+Object lightsocket "light socket" mainroom
+ with name 'socket' 'lightsocket',
+ before [;
+ Take, Pull, Push, PushDir, Turn:
+ print_ret
+ "You don't have the tools to remove a light
+ socket.";
+ Receive:
+ if (noun ~= lightbulb) {
+ print "Put ";
+ print (a) noun;
+ print_ret
+ " into the light socket? Maybe you should come
+ with a warning label because you contain more than
+ a trace amount of nut.";
+ }
+ if (noun == lightbulb && lightbulb has on) {
+ give mainroom light;
+ give office light;
+ give kitchenette light;
+ give bedroom light;
+ give eastofcabin light;
+ give southofcabin light;
+ }
+ ],
+ has scenery container transparent open;
+
+Object lightbulb "light bulb" lightsocket
+ with name 'light' 'bulb' 'lightbulb',
+ before [;
+ SwitchOn:
+ if (lightbulb in lightsocket) {
+ if (cabin_has_electricity == 1) {
+ give mainroom light;
+ give office light;
+ give kitchenette light;
+ give bedroom light;
+ give eastofcabin light;
+ give southofcabin light;
+ }
+ else {
+ print_ret
+ "You flip the switch a few times, but nothing
+ happens.";
+ }
+ }
+ else {
+ print_ret
+ "Turn on a lightbulb when it's not in the
+ socket? What a strange idea.";
+ }
+ ],
+ after [;
+ Take, Pull, Push, PushDir, Turn, SwitchOff:
+ give lightbulb ~on;
+ give mainroom ~light;
+ give office ~light;
+ give kitchenette ~light;
+ give bedroom ~light;
+ give eastofcabin ~light;
+ give southofcabin ~light;
+ ],
+ has switchable on;
+
+Object office "Office"
+ with description
+ "There seems to have been quite a fight in here. The room
+ is a wreck. Holes are in the walls and the window is
+ broken, letting in the cold air from outside. Chunks of
+ drywall and insulation cover the floor. The desk has a
+ bullet hole through the middle. The main room is to the
+ west.",
+ before [;
+ Go:
+ if (noun == e_obj) {
+ if (snowshoes has worn)
+ print_ret
+ "You can't fit through the window while
+ wearing the snow shoes.";
+ }
+ if (eastofcabin hasnt visited) {
+ score = score + 1;
+ give office visited;
+ }
+ ],
+ w_to mainroom,
+ e_to window,
+ has light;
+
+Object desk "solid oak desk" office
+ with name 'solid' 'oak' 'desk',
+ with description
+ "The desk is old and made of solid oak. The right side of
+ it has been smashed and all of the drawers have been
+ removed. A bullet hole goes straight through the middle of
+ the desk.",
+ before [;
+ Take, Pull, Push, PushDir, Turn:
+ print_ret (The) self, " is too heavy for that.";
+ ],
+ has scenery supporter enterable;
+
+Object businesscard "business card" desk
+ with name 'business' 'card',
+ with description
+ "The business card is white and has blacked edges. It
+ bears the name ~Lasting Solutions~, a local data recovery
+ company, in bold letters on the top. The company's
+ website URL is printed in blue at the bottom.";
+
+Object salesreceipt "sales receipt" desk
+ with name 'sales' 'receipt',
+ with description
+ "The sales receipt is for $200, dated three years ago.
