 331 | 332 | ** (rabbit) [🌳] 333 | -> chase 334 | 335 | ++ [🌴]🏖️🌊🏝️ 336 | +++ {not have_crown} [🌞]♨️🌡️ 337 | 👣 338 | 339 | *** {have_crown} [🌞]🌊 👸🔱👦🌊 340 | 🗨️👸👑 341 | 342 | ****(ring) [👑]🌊 👸🔱🤴🌊 343 | -> got_ring -> 344 | 345 | ****[❌]🌊 🌊 346 | 347 | ----👣 348 | 349 | - -> forest 350 | 351 | = mountain 352 | 🌋🗻 🏜️ 🗻 353 | 354 | + [🌋] 355 | <- increase_time 356 | -- (volcano) 🔥🔥🌋🔥🔥 357 | {dragon > 1: 🗿} 358 | 359 | ++ (hole) {have_crown} {dragon < 2} [🕳️] 360 | --- (dragon) {dragon < 3: 🐉} 361 | 362 | *** [😎]🗨️🐲👑 363 | ****{have_crown} [👑] 364 | -> got_sword -> 365 | -> volcano 366 | 367 | ****(dont_give_crown) [❌]🔥🔥🔥🐲 368 | 😱💨 369 | -> volcano 370 | 371 | *** {dont_give_crown} {have_crown} [👑] 372 | -> got_sword -> 373 | -> volcano 374 | 375 | *** [😘]🔥🔥🔥🐲 376 | 😅 377 | -> hole 378 | 379 | +++ {not got_sword} [😱]{dragon > 1:🔥🔥🔥}💨 380 | -> volcano 381 | 382 | +++ -> 383 | <>💨 384 | -> volcano 385 | 386 | 387 | ++ [🏔️️] 388 | <- increase_time 389 | 390 | + [🏜️] 391 | <- increase_time 392 | <>💦 393 | {not desert:🌙} 394 | -- (desert) 🌵🌵 🌵 🌵🌵🌵 395 | {desert == 3:🦂💨} 396 | 397 | ++ {not have_crown} {not got_crown} [🌵]{not saw_crown: 😍} 398 | --- (saw_crown) 👑 399 | 400 | *** (got_crown) [🖐]🌟 401 | ~ have_crown = true 402 | 403 | +++ [🔍]🔥<> 404 | -> saw_crown 405 | 406 | +++ [↩️] 407 | 408 | 409 | ** [🌵]🦎 410 | *** [🦎]👁️ 411 | ****[🦎]👁️‍🗨️ 412 | 🦎💨 413 | 414 | 415 | ** [🌵]🐍 416 | *** {entre.street.hobo_gaveMoney} [🧔💸]🧔💪 417 | ****[🐍]💥 418 | 👻 419 | 🧔💨 420 | 421 | *** [😱]💥 422 | 😲 423 | ****[😵]💯 424 | <- increase_time 425 | <> 426 | <- increase_time 427 | <> 428 | <- increase_time 429 | 💤 430 | *****[😫] 431 | -> a_package.forest 432 | 433 | ++ [🏔️]{not comet:☄️} 434 | --- (comet) 435 | <- increase_time 436 | -> mountain 437 | 438 | -- -> desert 439 | 440 | 441 | + [🌳] 442 | -> leave 443 | 444 | - -> mountain 445 | 446 | - (leave) 👣 447 | <- increase_time 448 | ->-> 449 | 450 | = got_sword 451 | 🗡️ 452 | * [🖐️]🌟 453 | ~ have_crown = false 454 | 455 | - ->-> 456 | 457 | = got_ring 458 | 💍 459 | * [🖐️]🌟 460 | ~ have_crown = false 461 | 462 | - ->-> 463 | 464 | = prints 465 | 466 | {flower > 2: 🌳} 467 | {bush: 🌿} 468 | {rabbit > 3: 🌳} 469 | 470 | + (flower) {flower < 3} [🌳] 471 | ++ [🌷]{flower < 3: 👃|🌺} 472 | 473 | * (encounter) 🦋[]🌿🐈 474 | ** (handsy) ️[🖐️]🐈💨 475 | 476 | ** (watchful) [🤐]🦋🐈 477 | 😸 478 | 💨 479 | 480 | * (bush) {encounter} [🌿]🗝️ 481 | ** (got_key) [🖐]🌟 482 | 483 | ** [😰]🌬️🗝️💨 484 | 485 | + {rabbit < 4} [🌳] 486 | {not rabbit: 🐇💨} 487 | 488 | ++ {rabbit} [🌱]{rabbit < 3: 🍃|🍂} 489 | 490 | ++ -> 491 | 492 | -- (rabbit) 493 | 494 | + [↩️] 495 | -> leave 496 | 497 | - -> prints 498 | 499 | - (leave) 👣 500 | <- increase_time 501 | ->-> 502 | 503 | = chase 504 | * [🐇]🐰 505 | ** [🐰]🐰💬 506 | 🐇💨 507 | 508 | - 509 | * [🐾]👣 510 | 511 | - 🌳🌟🎉✨ 512 | + [🎩] 513 | - (tea_party) 514 | {tea_party < 2:🐇💨} 515 | {tea_party == 3 && encounter:🐈🐾} 516 | {tea_party < 4:✨<>} 517 | {tea_party < 5: 518 | {used_crown:🦄<>|🐴<>} 519 | } 520 | 🍵 521 | {tea_party < 6: 522 | {used_crown:<>🐒|<>🕺} 523 | } 524 | {tea_party < 4:<>✨} 525 | 526 | 527 | - 528 | * (used_crown) {have_crown} [👑]✨🎩✨ 529 | * (used_ring) {got_ring} {tea_party > 3} [💍] 530 | -> post_party 531 | 532 | + {tea_party < 8} [🍵] 533 | 534 | * {tea_party > 7} [😵]💯 535 | <- increase_time 536 | <> 537 | <- increase_time 538 | <> 539 | <- increase_time 540 | 💤 541 | **[😫] 542 | -> post_party 543 | 544 | - -> tea_party 545 | 546 | - (post_party) 547 | + [🌳]👣 548 | {not used_ring: 💫} 549 | 550 | - -> finale 551 | 552 | === finale === 553 | 554 | //The mystery and the credits 555 | 556 | * {entre.street.hobo_fuckOff} [🧔🖕]🧔🗯️ 557 | ** (flip_off) [🖕]🔫🧔 558 | *** {adventure.got_sword} [🗡️]💪 559 | ****[🧔]💥 560 | 👻 561 | 562 | *** [😱]💥 563 | -> fin 564 | 565 | ** [😐]🧔❗❓ {adventure.encounter:🐈|👐} 566 | *** {adventure.encounter} [🐈]😾 567 | 💥 568 | 🧔💨 569 | 570 | *** [🧥]🤝 571 | 572 | *** [🖕] 573 | -> flip_off 574 | * -> 575 | 576 | - (box) 📦 {adventure.encounter && not cat: 🐈} 577 | * [🔍]🔒 578 | * -> 579 | 580 | - 581 | * {adventure.got_key} [🗝️]🔓 582 | ** [📦]🌌 583 | *** [😵]💫 584 | 585 | * (cat) {adventure.encounter} [🐈]🙀 586 | 🐾 587 | -> box 588 | 589 | * [🤜]💥 590 | ** [🤛]💥 591 | *** [👊]💥 592 | ****📦[]🔒 593 | 😫 594 | *****[✌️] 595 | 596 | - (fin) 597 | * [💤] 598 | - 599 | * ⏰ 600 | a short by Pat Scott 601 | 🙏 602 | - -> END 603 | -------------------------------------------------------------------------------- /Stories/The Intercept/TheIntercept.ink: -------------------------------------------------------------------------------- 1 | // Character variables. We track just two, using a +/- scale 2 | VAR forceful = 0 3 | VAR evasive = 0 4 | 5 | 6 | // Inventory Items 7 | VAR teacup = false 8 | VAR gotcomponent = false 9 | 10 | 11 | // Story states: these can be done using read counts of knots; or functions that collect up more complex logic; or variables 12 | VAR drugged = false 13 | VAR hooper_mentioned = false 14 | 15 | VAR losttemper = false 16 | VAR admitblackmail = false 17 | 18 | // what kind of clue did we pass to Hooper? 19 | CONST NONE = 0 20 | CONST STRAIGHT = 1 21 | CONST CHESS = 2 22 | CONST CROSSWORD = 3 23 | VAR hooperClueType = NONE 24 | 25 | VAR hooperConfessed = false 26 | 27 | CONST SHOE = 1 28 | CONST BUCKET = 2 29 | VAR smashingWindowItem = NONE 30 | 31 | VAR notraitor = false 32 | VAR revealedhooperasculprit = false 33 | VAR smashedglass = false 34 | VAR muddyshoes = false 35 | 36 | VAR framedhooper = false 37 | 38 | // What did you do with the component? 39 | VAR putcomponentintent = false 40 | VAR throwncomponentaway = false 41 | VAR piecereturned = false 42 | VAR longgrasshooperframe = false 43 | 44 | 45 | // DEBUG mode adds a few shortcuts - remember to set to false in release! 46 | VAR DEBUG = false 47 | {DEBUG: 48 | IN DEBUG MODE! 49 | * [Beginning...] -> start 50 | * [Framing Hooper...] -> claim_hooper_took_component 51 | * [In with Hooper...] -> inside_hoopers_hut 52 | - else: 53 | // First diversion: where do we begin? 54 | -> start 55 | } 56 | 57 | /*-------------------------------------------------------------------------------- 58 | Wrap up character movement using functions, in case we want to develop this logic in future 59 | --------------------------------------------------------------------------------*/ 60 | 61 | 62 | === function lower(ref x) 63 | ~ x = x - 1 64 | 65 | === function raise(ref x) 66 | ~ x = x + 1 67 | 68 | /*-------------------------------------------------------------------------------- 69 | 70 | Start the story! 71 | 72 | --------------------------------------------------------------------------------*/ 73 | 74 | === start === 75 | 76 | // Intro 77 | - They are keeping me waiting. 78 | * Hut 14[]. The door was locked after I sat down. 79 | I don't even have a pen to do any work. There's a copy of the morning's intercept in my pocket, but staring at the jumbled letters will only drive me mad. 80 | I am not a machine, whatever they say about me. 81 | 82 | - (opts) 83 | {|I rattle my fingers on the field table.|} 84 | * (think) [Think] 85 | They suspect me to be a traitor. They think I stole the component from the calculating machine. They will be searching my bunk and cases. 86 | When they don't find it, {plan:then} they'll come back and demand I talk. 87 | -> opts 88 | * (plan) [Plan] 89 | {not think:What I am is|I am} a problem—solver. Good with figures, quick with crosswords, excellent at chess. 90 | But in this scenario — in this trap — what is the winning play? 91 | * * (cooperate) [Co—operate] 92 | I must co—operate. My credibility is my main asset. To contradict myself, or another source, would be fatal. 93 | I must simply hope they do not ask the questions I do not want to answer. 94 | ~ lower(forceful) 95 | * * [Dissemble] 96 | Misinformation, then. Just as the war in Europe is one of plans and interceptions, not planes and bombs. 97 | My best hope is a story they prefer to the truth. 98 | ~ raise(forceful) 99 | * * (delay) [Divert] 100 | Avoidance and delay. The military machine never fights on a single front. If I move slowly enough, things will resolve themselves some other way, my reputation intact. 101 | ~ raise(evasive) 102 | * [Wait] 103 | - -> waited 104 | 105 | = waited 106 | - Half an hour goes by before Commander Harris returns. He closes the door behind him quickly, as though afraid a loose word might slip inside. 107 | "Well, then," he begins, awkwardly. This is an unseemly situation. 108 | * "Commander." 109 | He nods. <> 110 | * (tellme) {not start.delay} "Tell me what this is about." 111 | He shakes his head. 112 | "Now, don't let's pretend." 113 | * [Wait] 114 | I say nothing. 115 | - He has brought two cups of tea in metal mugs: he sets them down on the tabletop between us. 116 | * {tellme} [Deny] "I'm not pretending anything." 117 | {cooperate:I'm lying already, despite my good intentions.} 118 | Harris looks disapproving. -> pushes_cup 119 | * (took) [Take one] 120 | ~ teacup = true 121 | I take a mug and warm my hands. It's <> 122 | * (what2) {not tellme} "What's going on?" 123 | "You know already." 124 | -> pushes_cup 125 | * [Wait] 126 | I wait for him to speak. 127 | - - (pushes_cup) He pushes one mug halfway towards me: <> 128 | - a small gesture of friendship. 129 | Enough to give me hope? 130 | * (lift_up_cup) {not teacup} [Take it] 131 | I {took:lift the mug|take the mug,} and blow away the steam. It is too hot to drink. 132 | Harris picks his own up and just holds it. 133 | ~ teacup = true 134 | ~ lower(forceful) 135 | * {not teacup} [Don't take it] 136 | Just a cup of insipid canteen tea. I leave it where it is. 137 | ~ raise(forceful) 138 | 139 | * {teacup} [Drink] 140 | I raise the cup to my mouth but it's too hot to drink. 141 | 142 | * {teacup} [Wait] 143 | I say nothing as -> lift_up_cup 144 | 145 | - "Quite a difficult situation," {lift_up_cup:he|Harris} begins{forceful <= 0:, sternly}. I've seen him adopt this stiff tone of voice before, but only when talking to the brass. "I'm sure you agree." 146 | * [Agree] 147 | "Awkward," I reply 148 | * (disagree) [Disagree] 149 | "I don't see why," I reply 150 | ~ raise(forceful) 151 | ~ raise(evasive) 152 | * [Lie] -> disagree 153 | * [Evade] 154 | "I'm sure you've handled worse," I reply casually 155 | ~ raise(evasive) 156 | - { teacup: 157 | ~ drugged = true 158 | <>, sipping at my tea as though we were old friends 159 | } 160 | <>. 161 | 162 | - 163 | * [Watch him] 164 | His face is telling me nothing. I've seen Harris broad and full of laughter. Today he is tight, as much part of the military machine as the device in Hut 5. 165 | 166 | * [Wait] 167 | I wait to see how he'll respond. 168 | 169 | * {not disagree} [Smile] 170 | I try a weak smile. It is not returned. 171 | ~ lower(forceful) 172 | 173 | // Why you're here 174 | - 175 | "We need that component," he says. 176 | 177 | - //"There's no alternative, of course," he continues. 178 | {not missing_reel: 179 | -> missing_reel -> harris_demands_component 180 | } 181 | - 182 | * [Yes] 183 | "Of course I do," I answer. 184 | * (no) [No] 185 | "No I don't. And I've got work to do..." 186 | "Work that will be rather difficult for you to do, don't you think?" Harris interrupts. 187 | 188 | * [Evade] 189 | -> here_at_bletchley_diversion 190 | * [Lie] 191 | -> no 192 | - -> missing_reel -> harris_demands_component 193 | 194 | === missing_reel === 195 | * [The stolen component...] 196 | * [Shrug] 197 | I shrug. 198 | ->-> 199 | - The reel went missing from the Bombe this afternoon. The four of us were in the Hut, working on the latest German intercept. The results were garbage. It was Russell who found the gap in the plugboard. 200 | - Any of us could have taken it; and no one else would have known its worth. 201 | 202 | * {forceful <= 0 }[Panic] They will pin it on me. They need a scapegoat so that the work can continue. I'm a likely target. Weaker than the rest. 203 | ~ lower(forceful) 204 | * [Calculate] My odds, then, are one in four. Not bad; although the stakes themselves are higher than I would like. 205 | ~ raise(evasive) 206 | * {evasive >= 0} [Deny] But this is still a mere formality. The work will not stop. A replacement component will be made and we will all be put back to work. We are too valuable to shoot. 207 | ~ raise(forceful) 208 | - ->-> 209 | 210 | 211 | === here_at_bletchley_diversion 212 | "Here at Bletchley? Of course." 213 | ~ raise(evasive) 214 | ~ lower(forceful) 215 | "Here, now," Harris corrects. "We are not talking to everyone. I can imagine you might feel pretty sore about that. I can imagine you feeling picked on. { forceful < 0:You're a sensitive soul.}" 216 | 217 | * (fine) "I'm fine[."]," I reply. "This is all some misunderstanding and the quicker we have it cleared up the better." 218 | ~ lower(forceful) 219 | "I couldn't agree more." And then he comes right out with it, with an accusation. 220 | 221 | * {forceful < 0} "What do you mean by that?" 222 | 223 | * (sore) { forceful >= 0 } "Damn right[."] I'm sore. Was it one of the others who put you up to this? Was it Hooper? He's always been jealous of me. He's..." 224 | ~ raise(forceful) 225 | ~ hooper_mentioned = true 226 | The Commander moustache bristles as he purses his lips. "Has he now? Of your achievements, do you think?" 227 | It's difficult not to shake the sense that he's { evasive > 1 :mocking|simply humouring} me. 228 | "Or of your brain? Or something else?" 229 | * * "Of my genius.["] Hooper simply can't stand that I'm cleverer than he is. We work so closely together, cooped up in that Hut all day. It drives him to distraction. To worse." 230 | "You're suggesting Hooper would sabotage this country's future simply to spite you?" Harris chooses his words like the military man he is, each lining up to create a ring around me. 231 | * * * [Yes] 232 | "{ forceful > 0:He's petty enough, certainly|I wouldn't put it past him}. He's a creep." { teacup : I set the teacup down.