(set:$spare to 0)(set:$kill to 0)(set:$bunnyN to false)(set:$bunnyE to false)(set:$bunnyS to false)(set:$bunnyW to false)(set:$coin to false)(set:$key to false)(set:$bone to false)You are a hungry wolf. There are five little bunnies. Hunt them all. [[Ok!->Clearing]](set:_clearing to (count: (history: ), "Clearing"))(if: _clearing < 1)[You awake one (either:"fine", "bright", "sunny") day in a clearing in the woods. Uncurling from your leafy bed in the underbrush, you shake your fluffy tail and stretch your paws. The day is new, and your belly is empty. You raise your nose and scent the air. The aroma of rabbit is all around you. (either:"Delightful","Wonderful","Delicious").]\ (elseif:$kill is 4)[(goto:"Final")]\ (else:)[You are back in the clearing. The scent of rabbit is in the air. Pick a direction.] (if:$bunnyN is true)[[[Go North.|North]]](else:)[[[Follow the scent North.|North]]] (if:$bunnyE is true)[[[Go East.|East]]](else:)[[[Follow the scent East.|East]]] (if:$bunnyW is true)[[[Go West.|West]]](else:)[[[Follow the scent West.|West]]] (if:$bunnyS is true)[[[Go South.|South]]](else:)[[[Follow the scent South.|South]]](if: $bunnyS is true)[A desolate field stretches as far as you can see. You can still smell blood on the air. (link-goto: "There's nothing you can do.", (history:)'s last)](else:)[You descend, the trees making way for a vast meadow, dotted with bunches of white flowers as far as the eye can see. The sky is a bright, clouds meandering like sheep across a pasture of bright blue. A refreshing breeze brings a delightful array of scents to your nose. (set:$spare to $spareW+$spareN+$spareE)(if:$spare is 3 or $kill >0)[[[The Flowers.|Flowers]]](else:)[You don't see anyone around] [[Return to the Clearing.|Clearing]]](set:$north to (count: (history: ), "North"))(if: $north < 1)[You stand in a peaceful little valley. The sun filters through the treetops of the surrounding mountains, streaming light down onto the scene before you. To the northeast, a quaint little cottage lays before you. Whitewashed walls with a few cracks letting the underlying brickwork show through. Above, a lovely yellow thatched roof. The yard is overgrown and leafy, and ivy vines trail up the walls of the cottage. Beyond, a misty waterfall pours down the rock, ending in a little pool draining into a babbling brook. You can faintly hear the soft sound of running water, and see a rainbow left by the mist in the air.]\ (else:)[The (either:"charming","peaceful") valley with the cottage and the waterfall beyond.] [[The Cottage.|Cottage]](if:$farmer is true)[ [[The Stream.|Stream]]] [[Return to the Clearing.|Clearing]](if:$bunnyN is true)[The cottage stands as silent as ever. [[There's nothing for you here.|North]]](else:)[(display:"cottage2") (if:$door is true)[[[Enter.|Inside]]](else:)[[[The Door.|Door]]] [[Leave.|North]]]The light sparkles on the surface as the water prances merrily on its way.(if:$coin is not true)[ |water>[(link:"Play in the Water")[(replace:?water)[You wade in, the water cool on your toes. You splash about the shallows, turning over stones with your paws. (if:$farmer is true)[(if: $coin is not true)[The light shines off the water, but a glint below the surface catches your eye. (link: "What is that?")[(set: $coin to true)You find a sparkly gold coin.]](else:)[There is nothing more to do here.]] [[Get out of the Water.|North]]].|Water] [[Leave.|North]]]](if: $key is true)[(set:$door to true)You approach the door, pushing the key into the lock with your snout and turning it with your teeth. When you rattle the handle the door swings open with a creak. [[Step Inside.|Inside]]](else:)[You scratch your claws against the hard wood and jiggle the handle. The door doesn't budge. (link-goto: "There's nothing you can do for now.", "North")]You sit amongst the flowers, drinking in the scent and the sight. Do you know how to make a daisy chain? |daisychain>[(link:"Yes.")[(replace:?daisychain)[You start to pick the flowers, making a slit in the stem of each and threading the next one through. You get lost in your work and soon you have what seems like |mile>[miles and miles of flowers] chained together.]] (link:"No.")[(replace:?daisychain)[That's ok. I'll teach you. Take one flower. Got it? Make a small slit in the stem with your nail. Not too big. Put the stem of the next flower throught the hole. Repeat. You quickly get the hang of it until you have a chain |mile>[a mile long.]]]](click:?mile)[ You look up from your work to see a small white rabbit watching you. You would have barely noticed it amonst the white flowers if it hadn't decided to approach you. (link:"Do nothing.")