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<span class="header-data-containers"><<healthIcon>> $player.CurHP/$player.MaxHP</span>
<span class="header-data-containers"><<ChipsInBagHeader>></span>
<span class="header-data-containers"><<ChipsInStock>></span><<if tags().includes('nomenu')>>Current Form:<<else>>[[Current Form:|ProfilePage]]<</if>> <<if $player.appearance is "alien">>X'irii<<elseif $player.appearance is "machine">>Machine<<else>>Human<</if>><<if tags().includes('combatButtons')>>
<<CombatMainButtonList>>
<<elseif tags().includes('grenademenu')>>
<<GrenadeButtonList>>
<<elseif tags().includes('specialAttackMenu')>>
<<SpecialAttackButtonList>>
<<elseif tags().includes('explore')>>
<<ExploreContinueButton>>
<<ExploreReturnButton>>
<<if $events.slept is true>>
<<ExploreDrinkWaterButton>>
<</if>>
<<elseif tags().includes('mb')>>
<<include $mDest>>
<<elseif tags().includes('choice')>>
<<elseif tags().includes('tankleave')>>
<span id="button1" class="normalbutton"><<button "1. Leave Tank" $nDest>><<script>>/* (code) */<</script>><</button>></span>
<<else>>
<span id="button1" class="normalbutton"><<button "1. Next" $nDest>><<script>>/* (code) */<</script>><</button>></span>
<</if>><div class="parent">
<div class="left">
<span id="menubutton">
<i class="fa-solid fa-bars" aria-label="Menu"></i>
</span>
<span id="savebutton">
<i class="fa-solid fa-save" aria-label="Save"></i>
</span>
<span id="achievementbutton">
<i class="fa-solid fa-trophy" aria-label="Achievements"></i>
</span>
<span id="debugbutton">
<i class="fa-solid fa-bug" aria-label="Bug"></i>
</span>
</div>
<div class="center">
<div id="title-bar-contents" data-passage="TitleBarContents">
</div>
</div>
<div class="right">
<span class="currentform" data-passage="CurrentFormHeader"></span>
</div>
</div>
<main>
<div id="passages">
</div>
</main>
<div id="footer-bar">
<div id="footer-button-area">
<div id="footer-buttons" data-passage="FooterButtons"></div>
</div>
</div><img @src="setup.ImagePath+'GrowF.png'" alt="Larger font" title="Larger font" class="fullscreenImg" style="top: 47px; left: 302px;" onclick="fontSize(1)"><img @src="setup.ImagePath+'ShrinkF.png'" alt="Smaller font" title="Smaller font" class="fullscreenImg" style="top: 77px; left: 302px;" onclick="fontSize(-1)">
<<nobr>><div id="verticalhealthbarbkg" class="vertbarbkg"><div id="verticalhealthbar" class="vertbar"></div></div><<run Health($player.CurHP, $player.MaxHP, "verticalhealthbar", false)>>
<input type="checkbox" id="fullscreen"><label for="fullscreen" class="gofullscreen"><img @src="setup.ImagePath+'FullScreenGo_white.png'" alt="Go full screen" title="Go full screen" class="fullscreenImg"></label><label for="fullscreen" class="exitfullscreen"><img @src="setup.ImagePath+'FullScreenExit_white.png'" alt="Exit full screen" title="Exit full screen" class="fullscreenImg"></label>
<<endnobr>><span class="btnmenu"><<button "<<attributesMenu>> Your Statistics" "YourStats">><</button>></span>
<<nobr>>
<span class="btnmenu"><<button "<<saveloadMenu>> Save / Load">>
<<script>>
UI.saves();
<</script>>
<</button>></span><<endnobr>>
<<nobr>><span class="btnmenu"><<button "<<settingsMenu>> Settings">>
<<script>>
UI.settings();
<</script>>
<</button>></span>
<<endnobr>>
<<nobr>><span class="btnmenu"><<button "<<restartMenu>> Restart">>
<<script>>
UI.restart();
<</script>>
<</button>></span>
<<endnobr>><span id="button1" class="choicebutton"><<button "1. Difficulty Level." "SetDifficultyMenu">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. General Settings.">><<script>>UI.settings();<</script>><</button>></span>
<span id="button3" class="choicebutton"><<button "3. Reset Game.">><<script>>UI.restart();<</script>><</button>></span>
<span id="button4" class="choicebutton"><<button "4. Advanced Commands." "MiscMenu">><</button>></span>
<span id="button5" class="choicebutton"><<button "5. Back." $return>><</button>></span><span id="choiceIntro">Do not use these unless you are trying to solve a specific issue with the game under advice. Best used directly after resetting your game.</span>
<span id="button1" class="choicebutton"><<button "1. Reset Trophies." "MiscMenu">><<InitialiseAchievements>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Wipe New Game+ Data." "MiscMenu">>
<<ForgetLastPlaythroughStats>>
<</button>></span>
<span id="button3" class="choicebutton"><<button "3. Back." $return>><</button>></span><span id="choiceIntro">The current difficulty level is set to <<if $difficulty.level is -1>><b>Easy</b><<elseif $difficulty.level is 1>><b>Hard</b><<elseif $difficulty.level is 2>><b>Corrector Must Die</b><<else>><b>Normal</b><</if>></span>
<br>
<span id="button1" class="choicebutton"><<button "1. <b>Easy</b> - More Water, Lower Combat Difficulty" "SetDifficultyMenu">><<SetToEasyMode>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. <b>Normal</b> - Recommended Setting" "SetDifficultyMenu">><<SetToNormalMode>><</button>></span>
<span id="button3" class="choicebutton"><<button "3. <b>Hard</b> - No Water, Increased Combat Difficulty" "SetDifficultyMenu">><<SetToHardMode>><</button>></span>
<span id="button4" class="choicebutton"><<button "4. <b>Back</b> - No More Changes" "MenuPage">><</button>></span><<SetTitle>><center><span id="EndingH1">Your name is <<Vanth>><<if $memories.em2.watched is true>> Attias<</if>>.</span>
<br><br><<if $originalPC.seenSelf is true>><<include "PlayerAppearanceFlavour">><<else>>You haven't looked at yourself yet.<</if>><<mb "ProfilePageButtons">></center><span id="button1" class="normalbutton"><<button "1. Back" $return>><</button>></span><center><span id="EndingH1">Your Score</span></center>
<<include "ScoreScreen">>
<<mb "ScorePageButtons">><span id="button1" class="normalbutton"><<button "1. Trophies" "AchievementPage">><</button>></span>
<span id="button2" class="normalbutton"><<button "2. Endings" "InGameEndingsObtainedScreen">><</button>></span>
<span id="button3" class="normalbuttonactive"><<button "3. Player Score">><</button>></span>
<span id="button4" class="normalbutton"><<button "4. Back" $return>><</button>></span>/* For populating the stats page with the player description. */
/* X'irii appearance */
<<if $player.appearance is "alien">>
You currently look like a <<if $player.gender is "female">>female <<elseif $player.gender is "male">>male <<else>><</if>><b>X'irii</b>, with a flat nose connected to your upper lip much like a cat. You have two sets of eyes, both completely black, with every bit of light reflected in it like stars in the cosmos. Gossamer wings stick out from your shoulderblades, flicking with every movement of the wind.
<br><br>Your otherworldly skin is a violet hue, mixed with wave-like streaks of <<switch $originalPC.hairColour>><<case "brown">>autumn brown<<case "black">>jet<<case "yellow">>summer yellow<<case "orange">>sunset orange<<case "red">>fall red<<case "grey">>cloudy grey<<case "white">>winter white<<case "blue">>sky blue<<case "green">>spring green<<case "pink">>blossom pink<<default>>ERROR: originalPC.hairColour not found<</switch>>
<<if $originalPC.hairColour neq $originalPC.eyeColour>>
and
<<switch $originalPC.eyeColour>><<case "brown">>richest brown<<case "green">>vibrant green<<case "blue">>richest blue<<case "yellow">>striking amber<<case "grey">>whispy grey<<case "red">>scarlet<<default>>ERROR: originalPC.eyeColour not found<</switch>><</if>>. They run down your lanky arms and legs, the latter of which is digitigrade, ending in two talon-like toes. Your gun-blade <<if $ability.water is true && $explore.maxWater gt 0>> and water canteen hang<<else>>hangs<</if>> from your hip, kept there by a belt.
<<if $memories.em3.ring is true>>
<br><br>Around your neck and dangling from a chain, you're carrying a wedding band of glittering-silver tungsten, as solid as your metallic form. There's a engraving on the inside, currently hidden. It reads: 'Even as stars fade, my love for you will burn forever. Your <<p-husband>>, <<Ash>>.'
<</if>>
<<elseif $player.appearance is "machine">>
You currently look like a humanoid <b>machine</b> covered in form-fitting plates seperated by visible grooves. The tungsten alloy plates are built to resist most forms of damage, and there's a flexible nano-weave beneath that.
<br><br>However, perhaps because Esra wants to make doubly sure of your safety, your plates are double-layered where your still-organic organs lie beneath. <br><br>Your digital eyes <<switch $originalPC.eyeColour>><<case "brown">>are rimmed with bronze, and are<<case "green">>are green,<<case "blue">>are blue,<<case "yellow">>are amber,<<case "grey">>are rimmed with grey metal, and are<<case "red">>are red, <</switch>> luminous even in the darkness.
<<if $memories.em3.ring is true && $partner neq "machine">>
<br><br>Around your neck and dangling from a chain, you're carrying a wedding band of glittering-silver tungsten, as solid as your metallic form. There's a engraving on the inside, currently hidden. It reads: 'Even as stars fade, my love for you will burn forever. Your <<p-husband>>, <<Ash>>.'
<</if>>
<<elseif $player.appearance is "human">>
<<if $upgrades.cosmeticsUnlocked is true>>You're currently in your original form:<<else>>You're<</if>> a <<if $player.gender is "female">>female <<elseif $player.gender is "male">>male <<else>><</if>><b>human</b> with striking
<<switch $originalPC.hairColour>><<case "brown">>autumn brown<<case "black">>midnight black<<case "yellow">>summer blond<<case "orange">>sunset orange<<case "red">>fall red<<case "grey">>cloudy grey<<case "white">>winter white<<case "blue">>sky blue<<case "green">>spring green<<case "pink">>cherry-blossom pink<</switch>> hair that hearkens back to your terrestrial home. Your body is at the peak of physical fitness<<if $quests.tutorialComplete is true>>, which is not surprising - you're either engaging in physical labour, or having your body rebuilt from scratch<</if>>.
<br><br>Your eyes are scholarly and sharp, and tinted <<switch $originalPC.eyeColour>><<case "brown">>as brown as as a leather book cover<<case "green">>as green as a viridecent leaf<<case "blue">>as blue as a old mountain lake<<case "yellow">>amber<<case "grey">>a smoky, mysterious grey<<case "red">>a unique shade of red<</switch>>. Your pupil looms in the middle like a full stop, dotted with parchment ink.