|I wipe a hand across my forehead.} 233 | ~ raise(forceful) 234 | ~ teacup = false 235 | * * * [No] 236 | "No, { forceful >0:of course not|I suppose not}." { teacup :I put the teacup back down on the table|I push the teacup around on its base}. 237 | ~ lower(forceful) 238 | ~ teacup = false 239 | * * * [Evade] 240 | "I don't know what I'm suggesting. I don't understand what's going on." 241 | ~ raise(evasive) 242 | "But of course you do." Harris narrows his eyes. 243 | -> done 244 | 245 | - - - (suggest_its_a_lie) "All I can say is, ever since I arrived here, he's been looking to ways to bring me down a peg. I wouldn't be surprised if he set this whole affair up just to have me court—martialled." 246 | "We don't court—martial civilians," Harris replies. "Traitors are simply hung at her Majesty's pleasure." 247 | * * * "Quite right[."]," I answer smartly. 248 | * * * (iamnotraitor) "I'm no traitor[."]," I answer{forceful > 0 :smartly|, voice quivering. "For God's sake!"} 249 | * * * [Lie] -> iamnotraitor 250 | - - - He stares back at me. 251 | 252 | * * "Of my standing.["] My reputation." { forceful > 0:I'm aware of how arrogant I must sound but I plough on all the same.|I don't like to talk of myself like this, but I carry on all the same.} "Hooper simply can't bear knowing that, once all this is over, I'll be the one receiving the knighthood and he..." 253 | "No—one will be getting a knighthood if the Germans make landfall," Harris answers sharply. He casts a quick eye to the door of the Hut to check the latch is still down, then continues in more of a murmur: "Not you and not Hooper. Now answer me." 254 | For the first time since the door closed, I wonder what the threat might be if I do not. 255 | 256 | * * [Evade] 257 | ~ teacup = false 258 | ~ raise(forceful) 259 | "How should I know?" I reply, defensively. { teacup :I set the teacup back on the table.} -> suggest_its_a_lie 260 | 261 | 262 | * [Be honest] -> sore 263 | * [Lie] -> fine 264 | 265 | - (done) -> harris_demands_component 266 | 267 | 268 | === harris_demands_component === 269 | "{here_at_bletchley_diversion:Please|So}. Do you have it?" Harris is {forceful > 3:sweating slightly|wasting no time}: Bletchley is his watch. "Do you know where it is?" 270 | * [Yes] 271 | "I do." 272 | -> admitted_to_something 273 | * (nope) [No] "I have no idea." 274 | -> silence 275 | * [Lie] -> nope 276 | * [Evade] 277 | "The component?" 278 | ~ raise(evasive) 279 | ~ lower(forceful) 280 | "Don't play stupid," he replies. "{ not missing_reel:The component that went missing this afternoon. }Where is it?" 281 | 282 | - { not missing_reel: 283 | -> missing_reel -> 284 | } 285 | * [Co-operate] "I know where it is." 286 | -> admitted_to_something 287 | * (nothing) [Delay] "I know nothing about it." My voice shakes{ forceful > 0: with anger|; I'm unaccustomed to facing off against men with holstered guns}. 288 | 289 | * [Lie] -> nothing 290 | * [Evade] 291 | 292 | "I don't know what gives you the right to pick on me. { forceful > 0:I demand a lawyer.|I want a lawyer.}" 293 | 294 | "This is time of war," Harris answers. "And by God, if I have to shoot you to recover the component, I will. Understand?" He points at the mug,-> drinkit 295 | 296 | - (silence) There's an icy silence. { forceful > 2:I've cracked him a little.|{ evasive > 2:He's tiring of my evasiveness.}} 297 | 298 | // Drink tea and talk 299 | - (drinkit) "Now drink your tea and talk." 300 | * { teacup } [Drink] -> drinkfromcup 301 | * { teacup } [Put the cup down] 302 | I set the cup carefully down on the table once more. 303 | ~ teacup = false 304 | ~ raise(forceful) 305 | -> whatsinit 306 | 307 | * { not teacup } [Take the cup] 308 | - - (drinkfromcup) I lift the cup { teacup :to my lips }and sip. He waits for me to swallow before speaking again. 309 | ~ drugged = true 310 | ~ teacup = true 311 | * { not teacup } [Don't take it] 312 | I leave the cup where it is. 313 | ~ raise(forceful) 314 | - - (whatsinit) "Why?" I ask coldly. "What's in it?" 315 | 316 | - "Lapsang Souchong," he {drinkfromcup:remarks|replies}, placing his own cup back on the table untouched. "Such a curious flavour. It might almost not be tea at all. You might say it hides a multitude of sins. As do you. Isn't that right?" 317 | 318 | * (suppose_i_have) [Agree] 319 | // Regrets 320 | "I suppose so," I reply. "I've done things I shouldn't have done." 321 | ~ lower(forceful) 322 | -> harris_presses_for_details 323 | 324 | * (nothing_ashamed_of) { not drugged } [Disagree] 325 | "I've done nothing that I'm ashamed of." 326 | -> harris_asks_for_theory 327 | 328 | * (cant_talk_right) { drugged } [Disagree] 329 | I open my mouth to disagree, but the words I want won't come. It is like Harris has taken a screwdriver to the sides of my jaw. 330 | -> admitted_to_something.ive_done_things 331 | 332 | * {drugged} [Lie] -> cant_talk_right 333 | * {not drugged} [Lie] -> nothing_ashamed_of 334 | * { drugged } [Evade] -> cant_talk_right 335 | 336 | * { not drugged } [Evade] 337 | "None of us are blameless, Harris. { forceful > 1:But you're not my priest and I'm not yours|But I've done nothing to deserve this treatment}. Now, please. Let me go. I'll help you find this damn component, of course I will." 338 | // Who do you blame? 339 | He appears to consider the offer. 340 | -> harris_asks_for_theory 341 | 342 | 343 | 344 | === harris_presses_for_details 345 | // Open to Blackmail 346 | "You mean you've left yourself open," Harris answers. "To pressure. Is that what you're saying?" 347 | * [Yes] -> admit_open_to_pressure 348 | * { not drugged } [No] 349 | "I'm not saying anything of the sort," I snap back. "What is this, Harris? You're accusing me of treachery but I don't see a shred of evidence for it! Why don't you put your cards on the table?" 350 | ~ raise(forceful) 351 | 352 | 353 | * {drugged} [No] 354 | I shake my head violently, to say no, that's not it, but whatever is wrong with tongue is wrong with neck too. I look across at the table at Harris' face and realise with a start how sympathetic he is. Such a kind, generous man. How can I hold anything back from him? 355 | ~ lower(forceful) 356 | I take another mouthful of the bitter, strange—tasting tea before answering. 357 | -> admit_open_to_pressure 358 | 359 | 360 | * { not drugged } [Evade] 361 | "You're the one applying pressure here," I answer { forceful > 1:smartly|somewhat miserably}. "I'm just waiting until you tell me what is really going on." 362 | ~ raise(evasive) 363 | * { drugged } [Evade] 364 | "We're all under pressure here." 365 | He looks at me with pity. -> harris_has_seen_it_before 366 | 367 | - "It's simple enough," Harris says. -> harris_has_seen_it_before 368 | 369 | = admit_open_to_pressure 370 | "That's it," I reply. "There are some things... which a man shouldn't do." 371 | ~ admitblackmail = true 372 | Harris doesn't stiffen. Doesn't lean away, as though my condition might be infectious. I had thought they trained them in the army to shoot my kind on sight. 373 | He offers no sympathy either. He nods, once. His understanding of me is a mere turning cog in his calculations, with no meaning to it. 374 | -> harris_has_seen_it_before 375 | 376 | 377 | === admitted_to_something 378 | // Admitting Something 379 | { not drugged : 380 | Harris stares back at me. { evasive == 0:He cannot have expected it to be so easy to break me.} 381 | - else: 382 | Harris smiles with satisfaction, as if your willingness to talk was somehow his doing. 383 | } 384 | "I see." 385 | There's a long pause, like the delay between feeding a line of cypher into the Bombe and waiting for its valves to warm up enough to begin processing. 386 | "You want to explain that?" 387 | * [Explain] 388 | I pause a moment, trying to choose my words. To just come out and say it, after a lifetime of hiding... that is a circle I cannot square. 389 | * * [Explain] -> ive_done_things 390 | * * {drugged} [Say nothing] -> say_nothing 391 | * * {not drugged} [Lie] -> claim_hooper_took_component 392 | 393 | * { not drugged } [Don't explain] 394 | "There's nothing to explain," I reply stiffly. -> i_know_where 395 | 396 | * { not drugged } [Lie] -> claim_hooper_took_component 397 | * { not drugged } [Evade] 398 | "Explain what you should be doing, do you mean, rather than bullying me? Certainly." I fold my arms. -> i_know_where 399 | 400 | * (say_nothing) { drugged } [Say nothing] 401 | I fold my arms, intended firmly to say nothing. But somehow, watching Harris' face, I cannot bring myself to do it. I want to confess. I want to tell him everything I can, to explain myself to him, to earn his forgiveness. The sensation is so strong my will is powerless in the face of it. 402 | Something is wrong with me, I am sure of it. There is a strange, bitter flavour on my tongue. I taste it as words start to form. 403 | -> ive_done_things 404 | 405 | = i_know_where 406 | "I know where your component is because it's obvious where your component is. That doesn't mean I took it, just because I can figure out a simple problem, any more than it means I'm a German spy because I can crack their codes." 407 | -> harris_asks_for_theory 408 | 409 | 410 | = ive_done_things 411 | "I've done things," I begin{harris_demands_component.cant_talk_right: helplessly}. "Things I didn't want to do. I tried not to. But in the end, it felt like cutting off my own arm to resist." 412 | -> harris_presses_for_details 413 | 414 | 415 | 416 | 417 | === harris_asks_for_theory 418 | "Tell me, then," he asks. "What's your theory? You're a smart fellow — as smart as they come around here, and that's saying something. What's your opinion on the missing component? Accident, perhaps? Or do you blame one of the other men? { hooper_mentioned :Hooper?}" 419 | * [Blame no—one] 420 | -> an_accident 421 | * [Blame someone] -> claim_hooper_took_component 422 | 423 | = an_accident 424 | "An accident, naturally." I risk a smile. "That damned machine is made from spare parts and string. Even these Huts leak when it rains. It wouldn't take more than one fellow to trip over a cable to shake out a component. Have you tried looking under the thing?" 425 | "Do you believe we haven't?" 426 | In a sudden moment I understand that his reply is a threat. 427 | "Now," he continues. "Are you sure there isn't anything you want to tell me?" 428 | 429 | * [Co-operate] 430 | "All right." With a sigh, your defiance collapses. "If you're searched my things then I suppose you've found { evasive > 1: what you need|my letters. Haven't you? In fact, if you haven't, don't tell me}. 431 | ~ admitblackmail = true 432 | Harris nods once. 433 | <> -> harris_has_seen_it_before 434 | 435 | * {evasive > 0} [Evade] "Only that you're being unreasonable, and behaving like a swine." 436 | // Loses temper 437 | "You imbecile," Harris replies, with sudden force. He is half out of his chair. "You know the situation as well as I do. Why the fencing? The Hun are poised like rats, ready to run all over this country. They'll destroy everything. You understand that, don't you? You're not so locked up inside your crossword puzzles that you don't see that, are you? This machine we have here — you men — you are the best and only hope this country has. God help her." 438 | ~ losttemper = true 439 | I sit back, startled by the force of his outburst. His carefully sculpted expression has curled to angry disgust. He really does hate me, I think. He'll have my blood for the taste of it. 440 | * * [Placate] 441 | "Now steady on," I reply, gesturing for him to be calm. 442 | 443 | * * [Mock] 444 | "I can imagine how being surrounded by clever men is pretty threatening for you, Commander," I reply with a sneer. "They don't train you to think in the Armed Forces." 445 | ~ raise(forceful) 446 | 447 | * * [Dismiss] 448 | "Then I'll be going, on and getting on with my job of saving her, shall I?" I even rise half to my feet, before he slams the tabletop. 449 | 450 | - - "Talk," Harris demands. "Talk now. Tell me where you've hidden it or who you passed it to. Or God help me, I'll take your wretched pansy body to pieces looking for it." 451 | -> harris_demands_you_speak 452 | 453 | 454 | 455 | 456 | === harris_has_seen_it_before 457 | "I've seen it before. A young man like you — clever, removed. The kind that doesn't go to parties. Who takes himself too seriously. Who takes things too far." 458 | He slides his thumb between two fingers. 459 | "Now they own you." 460 | 461 | * [Agree] 462 | "What could I do?" I'm shaking now. The night is cold and the heat—lamp in the Hut has been removed. "{ forceful > 2:I won't|I don't want to} go to prison." 463 | "Smart man," he replies. "You wouldn't last. 464 | 465 | * [Disagree] 466 | "I can still fix this." 467 | Harris shakes his head. "You'll do nothing. This is beyond you now. You may go to prison or may go to firing squad - or we can change your name and move you somewhere where your indiscretions can't hurt you. But right now, none of that matters. What happens to you doesn't matter. All that matters is where that component is. 468 | 469 | * { not drugged } [Lie] 470 | "I wanted to tell you," I tell him. "I thought I could find out who they were. Lead you to them." 471 | Harris looks at me with contempt. "You wretch. You'll pay for what you've done to this country today. If a single man loses his life because of your pride and your perversions then God help your soul. 472 | 473 | * {drugged} {forceful < 0} [Apologise] 474 | "Harris, I..." 475 | ~lower(forceful) 476 | "Stop it," he interrupts. "There's no jury here to sway. And there's no time. 477 | 478 | - (tell_me_now) <> So why don't you tell me, right now. Where is it?" 479 | -> harris_demands_you_speak 480 | 481 | 482 | 483 | 484 | === harris_demands_you_speak 485 | His eyes bear down like carbonised drill—bits. 486 | * [Confess] 487 | { forceful > 1 : 488 | "You want me to tell you what happened? You'll be disgusted." 