+ It's printed on old tractor feed printer paper and bears
+ the name ~Lasting Solutions~, a local data recovery
+ company. A handwritten note is scrawled on the bottom:
+ ~Start working on these hard drives soon.~";
+
+Object computer "computer" desk
+ with name 'computer' 'PC',
+ with description
+ "It's a heavy older model that appears to have been
+ seriously damaged in a fight. It's clearly on its last
+ legs but is perhaps still useful.",
+ before [;
+ Take, Pull, Push, PushDir, Turn:
+ print_ret (The) self, " is too heavy for that.";
+ SwitchOn:
+ if (computer hasnt visited) {
+ score = score + 1;
+ print
+ "The computer makes some concerning noises while
+ lights on the front also illuminate. The last
+ file is quickly displayed. ~If anyone else reads
+ this, you're in serious danger. I've been fighting
+ a ferocious grue for the last three days. I'm
+ almost out of supplies and can't last much
+ longer. I'm going to take the last of the supplies
+ and escape through the office window in a
+ last-ditch effort to get away and get back into
+ town. I hope I can make it.~ The computer then
+ makes a sickly sound and finally dies as some
+ smoke comes out of it.^";
+ give computer visited;
+ }
+ else {
+ print
+ "The display briefly flickers but nothing
+ else happens.^";
+ }
+ return true;
+ ],
+ has switchable;
+
+Object drywall "drywall" office
+ with name 'drywall' 'dry' 'wall',
+ before [;
+ Take, Pull, Push, PushDir, Turn:
+ print_ret "Taking that would achieve little.";
+ ],
+ has scenery;
+
+Object insulation "insulation" office
+ with name 'insulation',
+ before [;
+ Take, Pull, Push, PushDir, Turn:
+ print_ret "Taking that would achieve little.";
+ ],
+ has scenery;
+
+Object bullethole "bullet hole" desk
+ with name 'bullet' 'hole' 'holes',
+ with description
+ "Looks to have come from something that's capable of
+ doing a lot of damage.",
+ found_in desk bedroom,
+ has scenery;
+
+Object window "window" office
+ with name 'window' 'windows',
+ description
+ "The window faces the east side of the cabin. It's broken,
+ letting in the cold air from outside.",
+ short_name [;
+ if (location == office)
+ print "window";
+ else
+ print "window into the cabin";
+ return true;
+ ],
+ found_in office eastofcabin,
+ door_dir [;
+ if (location == office)
+ return e_to;
+ else
+ return w_to;
+ ],
+ door_to [;
+ if (location == office)
+ return eastofcabin;
+ else
+ return office;
+ ],
+ before [;
+ Search:
+ print_ret "The window faces the east side of the cabin.";
+ Open, Close:
+ print_ret
+ "The window's broken so it's not clear how
+ you'd do that.";
+ ],
+ has scenery door openable open;
+
+Object kitchenette "Kitchenette"
+ with description
+ "The kitchenette is empty. A sink, you think, though it's
+ hard to tell what's a pipe and what's a faucet. A
+ refrigerator, standing open and empty. The door has been
+ ripped off. There's no indication as to where it
+ went. There's no food anywhere in here. The main room is
+ to the east.",
+ e_to mainroom,
+ has light;
+
+Object refrigerator "refrigerator" kitchenette
+ with name 'fridge' 'refrigerator',
+ with description
+ "An old rusty refrigerator, standing open and empty. The
+ door has been ripped off. There's no indication as to
+ where it went.",
+ before [;
+ Take, Pull, Push, PushDir, Turn:
+ print_ret (The) self, " is too heavy for that.";
+ Open, Close:
+ print_ret (The) self, " door is missing.";
+ ],
+ has scenery enterable container openable open;
+
+Object sink "sink" kitchenette
+ with name 'sink' 'pipe' 'faucet',
+ with description
+ "A sink, you think, though it's hard to tell what's a
+ pipe and what's a faucet.",
+ after [;
+ SwitchOn:
+ print_ret
+ "Pipes from in the walls make a groaning sound,
+ almost like pain and despair. No water comes out.";
+ ],
+ has scenery container switchable;
+
+Object bedroom "Bedroom"
+ with description
+ "This bedroom is small and cramped, and looks like a
+ major fight happened as the exterior wall has bullet
+ holes. The bed is lying on the floor, torn to shreds. It
+ has no sheets, just a bare mattress. The main room is to
+ the south.",
+ s_to mainroom,
+ has light;
+
+Object bed "bed" bedroom
+ with name 'bed' 'mattress',
+ with description "The mattress is bare and empty.",
+ before [;
+ Take, Pull, Push, PushDir, Turn:
+ print_ret (The) self, " is too heavy for that.";
+ ],
+ has scenery supporter;
+
+Object suitcase "suitcase" bedroom
+ with name 'suitcase' 'case',
+ with description
+ "The suitcase is made of a light metallic material that