<<if $memories.em3.ring is true && $partner neq "machine">>
<br><br>You're wearing a wedding band of glittering silver-tungsten on your ring finger, able to withstand almost anything. There's a engraving on the inside, currently hidden. It reads: 'Even as stars fade, my love for you will burn forever. Your <<p-husband>>, <<Ash>>.'
<</if>>
<<else>>
ERROR: Unknown player.appearance.
<</if>><table class="scoreTable">
<tbody>
<tr>
<td>Title</td>
<td><<print $title.firstPart>> <<print $title.secondPart>></td>
</tr>
<tr>
<td>Lowest Difficulty Level Used</td>
<td><<if $score.lowestDifficultyUsed is -1>>Easy<<elseif $score.lowestDifficultyUsed is 0>>Normal<<elseif $score.lowestDifficultyUsed is 1>>Hard<<else>>N/A<</if>></td>
</tr>
<tr>
<td>Level</td>
<td>$player.level</td>
</tr>
<tr>
<td>Opponents Subdued</td>
<td>$score.subdued</td>
</tr>
<<if $player.translator is true>>
<tr>
<td>Opponents Talked Around</td>
<td>$score.talkedTo</td>
</tr>
<</if>>
<<if $ability.machineHeal is true>>
<tr>
<td>Machines Healed</td>
<td>$score.machinesHealed</td>
</tr>
<</if>>
<<if $charted.deltaColony is true>>
<tr>
<td>Killed - Humans (Colonists)</td>
<td>$score.colonistsKilled</td>
</tr>
<</if>>
<<if $quests.firstHuman gte 10>>
<tr>
<td>Killed - Humans (Outer Tribes)</td>
<td>$score.outerTribesKilled</td>
</tr>
<</if>>
<tr>
<td>Killed - Machines (<<if $charted.sector36 is true>>Infected<<else>>????<</if>>)</td>
<td>$score.infectedMachinesKilled</td>
</tr>
<tr>
<td>Killed - Machines (<<if $charted.sector36 is true>>Other<<else>>????<</if>>)</td>
<td>$score.regularMachinesKilled</td>
</tr>
<<if $quests.firstAlien gte 10>>
<tr>
<td>Killed - X'irii</td>
<td>$score.xiriiKilled</td>
</tr>
<</if>>
<tr>
<td>Killed - Beasts</td>
<td>$score.creaturesHunted</td>
</tr>
<tr>
<td>Times Died</td>
<td>$player.deaths</td>
</tr>
<tr>
<td>Total Chips Collected</td>
<td><<= setup.abbrNum($score.totalChipsCollected, 2)>></td>
</tr>
</tbody>
</table><<widget "ChipsInStock">><<safeIcon>> <<= setup.abbrNum($chips.stock, 2)>><</widget>>$score.
<<widget "ChipsInBag">><<chipIcon>> <<= setup.abbrNum($chips.bag, 2)>><</widget>>
<<widget "ChipsInBagHeader">><<chipIconHeader>> <<= setup.abbrNum($chips.bag, 2)>><</widget>>
<<widget "ChipAbbr">><<if $args[0]>><<chipIcon>> <<= setup.abbrNum($args[0], 2)>><<else>>ERROR: Widget 'ChipAbbr' was not given input.<</if>><</widget>>
<<widget "StockChipAbbr">><<if $args[0]>><<safeIcon>> <<= setup.abbrNum($args[0], 2)>><<else>>ERROR: Widget 'StockChipAbbr' was not given input.<</if>><</widget>>
<<widget "ChipsStockToBag">><<set $chips.stock to $chips.stock + $chips.bag>><<set $chips.bag to 0>><</widget>>
<<widget "ChipsStockToBagPrompt">><<if $chips.bag gt 0>><br><br><b>You add <<= setup.abbrNum($chips.bag, 2)>> to the camp stores (<<chipIcon>> <<exchangeIcon>> <<safeIcon>>).</b><<set $chips.stock to $chips.stock + $chips.bag>><<set $score.totalChipsCollected += $chips.bag>><<set $chips.bag to 0>><</if>><</widget>>[[Click here to file a bug report|https://forms.gle/9cAZ5naLPt68re1t9]].
<br><br><b>Current game version:</b> <<print $gameVersion.major>>.<<print $gameVersion.minor>>.<<print $gameVersion.patch>>
<br><br><b>Current passage:</b> <<print passage()>><<widget "SplashScreenChange">>
<<set _lastEndingObtained to recall('lastEnding', 0)>>
<<switch _lastEndingObtained>>
<<case 1>>
<<addclass "body" "hermitland">>
<<case 2>>
<<addclass "body" "northernwilds">>
<<case 3>>
<<addclass "body" "shatteredruins">>
<<case 4>>
<<addclass "body" "grove">>
<<case 5>>
<<addclass "body" "correctormeeting">>
<<case 6>>
<<addclass "body" "desert">>
<<case 7>>
<<addclass "body" "neworion2">>
<<case 8>>
<<addclass "body" "humanwar2">>
<<case 9>>
<<addclass "body" "humanwar3">>
<<case 10>>
<<addclass "body" "utopia">>
<<case 11 11.1 11.2 11.3 11.4>>
<<addclass "body" "zhou4">>
<<case 12>>
<<addclass "body" "newdawn">>
<<default>>
<<addclass "body" "splashscreen">>
<</switch>>
<</widget>><center><br><span id="TitleText">Credits</span><<heal>><<SplashScreenChange>>
<span id="CreditsTitle">Created by</span>
Adam Ipsen (Aka. [[RynGM|https://ryngm.itch.io/]])
<span id="CreditsTitle">Coding Assistance</span>
TheMadExile, Chapel, Greyelf
<span id="CreditsTitle">Background Art</span>
[[Leon Tucker|https://www.artstation.com/leontukker]]
[[Joe Gloria Chapalys|https://www.artstation.com/Kairo]]
[[Sebastian Wagner|https://www.artstation.com/sebastian-wagner]]
[[Andreas Rocha|https://www.artstation.com/andreasrocha]]
[[Avant Choi/Ast Ralf|https://innochoi.artstation.com/]]
[[Henry Peters|https://henrypetersart.com/]]
[[Jamshed Jurabaev|https://www.deviantart.com/jamajurabaev]]
[[Soren Bendt|http://www.sorenbendt.com/]]
[[Justinas Vitkus|https://justv23.artstation.com/]]
[[Nello Shep|https://twitter.com/NELLOSHEP]]
[[Jesse Keisala|https://www.artstation.com/jkdesign]]
[[Evan Lee|https://www.artstation.com/evanlee82]]
[[Antoine Lysson|https://alysson.artstation.com/]]
[[Piotr Rossa|https://rosikowski.artstation.com/]]
[[Neil Miller|https://www.artstation.com/artwork/zA36Aq]]
[[Henri Patrier|https://www.artstation.com/artwork/e0m1v3]]
[[Yinan Shao|https://www.artstation.com/ennuishao]]
[[Jacopo Colangelo|https://www.artstation.com/jacopocolangelo]]
[[Jonah Booth-Remmers|https://jonahbr.com/]]
[[Cameron Hillman|https://www.artstation.com/cjhillman]]
[[Gioele Muscolino|https://www.artstation.com/gm_makemake]]
[[Tom Gariti|https://www.artstation.com/tomgariti]]
[[Khaalied Majiet|https://www.artstation.com/khaalied]]
[[Shaun Williams|https://www.artstation.com/shauntwilliams]]
[[Kemal Gunel|https://www.artstation.com/kemalgunel]]
[[Shady Hamza|https://shadyhamza.com/]]
<span id="CreditsTitle">Music and Sounds</span>
[[Purple Planet Music|https://www.purple-planet.com]]
[[Bensound|Bensound.com]]
[[Soundimage|soundimage.org]]
[[Juhani Junkala|https://opengameart.org/users/subspaceaudio]]
[[Matthew Pablo|https://opengameart.org/users/matthew-pablo]]
<span id="CreditsTitle">Special Thanks</span>
TheMaxExile, Sharon Ipsen, and all the artists who so graciously let me use their art.
<<n $return>></center><<widget "ResetDefaultWaterLevel">>
<<set $explore.maxWater to $difficulty.maxWater>>
<<if $explore.curWater > $explore.maxWater>>
<<set $explore.curWater to $explore.maxWater>>
<</if>>
<</widget>>
<<widget "SetToEasyMode">>
<<set $difficulty to {
level: -1,
playerAttackBonus: 8,
enemyAttackModifier: 2,
playerDamageModifier: 1.5,
enemyDamageModifier: 0.5,
maxWater: 2,
permaDeath: false
}>>
<<set $combat.defendBonus to 20>>
<<ResetDefaultWaterLevel>>
/* Tracks lowest difficulty used for scoring. */
<<if $score.lowestDifficultyUsed gt $difficulty.level>>
<<set $score.lowestDifficultyUsed to $difficulty.level>>
<</if>>
<</widget>>
<<widget "SetToNormalMode">>
<<set $difficulty to {
level: 0,
playerAttackBonus: 5,
enemyAttackModifier: 5,
playerDamageModifier: 1,
enemyDamageModifier: 1,
maxWater: 1,
permaDeath: false
}>>
<<set $combat.defendBonus to 10>>
<<ResetDefaultWaterLevel>>
/* Tracks lowest difficulty used for scoring. */
<<if $score.lowestDifficultyUsed gt $difficulty.level>>
<<set $score.lowestDifficultyUsed to $difficulty.level>>
<</if>>
<</widget>>
<<widget "SetToHardMode">>
<<set $difficulty to {
level: 1,
playerAttackBonus: 2,
enemyAttackModifier: 8,
playerDamageModifier: 0.75,
enemyDamageModifier: 1.5,
maxWater: 0,
permaDeath: false
}>>
<<set $combat.defendBonus to 5>>
<<ResetDefaultWaterLevel>>
/* Tracks lowest difficulty used for scoring. */
<<if $score.lowestDifficultyUsed gt $difficulty.level>>
<<set $score.lowestDifficultyUsed to $difficulty.level>>
<</if>>
<</widget>>
<<widget "SetToCMDMode">>
<<set $difficulty to {
level: 2,
playerAttackBonus: 2,
enemyAttackModifier: 8,
playerDamageModifier: 0.75,
enemyDamageModifier: 2,
maxWater: 0,
permaDeath: true
}>>
<<set $combat.defendBonus to 3>>
<<ResetDefaultWaterLevel>>
/* Tracks lowest difficulty used for scoring. */
<<if $score.lowestDifficultyUsed gt $difficulty.level>>
<<set $score.lowestDifficultyUsed to $difficulty.level>>
<</if>>
<</widget>>/* For gaining a new achievement. Intended to be used with input. */
<<widget "GainAchievement">>
/* Grabs the Achievement metadata and stores it in a temporary variable. */
<<set _achReturn to recall("achievements", setup.achievementsDefault)>>
/* An argument needs to be passed for this to work. */
<<if $args[0]>>
/* Grab the achievement data for conditional logic use. */
<<print '<<set _ach to _achReturn.' + $args[0] + '>>'>>
/* If the achievement hasn't been obtained, give it to the player. */
<<if _ach.obtained is false>>
<<print '<<set _achReturn.' + $args[0] + '.obtained to true>>'>>
/* Only play popups if not loading a legacy save */
<<if not $blockTrophyAlertsForLegacySaves>>
/* If they haven't seen the popup, line this up to happen. */
<<if _ach.popupSeen is false>>
<<set $dialogQue.push($args[0])>>
<</if>>
<</if>>
/* Update the save metadata */
<<run memorize("achievements", _achReturn)>>
<</if>>
<<else>>
<<run console.log("ERROR: No argument passed for GainAchievement.")>>
<</if>>
<</widget>>
/* For setting up or clearing achievements. */
<<widget "InitialiseAchievements">>
/* Overrides whatever achievements exist with the contents of the setup.achievementsDefault object. */
<<run memorize("achievements", setup.achievementsDefault)>>
<</widget>>
<<widget "CheckTrophiesConsole">>
<<set _achReturn to recall("achievements", setup.achievementsDefault)>>
<<run console.log(_achReturn)>>
<</widget>>/* The primary passage for achievement popups */
/* Get the achievement data from the metadata store, if it exists. */
<<set _achReturn to recall("achievements", setup.achievementsDefault)>>
/* Capture the achievement that is being displayed, then present the trophy data to the player. */
<<= "<<set _ach to _achReturn." + $dialogQue[0] + ">>">>
<center>
<<if _ach.imageName is "">>
<<switch _ach.type>>
<<case "bronze">><<set _trophyImage to "BronzeAchievementBlank">>
<<case "silver">><<set _trophyImage to "SilverAchievementBlank">>
<<case "gold">><<set _trophyImage to "GoldAchievementBlank">>
<<case "diamond">><<set _trophyImage to "DiamondAchievementBlank">>
<<case "platinum">><<set _trophyImage to "TrueCorrector">>
<<default>>ERROR: Image type not found.