[It hops up next to you, hesitantly, and sits besides you. It seems to know how to make daisy chains as well. It joins you, and the strings of flowers grow.(if:$kill>0)[ You think about it for a minute. How nice it is to sit in peace with a new friend. But you've already tasted blood, and it's too late.] [[Kill the Bunny.|Bunny South]] (if:$kill<1)[[Don't.]] ]](set:$bunnyS to true)(set:$kill to it + 1)Lulled into a false sense of security, the bunny is easy pickings as your teeth descend upon it in a flash, tearing its head from its body. You feast upon its remains amongst the flowers stained red by blood. [[Return to the Clearing.|Clearing]]This is nice. To have a friend. Your new friend grows more comfortable every moment you spend together. And so do you. As the afternoon stretches on to evening, you play in the flowers together until the sun sets, and fall asleep in each other's arms. [[<span id="end">The End.</span>|Restart]] <script> let headEl = document.querySelector("#end"); headEl.addEventListener("mouseover", () => { headEl.textContent = "The End?"; }) </script>(restart:)(set:_east to (count:(history:),"East"))(if:_east is 0)[Setting out east, the trees clear into rolling fields and pastures. Situated at the center of rustling fields of golden grain, surely belonging to the proprietor, is a wide and squat farmhouse with a red roof and brown walls. Just behind the house and a bit to the left is a not insubstantial garden. The rows of vegetables are well tended and planted by type.] \\ (else:)[The unassuming farmhouse sits over the rolling hills, with a luscious vegetable garden in the yard.] [[The Farmhouse.|Farmhouse]] [[The Garden.|Garden]] [[Return to the Clearing.|Clearing]](if:$junkyard is true)[(redirect:"Junkyard")](elseif: (count:(history:),"West") is 0)[(set:$dogs to "beasts")As you travel west, the acrid smell of oil and metal grows in your nose until it surrounds you. You find yourself approaching a tall chain link fence with a dilapidated sign on top. It reads "Rusty's Junkyard." You lope forward, making for a gap where the gate hasn't closed entirely, when two lumbering beasts step forward from either side to block your path. (click: "two lumbering beasts")["Whaddya want?" the one grumbles. "We don't take kindly to tresspassers," the other growls. You know what they (link-reveal: "are")[(set:$dogs to "dogs")(replace:?b)[dogs]: dogs. Although theyre smaller than you, they both have broad shoulders and thick jaws and spiked collars around their necks. You know you wouldn't get away unscathed in a fight, and you would prefer to avoid that]. (link-goto:"Talk to the |b>[beasts].","Dogs")]] \ (else:)[The $dogs are waiting for you. (if:$bone is not true)[Find them a treat.](elseif:$bone is true)[[[Give them a treat?|Dogs]]] [[Return to the Clearing.|Clearing]]] (set:$farmer to true)(set:$farmhouse to (count: (history: ), "Farmhouse"))(if:$bone is true)[The farmer is gone, the house is silent. [[There's nothing for you here.|East]]](else-if: $coin is true)[You slink up to the farmhouse, gold coin grasped between your teeth. The farmer, sitting on the porch in his rocking chair, eyes you suspiciously. As you draw close, a crinkled smile splits his wizened face. (click:"smile")["*Well* now," the farmer drawls, "what's that you got there, pup?" With the hand not holding his gun, he reaches out and snatches the coin from your mouth. He turns it over in his fingers, admiring the glint. "If that isn't the genuine article." He looks at you again, thoughtfully. "Something like this deserves a treat. Wait here a tick." (click:"Wait here a tick")[He stands and enters the house. After a moment he returns holding the leg bone of a large (link:"ruminant, ")[ruminant—a cow or sheep, you think, fresh from the slaughter—]and tosses it to the ground in front of you. "I think that ought to tide you over. Now go on, [[git|East]]." He returns inside the farmhouse, leaving the air to be filled with the sound of buzzing and chirping insects(set:$bone to true).]]] \ (else-if: $farmhouse < 1)[(set:$farmer to true)As you approach, there's a loud crack and something whizzes past your head, making your fur stand on end. The farmer is sitting on his porch in a rocking chair, holding a big long gun. "**Git outta here, ya varmint!