+ you can't quite make out. The color of it is somewhere
+ between silver and grey.",
+ has container open openable;
+
+Object snowsuit "snowsuit" suitcase
+ with name 'snowsuit' 'snow' 'suit',
+ with description
+ "The snowsuit is blue, decorated with white and purple
+ designs. On the chest are the letters ~CE~ in purple.",
+ before [;
+ Examine:
+ if (snowsuit hasnt visited) {
+ score = score + 1;
+ give snowsuit visited;
+ }
+ Wear:
+ if (snowshoes in player && snowshoes has worn) {
+ print_ret
+ "The snowsuit can't fit over the
+ snowshoes.";
+ }
+ Disrobe, Remove:
+ if (snowshoes in player && snowshoes has worn) {
+ print_ret
+ "The snowsuit can't be taken off over the
+ snowshoes.";
+ }
+ ],
+ daemon [;
+ if (location ~= mainroom && location ~= office && location ~=
+ kitchenette && location ~= bedroom && location ~= thedark &&
+ snowsuit hasnt worn) {
+ body_temperature = --body_temperature;
+ }
+ if (location == mainroom || location == office || location ==
+ kitchenette || location == bedroom || snowsuit has worn && body_temperature
+ < 20) {
+ body_temperature = ++body_temperature;
+ }
+ if (body_temperature == 0) {
+ deadflag = 4;
+ }
+ if (body_temperature <= 5)
+ print_ret
+ "You're shivering uncontrollably, and it's hard
+ to move. You feel very exhausted and drowsy. It's
+ all you can do to keep from falling over.";
+ if (body_temperature > 5 && location ~= mainroom && location
+ ~= office && location ~= kitchenette && location ~= bedroom
+ && location ~= thedark && snowsuit hasnt worn) {
+ switch (body_temperature) {
+ 19:
+ "The feeling of cold overwhelms you. Surely the
+ cold will get to you before anything else does.
+ Right?";
+ 18:
+ "You can feel yourself getting colder and
+ colder.";
+ 17:
+ "You can see your own breath freezing in the air,
+ forming little clouds.";
+ 16:
+ "You shiver in the cold.";
+ 15:
+ "You continue to shiver in the cold.";
+ 14:
+ "Your hands grow numb from the cold.";
+ 13:
+ "You continue shivering in order to keep warm.";
+ 12:
+ "Your shivering grows worse as your body becomes
+ colder by the minute.";
+ 11:
+ "Your teeth begin to chatter as you desperately
+ try to warm yourself up.";
+ 10:
+ "Your shivering intensifies as your body begins
+ to freeze over from the cold.";
+ 9:
+ "Your fingers become stiff and you feel sharp
+ pains all over your body.";
+ 8:
+ "The cold has gotten to a point where it is too
+ much for you. You begin to shiver
+ uncontrollably.";
+ 7:
+ "Your eyesight begins to fade and you can't even
+ feel yourself shivering anymore.";
+ 6:
+ "You can feel your body shutting down from the
+ cold as you slowly begin to lose consciousness.";
+ }
+ }
+ ],
+ has clothing;
+
+Object snowshoes "snowshoes" bedroom
+ with name 'snowshoe' 'snowshoes' 'snow' 'boot' 'boots' 'shoe' 'shoes'
+ 'metal' 'frame',
+ with description
+ "They're light blue in color and have a thick, hard
+ rubber bottom that's attached to a metal frame that keeps
+ you from sinking into the snow. They look to be warm and
+ comfortable.",
+ after [;
+ Wear:
+ print_ret (The) self,
+ " fit perfectly and go up to your
+ knees.";
+ ],
+ daemon [;
+ if (location ~= mainroom && location ~= office && location ~=
+ kitchenette && location ~= bedroom && location ~= thedark &&
+ location ~= eastofcabin && snowshoes hasnt worn) {
+ deadflag = 3;
+ }
+ ],
+ has pluralname clothing;
+
+Object southofcabin "South Of Cabin"
+ with description [;
+ print
+ "The wind is howling, and there's snow flying
+ everywhere. The snow buildup seems to get higher to
+ the west. ";
+ if (snowsuit hasnt worn)
+ print
+ "It's really cold and you're not dressed for
+ this weather. ";
+ if (frontdoor has open) {
+ check_for_cabin_lighting();
+ }
+ if (snowshoes has worn && lantern in player && eastofcabin hasnt
+ visited && lantern_fuel_left > 0) {
+ throw_rock();
+ }
+ print "^";
+ ],
+ n_to frontdoor,
+ s_to forest,
+ e_to eastofcabin,
+ w_to westofcabin,
+ has light;
+
+Object truckspot "Forest"
+ with description
+ "The blizzard is still going on. You don't think it's
+ letting up any time soon. There is a blue and white
+ pickup truck here. It looks like it got stuck in the snow
+ and is slowly being covered by it. The windows are iced
+ up and you can't see inside.",
+ before [;
+ Go:
+ forest_location = forest_location++;
+ PlayerTo(forest, 1);
+ ];
+
+Object truck "blue and white pickup truck" truckspot
+ with name 'pickup' 'truck' 'door' 'doors',
+ with description
+ "The blue and white pickup truck looks old and battered.