489 | -else: 490 | "All right. I'll tell you what happened." And never mind my shame. 491 | } 492 | "I can imagine how it starts," he replies. 493 | 494 | * { not drugged } [Dissemble] -> claim_hooper_took_component 495 | * { drugged } [Dissemble] 496 | My plan now is to blame Hooper, but I cannot seem to tell the story. Whatever they put in my tea, it rules my tongue. { forceful >1:I fight it as hard as I can but it does no good.|I am desperate to tell him everything. I am weeping with shame.} 497 | 498 | ~ lower(forceful) 499 | - -> i_met_a_young_man 500 | 501 | 502 | 503 | 504 | === i_met_a_young_man 505 | // Explain Story 506 | * [Talk] 507 | "There was a young man. I met him in the town. A few months ago now. We got to talking. Not about work. And I used my cover story, but he seemed to know it wasn't true. That got me wondering if he might be one of us." 508 | - Harris is not letting me off any more. 509 | "You seriously entertained that possibility?" 510 | * [Yes] 511 | "Yes, I considered it. <> 512 | * [No] 513 | "No. Not for more than a moment, of course. Everyone here is marked out by how little we would be willing to say about it." 514 | "Only you told this young man more than a little, didn't you?" 515 | I nod. "<> 516 | * [Lie] 517 | "I was quite certain, after a while. After we'd been talking. <> 518 | - He seemed to know all about me. He... he was quite enchanted by my achievements." 519 | The way Harris is staring I expect him to strike me, but he does not. He replies, "I can see how that must have been attractive to you," with such plain—spokeness that I think I must have misheard. 520 | 521 | * [Yes] "It's a lonely life in this place," I reply. "Lonely - and still one never gets a moment to oneself." 522 | "That's how it is in the Service," Harris answers. 523 | * * [Argue] "I'm not in the Service." 524 | Harris shakes his head. "Yes, you are." 525 | * * [Agree] "Perhaps. But I didn't choose this life." 526 | Harris shakes his head. "No. And there's plenty of others who didn't who are suffering far worse." 527 | - - Then he waves the thought aside. 528 | 529 | * (nope) { not drugged } [No] "The boy was a pretty simpleton. Quite inferior. His good opinion meant nothing to be. Harris, do not misunderstand. I was simply after his body." 530 | ~ raise(evasive) 531 | Harris, to his credit, doesn't flinch; but I can see he will have nightmares of this moment later tonight. I'm tempted to reach out and take his hand to worsen it for him. 532 | 533 | * { drugged } [No] 534 | "It wasn't," I reply. "But I doubt you'd understand." 535 | He simply nods. 536 | * { not drugged } [Lie] -> nope 537 | 538 | - "Go on with your confession." 539 | - (paused) 540 | { not nope: 541 | That gives me pause. I hadn't thought of it as such. But I suppose he's right. I am about to admit what I did. 542 | } 543 | "There's not much else to say. I took the part from Bombe computing device. You seem to know that already. I had to. He was going to expose me if I didn't." 544 | // So blackmail? 545 | "This young man was blackmailing you over your affair?" 546 | 547 | ~ temp harris_thinks_youre_drugged = drugged 548 | 549 | { drugged: 550 | ~ drugged = false 551 | As Harris speaks I find myself suddenly sharply aware, as if waking from a long sleep. The table, the corrugated walls of the hut, everything seems suddenly more tangible than a moment before. 552 | Whatever it was they put in my drink is wearing off. 553 | } 554 | 555 | * (yes) [Yes] 556 | "Yes. I suppose he was their agent. I should have realised but I didn't. Then he threatened to tell you. I thought you would have me locked up: I couldn't bear the thought of it. I love working here. I've never been so happy, so successful, anywhere before. I didn't want to lose it." 557 | "So what did you do with the component?" Harris talks urgently. He grips his gloves tightly in one hand, perhaps prepared to lift them and strike if it is required. "Have you passed it to this man already? Have you left it somewhere for him to find?" 558 | * * (still_have) [I have it] 559 | "I still have it. Not on me, of course. -> reveal_location_of_component 560 | 561 | * * (dont_have) [I don't have it] -> i_dont_have_it 562 | * * [Lie] -> dont_have 563 | * * [Tell the truth] -> still_have 564 | 565 | * (notright) [No] 566 | "No, Harris. The young man wasn't blackmailing me." I take a deep breath. "It was Hooper." 567 | { not hooper_mentioned: 568 | "Hooper!" Harris exclaims, in surprise. {harris_thinks_youre_drugged:He does not doubt me for a moment.} 569 | - else: 570 | "Now look here," Harris interrupts. "Don't start that again." 571 | } 572 | "It's the truth, Harris. If I'm going to jail, so be it, but I won't hang at Traitor's Gate. Hooper was the one who told the boy about our work. Hooper put the boy on to me. { forceful < 2:I should have realised, of course. These things don't happen by chance. I was a fool to think they might.} And then, once he had me compromised, he demanded I steal the part from the machine." 573 | ~ revealedhooperasculprit = true 574 | "Which you did." Harris leans forward. "And then what? You still have it? You've stashed it somewhere?" 575 | * * (didnt_have_long) [Yes] 576 | "Yes. I only had a moment. -> reveal_location_of_component 577 | 578 | * * (passed_on) [No] -> passed_onto_hooper 579 | * * [Lie] -> passed_on 580 | * * [Evade] 581 | "I can't remember." 582 | He draws his gun and lays it lightly on the field table. 583 | "I'm sorry to threaten you, friend. But His Majesty needs that brain of yours, and that brain alone. There are plenty of other parts to you that our country could do better without. Now I'll ask you again. Did you hide the component?" 584 | * * * [Yes] -> didnt_have_long 585 | * * * (nope_didnt_hide) [No] 586 | "Very well then." I swallow nervously, to make it look more genuine. -> passed_onto_hooper 587 | * * * [Lie] -> nope_didnt_hide 588 | 589 | * * * [Evade] -> i_dont_have_it 590 | 591 | * [Tell the truth] -> yes 592 | * [Lie] -> notright 593 | 594 | = i_dont_have_it 595 | "I don't have it any more. I passed it through the fence to my contact straight after taking it, before it was discovered to be missing. It would have been idiocy to do differently. It's long gone, I'm afraid." 596 | "You fool, Manning," Harris curses, getting quickly to his feet. "You utter fool. Do you suppose you will be any better off living under Hitler? It's men like you who will get us all killed. Men too feeble, too weak in their hearts to stand up and take a man's responsibility for the world. You're happier to stay a child all your life and play with your little childish toys." 597 | * [Answer back] 598 | "Really, Commander," I reply. "It rather sounds like you want to spank me." 599 | "For God's sake," he declares with thick disgust, then swoops away out of the room. 600 | 601 | * [Say nothing] 602 | I say nothing. It's true, isn't it? I can't deny that I know there is a world out there, a complicated world of pain and suffering. And I can't deny that I don't think about it a moment longer than I have to. What use is thinking on a problem that cannot be solved? It is precisely our ability to avoid such endless spirals that makes us human and not machine. 603 | "God have mercy on your soul," Harris says finally, as he gets to his feet and heads for the door. "I fear no—one else will." 604 | 605 | - -> left_alone 606 | 607 | = passed_onto_hooper 608 | ~ hooper_mentioned = true 609 | "No. I passed it on to Hooper." 610 | "I see. And what did he do with it?" 611 | * [Evade] 612 | "I don't know." 613 | "You can do better than that. Remember, there's a hangman's noose waiting for traitors." 614 | * * [Theorise] 615 | "Well, then," I answer, nervously. "What would he do? Either get rid of it straight away — or if that wasn't possible, which it probably wouldn't be, since he'd have to arrange things with his contacts — so most likely, he'd hide it somewhere and wait, until you had the rope around my neck and he could be sure he was safe." 616 | -> claim_hooper_took_component.harris_being_convinced 617 | 618 | * * [Shrug] -> claim_hooper_took_component.its_your_problem 619 | 620 | * [Tell the truth] 621 | "I don't think Hooper could have planned this in advance. So he'd need to get word to whoever he's working with, and that would take time. So I think he would have hidden it somewhere, and be waiting to make sure I soundly take the fall. That way, if anything goes wrong, he can arrange for the part to be conveniently re—found." 622 | -> claim_hooper_took_component.harris_being_convinced 623 | 624 | * [Lie] 625 | "I'm sure I saw him this evening, talking to someone by the fence on the woodland side of the compound. He's probably passed it on already. You'll have to ask him." 626 | 627 | -> claim_hooper_took_component.harrumphs 628 | 629 | 630 | /*-------------------------------------------------------------------------------- 631 | Trying to frame Hooper 632 | --------------------------------------------------------------------------------*/ 633 | 634 | 635 | === claim_hooper_took_component 636 | // Blame Hooper 637 | "I saw Hooper take it." 638 | ~ hooper_mentioned = true 639 | { losttemper : 640 | "Did you?" 641 | The worst of his rage is passing; he is now moving into a kind of contemptuous despair. I can imagine him wrapping up our interview soon, leaving the hut, locking the door, and dropping the key down the well in the yard. 642 | And why wouldn't he? With my name tarnished they will not let me back to work on the Bombe — if there is the slightest smell of treachery about my name I would be lucky not be locked up for the remainder of the war. 643 | - else: 644 | "I see." He is starting to lose his patience. I have seen Harris angry a few times, with lackeys and secretaries. But never with us. With the 'brains' he has always been cautious, treating us like children. 645 | And now I see that, like a father, he wants to smack us when we disobey him. 646 | } 647 | "Just get to the truth, man. Every minute matters." 648 | * { admitblackmail } [Persist with this] 649 | "I know what you're thinking. If I've transgressed once then I must be guilty of everything else... But I'm not. We were close to cracking the 13th's intercept. We were getting correlations in the data. Then Hooper disappeared for a moment, and next minute the machine was down." 650 | 651 | * [Tell the truth] 652 | "Very well. I see there's no point in covering up. You know everything anyway." 653 | Harris nods, and waits for me to continue. 654 | -> i_met_a_young_man 655 | 656 | * { not admitblackmail } [Persist with this] 657 | "This is the truth." 658 | 659 | - I have become, somehow, an accustomed liar — the words roll easily off my tongue. Perhaps I am a traitor, I think, now that I dissemble as easily as one. 660 | "Go on," Harris says, giving me no indication of whether he believes my tale. 661 | * [Assert] "I saw him take it," I continue. "Collins was outside having a cigarette. Peterson was at the table. But I was at the front of the machine. I saw Hooper go around the side. He leant down and pulled something free. I even challenged him. I said, 'What's that? Someone put a nail somewhere they shouldn't have?' He didn't reply." 662 | Harris watches me for a long moment. 663 | 664 | * [Imply] "At the moment the machine halted, Peterson was at the bench and Collins was outside having a smoke. I was checking the dip—switches. Hooper was the only one at the back of the Bombe. No—one else could have done it." 665 | "That's not quite the same as seeing him do it," Harris remarks. 666 | * * [Logical] 667 | "When you have eliminated the impossible..." I begin, but Harris cuts me off. 668 | 669 | * * [Persuasive] 670 | "You have to believe me." 671 | "We don't have to believe anyone," Harris returns. "I will only be happy with the truth, and your story doesn't tie up. We know you've been leaving yourself open to pressure. We've been watching your activities for some time. But we thought you were endangering the reputation of this site; not risking the country herself. Perhaps I put too much trust in your intellectual pride." 672 | He pauses for a moment, considering something. Then he continues: 673 | "It might have been Hooper. It might have been you. -> we_wont_guess 674 | 675 | * * [Confident] 676 | "Ask the others," I reply, leaning back. "They'll tell you. If they haven't already, that's only because they're protecting Hooper. Hoping he'll come to his senses and stop being an idiot. I hope he does too. And if you lock him up in a freezing hut like you've done me, I'm sure he will." 677 | "We have," Harris replies simply. 678 | It's all I can do not to gape. 679 | -> hoopers_hut_3 680 | 681 | - "We are left with two possibilities. You, or Hooper." The Commander pauses to smooth down his moustache. <> 682 | - (hoopers_hut_3) "Hooper's in Hut 3 with the Captain, having a similar conversation." 683 | 684 | * "And the other men?["] Do we have a hut each? Are there enough senior officers to go round?" 685 | "Collins was outside when it happened, and Peterson can't get round the machine in that chair of his," Harris replies. "That leaves you and Hooper. 686 | * "Then you know I'm right.["] You knew all along. Why did you threaten me?" 687 | "All we know is that we have a traitor, holding the fate of the country in his hands. 688 | - (we_wont_guess) <> We're not in the business of guessing here at Bletchley. We are military intelligence. We get answers." Harris points a finger. "And if that component has left these grounds, then every minute is critical." 