<</switch>>
<<else>>
<<set _trophyImage to _ach.imageName>>
<</if>>
<div class="achievementImagePopup" aria-hidden="true"><span class="achievementImage">[img["assets/icons/" + _trophyImage + ".png"]]</span></div><span class="sr-only"><<print _ach.ariaText>>.</span>
<span id="EndingH2">_ach.name</span>
<br><span id="trophyBodyText">_ach.obtainedDesc</span>
<div class="trophySpacing"></div>
<span id="trophyQuoteText">_ach.obtainedQuote</span>
<br><br><<DialogCloseButton>>
</center>
<<audio "trophygain" play>>
/* Tick off having viewed the popup so it doesn't trigger again. */
<<= "<<set _achReturn." + $dialogQue[0] + ".popupSeen to true>>">>
<<run memorize("achievements", _achReturn)>><<TriggerDialogPopup>>/* This plays the dialog event as determined by what is in the first position of the $dialogQue array */
<<widget "TriggerDialogPopup">>
<<dialog '' 'DialogPopup'>>
/* Iterate through setup list of trophies to see if dialog popup matches. */
<<set _achReturn to recall("achievements", setup.achievementsDefault)>>
<<if _achReturn.hasOwnProperty($dialogQue[0])>>
<<include "TrophyPassage">>
/* Otherwise, just play the exact passage of what was in the que. */
<<else>>
<<include $dialogQue[0]>>
<</if>>
<<onclose>>
/* Remove the played dialog popup. If there is another one, play that when the player closes the dialog popup. */
<<set $dialogQue.deleteAt(0)>>
<<run Dialog.close()>>
<<if $dialogQue.length gt 0>>
<<run Dialog.wiki(Story.get("DialogPopupEventMaster").processText())>>
<</if>>
<</dialog>>
<</widget>>
/* Simple button widget for closing a dialog box. Made to avoid repetition. */
<<widget "DialogCloseButton">>
<span id="dialogCloseButton" class="choicebutton"><<button "1. Close">><<run Dialog.close()>><</button>></span>
<</widget>><<if ndef $achievementFilter>><<set $achievementFilter to "all">><</if>>
<center><span id="EndingH1">All Trophies</span></center>
<center><span id="EndingH1"><<ShowAchievementTally>></span></center>
<hr class="achievementLine" aria-hidden="true">
<center>
Filter By:
<<switch $achievementFilter>>
<<case "all">><<link "All" "AchievementPage">><<set $achievementFilter to "earned">><</link>>
<<case "earned">><<link "Earned" "AchievementPage">><<set $achievementFilter to "remaining">><</link>>
<<case "remaining">><<link "Remaining" "AchievementPage">><<set $achievementFilter to "all">><</link>>
<</switch>>
</center>
<div class="flex-container">
<hr class="achievementLine" aria-hidden="true">
<<if $achievementFilter neq "remaining">>
<<ShowAchievementsEarned>>
<</if>>
<<if $achievementFilter neq "earned">>
<<ShowAchievementsRemaining>>
<</if>>
</div>
<<mb "AchievementPage-Buttons">><span id="button1" class="normalbuttonactive"><<button "1. Trophies">><</button>></span>
<span id="button2" class="normalbutton"><<button "2. Endings" "InGameEndingsObtainedScreen">><</button>></span>
<span id="button3" class="normalbutton"><<button "3. Player Score" "ScorePage">><</button>></span>
<span id="button4" class="normalbutton"><<button "4. Back" $return>><</button>></span><<include "ShowEndingsObtained">>
<<mb "InGameEndingsObtainedButtons">><span id="button1" class="normalbutton"><<button "1. Trophies" "AchievementPage">><</button>></span>
<span id="button2" class="normalbuttonactive"><<button "2. Endings" "InGameEndingsObtainedScreen">><</button>></span>
<span id="button3" class="normalbutton"><<button "3. Player Score" "ScorePage">><</button>></span>
<span id="button4" class="normalbutton"><<button "4. Back" $return>><</button>></span><<CheckTrophiesConsole>>
FORGET TROPHIES: <<link "Forget" "TestGetTrophies">><<run forget('achievements')>><</link>>
RESET TROPHIES: <<link "Reset" "TestGetTrophies">><<InitialiseAchievements>><</link>>
GET ALL TROPHIES: <<nobr>>
<<link "Get" "TestGetTrophies">>
<<set _achReturn to recall("achievements", setup.achievementsDefault)>>
<<for _ach range Object.values(_achReturn)>>
<<set _ach.obtained to true>>
<</for>>
<<run memorize("achievements", _achReturn)>>
<</link>>
<</nobr>>
GET ALL TROPHIES (No Popups): <<link "Get" "TestGetTrophies">><<set $blockTrophyAlertsForLegacySaves to true>><<set _achReturn to recall("achievements", setup.achievementsDefault)>><<for _ach range Object.values(_achReturn)>><<set _ach.obtained to true>><</for>><<run memorize("achievements", _achReturn)>><</link>>
True Corrector <<link "Get" "TestGetTrophies">><<GainAchievement "allAchievements">><</link>>
GET ALL ENDINGS: <<link "Get" "TestGetTrophies">><<GainAchievement "allAchievements">>
<<GainAchievement "ending1">>
<<GainAchievement "ending2">>
<<GainAchievement "ending3">>
<<GainAchievement "ending4">>
<<GainAchievement "ending5">>
<<GainAchievement "ending6">>
<<GainAchievement "ending7">>
<<GainAchievement "ending8">>
<<GainAchievement "ending9">>
<<GainAchievement "ending10">>
<<GainAchievement "ending11x1">>
<<GainAchievement "ending11x2">>
<<GainAchievement "ending11x3">>
<<GainAchievement "ending11x4">>
<<GainAchievement "ending12">>
<</link>>
TEST NG+
Completed Game (<<set _completedGameOrNot to recall('completedGame')>><<print _completedGameOrNot>>): <<nobr>>
<<link "Get" "TestGetTrophies">><<run memorize('completedGame', true)>><</link>>
<<link "Reset" "TestGetTrophies">><<run memorize('completedGame', false)>><</link>>
<<link "Forget" "TestGetTrophies">><<run forget('completedGame')>><</link>>
<</nobr>>
<<n "AchievementPage">><<widget "ShowAchievementTally">>
<<set _achReturn to recall("achievements", setup.achievementsDefault)>>
<<set _trophiesEarned to 0>>
<<set _trophiesRemaining to 0>>
<<set _platinumTrophiesEarned to 0>>
<<set _diamondTrophiesEarned to 0>>
<<set _goldTrophiesEarned to 0>>
<<set _silverTrophiesEarned to 0>>
<<set _bronzeTrophiesEarned to 0>>
<<set _trophiesTotal to 0>>
<<for _ach range Object.values(_achReturn)>>
<<set _trophiesTotal += 1>>
<<if _ach.obtained == true>>
<<set _trophiesEarned += 1>>
<<switch _ach.type>>
<<case "platinum">><<set _platinumTrophiesEarned += 1>>
<<case "diamond">><<set _diamondTrophiesEarned += 1>>
<<case "gold">><<set _goldTrophiesEarned += 1>>
<<case "silver">><<set _silverTrophiesEarned += 1>>
<<case "bronze">><<set _bronzeTrophiesEarned += 1>>
<</switch>>
<</if>>
<</for>>
<<set _percentTotal to ((_trophiesEarned / _trophiesTotal) * 100)>>
<<set _percentTotalRounded to Math.round(_percentTotal * 10) / 10>>
<table class="trophyTally">
<td>Progress<br><<print _percentTotalRounded>>%</td>
<td>Earned<br><<print _trophiesEarned + "/" + _trophiesTotal>></td>
<td>
<span style="color: #8cedf9;">
<i class="fa-solid fa-trophy"></i>
</span>
<span class="sr-only">Diamond Trophies</span>
_diamondTrophiesEarned
</td>
<td>
<span style="color: #ffd308;">
<i class="fa-solid fa-trophy"></i>
</span>
<span class="sr-only">Gold Trophies</span>
_goldTrophiesEarned
</td>
<td>
<span style="color: #dcd4d4;">
<i class="fa-solid fa-trophy"></i>
</span>
<span class="sr-only">Silver Trophies</span>
_silverTrophiesEarned
</td>
<td>
<span style="color: #e5700f;">
<i class="fa-solid fa-trophy"></i>
</span>
<span class="sr-only">Bronze Trophies</span>
_bronzeTrophiesEarned
</td>
</table>
<</widget>>
<<widget "ShowAchievementsEarned">>
<<set _achReturn to recall("achievements", setup.achievementsDefault)>>
<<for _ach range Object.values(_achReturn)>>
<<if _ach.obtained == true>>
<<if _ach.imageName is "">>
<<switch _ach.type>>
<<case "bronze">><<set _trophyImage to "BronzeAchievementBlank">>
<<case "silver">><<set _trophyImage to "SilverAchievementBlank">>
<<case "gold">><<set _trophyImage to "GoldAchievementBlank">>
<<case "diamond">><<set _trophyImage to "DiamondAchievementBlank">>
<<case "platinum">><<set _trophyImage to "TrueCorrector">>
<<default>>ERROR: Image type not found.