+ The paint has chipped and faded. The windows are iced up
+ and you can't see inside.",
+ before [;
+ Take, Pull, Push, PushDir, Turn:
+ print_ret (The) self, " is too heavy for that.";
+ Search:
+ print_ret
+ "The windows are iced up and you can't see
+ inside.";
+ Enter, Open, GoIn:
+ print_ret (The) self, " is frozen shut.";
+ ],
+ has scenery supporter enterable openable;
+
+Object backpacklocation "Forest"
+ with description
+ "You keep walking and walking. The snowfall is still as
+ heavy as ever. As you continue trudging through the snow,
+ you wonder if you're actually moving in the right
+ direction. You can't see anything through the blizzard.
+ You wonder if you might be going in circles and end up
+ wandering around forever, never finding your way out of
+ this white void. You're unsure of which way to go. The
+ snowfall is so thick that you can barely see your hand if
+ you hold it right in front of your face. You have no idea
+ how far you've come or in what direction.",
+ before [;
+ Go:
+ forest_location = forest_location++;
+ PlayerTo(forest, 1);
+ ];
+
+Object backpack "backpack" backpacklocation
+ with name 'backpack' 'back' 'pack' 'blood',
+ with description
+ "The backpack is of medium size, black, with three white
+ stripes running vertically on the back. The middle stripe
+ is broken up by a red line running down the center of it
+ toward the bottom of the backpack. On the side are the
+ letters ~CE~ in purple. The backpack is covered in blood,
+ as if the owner met with an untimely demise.",
+ before [;
+ Examine:
+ if (backpack hasnt visited) {
+ score = score + 1;
+ give backpack visited;
+ }
+ ],
+ has clothing container openable;
+
+Object flashlight "flashlight" backpack
+ with name 'flashlight' 'flash' 'light' 'torch',
+ description
+ "It looks like a cheap red plastic model, about eight
+ inches long.",
+ before [;
+ SwitchOn:
+ if (flashlight hasnt visited) {
+ score = score + 1;
+ give flashlight visited;
+ }
+ give flashlight light;
+ SwitchOff:
+ give lantern ~light;
+ ],
+ has switchable;
+
+[ print_forest_description;
+ if (location ~= thedark) {
+ switch (forest_location) {
+ 1:
+ print_ret
+ "You push on despite the bitter cold and the heavy
+ snowfall as you come to a fork. There are two ways to
+ go here, one involves a hill to the south. The
+ other way is continuing through the woods to the
+ north.";
+ 2:
+ print_ret
+ "The wind is bitterly cold. You plow through the
+ snowfall, which is still as heavy as ever. You can
+ barely see where you are going, making it hard to
+ tell which direction is which. Out of the corner of
+ your eye, you spot a tall, shadowy figure lingering
+ at the edge of your vision. When you turn to look at
+ it directly, however, it disappears. You continue
+ walking. The wind is howling louder than ever. The
+ endless snowfall makes it difficult to see where
+ you're going. You can't tell where the white sky and
+ white ground begin and end.";
+ 3:
+ PlayerTo(truckspot);
+ 4:
+ print_ret
+ "You trudge through the snow. The wind is really
+ strong and howling like a banshee. You hear a
+ horrible howl in the distance or is it the wind?
+ Looking around you see nothing in this barren
+ landscape but snow. You're not sure what to make of
+ it, but you don't want to stick around to find out.
+ The whole world is white. You can barely see five
+ feet ahead of you. You hope you're going the right
+ way. This place is so desolate and barren.";
+ 5:
+ print_ret
+ "You think you might can see a large figure stepping
+ out of the trees and moving in the distance but the
+ wind is blowing hard and whipping up massive amounts
+ of snow, making it hard to tell for sure. Your breath
+ billows out in huge clouds. If it keeps blowing like
+ this, you're not sure if you'll ever be able to get
+ back. Snow whirls through the air as a gust of wind
+ picks up speed. The howling gets louder and more
+ intense. There's no left, right, backward or forward.