**" he yells, waving the gun and stomping his feet. You turn tail and [[skedaddle|East]], another shot sailing overhead for good measure.](else:)[You don't want to go here again. At least, not until you have something the farmer is more interested in than your hide. (set:$north to (count: (history: ), "North"))(if:$north > 0)[You saw a human cottage to the north. Maybe there's something the farmer would be interested in around there.] [[Leave|East]]](set:_garden to (count: (history: ), "Garden"))(if:$bunnyE is true)[The breeze rustles the leaves of cabbages and kale. You don't hear anything else. [[Leave|East]]](elseif: _garden < 1)[You give the farmhouse a wide berth and make your way to the vegetable garden. Rows upon rows of more vegetables than you could ever (link-append:"eat")[. Not that you'd want to, anyway. Big strong wolves don't need their vegetables]. You sit on your haunches, scanning the rows of leafy green plumage. You pause, noticing something that doesn't belong. A pair of pointy white ears. The owner of the ears stops between the rows to rub its furry little face. It's a small white bunny, wearing a faded blue jacket. (click:"bunny")[You immediately crouch. It hasn't noticed you yet. (display:"Garden kill")]](elseif:_garden>0)[You stalk up to the bunny, still munching away on the vegetables. (display:"Garden kill")] (set: _cottage to (count:(history:),"Inside"))(if:_cottage is 0)[The room is dark and musty. Sunlight streams in through the fogged up windows, though it illuminates precious little inside. You can make out a table and some chairs, and a fireplace on the far wall. To your right, an uneven wooden staircase leads upwards into the dark. (link:"Ascend.")[Your eyes begin to adjust the the darkness now. The room is a quaint little bedroom. A soft rug spread on the floor, various tchotchkes covering shelves on the walls. There's a bed in the corner covered with a thick quilt. It's hard to tell if anyone is in the bed, at first, until you notice a bonnet on the pillow, tucked partially under the covers. (link:"The Bed.")[You lick your lips, stepping closer. As you approach the bed, you now see a small figure tucked under the blankets. Two long, white ears stick up on either side of the bonnet. "My, what big |ears>[ears] you have." (click:?ears)[The ears flick and rotate fitfully as you speak.] Two black, shiny eyes blink out at you from under the lacy edge of the bonnet. "My, what big |eyes>[eyes] you have." (click:?eyes)[The eyes open wider at you.] Between the eyes, a soft pink nose sniffs the air. "My, what a furry |nose>[nose] you have." (click:?nose)[The nose twitches rapidly.] [[You know what to do.|Bunny North]] (if:$kill<1)[|leave>[(link:"Leave.")[(set:$spareN to 1)(goto:"North")]]]]]](else:)[It's not your grandmother in the bed, but a bunny. The bunny is wrapped up snugly under the covers. [[Kill the Bunny.|Bunny North]] (if:$kill<1)[(link:"Leave.")[(set:$spareN to 1)(goto:"Cottage")]]] (set:$bunnyN to true)(set:$kill to it +1)The rabbit hardly has a moment to squeal as you pounce, gobbling up the small figure from the bed in a single gulp. Its muffled whimpers subside as it kicks down your throat and falls silent in your belly. [[Yum|Cottage exit]].You make your way back downstairs through the still silent house, now utterly devoid of life. You step back outside, into the too bright sun. [[Blink your eyes.|North]](if: $bone is true)[(set:$junkyard to true)The $dogs start to salivate as you approach with the big bone in your mouth. "Is that for |bone>[me]?" the one whines. "Have I been a |bone>[good boy]?" the other whimpers. (click:?bone)[You drop the bone at their feet. They're all smiles now, tails wagging and tongues lolling. "One good turn deserves another, I always say. Go on through, we won't bother you anymore." They |both>[both] pick up the bone, (click:?both)[doing a tandem carry sort of operation, ]and disappear into the junkyard. You hear them squabbling over the bone for a few moments before even the sound of that fades. You are now free to enter. [[Enter the Junkyard.|Junkyard]]]] (else:)["Have you seen any rabbits around here?" you ask. They scoff at you. "Rabbits? Stringy little things. Hardly any meat on 'em, and all the bones get stuck in your teeth," the one grumbles. "Now what I'd like is a nice big bone, something with a little meat on it. You could chew on that for hours," the other growls. "If I find one, I'll let you know," you say, pleasantly. [[Leave.