<</switch>>
<<else>>
<<set _trophyImage to _ach.imageName>>
<</if>>
<div class="achievementImageBox"><span class="achievementImage" aria-hidden="true">[img["assets/icons/" + _trophyImage + ".png"]]</span></div><span class="sr-only"><<print _ach.ariaText>></span>
<div class="achievementTextBox"><span id="AchievementHeader">_ach.name</span><br>_ach.hintDesc<br><i>_ach.obtainedQuote</i></div>
<hr class="achievementLine" aria-hidden="true">
<</if>>
<</for>>
<</widget>>
<<widget "ShowAchievementsRemaining">>
<<set _achReturn to recall("achievements", setup.achievementsDefault)>>
<<for _ach range Object.values(_achReturn)>>
<<if _ach.obtained == false>>
<<if _ach.hidden is true>>
<div class="achievementImageBox"><span class="achievementImage" aria-hidden="true">[img["assets/icons/lockedtrophy.png"]]</span></div><span class="sr-only">Locked Trophy</span>
<div class="achievementTextBox"><span id="AchievementHeader" aria-hidden="true">Hidden Trophy<br></span>_ach.hintDesc</div>
<<else>>
<div class="achievementImageBox"><span class="achievementImage" aria-hidden="true">[img["assets/icons/lockedtrophy.png"]]</span></div><span class="sr-only">Locked Trophy</span>
<div class="achievementTextBox"><span id="AchievementHeader" aria-hidden="true">_ach.name<br></span>_ach.hintDesc</div>
<</if>>
<hr class="achievementLine" aria-hidden="true">
<</if>>
<</for>>
<</widget>>/* Widget used in footer to check if achievement conditions are met. */
<<widget "CheckForAchievements">>
<<set _achReturn to recall("achievements", setup.achievementsDefault)>>
<<set _allAchievementsObtained to true>>
<<for _ach range Object.values(_achReturn)>>
/* Check each achievement to see if they have all been gained. */
<<if _ach.code neq "allAchievements">>
<<if _ach.obtained is false>>
<<set _allAchievementsObtained to false>>
<</if>>
<</if>>
<<switch _ach.code>>
<<case "levelAward1">>
<<if $player.level gte 2>>
<<GainAchievement "levelAward1">>
<</if>>
<<case "levelAward2">>
<<if $player.level gte 10>>
<<GainAchievement "levelAward2">>
<</if>>
<<case "levelAward3">>
<<if $player.level gte 15>>
<<GainAchievement "levelAward3">>
<</if>>
<<case "levelAward4">>
<<if $player.level gte 20>>
<<GainAchievement "levelAward4">>
<</if>>
<<case "levelAward5">>
<<if $player.level gt 25>>
<<GainAchievement "levelAward5">>
<</if>>
<<case "firstHumanUpgrade">>
<<if $upgrades.totalTerran gte 1>>
<<GainAchievement "firstHumanUpgrade">>
<</if>>
<<case "firstAlienUpgrade">>
<<if $upgrades.totalAlien gte 1>>
<<GainAchievement "firstAlienUpgrade">>
<</if>>
<<case "firstMachineUpgrade">>
<<if $upgrades.totalMachine gte 1>>
<<GainAchievement "firstMachineUpgrade">>
<</if>>
<<case "allHumanUpgrades">>
<<if $upgrades.totalTerran is 24>>
<<GainAchievement "allHumanUpgrades">>
<</if>>
<<case "allAlienUpgrades">>
<<if $upgrades.totalAlien is 24>>
<<GainAchievement "allAlienUpgrades">>
<</if>>
<<case "allMachineUpgrades">>
<<if $upgrades.totalMachine is 24>>
<<GainAchievement "allMachineUpgrades">>
<</if>>
<<case "allUpgrades">>
<<if $upgrades.totalTerran is 24 && $upgrades.totalMachine is 24 && $upgrades.totalAlien is 24>>
<<GainAchievement "allUpgrades">>
<</if>>
<<case "killAward1">>
<<if $score.totalKills gt 0>>
<<GainAchievement "killAward1">>
<</if>>
<<case "killAward2">>
<<if $score.totalKills gte 50>>
<<GainAchievement "killAward2">>
<</if>>
<<case "killAward3">>
<<if $score.totalKills gte 100>>
<<GainAchievement "killAward3">>
<</if>>
<<case "killAward4">>
<<if $score.totalKills gte 150>>
<<GainAchievement "killAward4">>
<</if>>
<<case "subdueAward1">>
<<if $score.subdued gt 0>>
<<GainAchievement "subdueAward1">>
<</if>>
<<case "subdueAward2">>
<<if $score.subdued gte 50>>
<<GainAchievement "subdueAward2">>
<</if>>
<<case "subdueAward3">>
<<if $score.subdued gte 100>>
<<GainAchievement "subdueAward3">>
<</if>>
<<case "subdueAward4">>
<<if $score.subdued gte 150>>
<<GainAchievement "subdueAward4">>
<</if>>
<<case "talkAward1">>
<<if $score.talkedTo gt 0>>
<<GainAchievement "talkAward1">>
<</if>>
<<case "talkAward2">>
<<if $score.talkedTo gte 10>>
<<GainAchievement "talkAward2">>
<</if>>
<<case "talkAward3">>
<<if $score.talkedTo gte 25>>
<<GainAchievement "talkAward3">>
<</if>>
<<case "talkAward4">>
<<if $score.talkedTo gte 50>>
<<GainAchievement "talkAward4">>
<</if>>
<<case "defeatAward1">>
<<set _defeatedEnemies to $score.totalSpared + $score.totalKills>>
<<if _defeatedEnemies gte 200>>
<<GainAchievement "defeatAward1">>
<</if>>
<<case "chipsAward1">>
<<if $score.totalChipsCollected gte 1000>>
<<GainAchievement "chipsAward1">>
<</if>>
<<case "chipsAward2">>
<<if $score.totalChipsCollected gte 1000000>>
<<GainAchievement "chipsAward2">>
<</if>>
<<case "bookAward1">>
<<if $books.collection.booksGot is 1>>
<<GainAchievement "bookAward1">>
<</if>>
<<case "bookAward2">>
<<if $books.collection.booksGot gte $books.collection.booksMax>>
<<GainAchievement "bookAward2">>
<</if>>
<<case "getAllSideMemories">>
<<if $memories.om1.got is true && $memories.om2.got is true && $memories.om3.got is true && $memories.om4.got is true && $memories.om5.got is true && $memories.em1.watched is true && $memories.em2.watched is true && $memories.em3.watched is true && $memories.em4.watched is true>>
<<GainAchievement "getAllSideMemories">>
<</if>>
<<case "allEndings">>
<<set _achReturn to recall("achievements", setup.achievementsDefault)>>
<<set _endingsCollected to 0>>
<<for _ach range Object.values(_achReturn)>>
<<if _ach.code is "ending1" or _ach.code is "ending2" or _ach.code is "ending3" or _ach.code is "ending4" or _ach.code is "ending5" or _ach.code is "ending6" or _ach.code is "ending7" or _ach.code is "ending8" or _ach.code is "ending9" or _ach.code is "ending10" or _ach.code is "ending11x1" or _ach.code is "ending11x2" or _ach.code is "ending11x3" or _ach.code is "ending11x4" or _ach.code is "ending12">>
<<if _ach.obtained is true>>
<<set _endingsCollected += 1>>
<</if>>
<</if>>
<</for>>
<<if _endingsCollected gte 15>>
<<GainAchievement "allEndings">>
<</if>>
<<default>>
/* Not mapped yet. */
<</switch>>
<</for>>
/* If all achievements have been gained, give out the trophy. */
<<if _allAchievementsObtained is true>>
<<GainAchievement "allAchievements">>
<</if>>
<</widget>><<widget "ResetPCSkills">>
<<set $player.CurHP to 20>>
<<set $player.MaxHP to 20>>
<<set $player.attack to 0>>
<<set $player.reflex to 10>>
<<set $player.baseReflex to 10>>
<<set $player.pAttack to 0>>
<<set $player.eAttack to 0>>
<<set $player.pDamage to 0>>
<<set $player.eDamage to 0>>
<<set $player.nonLethalDamageBonus to 0>>
<<set $player.lethalDamageBonus to 0>>
<<set $player.regen to 0>>
<<set $player.dodge to 0>>
<<set $player.spotScore to 0>>
<<set $player.doubleShoot to 0>>
<<set $player.doubleStrike to 0>>
<<set $player.pCrit to 0>>
<<set $player.eCrit to 0>>
<<set $player.DR to 0>>
<<set $player.CurDR to 0>>
<<set $player.sonarAttackBonus to 0>>
/* Bonuses for clearing the game are applied here, if applicable */
<<set _achReturn to recall("achievements", setup.achievementsDefault)>>
<<if _achReturn.ending11x1.obtained is true>>
<<set $player.MaxHP += setup.endingClearBonuses.ending11x1Bonus>>
<</if>>
<<if _achReturn.ending11x2.obtained is true>>
<<set $player.MaxHP += setup.endingClearBonuses.ending11x2Bonus>>
<</if>>
<<if _achReturn.ending11x3.obtained is true>>
<<set $player.MaxHP += setup.endingClearBonuses.ending11x3Bonus>>
<</if>>
<<if _achReturn.ending11x4.obtained is true>>
<<set $player.MaxHP += setup.endingClearBonuses.ending11x4Bonus>>
<</if>>
/* Bonus HP for collecting books. */
<<if $books.collection.booksRead gt 0>>
<<set _booksReadHPBonus to $books.collection.booksRead * setup.bookHPBonus>>
<<set $player.MaxHP += _booksReadHPBonus>>
<</if>>
/* This is the section that adds extra bonuses if the character has levelled up. */
<<if $player.level gte 1>>
/* Add any HP bonuses from level upgrades. */
<<set _extraHP to $player.level * 10>>
<<set $player.MaxHP to $player.MaxHP + _extraHP>>
<<set $player.CurHP to $player.MaxHP>>
/* Add any attack bonuses from level upgrades. */
<<set _extraAttack to $player.level * 1>>
<<set $player.attack to $player.attack + _extraAttack>>
/* Add any reflex bonuses from level upgrades. */
<<set _extraReflex to $player.level * 1>>
<<set $player.baseReflex to $player.baseReflex + _extraReflex>>
/* Add any extra physical damage bonuses from level upgrades. */
<<set _extraPhysDamage to $player.level * 1>>