+ There's nothing but endless, unchanging whiteness.";
+ 6:
+ PlayerTo(backpacklocation);
+ 7:
+ print_ret
+ "It feels like you're lost in a maze of snow without
+ a map. You keep trudging through the heavy snowfall,
+ not knowing if you're even going in any particular
+ direction anymore. The wind is really picking up now
+ and the snowfall is getting heavier. You have to keep
+ going. You can't let the snowstorm get the best of
+ you. You can't give up. You must find a way out of
+ this frozen wasteland. The snowstorm has made it
+ impossible to see anything more than a few feet in
+ front of you.";
+ 8:
+ print_ret
+ "The wind is now a shrieking banshee, freezing and
+ relentless, as it throws the snow into your face,
+ blinding you. It's hard to walk against the brutal
+ winds. You can't see anything, but you must keep
+ going. There is no choice. You continue your way
+ through the snowy white void, what with the snow
+ piling up around you. The wind screams in your ears
+ and you can't see anything. Can't go back. Can't go
+ forward. You can't even see where you are. You hope
+ that, as long as you keep moving, you'll eventually
+ find a way out of this frozen wasteland.";
+ 9:
+ print_ret
+ "The blizzard rages, but you continue to press on.
+ There's nothing here but you, the snowfall, and the
+ fierce wind howling through this frozen landscape.
+ This isn't just a place of cold and ice - it's
+ other-worldly. You trudge on and try to keep your
+ spirits up and not let the snowstorm get to you.
+ Every step is an effort. You wish you had the powers
+ of a superhero right now. You can barely see where
+ you are going. The wind knocks you down on your hands
+ and knees. You get back up, but you're slipping and
+ sliding all over the place.";
+ 10:
+ print_ret
+ "You wander around in the impenetrable white void.
+ The wind is howling louder than ever. You try to
+ persevere. You don't know if you're going in circles
+ or what, but you start to feel that this frozen,
+ lifeless landscape is sucking away your very life
+ force. You can't see your hand in front of your face.
+ You can barely keep moving. Every step you take is
+ hard-fought. You just want this awful nightmare to
+ end. You begin to feel sleepy but you're in danger
+ here. You have to keep moving. Sleep is not an option
+ when you're in a place like this.";
+ 11:
+ print_ret
+ "You try to remember the survival tips you've read
+ on the internet, but frankly, you don't remember most
+ of them right now. As you walk you try to keep your
+ mind occupied with anything other than the storm.
+ Nothing makes any sense and you feel like you're
+ starting to go in circles. The wind starts starts to
+ pick up as it begins howling louder than ever. You're
+ determined to live but the blizzard doesn't seem to
+ care whether you live or die. It just keeps howling
+ and shrieking. It's not getting any easier to move in
+ this blizzard.";
+ 12:
+ print_ret
+ "You keep walking. The snow is drifting and piling
+ up around you, making movement almost impossible. You
+ look around the barren landscape, but there's nothing
+ nearby except snow. It's almost as if you're lost in
+ a white, endless void. You start to get disoriented.
+ You don't even know if you're walking in a circle or
+ not. The situation is looking very grim. Your life
+ feels as if it is slowly ebbing away in the
+ relentless grip of the snowstorm. It feels like
+ you've been wandering for hours, but that's probably
+ just your perception of time slipping away.";
+ 13:
+ print_ret
+ "You can barely see anything, and you stumble
+ forward. You could be wandering aimlessly in any
+ direction right now and you wouldn't know the
+ difference. It's as if you're in a sea of white.
+ You're not sure that you're going in the right
+ direction but you can't stop now. There has to be
+ something here besides endless snow. You know that
+ staying here is a death sentence. You have to escape.