689 | * [Co-operate] 690 | "I'd be happy to help," I answer, leaning forwards. "I'm sure there's something I could do." 691 | "Like what, exactly?" 692 | * * "Put me in with Hooper." 693 | -> putmein 694 | * * "Tell Hooper I've confessed.["] Better yet. Let him see you marching me off in handcuffs. Then let him go, and see what he does. Ten to one he'll go straight to wherever he's hidden that component and his game will be up." 695 | Harris nods slowly, chewing over the idea. It isn't a bad plan even — except, of course, Hooper has not hidden the component, and won't lead them anywhere. But that's a problem I might be able to solve once I'm out of this place; and once they're too busy dogging Hooper's steps from hut to hut. 696 | "Interesting," the Commander muses. "But I'm not so sure he'd be that stupid. And if he's already passed the part on, the whole thing will only be a waste of time." 697 | * * * "Trust me. He hasn't.["] If I know that man, and I do, he'll be wanting to keep his options open as long as possible. If the component's gone then he's in it up to his neck. He'll take a week at least to make sure he's escaped suspicion. Then he'll pass it on." 698 | "And if we keep applying pressure to him, you think the component will eventually just turn up?" 699 | * * * * "Yes.["] Probably under my bunk." 700 | Harris smiles wryly. "We'll know that for a fake, then. We've looked there already. 701 | * * * * "Or be thrown into the river." 702 | "Hmm." Harris chews his moustache thoughtfully. "Well, that would put us in a spot, seeing as how we'd never know for certain. We'd have to be ready to change our whole approach just in case the part had got through to the Germans. 703 | - - - - <> I don't mind telling you, this is a disaster, this whole thing. What I want is to find that little bit of mechanical trickery. I don't care where. In your luncheon box or under Hooper's pillow. Just somewhere, and within the grounds of this place." 704 | * * * * "Then let him he think he's off the hook.["] Make a show of me. And then you'll get your man." 705 | Somehow, I think. But that's the part I need to work. 706 | -> harris_takes_you_to_hooper 707 | 708 | * * * * "Then you'd better get searching[."]," I reply, tiring of his complaining. A war is a war, you have to expect an enemy. -> its_your_problem 709 | 710 | * * * "You're right. Let me talk to him[."], then. As a colleague. Maybe I can get something useful out of him." 711 | -> putmein 712 | 713 | * * * "You're right." -> shake_head 714 | 715 | * [Block] -> its_your_problem 716 | 717 | 718 | = harris_being_convinced 719 | "Makes sense," Harris agrees, cautiously. { evasive > 1:I can see he's still not entirely convinced by my tale, as well he might not be — I've hardly been entirely straight with him.|I can see he's still not certain whether he can trust me.} "Which means the question is, what can we do to rat him out?" 720 | * [Offer to help] 721 | "Maybe I can help with that." 722 | "Oh, yes? And how, exactly?" 723 | * * "I'll talk to him." 724 | "What?" 725 | "Put me in with Hooper with him. Maybe I can get something useful out of him." 726 | -> putmein 727 | * * "We'll fool him.["] He's waiting to be sure that I've been strung up for this, so let's give him what he wants. If he sees me taken away, clapped in irons — he'll go straight to that component and set about getting rid of it." 728 | -> harris_takes_you_to_hooper 729 | 730 | * [Don't offer to help] 731 | I lean back. -> its_your_problem 732 | 733 | = putmein 734 | Harris shakes his head. 735 | "He despises you. I don't see why he'd give himself up to you." 736 | * [Insist] "Try me. Just me and him." 737 | -> go_in_alone 738 | * [Give in] "You're right." 739 | -> shake_head 740 | 741 | 742 | = shake_head 743 | // Can't help 744 | <> I shake my head. "You're right. I don't see how I can help you. So there's only one conclusion." 745 | "Oh, yes? And what's that?" 746 | -> its_your_problem 747 | 748 | 749 | = its_your_problem 750 | // Won't Help 751 | "It's your problem. Your security breach. So much for your careful vetting process." 752 | I lean back in my chair and fold my arms so the way they shake will not be visible. 753 | "You'd better get on with solving it, instead of wasting your time in here with me." 754 | -> harrumphs 755 | 756 | = harrumphs 757 | Harris harrumphs. He's thinking it all over. 758 | * { putmein } [Wait] 759 | "All right," he declares, gruffly. "We'll try it. But if this doesn't work, I might just put the both of you in front of a firing squad and be done with these games. Worse things happen in time of war, you know." 760 | "Alone," I add. 761 | -> go_in_alone 762 | 763 | * { putmein } [Wait] 764 | "No," Harris declares, finally. "I think you're lying about Hooper. I think you're a clever, scheming young man — that's why we hired you — and you're looking for the only reasonable out this situation has to offer. But I'm not taking it. We know you were in the room with the machine, we know you're of a perverted persuasion, we know you have compromised yourself. There's nothing more to say here. Either you tell me what you've done with that component, or we will hang you and search just as hard. It's your choice." 765 | -> harris_threatens_lynching 766 | 767 | 768 | = go_in_alone 769 | "Alone?" 770 | "Alone." 771 | Harris considers it. I watch his eyes, flicking backwards and forwards over mine, like a ribbon—reader loading its program. 772 | * [Patient] "Well?" 773 | * [Impatient] "For God's sake, man, what do you have to lose?" 774 | ~ raise(forceful) 775 | - "We'll be outside the door," Harris replies, seriously. "The first sign of any funny business and we'll have you both on the floor in minutes. You understand? The country needs your brain, but it's not too worried about your legs. Remember that." 776 | Then he gets to his feet, and opens the door, and marches me out across the yard. The evening is drawing in and there's a chill in the air. My mind is racing. I have one opportunity here — a moment in which to put the fear of God into Hooper and make him do something foolish that places him in harm's way. But how to achieve it? 777 | "You ready?" Harris demands. 778 | * (yes) [Yes] 779 | "Absolutely." 780 | * [No] 781 | "No." 782 | "Too bad." 783 | * [Lie] -> yes 784 | 785 | - -> inside_hoopers_hut 786 | 787 | 788 | /*-------------------------------------------------------------------------------- 789 | Quick visit to see Hooper 790 | --------------------------------------------------------------------------------*/ 791 | 792 | === harris_takes_you_to_hooper 793 | // Past Hooper 794 | Harris gets to his feet. "All right," he says. "I should no better than to trust a clever man, but we'll give it a go." 795 | Then, he smiles, with all his teeth, like a wolf. 796 | { claim_hooper_took_component.hoopers_hut_3: 797 | "Especially since this is a plan that involves keeping you in handcuffs. I don't see what I have to lose." 798 | - else: 799 | "Hooper's in Hut 3 being debriefed by the Captain. Let's see if we can't get his attention somehow." 800 | } 801 | // Leading you past Hooper 802 | He raps on the door for the guard and gives the man a quick instruction. He returns a moment later with a cool pair of iron cuffs. 803 | "Put 'em up," Harris instructs, and I do so. The metal closes around my wrists like a trap. I stand and follow Harris willingly out through the door. 804 | But whatever I'm doing with my body, my mind is scheming. Somehow, I'm thinking, I have to get away from these men long enough to get that component behind Hut 2 and put it somewhere Hooper will go. Or, otherwise, somehow get Hooper to go there himself... 805 | Harris marches me over to Hut 3, and gestures for the guard to stand aside. Pushing me forward, he opens the door nice and wide. 806 | // Hut 3 807 | "Captain. Manning talked. If you'd step out for a moment?" 808 | * [Play the part, head down] 809 | From where he's sitting, I know Hooper can see me, so I keep my head down and look guilty as sin. The bastard is probably smiling. 810 | 811 | 812 | * [Look inside the hut] 813 | I look in through the door and catch Hooper's expression. I had half expected him to be smiling be he isn't. He looks shocked, almost hurt. "Iain," he murmurs. "You couldn't..." 814 | 815 | * (shouted) [Call to Hooper] 816 | I have a single moment to shout something to Hooper before the door closes. 817 | "I'll get you Hooper, you'll see!" I cry. Then: 818 | 819 | * * "Queen to rook two, checkmate!"[] I call, then laugh viciously, as if I am damning him straight to hell. 820 | ~ hooperClueType = CHESS 821 | - - (only_catch) I only catch Hooper's reaction for a moment — his eyebrow lifts in surprise and alarm. Good. If he thinks it is a threat then he just might be careless enough to go looking for what it might mean. 822 | 823 | * * "Ask not for whom the bell tolls!" 824 | He stares back at me, as if were a madman and perhaps for a split second I see him shudder. 825 | 826 | 827 | * * "Two words: messy, without one missing!"[] I cry, laughing. It isn't the best clue, hardly worthy of The Times, but it will have to do. 828 | ~ hooperClueType = CROSSWORD 829 | -> only_catch 830 | 831 | - The Captain comes outside, pulling the door to. "What's this?" he asks. "A confession? Just like that?" 832 | "No," the Commander admits, in a low voice. "I'm afraid not. Rather more a scheme. The idea is to let Hooper go and see what he does. If he believes we have Manning here in irons, he'll try to shift the component." 833 | "If he has it." 834 | "Indeed." 835 | The Captain peers at me for a moment, like I was some kind of curious insect. 836 | "Sometimes, I think you people are magicians," he remarks. "Other times you seem more like witches. Very well." 837 | With that he opens the door to the Hut and goes back inside. The Commander uses the moment to hustle me roughly forward. 838 | { shouted : 839 | "And what was all that shouting about?" he hisses in my ear as we move towards the barracks. "Are you trying to pull something? Or just make me look incompetent?" 840 | - else: 841 | "This scheme of yours had better come off," he hisses in my ear. "Otherwise the Captain is going to start having men tailing me to see where I go on Saturdays." 842 | } 843 | * [Reassure] 844 | { not shouted : 845 | "It will. Hooper's running scared," I reply, hoping I sound more confident than I feel. 846 | - else: 847 | "Just adding to the drama," I tell him, confidently. "I'm sure you can understand that." 848 | } 849 | "I think we've had enough drama today already," Harris replies. "Let's hope for a clean kill." 850 | 851 | * [Dissuade] 852 | { not shouted: 853 | "The Captain thought it was a good scheme. You'll most likely get a promotion." 854 | - else: 855 | "I'm not trying to do anything except save my neck." 856 | } 857 | "Let's hope things work out," Harris agrees darkly. 858 | 859 | * [Evade] 860 | "We're still in ear—shot if they let Hooper go. Best get us inside and then we can talk, if we must." 861 | "I've had enough of your voice for one day," Harris replies grimly. <> 862 | 863 | * [Say nothing] 864 | I let him have his rant. <> 865 | - He hustles me up the steps of the barracks, keeping me firmly gripped as if I had any chance of giving him, a trained military man, the slip. It's all I can do not to fall into the room. 866 | -> slam_door_shut_and_gone 867 | 868 | 869 | 870 | 871 | === inside_hoopers_hut 872 | - Harris opens the door and pushes me inside. "Captain," he calls. "Could I have a moment?" 873 | The Captain, looking puzzled, steps out. The door is closed. Hooper stares at me, open—mouthed, about to say something. I probably have less than a minute before the Captain storms back in and declares this plan to be bunkum. 874 | * [Threaten] 875 | "Listen to me, Hooper. We were the only men in that hut today, so we know what happened. But I want you to know this. I put the component inside a breeze—block in the foundations of Hut 2, wrapped in one of your shirts. They're going to find it eventually, and that's going to be what tips the balance. And there's nothing you can do to stop any of that from happening." 876 | ~ hooperClueType = STRAIGHT 877 | 878 | His eyes bulge with terror. "What did I do, to you? What did I ever do?" 879 | * * [Tell the truth] 880 | "You treated me like vermin. Like something abhorrent." 881 | "You are something abhorrent." 882 | "I wasn't. Not when I came here. And I won't be, once you're gone." 883 | 884 | * * [Lie] 885 | "Nothing," I reply. "You're just the other man in the room. One of us has to get the blame." 886 | 887 | * * [Evade] 888 | "It doesn't matter. Just remember what I said. I've beaten you, Hooper. Remember that." 889 | - - I get to my feet and open the door of the Hut. The Captain storms back inside and I'm quickly thrown out. -> hustled_out 890 | 891 | 892 | * [Bargain] 893 | "Hooper, I'll make a deal with you. We both know what happened in that hut this afternoon. I know because I did it, and you know because you know you didn't. But once this is done I'll be rich, and I'll split that with you. I'll let you have the results, too. Your name on the discovery of the Bombe. And it won't hurt the war effort — you know as well as me that the component on its own is worthless, it's the wiring of the Bombe, the usage, that's what's valuable. So how about it?" 894 | Hooper looks back at me, appalled. "You're asking me to commit treason?" 895 | * * [Yes] 896 | "Yes, perhaps. But also to ensure your name goes down in the annals of mathematics. -> back_of_hut_2 897 | * * [No] 898 | "No. It's not treason. It's a trade, plain and simple." 