|Clearing]]]You stand amongst the rusting corpses of behemoth motor vehicles and broken toasters. (if:$key is not true or $bunnyW is not true)[You sniff the air, but it's hard to make out the scent of anything under all this oil. Your ears, however, work perfectly fine. ](if:$key is not true and $bunnyW is not true)[There are two strange sounds nearby: a steady ticking and an intermittent thumping.](elseif:$bunnyW is not true)[There's a strange thumping noise that arises sometimes, like someone knocking.](elseif:$key is not true)[There's a monotonous ticking sound nearby.] (if: $key is not true)[ [[Investigate the ticking.|Clock]]](if:$bunnyW is not true)[ [[Investigate the thumping.|Car]] ] [[Leave.|Clearing]]You find a small cuckoo clock nearby. The incessant ticking called you over, and now you can hear the grinding of the gears inside. It doesn't sound right. (link:"Smash the clock.")[(set:$key to true)You find a small gold key inside. It looks like it would fit into a lock. [[Return.|Junkyard]] ](set:_car to (count:(history:),"Car"))(if:_car is 0)[The sound is coming from a nearby car. You circle the vehicle, until you determine the noise emenates from the trunk. You heft yourself up and thump your paws on top, giving it a good shake. When you drop back to the ground, the trunk pops open. (click:"pops open")[Inside is a little bunny, who had been banging its hind feet on the metal. "Oh, thank you! you saved me," it squeals before seeing you. When it does, it abruptly cuts off, terror in its eyes.(display:"car2")]](else:)[You know the bunny is in the trunk. What will you do? (link:"Attack.")[(set:$bunnyW to true)(set:$kill to it +1)There's no place to run. You lunge, snapping its spine instantly. You finish your meal in the trunk and pop out again, smugly satisfied with yourself.] (link:"Leave.")[(goto:"Junkyard")]]That's it. You've been north, south, east, and west and you've hunted all the bunnies you could find. But there's one more, isn't there? (click:"one more")[You sniff the air with your wet wolfy nose. The smell... is still here. It's not coming from any direction; it's all around you. Of course. You notice now what you didn't before. The forest floor is spotted with holes and the grass is stamped flat. This is their warren. The last bunny must have gone to ground. But how to get it out? You recall the junkyard bunny, trapped in the car trunk. (link:"What did it do?")[You crouch low, keeping a watchful eye on all the holes. You *tap tap* your foot like you heard the bunny do. (link:"Tap tap.")[Your efforts are rewarded as a bunny bursts from a hole (either:"to your left", "to your right", "right in front of you") and goes running. You give [[chase|End]]. ]]](link:"Pounce.")[You leap with your mighty hind legs, tackling the little bunny with a squeal. It never even saw it coming. Its blue jacket is now ripped and red as it falls to the ground in the wake of your meal. You use one of its bones to pick your teeth. The farmer should be thanking you for ridding the garden of pests, honestly.(if:$kill>0)[ [[Back.|East]]](set:$bunnyE to true)(set:$kill to it +1)] (if:$kill <1)[(link:"Leave.")[(set:$spareE to 1)(goto:"East")]]|attack>[ (link:"Attack.")[(replace:?close)[](set:$bunnyW to true)(set:$kill to it +1)There's no place to run. You lunge, snapping its spine instantly. You finish your meal in the trunk and pop out again, smugly satisfied with yourself. [[Return.|Junkyard]]]]|close>[ (if:$kill<1)[(link:"Close the trunk.")[(set:$spareW to 1)(replace:?attack)[]You put your paws on the metal and push down, closing the lid with a click. You leave for the [[Junkyard]].]]] (set:_cottage to (count:(history:),"Cottage"))(if:_cottage is 0)[You approach the domicile. Bright whitewashed walls adorned with trailing vines of ivy rise to greet you. Above, the warm straw of a thatched roof. The windows are dark.](else:)[You stand outside the cottage.]It was hardly even a challenge. The last bunny goes tumbling head over heels as you swipe it with your paw. It squeals just once before your jaws end its life. As you chew and swallow its lifeless body, the sun sets behind the trees, staining the sky as red as your maw. Today was a good day. (click:"good day")[As night falls, you curl up in your bed on the forest floor, your belly full and your spirits light. [[<span id="end">The End.</span>|Restart]] <script> let headEl = document.querySelector("#end"); headEl.addEventListener("mouseover", () => { headEl.textContent = "Restart?"; }) </script>]