+ You're cold, tired, miserable, and desperate to get
+ out of this mess. You have no idea where you are. You
+ keep wandering through endless whiteness. You won't
+ give up.";
+ 14:
+ print_ret
+ "You're so cold that you begin to hallucinate, first
+ seeing the words ~Ventilation Control Room~ and then
+ yourself at a console. The hallucination quickly
+ fades.";
+ 15:
+ deadflag = 2;
+ print_ret
+ "You see something in the distance but can't make it
+ out. You walk toward it to find out that it's the
+ hotel. You collapse in the lobby as the hotel staff
+ rush over to you.";
+ }
+ }
+];
+
+Object forest "Forest"
+ with description [;
+ print_forest_description();
+ ],
+ before [;
+ Go:
+ if (location == thedark) {
+ DarkToDark();
+ }
+ if (noun == d_obj || noun == u_obj) {
+ print_ret "You can't go that way.";
+ }
+ forest_location = forest_location++;
+ ],
+ cant_go print_forest_description;
+
+[ throw_rock;
+ if (television has visited || computer has visited) {
+ print
+ "The grue is waiting behind a snowbank in
+ the distance, away from the light. ";
+ }
+ print
+ "From somewhere off in the dark distance, far away from the
+ light, a rock is hurled in your direction. It hits the
+ lantern, breaking it, and putting it out of commission. ";
+ give lantern ~on;
+ give lantern ~light;
+ lantern_fuel_left = 0;
+ StopDaemon(lantern);
+ score = score - 1;
+];
+
+[ check_for_cabin_lighting;
+ if (lightbulb has on) {
+ print
+ "The light from inside the cabin only penetrates a few
+ feet from the building. ";
+ }
+ else
+ if (lantern in player && lantern has on) {
+ print
+ "The lantern provides the only source of
+ light. ";
+ }
+ if (location has light)
+ print
+ "The snow stings your face and you can barely see three
+ feet in front of you. ";
+ if (snowshoes in player && snowshoes has worn) {
+ print
+ "The snowshoes are doing their job by making sure
+ you don't sink into the snow. ";
+ }
+];
+
+Object eastofcabin "East Of Cabin"
+ with description [;
+ print "It's dark outside. ";
+ check_for_cabin_lighting();
+ if (cabin_has_electricity == 1 && lantern in player && lantern_fuel_left
+ > 0) {
+ throw_rock();
+ }
+ print "^";
+ ],
+ w_to window,
+ s_to southofcabin,
+ cant_go
+ "The snow buildup is is too great to continue in that
+ direction.",
+ has light;
+
+Object roof "Roof"
+ with description [;
+ print
+ "You're on the roof of the cabin, although it's hard
+ to tell where the snow buildup ends and the roof
+ begins. You can make out the trees around the cabin,
+ but you can't see very far out into the snowfield
+ beyond them.";
+ if (roof hasnt visited)
+ print
+ " You hear a snowmobile approaching in the
+ distance. Is it your salvation? The snowmobile
+ quickly zooms by in front of the cabin and
+ disappears into the forest.";
+ StartDaemon(snowmobile);
+ if (roof has visited)
+ print
+ " There seems to be no movement, no sound, no
+ sign of anything.";
+ new_line;
+ ],
+ n_to northofcabin,
+ cant_go "Walking off the edge of a roof seems unwise.";
+
+Object northofcabin "North Of Cabin"
+ with description [;
+ print
+ "You're on the north side of the cabin. The wind is
+ howling and the snow is coming down; falling too fast
+ to see well.";
+ if (northofcabin hasnt visited)
+ print
+ " That might be a tree in the distance or a
+ shadowy figure - It's hard to tell in this
+ storm.";
+ print_ret
+ " The snow buildup here is so great that it's
+ almost level with the cabin's roof, which is to the
+ south.";
+ ],
+ n_to westofcabin,
+ s_to roof,
+ w_to westofcabin,
+ cant_go "It's too steep to go in that direction safely.",
+ before [;
+ Go:
+ if (noun == s_obj) {
+ if (roof hasnt visited) {
+ score = score + 1;
+ }
+ }
+ ];
+
+Object westofcabin "West Of Cabin"
+ with description [;
+ print
+ "The snow is falling so fast that you can barely see
+ anything. You can't even be sure you're going in the
+ right direction.";
+ if (westofcabin hasnt visited)
+ print
+ " Then you hear a shuffling noise in the snow.
+ There was something there and now it's gone. Or
+ was it always there and you just never saw it?";
+ print_ret " The snow buildup gets taller to the north.";
+ ],
+ s_to southofcabin,
+ n_to northofcabin,
+ cant_go
+ "The snow buildup is is too great to continue in that
+ direction.";
+