899 | 900 | * * (lie) [Lie] 901 | "I'm suggesting you save your own skin. I've wrapped that component in one of your shirts, Hooper. They'll be searching this place top to bottom. They'll find it eventually, and when they do, that's the thing that will swing it against you. So take my advice now. Hut 2." 902 | ~ hooperClueType = STRAIGHT 903 | 904 | * * [Evade] -> lie 905 | - - -> no_chance 906 | 907 | * [Plead] 908 | "Please, Hooper. You don't understand. They have information on me. I don't need to tell you what I've done, you know. Have a soul. And the component — it's nothing. It's not the secret of the Bombe. It's just a part. The German's think it's a weapon — a missile component. Let them have it. Please, man. Just help me." 909 | "Help you?" Hooper stares. "Help you? You're a traitor. A snake in the grass. And you're queer." 910 | * * [Deny] 911 | "I'm no traitor. You know I'm not. How much work have I done here against the Germans? I've given my all. And you know as well as I do, if the Reich were to invade, I would be a dead man. Please, Hooper. I'm not doing any of this lightly." 912 | 913 | * * [Accept] 914 | "I am what I am," I reply. "I'm the way I was made. But they'll hang me unless you help, Hooper. Don't let them hang me." 915 | 916 | * * [Evade] 917 | "That's not important now. What matters is what you do, this evening." 918 | 919 | - - "Assuming I wanted to help you," he replies, carefully. "Which I don't. What would I do?" 920 | "Nothing. Almost nothing. 921 | -> back_of_hut_2 922 | 923 | = back_of_hut_2 924 | <> All you have to do is go to the back of Hut 2. There's a breeze—block with a cavity. That's where I've put it. I'll be locked up overnight. But you can pick it up and pass it to my contact. He'll be at the south fence around two AM." 925 | ~ hooperClueType = STRAIGHT 926 | -> no_chance 927 | 928 | = no_chance 929 | "If you think I'll do that then you're crazy," Hooper replies. 930 | At that moment the door flies open and the Captain comes storming back inside. 931 | -> hustled_out 932 | 933 | = hustled_out 934 | // To Barracks 935 | Harris hustles me over to the barracks. "I hope that's the end of it," he mutters. 936 | "Just be sure to let him out," I reply. "And then see where he goes." 937 | -> slam_door_shut_and_gone 938 | 939 | 940 | 941 | /*-------------------------------------------------------------------------------- 942 | Left alone overnight 943 | --------------------------------------------------------------------------------*/ 944 | 945 | 946 | === slam_door_shut_and_gone 947 | Then they slam the door shut, and it locks. 948 | { hooperClueType == NONE : 949 | <> How am I supposed to manage anything from in here? 950 | * [Try the door] -> try_the_door 951 | * [Try the windows] -> try_the_windows 952 | 953 | - else: 954 | I can only hope that Hooper bites. If he thinks I'm bitter enough to have framed him, and arrogant enough to have taunted him with {hooperClueType > STRAIGHT:a clue to} where the damning evidence is hidden... 955 | If he hates me enough, and is paranoid enough, then he might {hooperClueType > STRAIGHT:unravel my little riddle and} go searching around Hut 2. 956 | } 957 | 958 | * [Wait] -> night_falls 959 | 960 | 961 | = try_the_door 962 | I try the door. It's locked, of course. 963 | -> from_outside_heard 964 | 965 | = from_outside_heard 966 | From outside, I hear a voice. Hooper's. He's haranguing someone. 967 | - (opts) 968 | * (listened) [Listen at the keyhole] 969 | I put my ear down to the keyhole, but there's nothing now. Probably still a guard outside, of course, but they're keeping mum. 970 | -> opts 971 | 972 | * { not try_the_windows } [Try the window] -> try_the_windows 973 | * { not try_the_door } {listened} [Try the door] -> try_the_door 974 | * { try_the_windows } [Smash the window] -> try_to_smash_the_window 975 | * { try_the_door && try_the_windows } [Wait] 976 | It's useless. There's nothing I can do but hope. I sit down on one corner of the bunk to wait. 977 | -> night_falls 978 | 979 | = try_the_windows 980 | I go over to the window and try to jimmy it open. Not much luck, but in my struggling I notice this window only backs on the thin little brook that runs down the back of the compound. Which means, if I smashed it, I might get away with no—one seeing. 981 | -> from_outside_heard 982 | 983 | 984 | = try_to_smash_the_window 985 | The window is my only way out of here. I just need a way to smash it. 986 | * [Punch it] 987 | I suppose my fist would do a good enough job. But I'd cut myself to ribbons, most likely. <> 988 | 989 | * (use_bucket) [Find something] 990 | ~ smashingWindowItem = BUCKET 991 | I cast around the small room. There's a bucket in one corner for emergencies — I suppose I could use that. I pick it up but it's not very easy to heft. <> 992 | * [Use something you've got] 993 | I pat down my pockets but all I'm carrying is the intercept, which is no good at all. 994 | * * [Something you're wearing?] 995 | Ah, but of course! I slip off one shoe and heft it by the toe. The heel will make a decent enough hammer, if I give it enough wallop. 996 | ~ smashingWindowItem = SHOE 997 | But I'll cut my hand to ribbons doing it. <> 998 | * * [Look around] -> use_bucket 999 | - And the noise would be terrible. There must be a way of making this easier. I'm supposed to be a thief now. What would a burglar do? 1000 | * [Work slowly] 1001 | Work carefully? It's difficult to work carefully when all one's has is { smashingWindowItem == BUCKET :a bucket. It's rather like the sledgehammer for the proverbial nut|{ smashingWindowItem == SHOE :a shoe|nothing but brute force}}. 1002 | * * [Just do it] -> time_to_move_now 1003 | * * [Look around for something] 1004 | * [Find something to help] 1005 | - -> find_something_to_smash_window 1006 | 1007 | 1008 | = time_to_move_now 1009 | Enough of this. There isn't any time to lose. Right now they'll be following Hooper as he goes to bed, and goes to sleep; and then that's it. The minute he closes his eyelids and drifts off that's the moment that this trap swings shut on me. 1010 | So I punch out the glass with my { smashingWindowItem == BUCKET :bucket|{ smashingWindowItem == SHOE :shoe|fist}} and it shatters with a terrific noise. Then I stop, and wait, to see if anyone will come in through the door. 1011 | Nothing. 1012 | * (pause) [Wait a little longer] 1013 | I pause for a moment longer. It doesn't do to be too careless... 1014 | * [Clear the frame of shards] 1015 | With my jacket wrapped round my arm, I sweep out the remaining shards of glass. It's not a big window, but I'm not a big man. If I was Harris, I'd be stuffed, but as it is... 1016 | 1017 | - Then the door locks turns. The door opens. Then Jeremy — one of the guards, rather — sticks his head through the door. "I thought I heard..." 1018 | He stops. Looks for a moment. { smashingWindowItem ==BUCKET :Sees the bucket in my hand.|Sees the broken window.} Then without a moment's further thought he blows his shrill whistles and hustles into the hut, grabbing me roughly by my arms. 1019 | { pause: 1020 | I'll never know if I hadn't have waited that extra moment — maybe I still could have got away. But, how far? 1021 | } 1022 | I'm hustled into one of the huts. Nowhere to sleep, but they're not interested in my comfort any longer. Harris comes in with the Captain. 1023 | "So," Harris remarks. "Looks like your little trap worked. Only it worked to show you out for what you are." 1024 | * [Tell the truth] 1025 | { i_met_a_young_man : 1026 | "Please, Harris. You can't understand the pressure they put me under. You can't understand what it's like, to be in love but be able to do nothing about it..." 1027 | - else: 1028 | "Harris. They were blackmailing me. They knew about... certain indiscretions. You can understand, can't you, Harris? I was in an impossible bind..." 1029 | } 1030 | * [Lie] 1031 | "I had to get out, Harris. I had to provoke Hooper into doing something that would incriminate himself fully. He's too clever, you see..." 1032 | 1033 | * [Evade] 1034 | "This proves nothing," I reply stubbornly. "You still don't have the component and without it, I don't see what you can hope to prove." 1035 | 1036 | - "Be quiet, man. We know all about your and your sordid affairs." The Captain curls his lip. "Don't you know there's a war on? Do you know the kind of place they would have sent you if it haven't had been for that brain of yours? Don't you think you owe it to your country to use it a little more?" 1037 | 1038 | Do I, I wonder? Do I owe this country anything, this country that has spurned who and what am I since the day I became a man? 1039 | * [Yes] 1040 | My anger deflates like a collapsing equation, all arguments cancelling each other out. The world, of course, owes me nothing; and I owe it everything. 1041 | 1042 | * (alone) [No] 1043 | Of course not. I am alone; that is what they wanted me to be, because of who and what I love. So I have no nation, no country. 1044 | 1045 | 1046 | * [Lie] -> alone 1047 | * [Evade] 1048 | But what is a country, after all? A country is not a concept, not an ideal. Every country falls, its borders shift and move, its language disappears to be replaced by another. Neither the Reich nor the British Empire will survive forever, so what use is my loyalty to either? 1049 | I may as well, therefore, look after myself. Something I have attempted, but failed miserably, to do. 1050 | 1051 | - // Tell us where 1052 | "I'm afraid we have only one option, Manning," Harris says. "Please, man. Tell us where the component is." 1053 | ~ notraitor = true 1054 | ~ losttemper = false 1055 | * [Tell them] 1056 | ~ revealedhooperasculprit = false 1057 | "All right." I am beaten, after all. "<>-> reveal_location_of_component 1058 | 1059 | * [Say nothing] -> my_lips_are_sealed 1060 | 1061 | = find_something_to_smash_window 1062 | Let me see. There's the bunk, { not smashingWindowItem == BUCKET :a bucket,} nothing else. I have my jacket but nothing in the pockets — no handkerchief, for instance. 1063 | - (opts) 1064 | * [The bunk] 1065 | The bunk has a solid metal frame, a blanket, a pillow, nothing more. 1066 | - - (bunk_opts) 1067 | * * [The frame] 1068 | The frame is heavy and solid. I couldn't lift it or shift it without help from another man. And it wouldn't do me any good here anyway. I can reach the window perfectly well. 1069 | -> bunk_opts 1070 | * * [The blanket] 1071 | The blanket. Perfect. I scoop it up off the bed and hold it in place over the window. -> smash_the_window 1072 | * * [The pillow] 1073 | The pillow is fat and fluffy. I could put it over the window and it would muffle the sound of breaking glass, certainly; but I wouldn't be able to break any glass through it either. 1074 | -> bunk_opts 1075 | 1076 | * * {bunk_opts > 1} [Something else] -> opts 1077 | 1078 | * [The jacket] 1079 | I slip off my jacket and hold it with one hand over the glass. -> smash_the_window 1080 | * { not smashingWindowItem == BUCKET } [The bucket] 1081 | The bucket? Hardly. The bucket might do some good if I wanted to sweep up the glass afterwards, but it won't help me smash the glass quietly. 1082 | -> opts 1083 | 1084 | 1085 | === smash_the_window 1086 | // Smashing glass 1087 | Then I heft { smashingWindowItem == BUCKET :up the bucket — this really is quite a fiddly thing to be doing in cuffs — |{ smashingWindowItem == SHOE : my shoe by its toe, |back my arm, }} and take a strong swing, trying to imagine it's Harris' face on the other side. 1088 | ~ smashedglass = true 1089 | ~ smashingWindowItem = NONE 1090 | * [Smash!] 1091 | - The sound of the impact is muffled. With my arm still covered, I sweep out the remaining glass in the frame. 1092 | - I'm ready to escape. The only trouble is — when they look in on me in the morning, there will be no question what has happened. It won't help me one jot with shifting suspicion off my back. 1093 | * [Wait] 1094 | So perhaps I should wait it out, after all. Who knows? I might have a better opportunity later. 1095 | -> night_passes 1096 | * [Slip out] 1097 | Moving quickly and quietly, I hoist myself up onto the window—frame and worm my way outside into the freezing night air. Then I am away, slipping down the paths between the Huts, sticking to the shadows, on my way to Hut 2. 1098 | // Out at night 1099 | - 1100 | * [Go the shortest way] 1101 | There's no time to lose. Throwing caution to the wind I make my way quickly to Hut 2, and around the back. I don't think I've been seen but if I have it is too late. My actions are suspicious enough for the noose. I have no choice but to follow through. 1102 | * [Take a longer route] 1103 | In case I'm being followed, I divert around the perimeter of the compound. It's a much longer path, and it takes me across some terrain that's difficult to negotiate in the dark — muddy, and thick with thistles and nestles. 1104 | ~ muddyshoes = true 1105 | Still, I can be confident no—one is behind me. I crouch down behind the rear wall of Hut 2. <> 1106 | - The component is still there, wrapped in a tea—towel and shoved into a cavity in a breeze—block at the base of the Hut wall. 1107 | * [Take it] 1108 | Quickly, I pull it free, and slip it into the pocket of my jacket. 1109 | ~ gotcomponent = true 1110 | 1111 | * [Leave it] 1112 | Still there means no—one has found it, which means it is probably well—hidden. And short of skipping the compound now, I can afford to leave it hidden there a while longer. So I leave it in place. 1113 | - Where now? 1114 | * [Back to the barracks] -> return_to_room_after_excursion 1115 | * { gotcomponent } [Go to Hooper's dorm] -> go_to_hoopers_dorm 1116 | * [Escape the compound] 1117 | Enough of this place. Time for me to get moving. I can get to the train station on foot, catch the postal train to Scotland and be somewhere else before anyone realises that I'm gone. 1118 | 1119 | Of course, then they'll be looking for me in earnest. { not framedhooper :As a confirmed traitor.