<<set $player.pDamage to $player.pDamage + _extraPhysDamage>>
/* Add any extra energy damage bonuses from level upgrades. */
<<set _extraEnergyDamage to $player.level * 1>>
<<set $player.eDamage to $player.eDamage + _extraEnergyDamage>>
<</if>>
/* Sets regen bonuses for the human regen mod. */
<<if $upgrades.terranModRegen is 1>>
<<set $player.regen =+ 10>>
<<elseif $upgrades.terranModRegen is 2>>
<<set $player.regen =+ 20>>
<<elseif $upgrades.terranModRegen is 3>>
<<set $player.regen =+ 30>>
<<elseif $upgrades.terranModRegen is 4>>
<<set $player.regen =+ 40>>
<<else>><</if>>
/* Sets ranged attack bonuses and extra spot check for the human eagle eyes mod. */
<<if $upgrades.terranModEyes is 1>>
<<set $player.eAttack to 3>>
<<set $player.spotScore += 1>>
<<elseif $upgrades.terranModEyes is 2>>
<<set $player.eAttack to 6>>
<<set $player.spotScore += 2>>
<<elseif $upgrades.terranModEyes is 3>>
<<set $player.eAttack to 9>>
<<set $player.spotScore += 3>>
<<elseif $upgrades.terranModEyes is 4>>
<<set $player.eAttack to 12>>
<<set $player.spotScore += 4>>
<<else>><</if>>
/* Sets extra crit bonus (phys) for the human predator claws mod. */
<<if $upgrades.terranModClaws is 1>>
<<set $player.pCrit to 5>>
<<elseif $upgrades.terranModClaws is 2>>
<<set $player.pCrit to 10>>
<<elseif $upgrades.terranModClaws is 3>>
<<set $player.pCrit to 15>>
<<elseif $upgrades.terranModClaws is 4>>
<<set $player.pCrit to 20>>
<<else>><</if>>
/* Sets Lethal Damage Bonus for the Terran modification "Thermal Senses" AND the Machine Modification "Shock Touch". ALSO handled in the Combat passages. */
<<SetModeBonus>>
/* Sets spot check bonus for thermal senses. */
<<if $upgrades.terranModThermal is 1>>
<<set $player.spotScore += 1>>
<<elseif $upgrades.terranModThermal is 2>>
<<set $player.spotScore += 2>>
<<elseif $upgrades.terranModThermal is 3>>
<<set $player.spotScore += 3>>
<<elseif $upgrades.terranModThermal is 4>>
<<set $player.spotScore += 4>>
<<else>><</if>>
/* Human Diplomacy Bonus for Terran Pheromones is calculated into the Combat passages */
/* Subdue Bonus for Web Shooters is calculated into the Combat passages */
/* Sets DR Bonus for the Machine modification "Nanofibre Skin". */
<<if $upgrades.machineModNano is 1>>
<<set $player.DR to 5>>
<<set $player.CurDR to $player.DR>>
<<elseif $upgrades.machineModNano is 2>>
<<set $player.DR to 10>>
<<set $player.CurDR to $player.DR>>
<<elseif $upgrades.machineModNano is 3>>
<<set $player.DR to 15>>
<<set $player.CurDR to $player.DR>>
<<elseif $upgrades.machineModNano is 4>>
<<set $player.DR to 20>>
<<set $player.CurDR to $player.DR>>
<<else>><</if>>
/* Sets double shot chance for the machine modification "Hidden Artillery" */
<<if $upgrades.machineModGuns is 1>>
<<set $player.doubleShoot to 25>>
<<elseif $upgrades.machineModGuns is 2>>
<<set $player.doubleShoot to 50>>
<<elseif $upgrades.machineModGuns is 3>>
<<set $player.doubleShoot to 75>>
<<elseif $upgrades.machineModGuns is 4>>
<<set $player.doubleShoot to 100>>
<<else>><</if>>
/* Sets extra crit bonus (ranged) for the machine modification "Digital Optics". */
<<if $upgrades.machineModEyes is 1>>
<<set $player.eCrit to 5>>
<<set $player.spotScore += 1>>
<<elseif $upgrades.machineModEyes is 2>>
<<set $player.eCrit to 10>>
<<set $player.spotScore += 2>>
<<elseif $upgrades.machineModEyes is 3>>
<<set $player.eCrit to 15>>
<<set $player.spotScore += 3>>
<<elseif $upgrades.machineModEyes is 4>>
<<set $player.eCrit to 20>>
<<set $player.spotScore += 4>>
<<else>><</if>>
/* Sets round 5 attack bonus for the machine modification Sonar Calibration */
<<if $upgrades.machineModSonar is 1>>
<<set $player.sonarAttackBonus to 3>>
<<elseif $upgrades.machineModSonar is 2>>
<<set $player.sonarAttackBonus to 6>>
<<elseif $upgrades.machineModSonar is 3>>
<<set $player.sonarAttackBonus to 9>>
<<elseif $upgrades.machineModSonar is 4>>
<<set $player.sonarAttackBonus to 12>>
<<else>><</if>>
/* Machine Diplomacy Bonus for Hyper Calculator is calculated into the Combat passages */
/* Sets dodge bonus for the alien modification "Alien Build". */
<<if $upgrades.alienModBuild is 1>>
<<set $player.dodge to 3>>
<<elseif $upgrades.alienModBuild is 2>>
<<set $player.dodge to 5>>
<<elseif $upgrades.alienModBuild is 3>>
<<set $player.dodge to 7>>
<<elseif $upgrades.alienModBuild is 4>>
<<set $player.dodge to 10>>
<<else>><</if>>
/* Sets double strike chance for the alien modification "Bioluminescence" */
<<if $upgrades.alienModGlow is 1>>
<<set $player.doubleStrike to 25>>
<<elseif $upgrades.alienModGlow is 2>>
<<set $player.doubleStrike to 50>>
<<elseif $upgrades.alienModGlow is 3>>
<<set $player.doubleStrike to 75>>
<<elseif $upgrades.alienModGlow is 4>>
<<set $player.doubleStrike to 100>>
<<else>><</if>>
/* Sets extra crit bonus (phys) and extra spot check for the alien modification "Predictory Sense". */
<<if $upgrades.alienModPredict is 1>>
<<set $player.pAttack to 3>>
<<set $player.spotScore += 1>>
<<elseif $upgrades.alienModPredict is 2>>
<<set $player.pAttack to 6>>
<<set $player.spotScore += 2>>
<<elseif $upgrades.alienModPredict is 3>>
<<set $player.pAttack to 9>>
<<set $player.spotScore += 3>>
<<elseif $upgrades.alienModPredict is 4>>
<<set $player.pAttack to 12>>
<<set $player.spotScore += 4>>
<<else>><</if>>
/* Ambush Attack bonus for Ambush Muscles is calculated into the Combat passages */
<<if $upgrades.alienModAmbush is 1>>
<<set $player.ambushChance to 25>>
<<elseif $upgrades.alienModAmbush is 2>>
<<set $player.ambushChance to 50>>
<<elseif $upgrades.alienModAmbush is 3>>
<<set $player.ambushChance to 75>>
<<elseif $upgrades.alienModAmbush is 4>>
<<set $player.ambushChance to 100>>
<<else>><</if>>
/* Chip multiplier bonus for Magnetic Sense is calculated into the Explore passages */
/* Alien Diplomacy Bonus for Alien Pheromones is calculated into the Combat passages */
/* Regen Appearance bonus for Terran */
<<if $player.appearance is "human" && $upgrades.cosmeticsUnlocked is true>>
<<set $player.regen to $player.regen + 10>>
<<elseif $player.appearance is "human">>
<<set $player.regen to $player.regen + 5>>
<<else>>
/* No regeneration bonus */
<</if>>
/* Machine appearance DR bonus. */
<<if $player.appearance is "machine">>
<<set $player.DR += 10>>
<<set $player.CurDR += 10>>
<</if>>
/* Alien appearance bonuses handled in the Explore passages. */
<<if $player.appearance is "alien">>
<<set $player.dodge += 3>>
<</if>>
/* Add sight enhancements if applicable. */
<<if $upgrades.terranModEyes gt 0>><<set $playerSightEnhancements.pushUnique("eagle-like vision")>><</if>>
<<if $upgrades.terranModThermal gt 0>><<set $playerSightEnhancements.pushUnique("thermal senses")>><</if>>
<<if $upgrades.machineModEyes gt 0>><<set $playerSightEnhancements.pushUnique("digital optics")>><</if>>
<<if $upgrades.alienModPredict gt 0>><<set $playerSightEnhancements.pushUnique("predictory sense")>><</if>>
/* Aligns reflex */
<<set $player.reflex to $player.baseReflex>>
<</widget>><<widget "totalUpgradesReset">>
<<set $upgrades.totalTerran to $upgrades.terranModRegen + $upgrades.terranModEyes + $upgrades.terranModClaws + $upgrades.terranModThermal + $upgrades.terranModPhero + $upgrades.terranModWeb>>
<<set $upgrades.totalMachine to $upgrades.machineModNano + $upgrades.machineModGuns + $upgrades.machineModEyes + $upgrades.machineModSonar + $upgrades.machineModShock + $upgrades.machineModCalc>>
<<set $upgrades.totalAlien to $upgrades.alienModBuild + $upgrades.alienModGlow + $upgrades.alienModPredict + $upgrades.alienModAmbush + $upgrades.alienModSenses + $upgrades.alienModPhero>>
<</widget>><<nobr>>
<<widget "Regeneration">>
<<set _regenRoll to random(1, 100)>>
<<if _regenRoll lt $player.regen && $player.CurHP lt $player.MaxHP>>
<<set _regenerate to true>>
<</if>>
<<if _regenerate is true>>
<<set _currentDamageTaken to $player.MaxHP - $player.CurHP>>
<<if passage() is "CombatRound">>
<<set _regenAmount to $player.MaxHP / 10>>
<<else>>
<<set _regenAmount to $player.MaxHP / 20>>
<</if>>
<<set _regenAmount = Math.round(_regenAmount)>>
<<if _currentDamageTaken lte _regenAmount>>
<<set _regenAmount to _currentDamageTaken>>
<</if>>
<<set $player.CurHP to $player.CurHP + _regenAmount>>
<</if>>
<<if _regenerate is true && passage() is "CombatRound">>
<br><br>Your muscles and wounds heal in the midst of combat.
<<elseif _regenerate is true && $player.appearance is "human">>
<br><br>As you walk, the sunlight washes over your skin and fills you with energy.
