:use r9_bottle # Make sure the full sequence completes. Let players speed through the text though. accept_input SKIP say player "This appears to be a magical bottle that unlocks doors." inventory_remove r9_bottle # Place the bottle on the stand (i.e. unhide the placed bottle graphic) set_state r9_stand set_bottle # Animate the door unlocking set_state r9_r_exit open_door # Mark this room's puzzle as complete. This will stop it resetting and the # bottle from being displayed in a cupboard. set_global r9_puzzle_complete true set_global r9_bottle_closet 0 accept_input ALL :look > [r9_puzzle_complete] say player "Unlocking a door with a bottle, how strange." stop > [!r9_puzzle_complete] say player "That stand looks like the perfect place" say player "to put a bottle."