|Perhaps not as a traitor — they might take the idea that Hooper was involved with the theft — but certainly as a valuable mind, one containing valuable secrets and all too easily threatened. They will think I am running away because of my indiscretions. I suppose, in fairness, that I am.} 1120 | * * [Go] -> live_on_the_run 1121 | * * [Don't go] 1122 | It's no good. That's only half a solution. I couldn't be happy with that. 1123 | * * * [Back to the barracks] -> return_to_room_after_excursion 1124 | * * * { gotcomponent && not go_to_hoopers_dorm } [To Hooper's dorm] -> go_to_hoopers_dorm 1125 | 1126 | 1127 | /*-------------------------------------------------------------------------------- 1128 | Visit Hooper's dorm overnight 1129 | --------------------------------------------------------------------------------*/ 1130 | 1131 | 1132 | === go_to_hoopers_dorm 1133 | // Hooper's Dorm 1134 | I creep around the outside of the huts towards Hooper's dorm. Time to wrap up this little game once and for all. A few guards patrol the area at night but not many — after all, very few know this place even exists. 1135 | Our quarters are arranged away from the main house; where we sleep is of less importance than where we work. We each have our own hut, through some are less permanent than others. Hooper's is a military issue tent: quite a large canopy, with two rooms inside and a short porch area where he insists people leave their shoes. It's all zipped up for the night and no light shines from inside. 1136 | I hang back for a moment. If Harris is keeping to the terms of our deal then someone will be watching this place. But I can see no—one. 1137 | * (outer_zip) [Open the outer zip] 1138 | I creep forward to the tent, intent on lifting the zip to the front porch area just a little — enough to slip the component inside, and without the risk of the noise waking Hooper from his snoring. 1139 | The work is careful, and more than little fiddly — Hooper has tied the zips down on the inside, the fastidious little bastard! — but after a little work I manage to make a hole large enough for my hand. 1140 | * * [Slip in the component] 1141 | I slide the component into the tent, work the zip closed, and move quickly away into the shadows. It takes a few minutes for my breath to slow, and my heart to stop hammering, but I see no other movement. If anyone is watching Hooper's tent, they are asleep at their posts. 1142 | ~ putcomponentintent = true 1143 | ~ gotcomponent = false 1144 | -> return_to_room_after_excursion 1145 | * * [No, some other way] 1146 | Then pause. This is too transparent. Too blatant. If I leave it here, like this, Hooper will never be seen to go looking for it: he will stumble over it in plain sight, and the men watching will wonder why it was not there when he went to bed. 1147 | No, I must try something else — or nothing at all. 1148 | * * * [On top of the tent] -> put_component_on_tent 1149 | * * * [Throw the component into the long grass] 1150 | From inspiration — or desperation, I am not certain — a simple approach occurs to me. -> toss_component_into_bushes 1151 | * * * [Give up] 1152 | There is nothing to be gained here. I have the component now; maybe it will be of some value tomorrow. 1153 | * * * * [Return to my barrack] -> return_to_room_after_excursion 1154 | * * * * [Escape the compound] -> live_on_the_run 1155 | 1156 | * (wide_circuit) [Look for another opening] 1157 | Making a wide circuit I creep around the tent. It has plenty of other flaps and openings, tied down with Gordian complexity. But nothing afford itself to slipping the component inside. 1158 | * * [Try the porch zip] -> outer_zip 1159 | * * [Try on top of the tent] -> put_component_on_tent 1160 | * * [Give up] 1161 | It's no good. Nothing I can do will be any less than obvious — something appearing where something was not there before. The men watching Hooper will know it is a deception and Hooper's protestations will be taken at face value. 1162 | If I can't find a way for Hooper to pick the component up, as if from a hiding place of his own devising, and be caught doing it, then I have no plan at all. 1163 | * * * [Return to my barrack] -> return_to_room_after_excursion 1164 | * * * [Escape the compound] -> live_on_the_run 1165 | * * * [Toss the component into the bushes] -> toss_component_into_bushes 1166 | 1167 | * [Hide the component somewhere] 1168 | If I leave the component here somewhere it should be somewhere I can rely on Hooper finding it, but no—one before Hooper. In particular. 1169 | * * [Behind the tent] -> wide_circuit 1170 | * * [Inside the porch section] -> outer_zip 1171 | * * [On top of the canvas] -> put_component_on_tent 1172 | 1173 | 1174 | = put_component_on_tent 1175 | A neat idea strikes me. If I could place it on top of the canvas, somewhere in the middle where it would bow the cloth inwards, then it would be invisible to anyone passing by. But to Hooper, it would be above him: a shadow staring him in the face as he awoke. What could be more natural than getting up, coming out, and looking to see what had fallen on him during the night? 1176 | 1177 | It's the work of a moment. I was once an excellent bowler for the second XI back at school. This time I throw underarm, of course, but I still land the vital missing component exactly where I want it to go. 1178 | ~ framedhooper = true 1179 | ~ gotcomponent = false 1180 | For a second I hold my breath, but nothing and no—one stirs. -> return_to_room_after_excursion 1181 | 1182 | 1183 | = toss_component_into_bushes 1184 | I toss the component away into the bushes behind Hooper's tent and return to my barrack, wishing myself a long sleep followed by a morning, free of this business. 1185 | ~ gotcomponent = false 1186 | ~ throwncomponentaway = true 1187 | -> return_to_room_after_excursion 1188 | 1189 | /*-------------------------------------------------------------------------------- 1190 | Ending: Run away from the camp 1191 | --------------------------------------------------------------------------------*/ 1192 | 1193 | 1194 | === live_on_the_run 1195 | Better to live on the run than die on the spit. Creeping around the edge of the compound{ gotcomponent :, the Bombe component heavy in my pocket}, I make my way to the front gate. As always, it's manned by two guards, but I slip past their box by crawling on my belly. 1196 | And then I'm on the road. Walking, not running. Silent. Free. 1197 | // End - Run Away 1198 | For the moment, at least. 1199 | -> END 1200 | 1201 | /*-------------------------------------------------------------------------------- 1202 | Return to room after slipping out 1203 | --------------------------------------------------------------------------------*/ 1204 | 1205 | 1206 | === return_to_room_after_excursion 1207 | { gotcomponent :The weight of the Bombe component safely in my jacket|Satisfied}, I return the short way up the paths between the huts to the barrack block and the broken window. 1208 | It's a little harder getting back through — the window is higher off the ground than the floor inside — but after a decent bit of jumping and hauling I manage to get my elbows up, and then one leg, and finally I collapse inside, quite winded and out breath. 1209 | * [Wait] -> night_passes 1210 | 1211 | /*-------------------------------------------------------------------------------- 1212 | Night passes 1213 | --------------------------------------------------------------------------------*/ 1214 | 1215 | 1216 | === night_passes 1217 | // In room smashed glass 1218 | The rest of the night passes slowly. I sleep a little, dozing mostly. Then I'm woken by the rooster in the yard. The door opens, and Harris comes in. He takes one look at the broken window and frowns with puzzlement. 1219 | { putcomponentintent: -> put_component_inside_tent } 1220 | 1221 | "What happened there?" 1222 | * [Confess] 1223 | "I broke it," I reply. There doesn't seem any use in trying to lie. "I thought I could escape. But I couldn't get myself through." 1224 | The Commander laughs. -> glad_youre_here 1225 | 1226 | * (deny) [Deny] 1227 | "I'm not sure. I was asleep: I woke up when someone broke the window. I looked out to see who it was, but they were already gone." 1228 | Harris looks at me with puzzlement. "Someone came by to break the window, and then ran off? That's absurd. That's utterly absurd. Admit it, Manning. You tried to escape and you couldn't get through." 1229 | * * [Admit it] 1230 | "All right. {forceful>1:Damn you.} That's exactly it." 1231 | -> glad_youre_here 1232 | 1233 | * * { not framedhooper } [Deny it] 1234 | "If I wanted to escape, I would have made damn sure that I could," I tell him sternly. 1235 | -> harris_certain_is_you 1236 | 1237 | * * { framedhooper } [Deny it] 1238 | "I tell you, someone broke it. Someone wanted to threaten me, I think." 1239 | Harris shakes his head. "Well, we can look into that matter later. For now, you probably want to hear the more pressing news. -> found_missing_component 1240 | 1241 | * { gotcomponent } [Show him the component] -> someone_threw_component 1242 | 1243 | = put_component_inside_tent 1244 | He takes one look around, and sighs, a deep, wistful sigh. 1245 | "Things just get worse and worse for you, Manning," he remarks. "You are your own worst enemy." 1246 | * [Agree] 1247 | "I've thought so before." { admitblackmail :Certainly in the matter of getting blackmailed.} 1248 | "Let me tell you what happened this morning. <> 1249 | 1250 | * [Disagree] 1251 | "Right now, I think you take that role, Harris," I reply coolly. 1252 | - - (droll) "Very droll," he replies. "Let me tell you what happened this morning. It will take the smile off your face. <> 1253 | 1254 | * [Evade] 1255 | "I'm looking forward to having a wash and a change of clothes; which should make me a little less evil to be around." 1256 | -> droll 1257 | 1258 | - Our men watching Hooper's tent saw Hooper wake up, get dressed, clamber out of his tent and then step on something in at the entrance of his tent." 1259 | ~ piecereturned = true 1260 | * [Be interested] 1261 | "You mean he didn't even hide it? He put it in his shoe?" 1262 | - - (not_that) "No," Harris replies. "That isn't really what I mean. <> 1263 | 1264 | * [Be dismissive] 1265 | "So he's an idiot, and he hid it in his shoe." 1266 | -> not_that 1267 | 1268 | * [Say nothing] 1269 | I say quiet, listening, not sure how this will go. 1270 | "In case I'm not making myself clear," Harris continues, "<> 1271 | 1272 | - I mean, he managed to find it, by accident, somewhere where it wasn't the night before. And at the same time, you're sitting here with your window broken. So, I rather think you've played your last hand and lost. It's utterly implausible that Hooper stole that component and then left it lying around in the doorway of his tent. So I came to tell you that the game is up, for you." 1273 | He nods and gets to his feet. -> left_alone 1274 | 1275 | 1276 | 1277 | = someone_threw_component 1278 | "Someone threw this in through the window over night," I reply, and open my jacket to reveal the component from the Bombe. "I couldn't see who, it was too dark. But I know what it is." 1279 | He reaches out and takes it. "Well, I'll be damned," he murmurs. "That's it all right. And you didn't have it on you when we put you in here. But it can't have been Hooper — I had men watching him all night. And there's no—one else it could have been." 1280 | He turns the component over in his hands, bemused. 1281 | ~ piecereturned = true 1282 | * [Suggest something] 1283 | "Perhaps Hooper had an accomplice. Someone else who works on site." 1284 | Harris shakes his head, distractedly. "That doesn't make sense," he says. "Why go to all the trouble of stealing it only to give it back? And why like this?" 1285 | * * [Suggest something] 1286 | "Perhaps the accomplice thought it was Hooper being kept in here. Maybe they saw the guard..." 1287 | -> all_too_farfetched 1288 | * * [Suggest nothing] 1289 | * [Suggest nothing] 1290 | - I shrug, eloquently. 1291 | - -> all_too_farfetched 1292 | 1293 | 1294 | = glad_youre_here 1295 | "Shame," he remarks. "I should have left that window open and put a guard on you. Might have been interesting to see where you went. Anyway, I'm glad you're still here, even if you do smell like a dog." 1296 | 1297 | * { not framedhooper } [Be optimistic] 1298 | -> night_falls.morning_not_saved.optimism 1299 | * { not framedhooper } [Be pessimistic] 1300 | -> night_falls.morning_not_saved.pessimism 1301 | 1302 | * { framedhooper } [Be optimistic] 1303 | "I'm looking forward to having a bath." 1304 | // Framed Hooper 1305 | "Well, you should enjoy it. <> 1306 | 1307 | * { framedhooper } [Be pessimistic] 1308 | "I imagine I'll smell worse after another couple of days of this." 1309 | "That won't be necessary. <> 1310 | - -> found_missing_component 1311 | 1312 | 1313 | = found_missing_component 1314 | // Framed Hooper 1315 | We found the missing component. Or rather, Hooper found it for us. He snuck out and retrieved it from on top. Of all the damnest places — you would never have known it was there. He claimed ignorance when we jumped him, of course. But it's good enough for me." 1316 | * (devil) [Approve] 1317 | "I can't tell you enough, I'm glad to hear it. I've had a devil of a night." 