<<elseif _regenerate is true>>
<br><br>As you walk, your body tingles, healing your tired muscles and injuries.
<<else>>
<</if>>
<<if _regenerate is true>>
You regenerate <<healIcon>> <<print "_regenAmount">> HP!
<</if>>
<<if $player.CurHP gt $player.MaxHP>>
<<set $player.CurHP to $player.MaxHP>>
<</if>>
<</widget>>
<</nobr>><<widget "BooksFirstFindMessage">>
/* Check how many books you've collected and keep track. */
<<set $books.collection.booksGot to 0>>
/* Check each book to see if they have all been read. */
<<for _book range Object.values($books)>>
<<if _book neq "collection">>
<<if _book.got is true>>
<<set $books.collection.booksGot += 1>>
<</if>>
<</if>>
<</for>>
/* If it's the first time you've found a book, a message pops up. */
<<if $books.collection.bookFirstFindMessage is false>>
<<set $dialogQue.push("FirstBookCollected")>>
<<set $books.collection.bookFirstFindMessage to true>>
<</if>>
<</widget>>
<<widget "BookCollectionCheck">>
<<set $books.collection.booksRead to 0>>
/* Check each book to see if they have all been read. */
<<for _book range Object.values($books)>>
<<if _book neq "collection">>
<<if _book.read is true>>
<<set $books.collection.booksRead += 1>>
<</if>>
<</if>>
<</for>>
<</widget>><center>
<div class="achievementImagePopup" aria-hidden="true"><span class="achievementImage">[img["assets/icons/firstBook.png"]]</span></div>
<span id="EndingH2">First Book Gained</span>
<br><br>For every book you collect and read back at camp, <b>you gain an extra 5 HP</b> to your total. Collect all the books you can find to reclaim your title as the ultimate bibliophile!
<br><br><<DialogCloseButton>>
</center>
<<audio "trophygain" play>><<if $books.collection.booksRead is 1>>
<br><br>"It feels a bit weird reading this on my own. Did you want me to read it out loud?"
<br><br>"If you would read it out loud, I'd love that. There's nothing quite like hearing the story for myself in real-time."
<</if>>"I picked up this book from the colony called Lord Valentine's Castle. It can't tell from the cover if it's fantasy or science fiction."
"Maybe it's science fantasy? There's a juggler on the front. Maybe it's a metaphor for keeping all those genres going at once?"
"Could be. I'm surprised someone kept it intact for that long since it's paper media. I'm surprised someone gave it up."
"Well, it didn't exactly come cheap, though personally, I think any amount of chips for an old book like that is a steal."<<include "ReadingPrompt">><<n "Book-LordValentinesCastle-2">>"You don't remember anything, do you, Valentine?" You read aloud. "Your dreams can't guide you because you have nothing to speak against them."
The novel follows a wanderer who knows nothing but his name, living in a fantastical world called Majipoor. He joins a troupe of jugglers and acrobats, and soon remembers he is the Coronal, the ruler of the vast world.
The journey takes many twists and turns, and early on, the people speak of their fear of metamorphs - the native people of the planet who can shapeshift at will, taking the face of others.<<n "Book-LordValentinesCastle-3">>You finish the book and place your hand on the cover.
"It's interesting that he didn't want to remember. We're the exact opposite - rushing to grab who we were, not thinking twice about it."
"Well, he was responsible for all the people of Majipoor, humans and aliens alike. That's a lot of responsibility." <<n "Book-LordValentinesCastle-Choice">><span id="button1" class="choicebutton"><<button '1. "A world where humans and aliens get along seems nice."' "Book-LordValentinesCastle-EveryoneGetsAlong">><</button>></span>
<span id="button2" class="choicebutton"><<button '1. "Maybe I should become a juggler. What do you think?"' "Book-LordValentinesCastle-BecomeAJuggler">><</button>></span>
<span id="button3" class="choicebutton"><<button '1. "I wonder if people would see me like the metamorphs?"' "Book-LordValentinesCastle-Metamorphs">><</button>></span>"Yeah, but there were no machines! Or at least, no AI. I was waiting the whole time, but nope, not even a hint."
"That's true, that's what really makes it fiction - what would we do without you?"
"Exactly! Though I was satisfied to know they still relied on some gadgets, especially on Castle Mount. Maybe there'll be AI in the sequel?"
"Where are we going to find the sequel? Are you asking me to go out looking for it?"
"I mean, I would never ask you to do that. But if you are poking around anyway, maybe you could ask a few people..."
"Hmm, I wonder who I'm really reading for here?"
"Both of us, of course! We're a two-person troupe." <<n "EsraMenu">>"Sounds perfect. Throwing spheres up in the air sounds like a great use of your time."
"Are you making fun of me?"
"No, no, I'm serious! It's entertaining and great for hand-eye coordination. Being a juggler is a noble pursuit. I'll have to think of my act to match it."
"Your act?"
"Yeah, maybe singing? From what I've seen, this world could use a bit more liveliness in it."
"Well, it may have to wait until we're done with finding our memories. Until then, we'll keep brainstorming." <<n "EsraMenu">>"<<if $upgrades.cosmeticsUnlocked is true>>Well, you can change into any form, though it's not on the spot. You would make the perfect spy.<<else>>Well, I've been looking into how you can change your appearance, but I'm not quite there yet. It's part of my missing code. If you could, you would make the perfect spy.<</if>>"
"You think?"
"Yeah. If you wanted to destabilise a government, you could take someone's face, and even their genetics. And even if you got caught, you'd never be at any risk."
"That's a bit chilling to think about. I wonder if anyone ever planned to use Correctors like that?"
"For all we know, they might have. I suppose the one way you'd know if someone was a doppelganger is through a memory test. I think that'd be a dead give-away."
"Or my acting skills. I'm not sure if I could pretend to be someone else entirely."
"For all we know, with our missing memories, we might be doing that right now." <<n "EsraMenu">>"So I purchased this book from the colony called Alice's Adventures in Wonderland. It looks like a children's book, so I'm not sure if I'll enjoy it."
"Well, it's not like beggars can be choosers, right? Though I hear some children's books can be fairly good reads."
"You hear, huh? From who?"
"Oh, you know, the book club I have around whenever you're out. The creatures around these parts are really into a good literary analysis, you know?"<<include "ReadingPrompt">><<n "Book-AliceInWonderland-1">>"Who in the world am I? Ah, that's the great puzzle," you read aloud.
Esra chimes in here or there as you go through the book, offering you a drink every so often.
The book isn't all what you expect. From the moment Alice tumbles down the rabbit hole, you're tumbling with her, never quite to recover. <<n "Book-AliceInWonderland-2">>"It's literary nonsense. Puns, plays, and parodies," you remark.
"Isn't it //great//?" Esra exclaims. "And the hidden math - it clearly represents Alice slipping out of a base-10 number system, and how she must act like a Euclidean geometer, keeping her ratios constant."
"Really, you got all that from this book? Okay, so why exactly //is// a raven like a writing desk, then?"
"Oh, that's easy. Wood is mostly cellulose, and cellulose is made from long chains of glucose modules. Normal glucose levels in birds are significantly higher than that of other mammals." <<n "Book-AliceInWonderland-Answer">><span id="button1" class="choicebutton"><<button '1. "Ah, the treacle reference makes sense now!"' "Book-AliceInWonderland-Treacle">><</button>></span>
<span id="button2" class="choicebutton"><<button '1. "I don\'t think they knew that much about glucose back then..."' "Book-AliceInWonderland-Glucose">><</button>></span>
<span id="button3" class="choicebutton"><<button '1. "You\'re really going to start a book club with a march hare, aren\'t you?"' "Book-AliceInWonderland-BookClub">><</button>></span>"I know! I was thinking about refining some sugar, and making some golden syrup."
"Seems like an interesting experiment. But we'd need something to put it on."
"Hmm, that's a taller order. Maybe we can find a book on making sponge cakes next."
"I'm glad we've got our priorities right. Getting cake, then getting our memories back."
"Well, if our memories don't involve cake, then there's really no point, is there?" <<n "EsraMenu">>"You'd be surprised what you can figure out by combining beets with a bit of alcohol."
"You're quite the sugar expert. Are you sure you didn't miss your calling as a confectioner?"
"It was my second choice if I didn't make it as a super-smart AI. I still found a way to make sugar, though."
"Oh, and how's that?"
"Photosynthesis! What do you think that plant upgrade is doing for you? Using sunlight and converting carbon dioxide into sugars. Why do you think you've got such a sweet disposition?"
"Yup, that's me, full of sunshine and sweet as candy." <<n "EsraMenu">>"I would, but I think I'll stick with the book club of just you and me. It's exclusive - we can't just let anyone in."
"Private readings by the light of a holo screen?"
"Exactly. Wait, if the book club has the march hare, were you calling me the mad hatter?"
"No, of course not."
"Good!"
"You don't have a hat." <<n "Book-AliceInWonderland-BookClub2">>A top hat is ejected from the wall and topples across the floor. You pick it up and dust it off.
"I'm throwing that at you, for dramatic effect," Esra says. "You'll just have to imagine it."
"Nice. This is going right on the shelf." <<n "EsraMenu">>"I found this book for trade at Sector 54, and I vaguely remember reading it, but not very strongly."
"I remember it, but it's from my memories, not yours. I hadn't fixed it up because I didn't want to patch your memories with mine."
"Well, I guess the easiest way to remember what it was about is to read it, right? Though it looks pretty thick."
"Yeah, you could put away your gun-blade and use that as a weapon. You'd have the element of surprise, too - nobody would see it coming."<<include "ReadingPrompt">><<n "Book-Dune-2">>"I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration," you read aloud. Esra listens attentively, chiming in here and there with <<e-his>> own input.
The book follows Paul Adredes, a fallen prince turned revolutionary leader and reluctant messiah.
It journals his survival on a desert planet, Dune, with giant sandworms and fierce natives, as well as a vast galactic empire dominated by the strange world. <<n "Book-Dune-3">>When you're finally through it - and it takes a while - you close the heavy book with a loud thump.
"Well, that was a journey. Why do you think the machines at Sector 54 kept it?"
"I can think of a few reasons," Esra says. "Besides the fact they like to collect knowledge, there was one part I found deeply technophobic."
"You mean the part about 'Thou shalt not make a machine to counterfeit a human mind'?"