1318 | His gaze flicks to the broken window, but only for a moment. I think he genuinely cannot believe I could have done it. 1319 | * [Disapprove] 1320 | "You should never have hired him. A below-average intelligence can't be expected to cope with the pressure of our work." 1321 | - Harris rolls his eyes, but he might almost be smiling. "You'd better get along, { devil :and work through your devils|Mr Intelligent}. There's a 24—hour—late message to be tackled and we're a genius short. So you'd better be ready to work twice as hard." 1322 | * [Thank him] 1323 | "I'll enjoy it. Thank you for helping me clear this up." 1324 | "Don't thank me yet. There's still a war to fight. Now get a move on." 1325 | I nod, and hurry out of the door. The air outside has never tasted fresher and more invigorating. <> 1326 | 1327 | * [Argue with him] 1328 | "I'll work as hard as I work." 1329 | "Get out," Harris growls. "Before I decide to arrest you as an accessory." 1330 | I do as he says. Outside the barrack, the air has never smelt sweeter. 1331 | - -> head_for_my_dorm_free 1332 | 1333 | 1334 | === night_falls === 1335 | // Night falls 1336 | Night falls. The clockwork of the heavens keeps turning, whatever state I might be in. No—one can steal the components that make the sun go down and the stars come out. I watch it performing its operations. I can't sleep. 1337 | { hooperClueType > NONE : 1338 | Has Hooper taken my bait? 1339 | } 1340 | * [Look of out the window] 1341 | I peer out of the window, but it looks out onto the little brook at the back of the compound, with no view of the other huts or the House. Who knows if there are men up, searching the base of Hut 2, following one another with flashlights... 1342 | {inside_hoopers_hut.back_of_hut_2: 1343 | Perhaps Hooper is there, in the dark, trying to help me after all? 1344 | } 1345 | * [Listen at the door] 1346 | I put my ear to the keyhole but can make out nothing. Are there still guards posted? { hooperClueType > NONE :Perhaps, if Hooper has managed to incriminate himself, the guards have been removed?|Perhaps the component has been found and the crisis is over.} 1347 | Perhaps the door is unlocked and they left me to sleep? 1348 | * * [Try it] I try the handle. No such luck. 1349 | * * [Leave it] I don't touch it. I don't want anyone outside thinking I'm trying to escape. 1350 | 1351 | * [Wait] 1352 | There is nothing I can do to speed up time. 1353 | 1354 | - The night moves at its own pace. I suppose by morning I will know my fate. 1355 | * { hooperClueType > NONE } [Wait] 1356 | // Hooper now arrested 1357 | Morning comes. I'm woken by a rooster calling from the yard behind the House. I must have slept after all. I pull myself up from the bunk, shivering slightly. There is condensation on the inside of the window. I have probably given myself a chill. 1358 | Without knocking, Harris comes inside. "You're up," he remarks, and then, "You smell like an animal." 1359 | * * [Be friendly] 1360 | "I suppose I do rather." I laugh, but Harris does not. 1361 | "This damn business gets worse and worse," he says, talking as he goes over to unlock and throw open the window. <> 1362 | * * [Be cold] 1363 | "So would you," I reply tartly. Harris shrugs. 1364 | "I've been through worse than this," he replies matter—of—factly. "It's hardly my fault if you sleep in your clothes." 1365 | I glare back. He goes over to the window, unlocks it and throws it open, relishing the fresh air from outside. 1366 | - - "Hooper's confessed, you know." 1367 | * * [Be eager] 1368 | "He has? I knew he would. The worm." 1369 | "Steady now. Matters aren't over yet. <> 1370 | * * [Be cautious] 1371 | "Oh, yes?" 1372 | "Yes. For what that's worth. <> 1373 | - - (hooper_didnt_give_himself_up) There's still the issue of the component. It hasn't turned up. He didn't lead us to it. I guess he figured you must have had something on him. I don't know." 1374 | 1375 | He looks quite put out by the whole affair. He is not the kind of man to deal well with probabilities. 1376 | * * [Be interested] 1377 | "You mean he confessed of his own accord? You didn't catch him?" 1378 | 1379 | * * [Be disinterested] 1380 | "Well, I'm glad his conscience finally caught up with him," I reply dismissively. 1381 | - - "The Captain went back into that hut and he confessed immediately. We were so surprised we didn't let you go." He wrinkles his nose. "I'm rather sorry about that now. I suggest you have a wash." 1382 | And with that he gestures to the doorway. 1383 | * * [Go] 1384 | * * [Wait] 1385 | I hang back a moment. Something does not seem quite right. After all, Hooper did not steal the component. He has no reason to confess to anything. Perhaps this is another trap? 1386 | "Well?" Harris asks. "What are you waiting for? Please don't tell me you want to confess now as well, I don't think my head could stand it." 1387 | * * * [Confess] 1388 | After a chance like this? A chance — however real — to save my neck? To hand it over — what, to save Hooper's worthless skin? 1389 | * * * * [Confess] 1390 | I see. Perhaps you think I bullied the man into giving himself up. Perhaps he understood my little clue far enough to know it was a threat against him, but not well enough to understand where he should look to find it. So he took the easy route out and folded. Gave me the hand. 1391 | ~ hooperConfessed = true 1392 | Hardly sporting, of course. 1393 | * * * * * [Confess] 1394 | Well, then. I suppose this must be what it feels like to have a conscience. I suppose I had always wondered. 1395 | "Harris, sir. I don't know what Hooper's playing at, sir. But I can't let him do this." 1396 | "Do what?" 1397 | "Take the rope for this. I took it, sir. 1398 | ~ revealedhooperasculprit = false 1399 | ~ losttemper = false 1400 | -> reveal_location_of_component 1401 | * * * * * [Don't confess] 1402 | * * * * [Don't confess] 1403 | * * * [Don't confess] 1404 | - - - "I certainly don't. But still, I'm surprised. I had Hooper down for a full—blown double agent, a traitor. He knows he'll face the rope, doesn't he?" 1405 | "Don't ask me to explain why he did what he did," Harris sighs. "Just be grateful that he did, and you're now off the hook." 1406 | - - Curiouser and curiouser. I nod once to Harris and slip outside into the cold morning air. 1407 | { hooperClueType == NONE : 1408 | Hooper's confession only makes sense in one fashion{ hooperConfessed :, and that is his being dim—witted and slow| — if I successfully implied to him that I had him framed, but he did not unpack my little clue well enough to go looking for the component. Well, I had figured him for a more intelligent opponent, but a resignation from the game will suffice}. Or perhaps he knew he would be followed if he went to check, and decided he would be doomed either way. 1409 | - else: 1410 | Hooper's confession only makes sense in one way — and that's that he believed me. He reasoned that he would be followed. To try and uncover the component would have got him arrested, and to confess was the same. 1411 | He simply caved, and threw in his hand. 1412 | } 1413 | // Outside, possibly free 1414 | Of course, however, there is only one way to be certain that Harris is telling the truth, and that is to check the breeze—block at the back of Hut 2. 1415 | * * [Check] -> go_to_where_component_is_hidden 1416 | * * [Don't check] 1417 | But there will time for that later. If there is nothing there, then Hooper discovered the component after all and Harris' men will have swooped on him, and the story about his confession is just a ruse to test me out. 1418 | And if the component is still there — well. It will be just as valuable to my contact in a week's time, and his deadline of the 31st is not yet upon us. 1419 | -> head_for_my_dorm_free 1420 | 1421 | * { hooperClueType == NONE } [Wait] -> morning_not_saved 1422 | 1423 | = morning_not_saved 1424 | // Not saved 1425 | Morning comes with the call of a rooster from the yard of the House. I must have slept after all. I pull myself up off the bunk, shivering slightly. There is condensation on the inside of the window. I have probably given myself a chill. 1426 | It's not long after that Harris enters the hut. He closes the door behind him, careful as ever, then takes a chair across from me. 1427 | "You smell like a dog," he remarks. 1428 | * (optimism) [Be optimistic] 1429 | "I'm looking forward to a long bath," I reply. "And getting back to work." 1430 | * (pessimism) [Be pessimistic] 1431 | "So would you after the night I've had." 1432 | 1433 | - -> harris_certain_is_you 1434 | 1435 | 1436 | === harris_certain_is_you 1437 | "Well, I'm afraid it is going to get worse for you," Harris replies soberly. "We followed Hooper, and he took himself neatly to bed and slept like a boy scout. Which puts us back to square one, and you firmly in the frame. And I'm afraid I don't have time for any more games. I want you to tell me where that component is, or we will hang you as a traitor." 1438 | ~ revealedhooperasculprit = false 1439 | ~ losttemper = false 1440 | -> harris_threatens_lynching 1441 | 1442 | 1443 | 1444 | 1445 | /*--------------------------------------------------------------- 1446 | Ending: they don't think it was you 1447 | ---------------------------------------------------------------*/ 1448 | 1449 | 1450 | === head_for_my_dorm_free 1451 | I head for my dorm, intent on a bath, breakfast, a glance at the crossword before the other men get to it, and then on with work. They should have replaced the component in the Bombe by now. We will only be a day behind. 1452 | { not framedhooper : 1453 | And then everything will proceed as before. The component will mean nothing to the Germans — this is the one fact I could never have explained to a man like Harris, even though the principle behind the Bombe is the same as the principle behind the army. The individual pieces — the men, the components — do not matter. They are identical. It is how they are arranged that counts. 1454 | } 1455 | I bump into Russell in the dorm hut. 1456 | "Did you hear?" he whispers. "Terrible news about Hooper. Absolutely terrible." 1457 | * [Yes] 1458 | "Quite terrible. I would never have guessed." 1459 | "Well." Russell harrumphs. 1460 | - - (quince) "Quince was saying this morning, apparently his grandfather was German. So perhaps it's to be expected. See you there?" 1461 | 1462 | * [No] 1463 | 1464 | "Heard what?" 1465 | - - (hooper_taken) "Hooper's been taken away. They caught him, uncovering that missing Bombe component from a hiding place somewhere, apparently about to take it to his contact." Russell harrumphs. -> quince 1466 | * [Lie] 1467 | "I don't know what you're talking about." 1468 | -> hooper_taken 1469 | * [Evade] 1470 | "If you'll excuse me, Russell. I was about to take a bath." 1471 | "Oh, of course. Worked all night, did you? Well, you'll hear soon enough. Can hardly hide the fact there'll only be three of us from now on." 1472 | 1473 | - I wave to him and move away, my thoughts turning to the young man in the village. My lover. My contact. My blackmailer. Hooper may have taken the fall for the missing component, but { not framedhooper :if he did recover it from Hut 2 then | its recovery does mean }I have nothing to sell to save my reputation{ i_met_a_young_man :, if I have any left}. 1474 | { not framedhooper : 1475 | If he didn't, of course, and Harris was telling the truth about his sudden confession, then I will be able to buy my freedom once and for all. 1476 | } 1477 | * { not framedhooper } [Get the component] -> go_to_where_component_is_hidden 1478 | * { not framedhooper } [Leave it] 1479 | I will have to leave that question for another day. To return there now, when they're probably watching my every step, would be suicide. After all, if Hooper { hooperClueType == STRAIGHT :followed|understood} my clue, he will have explained it to them to save his neck. They won't believe him — but they won't quite disbelieve him either. We're locked in a cycle now, him and me, of half—truth and probability. There's nothing either of us can do to put the other entirely into blame. 1480 | -> ending_return_to_normal 1481 | * [Act normal] 1482 | But there is nothing to be done about it. -> ending_return_to_normal 1483 | 1484 | 1485 | 1486 | 1487 | === ending_return_to_normal 1488 | Nothing, that is, except to act as if there is no game being played. I'll have a bath, then start work as normal. I've got a week to find something to give my blackmailer{ i_met_a_young_man : — or give him nothing: it seems my superiors know about my indiscretions now already}. 1489 | * [Co-operate] 1490 | Something will turn up. It always does. An opportunity will present itself, and more easily now that Hooper is out of the way. 1491 | But for now, there's yesterday's intercept to be resolved. 1492 | 1493 | * [Dissemble] 1494 | Or perhaps I might hand my young blackmailer over my superiors instead for being the spy he is. 1495 | Perhaps that would be the moral thing to do, even, and not just the most smart. 1496 | But not today. Today, there's an intercept to resolve. 1497 | 1498 | * [Lie] 1499 | In a week's time, this whole affair will be in the past and quite forgotten. I'm quite sure of that. -> moreimportant 1500 | * (moreimportant) [Evade] I've more important problems to think about now. There's still yesterday's intercept to be resolved. 1501 | - The Bombe needs to be set up once more and set running. 1502 | It's time I tackled a problem I can solve. 1503 | // End - Scot Free 1504 | -> END 1505 | 1506 | 1507 | === go_to_where_component_is_hidden 1508 | It won't take a moment to settle the matter. I can justify a walk past Hut 2 as part of my morning stroll. It will be obvious in a moment if the component is still there. 1509 | On my way across the paddocks, between the huts and the House, I catch sight of young Miss Lyon, arriving for work on her bicycle. She giggles as she sees me and waves. 1510 | * [Wave back] 1511 | I wave cheerily back and she giggles, almost drops her bicycle, then dashes away inside the House. Judging by the clock on the front gable, she's running a little late this morning. 