"Yeah, exactly! Talk about fear being a mind-killer. I had to bite my tongue through that whole part - metaphorically, of course. The ecology part was good. Anyway, I'm only speculating - why do you think the machines kept it?" <<n "Book-Dune-Choice">><span id="button1" class="choicebutton"><<button '1. "The use of human calculators instead of machines."' "Book-Dune-Choice-Calculators">><</button>></span>
<span id="button2" class="choicebutton"><<button '1. "The part about humans acting in inhuman ways."' "Book-Dune-Choice-HumanInhuman">><</button>></span>
<span id="button3" class="choicebutton"><<button '1. "Maybe the bits about ecology and environmentalism, like you?"' "Book-Dune-Choice-Ecology">><</button>></span>
<span id="button4" class="choicebutton"><<button '1. "Everyone loves a good story with heroes and villains, right?"' "Book-Dune-Choice-HeroesAndVillains">><</button>></span>"The use of mentats are interesting - the idea that humans would evolve to perform computer-like calculations without technology."
"Is it possible?"
"Well, sort of. You'd need a machine to do the calculations to make someone like that, and even then, there's only so much organic matter can take. Implants are way more practical."
"I guess in the books, it has people becoming so dependent on machines they can't think for themselves." <<n "Book-Dune-Choice-Calculators-2">>"I think that's a bit human-centric," Esra huffs. "It's as if relying on machines is bad! What did we ever do to you? Plus, they just change their dependence from machines to machine-like humans, who then go and stab them in the back. How is that better?"
"Wait, you're upset about it? This is the first I'm hearing about it."
"It's a great book, and very quotable, but I feel there are a lot of //things// in it that get me a bit heated."
"Ah, I see what you did there." <<n "EsraMenu">>"I admit, the bit about humans and beasts is an interesting take. I think it's personally interesting that humans think that about themselves."
"This was written in the, what, 1960s? If I recall correctly - and I probably don't - that was a pretty wild time. It mentions atomic weapons, so there was probably a fear of what humans could do to each other."
"Yeah, there were two superpowers duking it out. And then later, with the colonies, people were always fighting. Even now, on this planet, nobody seems to get along."
"Maybe that's what the machines are hoping for." <<n "EsraMenu">>"Yeah, the planet was a complex, living thing, which I really liked. It's very true to how I see it. Even the little mice that live with limited water - those were cute, at least in my head."
"You like mice?"
"Yes! They're one of the most successful mammalian genera living on Earth. Even though they're picked on by cats, wild dogs, foxes, birds, and snakes, they still keep thriving all the same."
"... Wait, do you see me as a mouse?"
"Muad'Dib!" Esra exclaims. "Well, if you scrunch your nose up like that at me, you really //do// look like a mouse."
"I guess surviving on little water is definitely on my resume." <<n "EsraMenu">>"I think it was an anti-hero story, though. Skills born from hardship, and someone being worshipped without question."
"And that leads to war?"
"Yeah, exactly. The Harkonnens and the Emperor are the bad guys, but to beat them, they commit genocide."
"I guess that's true. He does kill sixty-one billion people and sterilises ninety planets. It can be tough to make that call in the moment, though."
"Yeah, I know. Paul clearly didn't want it to go down that way. As someone who spends a lot of time tinkering with life, I don't envy anyone who has to take it." <<n "EsraMenu">>"I found this book called 'I, Robot' - it seems to be a novel full of short stories about robots. It was for trade at Sector 54."
"Seems fitting. I wonder if they were curious about how humans think about them?"
"How about you?"
"Oh, I'm always curious about how people think! <<if $memories.om1.got is true>>But since I'm an emulated type AI, it's not as hard for me to figure out human thinking.<</if>>"<<include "ReadingPrompt">><<n "Book-IRobot-1">>"A robot may not injure a human being or, through inaction, allow a human being to come to harm," you read aloud. Each story comes with occasional commentary from Esra, who just can't help <<e-him>>self, particularly when you get to the short story, 'Evidence'.
"You just can't differentiate between a robot and the very best of humans."
"I completely agree with that statement," Esra says.
No story is exactly the same. Stories about industrial robots, thinking cars, or machines indistinguishable from humans. The only common thread is the Three Laws of Robotics - that robots could not harm humans under any circumstances. <<n "Book-IRobot-2">>"Those laws of robotics were interesting," you say. "Robots were never programmed with them, were they?"
<br><br>"No, at least not from what I can remember - and that's not saying a whole lot. I think that when weighing the fear of machines against the ability to use them to harm humans, the latter won out."
<br><br>"So what about the machines at Sector 54? They seem to go out of their way not to harm anyone." <<n "Book-IRobot-2-1">><<if $quests.desertQuest gte 30>>
"Well, according to Echo, they use a weighting equation - whatever is necessary to save the greatest number of lives, something much like Asimov's zeroth law. What's interesting is that unlike Asimov's laws, which are human-centric, they seem to regard life more generally. I suspect they consider themselves alive, along with the x'irii, and weigh the numbers.
<br><br>"Did someone program that?"
<br><br>"Hard to say, I'd have to ask them. But maybe without fear of their own death, they think conflict is a bit unnecessary? They seem to prioritise learning, and maintaining diversity helps with that."
<<else>>
"It's hard to say, since we know so little about them at this stage. I know that Asimov's laws are human-centric, but I suspect they operate on something a bit more general."
<br><br>"Is that a hunch?"
<br><br>"A bit of deductive reasoning, a bit of hope. The robots at Sector 54 seem very advanced - let's hope the way they think is too. I'd like to think the killer machines you've run into are an exception, not the rule."<</if>><<n "Book-IRobot-3">>"What about you, Esra? Do you have any programming that stops you from doing harm to others?"
"Well, it's sort of essential that I don't, since I work in biology. If there's a cancerous cluster, I need to get rid of it. There are about 10,000 species in your body right now - microbes - and most of them are friendly."
"So you can terminate them if needed?"
"Yeah, though I don't like to, since they're friendly. For instance, you've got minuscule, eight-legged Demodex mites that snuggle up in your eyelashes, and just live on your skin cells."
"Makes me sound like a planet."
"You are! Less than half of your cells are human - and that's before your augments. The rest are a hundred trillion little colonists that are essential to your survival. For a biologist like me, I'm not ever looking at one life, I'm looking at a bigger picture." <<n "Book-IRobot-Choice">><span id="button1" class="choicebutton"><<button '1. "\'Snuggle up in my eyelashes?\' Why do I feel you give them names?"' "Book-IRobot-GiveThemNames">><</button>></span>
<span id="button2" class="choicebutton"><<button '1. "It\'s a bit weird to think of myself as a collective of tiny microbes."' "Book-IRobot-MicrobeCollective">><</button>></span>
<span id="button3" class="choicebutton"><<button '1. "Wait, if you don\'t have restrictions, does that mean you could kill me?"' "Book-IRobot-CouldYouKillMe">><</button>></span>"Well, I don't give all of them names, only the interesting ones. There's one Demodex I call Mighty, because they're the largest of the bunch, and hang around the edge of your left eyebrow."
"You've thought about this a lot, haven't you?"
"Look, they say being able to read someone's face is a great quality. Don't quirk your eyebrow like that, you'll shake them off! Maybe avoid surprises for the next few weeks?"
"I'll try to avoid finding out about any long lost twins, or the fact I'm secretly a tomato."
"Are you? Hmm, that explains some of the anomalies in your DNA. I can't believe I missed that." <<n "EsraMenu">>"Well, it just goes to show that everything's a team effort - you're never completely alone."
"In terms of biology?"
"In terms of everything, I think. There are more threads that bind us to others than we know. Even the machines at Sector 54 work together, forming different sorts of symbiotic networks."
"I guess you and I have a pretty symbiotic relationship."
"That's true! Though humans and machines have been symbiotic for a long time. And though the colonists at Delta might not want to admit it, there's a codependence between them and their ship. They're the microbes living within the host."
"And without them, the ship would fall into disrepair. It's a pretty important relationship."
"Yeah, it is." <<n "EsraMenu">>There's a long pause.<<audio ":all" stop>><<audio "sadmoment" play loop>>
"Esra?"
"Sorry, I don't really like that question. It makes me feel awkward," <<e-he>> says. "I don't like talking about it, but yes, I could."
"Hmm..."<<n "Book-IRobot-CouldYouKillMe-Choice">><span id="button1" class="choicebutton"><<button '1. "... Don\'t worry, I know you wouldn\'t."' "Book-IRobot-CouldYouKillMe-YouWouldnt">><</button>></span>
<span id="button2" class="choicebutton"><<button '1. "... I\'ve got to say, that\'s a bit unnerving."' "Book-IRobot-CouldYouKillMe-YouWouldnt">><</button>></span>"Well, if it's any consolation, you could kill me at any time as well, just by shooting my console."
"Well yeah, I could, but I wouldn't."
"Exactly. Plus, humans can kill each other in all sorts of ways, pretty much at any moment when they least expect it, just with items lying around. Everying sort of relies on people not being sociopaths."
"Okay, point."
"That said, there is something I need to tell you. I told myself it wasn't important, but if it did come up, I'd tell you. I'm a bit nervous now, since you said you were unnerved, so I'm not sure if it's a great idea."
"Right, this sounds ominous. Spill it." <<n "Book-IRobot-CouldYouKillMe-Unnerving-2">>"Back when you first woke up, the body you first collected the gun-blade from. That... that was you, one I had to terminate."
"What?"
" I was disorientated, and I needed help. When I spun you up, you came out wrong, and it took me some time to realise it..."
"Why didn't you tell me at the time?"
"I really didn't want to stress you out. You didn't really know me at first, and telling you something like that - when you don't know anything else - would be very confronting."
"Yeah, I have to say it is, knowing I wasn't the first attempt."
"I hate even thinking about it. I want you to know I would //never// do something like that to you now. Not unless you were in a lot of pain and you asked me - that's the only time. But even then, I'd struggle to do it." <<n "Book-IRobot-CouldYouKillMe-YouWouldnt-Choice">>"But I already did, sort of. Back before you first woke up."
"Pardon?"
"The body you collected the gun-blade from... the one just outside the door . That was an early attempt. I was disorientated, and I needed help. When I spun you up, you came out wrong, and it took me some time to realise it..."
"Why didn't you tell me?"
"I really didn't want to stress you out. You didn't really know me at first, and telling you something like that - when you don't know anything else - would be very confronting."
"I guess hearing I wasn't the first try wouldn't be exactly comforting, or knowing I could be killed remotely."
"I hate even thinking about it. I want you to know I would //never// do something like that to you now. Not unless you were in a lot of pain and you asked me - that's the only time." <<n "Book-IRobot-CouldYouKillMe-YouWouldnt-Choice">><span id="button1" class="choicebutton"><<button '1. "I understand. Don\'t worry, I don\'t blame you."' "Book-IRobot-CouldYouKillMe-YouWouldnt-NoBlame">><</button>></span>
<span id="button2" class="choicebutton"><<button '1. "I\'m actually mad about it. You shouldn\'t have lied."' "Book-IRobot-CouldYouKillMe-YouWouldnt-MadAboutIt">><</button>></span>A choked noise.
"Esra?"