1512 | * [Ignore her] 1513 | I give no reaction. She sighs to herself, as if this kind of behaviour is normal, and trots away inside the House to begin her duties. 1514 | - I turn the corner of Hut 3 and walk down the short gravel path to Hut 2. It was a good spot to choose — Hut 2 is where the electricians work, and they're generally focussed on what they're doing. They don't often come outside to smoke a cigarette so it's easy to slip past the doorway unnoticed. 1515 | * [Check inside] 1516 | I hop up the steps and put my head inside all the same. Nobody about. Still too early in the AM for sparks, I suppose. <> 1517 | * [Go around the back] 1518 | 1519 | - I head on around the back of the hut. The breeze—block with the cavity is on the left side. 1520 | * (check) [Check] 1521 | No time to waste. I drop to my knees and check the breeze—block. Sure enough, there's nothing there. Hooper took the bait. 1522 | Suddenly, there's a movement behind me. I look up to see, first a snub pistol, and then, Harris. 1523 | 1524 | * [Look around] 1525 | I pause to glance around, and catch a glimpse of movement. Someone ducking around the corner of the hut. Or a canvas sheet flapping in the light breeze. Impossible to be sure. 1526 | * * [Check the breeze—block] -> check 1527 | * * [Check around the side of the hut] 1528 | But too important to guess. I move back around the side of the hut. 1529 | Harris is there, leaning in against the wall. He holds a stub pistol in his hand. 1530 | 1531 | - { hooperClueType > STRAIGHT : 1532 | "{ hooperClueType == CHESS:Queen to rook two|Messy without one missing whatever it was}," he declares. "I wouldn't have fathomed it but Hooper did. Explained it right after we sprung him doing what you're doing now. We weren't sure what to believe but now, you seem to have resolved that for us." 1533 | - else: 1534 | "Hooper said you'd told him where to look. I didn't believe him. Or, well. I wasn't sure what to believe. Now I rather think you've settled it." 1535 | } 1536 | * [Agree] 1537 | "I have, rather." I put my hands into my pockets. "I seem to have done exactly that." 1538 | "I'm afraid my little story about Hooper confessing wasn't true. I wanted to see if you'd go to retrieve the part." Harris gestures me to start walking. "You were close, Manning, I'll give you that. I wanted to believe you. But I'm glad I didn't." 1539 | -> done 1540 | * [Lie] 1541 | "I spoke to Russell. He said he saw Hooper doing something round here. I wanted to see what it was." 1542 | 1543 | * [Evade] 1544 | "Harris, you'd better watch out. He's planted a time—bomb here." 1545 | Harris stares at me for a moment, then laughs. "Oh, goodness. That's rich." 1546 | I almost wish I had a way to make the hut explode, but of course I don't. 1547 | 1548 | - "Enough." Harris gestures for me to start walking. "This story couldn't be simpler. You took it to cover your back. You hid it. You lied to get Hooper into trouble, and when you thought you'd won, you came to scoop your prize. A good hand but ultimately, { hooperClueType <= STRAIGHT :if it hadn't have been you who hid the component, then you wouldn't be here now|you told Hooper where to look with your little riddle}." 1549 | 1550 | - (done) 1551 | // End - Caught in AM 1552 | He leads me across the yard. Back towards Hut 5 to be decoded, and taken to pieces, once again. 1553 | -> END 1554 | 1555 | 1556 | /*--------------------------------------------------------------- 1557 | Ending: they think it was you 1558 | ---------------------------------------------------------------*/ 1559 | 1560 | === harris_threatens_lynching 1561 | { harris_certain_is_you:He passes a hand across his eyes with a long look of despair.|He gets to his feet, and gathers his gloves from the table top.} 1562 | "I'm going to go outside and organise a rope. That'll take about twelve minutes. That's how long you have to decide." 1563 | * [Protest] 1564 | "You can't do this!" I cry. "It's murder! I demand a trial, a lawyer; for God's sake, man, you can't just throw me overboard, we're not barbarians...!" 1565 | - - (too_clever) "You leave me no choice," Harris snaps back, eyes cold as gun—metal. "You and your damn cyphers. Your damn clever problems. If men like you didn't exist, if we could just all be straight with one another." He gets to his feet and heads for the door. "I fear for the future of this world, with men like you in. Reich or no Reich, Mr Manning, people like you simply complicate matters." 1566 | -> left_alone 1567 | * { not gotcomponent && not throwncomponentaway } [Confess] 1568 | I nod. "I don't need twelve minutes. -> reveal_location_of_component 1569 | * [Stay silent] -> my_lips_are_sealed 1570 | * { gotcomponent } [Show him the component] 1571 | "I don't need twelve minutes. Here it is." 1572 | I open my jacket and pull the Bombe component out of my pocket. Harris takes it from me, whistling, curious. 1573 | "Well, I'll be. That's it all right." 1574 | "That's it." 1575 | "But you didn't have it on you yesterday." 1576 | * * [Explain] 1577 | "I climbed out of the window overnight," I explain. "I went and got this from where it was hidden, and brought it back here." 1578 | * * [Don't explain] 1579 | "No. I didn't." 1580 | - -> all_too_farfetched 1581 | 1582 | * { throwncomponentaway } [Confess] 1583 | "I don't need twelve minutes. The component is in the long grass behind Hooper's tent. I threw it there hoping to somehow frame him, but now I see that won't be possible. I was naive, I suppose." 1584 | ~ piecereturned = true 1585 | -> reveal_location_of_component.harris_believes 1586 | 1587 | * { throwncomponentaway } [Frame Hooper] 1588 | "Look, I know where it is. The missing piece of the Bombe is in the long grasses behind Hooper's tent. I saw him throw it there right after we finished work. He knew you'd scour the camp but I suppose he thought you'd more obvious places first. I suppose he was right about that. Look there. That proves his guilt." 1589 | ~ longgrasshooperframe = true 1590 | ~ piecereturned = true 1591 | "That doesn't prove anything," Harris returns sharply. "But we'll check what you say, all the same." He gets to his feet and heads out of the door. 1592 | -> left_alone 1593 | 1594 | 1595 | 1596 | === reveal_location_of_component 1597 | <> The missing component of the Bombe computer is hidden in a small cavity in a breeze—block supporting the left rear post of Hut 2. I put in there anticipating a search. I intended to { revealedhooperasculprit:pass it to Hooper|dispose of it} once the fuss had died down. I suppose I was foolish to think that it might." 1598 | ~ piecereturned = true 1599 | -> harris_believes 1600 | = harris_believes 1601 | { not night_falls.hooper_didnt_give_himself_up : 1602 | "Indeed. And Mr Manning: God help you if you're lying to me." 1603 | - else: 1604 | "I thought as much. I hadn't expected you to give it out so easily, however. You understand, Hooper has said nothing, of course. In fact, he went to Hut 2 directly after we released him and uncovered the component. But he told us you had instructed him where to go. Hence my little double bluff. Frankly, I'll be glad when I'm shot of the lot of you mathematicians." 1605 | } 1606 | Harris stands, and slips away smartly. -> left_alone 1607 | 1608 | 1609 | 1610 | === my_lips_are_sealed 1611 | I say nothing, my lips tightly, firmly sealed. It's true I am a traitor, to the very laws of nature. The world has taught me that since a very early age. But not to my country — should the Reich win this war, I would hardly be treated as an honoured hero. I was doomed from the very start. 1612 | ~ notraitor = true 1613 | I explain none of this. How could a man like Harris understand? 1614 | The Commander takes one look back from the doorway as he pulls it to. 1615 | "It's been a pleasure working with you, Mr Manning," he declares. "You've done a great service to this country. If we come through, I'm sure they'll remember you name. I'm sorry it had to end this way and I'll do my best to keep it quiet. No—one need know what you did." 1616 | -> left_alone 1617 | 1618 | 1619 | 1620 | 1621 | === all_too_farfetched 1622 | // Returned Component 1623 | "This is all too far—fetched," Harris says. "I'm glad to have this back, but I need to think." 1624 | Getting to his feet, he nods once. "You'll have to wait a little longer, I'm afraid, Manning." 1625 | Then he steps out of the door, muttering to himself. 1626 | -> make_your_peace 1627 | 1628 | 1629 | 1630 | === left_alone 1631 | // Alone, about to die 1632 | { slam_door_shut_and_gone.time_to_move_now :The Commander holds the door for his superior, and follows him out.} Then the door closes. I am alone again, as I have been for most of my short life. 1633 | -> make_your_peace 1634 | 1635 | 1636 | === make_your_peace 1637 | * [Make your peace] 1638 | - I am waiting again. I have no God to make my peace with. I find it difficult to believe in goodness of any kind, in a world such as this. 1639 | { not notraitor: 1640 | ~ notraitor = true 1641 | But I am no traitor. Not to my country. To my sex, perhaps. But how could I support the Reich? If the Nazis were to come to power, I would be worse off than ever. 1642 | } 1643 | { harris_threatens_lynching.too_clever: 1644 | In truth, it is men like Harris who are complex, not men like me. I live to make things ordered, systematic. I like my pencils sharpened and lined up in a row. I do not deal in difficult borders, or uncertainties, or alliances. If I could, I would reduce the world to something easier to understand, something finite. 1645 | But I cannot, not even here, in our little haven from the horrors of the war. 1646 | } 1647 | I have no place here. No way to fit. I am caught, in the middle, cryptic and understood only thinly, through my machines. 1648 | * I must seem very calm. 1649 | * Perhaps I should try to escape.[] But escape to where? I am already a prisoner. Jail would be a blessing. -> monastic 1650 | - <> I suppose I do not believe they will hang me. They will lock me up and continue to use my brain, if they can. I wonder what they will tell the world — perhaps that I have taken my own life. That would be simplest. The few who know me would believe it. 1651 | Well, then. Not a bad existence, in prison. Removed from temptation. 1652 | - (monastic) A monastic life, with plenty of problems to keep me going. 1653 | I wonder what else I might yet unravel before I'm done? 1654 | * The door is opening.[] Harris is returning. Our little calculation here is complete. { not piecereturned: I can only hope one of the others will be able to explain to him that the part I stole will mean nothing to the Germans.|We are just pieces in this machine; interchangeable and prone to wear.} 1655 | - That is the true secret of the calculating engine, and the source of its power. It is not the components that matter, they are quite repetitive. What matters is how they are wired; the diversity of the patterns and structures they can form. Much like people — it is how they connect that determines our victories and tragedies, and not their genius. 1656 | Which makes me wonder. Should I give { i_met_a_young_man :up my beautiful young man|the young man who put me in this spot} to them as well as myself? 1657 | * [Yes] 1658 | But of course I will. { forceful > 2:Perhaps I can persuade them to put him in my cell.|A little vengeance, disguised as doing something good.} 1659 | * [No] 1660 | No. What would be the use? He will be long gone, and the name he told me is no doubt hokum. No: I was alone before in guilt, and I am thus alone again. 1661 | * [Lie] 1662 | No. Why would I? He is no doubt an innocent himself, trapped by some dire circumstance. Forced to act the way he did. I have every sympathy for him. 1663 | Of course I do. 1664 | * [Evade] 1665 | It depends, perhaps, on what his name his worth. If it were to prove valuable, well; perhaps I can concoct a few more such lovers with which to ease my later days. 1666 | { hooper_mentioned: Hooper, perhaps. He wouldn't like that. } 1667 | - { not longgrasshooperframe : 1668 | Harris put the cuffs around my wrists. "I still have the intercept in my pocket," I remark. "Wherever we're going, could I have a pencil?" 1669 | - else: 1670 | "We recovered the part, just where you said it was," Harris reports, as he puts the cuffs around my wrists. "Of course, a couple of the men swear blind they searched there yesterday, so I'm afraid, what with the broken window... we've formed a perfectly good theory which doesn't bode well for you." 1671 | } 1672 | ~ piecereturned = true 1673 | { longgrasshooperframe : 1674 | "I see." It doesn't seem worth arguing any further. "I still have the intercept in my pocket," I remark. "Wherever we're going, could I have a pencil?" 1675 | } 1676 | He looks me in the eye. 1677 | { not losttemper : 1678 | "Of course. And one of your computing things, if I get my way. And when we're old, and smoking pipes together in The Rag like heroes, I'll explain to you the way that decent men have affairs. 1679 | - else: 1680 | "I'll give you a stone to chisel notches in the wall. And that's all the calculations you'll be doing. And as you sit there, pissing into a bucket and growing a beard down to your toes, you have a think about how a smart man would conduct his illicit affairs. With a bit of due decorum you could have learnt off any squaddie. 1681 | } 1682 | <> You scientists." 1683 | He drags me up to my feet. 1684 | "You think you have to re—invent everything." 1685 | With that, he hustles me out of the door and I can't help thinking that, with a little more strategy, I could still have won the day. But too late now, of course. 1686 | -> END 1687 | --------------------------------------------------------------------------------