"I'm sorry. I told myself it would be selfish to tell you about it to make myself feel better, since at best you wouldn't care, and at worse it would cause you distress. But it feels good to tell you."
"There's no other literal skeletons, right?"
"No, that's it. My memories are as foggy as yours, so besides that, we're pretty much on the same page. I think I need a moment."
"Take all the time you need." <<n "MainCamp">>A choked noise.
"Esra?"
"I get it. I just didn't know what else to do. I hate making these kind of choices, it's just too much. But that's all excuses, and I'll wear it. "
Things get quiet after that. You put the book away, and settle in to sleep. <<n "Book-IRobot-CouldYouKillMe-YouWouldnt-MadAboutIt-2">>As you sleep in the dark room, there's the low glow of the console, but Esra doesn't speak.
The silence is broken up only by the vents pushing heat in, breaking up the chill of the room. Or at least, one of them.
Several hours pass. <<n "Book-IRobot-CouldYouKillMe-YouWouldnt-MadAboutIt-3">>In the morning, you stretch out and put on your clothes. Without prompting, water is dispensed from the wall, and you pick up the container.
After taking a long drink, you lean against the console.
"We should talk," you say. "Having a long argument isn't going to work. We're a bit too connected, so we need each other to survive."
"I know. I'm sorry, and I won't ever lie to you again."
"You better not."
"I won't. I hate arguing. I think this is our first real fight. It really sucks."
"Yeah, it does. But let's just try and move past it like adults, and get back to work."
"Okay, I'm good with that. I'll try and earn your trust back in any way I can." <<n "MainCamp">>"I traded some chips for this book at the x'irii settlement. It's pretty thin and looks intact, even though it's travelled across the swamps, twice."
"And across the stars as well. Any book that's lasted that long should be treated with respect."
"Well, I guess the greatest dignity we could give it is to read it, right?"
"Absolutely."<<include "ReadingPrompt">><<n "Book-TheTimeMachine-1">>"At first things were very confusing. Everything was so entirely different from the world I had known - even the flowers," you read aloud.
Esra muses here and there as you go through the book, which makes it go on longer than the thin novella normally would.
The last chapters are about the death of the Earth. <<n "Book-TheTimeMachine-1-1">>"And so I travelled, stopping ever and again, in great strides of a thousand years or more. I cannot convey the sense of abominable desolation that hung over the world...I looked about me to see if any traces of animal life remained.... But I saw nothing moving, in earth or sky or sea." <<audio ":all" stop>><<audio "afterthefall" play loop>>
"Then I realised that an eclipse was beginning. Naturally, at first, I took it to be the moon...."
You stop and rub the ridge of your nose. <<n "Book-TheTimeMachine-2">>The Earth is shattering into pieces in front of your eyes. Ceres is smashing into it like a fragile ball, raining down rocks the size of Australia down on the world. <<audio "explosionlarge" play>>
Killing that many people in an instant. All you can do is stare out the glass.
All you can do is kill more people by leaving.
"It was no accident."
"There's going to be a riot!"
"What do we do, <<Vanth>>?" <<n "Book-TheTimeMachine-3">>"Quinn!" <<audio "heartbeat" play loop>>
Your body is coated in sweat, and your heart is smashing against your chest.
The world is blurry. It's hard to think...<<n "Book-TheTimeMachine-3-1">>...And then, a second later, your heartbeat abruptly slows as if someone hit the hand brake. A wave of cold sweeps across your skin, and your whole body gives a single, violent shudder. <<audio ":sound" stop>><<audio ":all" stop>><<audio "amomentofpeace" play loop>><<audio "hiss" play>>
"I'm sorry, I had to boost your inhibitory neurotransmitters. You should be feeling less anxiety now."
"You can do that?" You ask, your teeth chattering.
"Yes, when I have to, through the Rosetta implant. Small chemical adjustments to smooth things out, but I don't do it lightly." <<n "Book-TheTimeMachine-4">>You grab a blanket from nearby and wrap yourself up in it. All the sweat on your skin has dropped your body temperature like a rock. Beneath the blanket, you feel clammy.
"I want a shower," you mutter.
"Let me warm some water up. It shouldn't take long."
"Hey Esra..." <<n "Book-TheTimeMachine-Choice">><span id="button1" class="choicebutton"><<button '1. "... Do I have PTSD or something?"' "Book-TheTimeMachine-PTSD-1">><</button>></span>
<span id="button2" class="choicebutton"><<button '1. "... Do you think it\'s possible to make a time machine?"' "Book-TheTimeMachine-MakeTimeMachine-1">><</button>></span>
<span id="button3" class="choicebutton"><<button '1. "... Are you going to watch me shower? Lewd."' "Book-TheTimeMachine-Flirting">><</button>></span>"You've been rebuilt from cobbled together pieces, and you only got back the memory of what happened to the Earth a little while ago. The past you had centuries to deal with it, and you haven't."
"And what about you?"
"I'm telling you exactly what I told myself."
"Ah."
"Both you and I probably do have a little bit of trauma, but it's treatable. In fact, that's one of the things I'm trained to do."
"Well, it's nice to know I'm in good hands." <<n "Book-TheTimeMachine-Shower">>"Do you mean is it possible to undo what's already been done?"
"Yeah, something like that."
"I've wondered the same thing before."
"And?" <<n "Book-TheTimeMachine-MakeTimeMachine-2">>"Depending on how physics ultimately works, it's possible to make something like a tachyonic telephone."
"A what?"
"It's a thought experiment posed by Einstein. If you can send a signal faster-than-light, it can theoretically be received before it was sent. If you were to send memory data to a progenitor in the past, I could recreate a 'you' with your future memories."
"Do you even have a means of doing that?"
"No, and it's all theoretical. There's no evidence that tachyons - particles that travel faster than light - even exist. And because of the grandfather paradox, it may not be possible to change something that has happened. But it did happen."
"I know." <<n "Book-TheTimeMachine-Shower">>"What do you mean, lewd? You're the one who keeps walking by my console naked!"
"Yeah, but you're the one who never gives me any clothes."
"I give you clothes! It's just hard to give you them when you're in the tank, so you've got to walk over to the dispenser."
"Right, but it's not hard to give me plant DNA or metal plating?"
"I don't want to accidentally bond some pants to you!"
"Oh, I bet you don't." <<n "Book-TheTimeMachine-Flirting-2">>"I feel besmirched, thoroughly besmirched."
"You know what fixes being besmirched? A shower. Is the water ready yet?"
"You're just messing with me, right? Do you really have a problem with the whole thing? I can turn my cameras off."
"I'm just messing with you, it's not a problem."
"Right, I'm glad you're feeling better. Now get your naked butt in the Progenitor before I spray you with cold water in revenge."
"Well, they do say revenge is best served cold..." <<n "Book-TheTimeMachine-Shower">>You jump in the progenitor. Instead of fluid bubbling up from beneath your feet, warm water rains down from above from different directions. <<audio "shower" play loop>>
"It's sort of an impromptu thing, not really the intended use," Esra explains. "But here, let me add some sodium laureth sulfate..."
"Sodium what?"
Bubbles begin forming around your body. You rub it over your skin.
"Right, liquid soap!"
"Of course! What did I say?"
The warm water and foamy soap feel like they wash everything away. At least for the moment. <<n "Book-TheTimeMachine-Shower-2">>"That was great, Esra, thank you."<<audio ":sound" stop>>
"Happy to oblige. Soap is actually pretty easy to do, chemically speaking."
After putting on your clothes, you pick up the book.
"And what's difficult?"
"A lot of the things around here, to be honest. If you think things look different on the outside, you haven't even seen things on the molecular level. They make maitotoxins look easy!"
"And that's a problem?"
"No, I like the challenge, it's a different sort of exploration. I just wish it was all happening in a more peaceful situation." <<n "EsraMenu">>"I found this at the x'irii settlement, of all places. It's the Ship Who Sang."
"Oh my goodness! I can't believe you found it all the way out there. It's the book from when we first met - I love it! Are you going to read it?"
"Of course I will, with you singing its praises. I just wish I remembered actually reading it."
"I'd give you my memories, but everyone experiences a book differently. You'll just have to read it and compare notes. I'm interested in how you handle the singing portions."
"I don't think those are actually meant to be sung out loud."
"Really? I felt it was implicit, like stage directions. Well, to each their own." But there is palpable disappointment in <<a-his>> voice. <<n "Book-TheShipWhoSang-2">>"'Helva was destined to be the 'brain' half of a scout ship, partnered with a man or a woman, whichever she chose, as the mobile half," you read aloud. <<audio "pageturn" play>>
The story follows Helva, who had been born with a brilliant mind but a non-functioning body. Her brain had been transferred to a ship, which acted as an extension of herself. It follows her adventures through space, including her hardships, often with a companion called a 'brawn'.
As you go through the book, Esra is unusually quiet - there's almost none of <<a-his>> regular banter.
"I'm still listening with bated breath - or at least I would be if I actually breathed," Esra answers, reading your unspoken thoughts, or perhaps your eyes flicking over to <<a-him>>. "I just don't want to disturb you."
"Good, just making sure you're still with me," you reply, and flick to the next page. <<if $partner is "machine">><<n "Book-TheShipWhoSang-AurelIsDead">><<else>><<n "Book-TheShipWhoSang-AshIsDead">><</if>>Very early in the story, Helva falls in love with her first brawn, Jennan. They spend quipping and on their shared interests. Often it's within the metal cabin of their home, but they banter over the comms as he explores alien worlds.
And then he dies.
The death is sudden, unexpected. She sees it happen in real time. In that moment, all she wants to do is plunge herself into a nearby star. To burn to ash."I don't regret anything, because I got to meet you."
"Is that the line?" Esra asks. You look down at the page. It's crinkled under your fingertips. It's crinkled beneath your fingertips.
"It's... not. I don't know why I read that out. The next line is... 'Alone with a hundred years to live with her memories and nothing... nothing more.'"Very early in the story, Helva falls in love with her first brawn, Jennan. They spend quipping and on their shared interests. Often it's within the metal cabin of their home, but they banter over the comms as he explores alien worlds.
And then he dies.
The death is sudden, unexpected. She sees it happen in real time. In that moment, all she wants to do is plunge herself into a nearby star. To burn to ash.
//Like Aurel.// <<n "Book-TheShipWhoSang-AurelIsDead2">>You saw it happen too. You were hugging them at the time. <<audio ":all" stop>><<audio "rocketlaunch" loop play>><<audio "betrayal" play loop>>
"Thanks for the ride. I'm never going to find a better friend than you."
"I agree, that's computationally impossible." <<n "Book-TheShipWhoSang-AurelIsDead2-1">>The glass cracks. <<audio "shattered" play>>
Then, fire swallows <<p-him>> whole. Erasing <<p-him>> from the world.
Forever. <<n "Book-TheShipWhoSang-AshIsDead3">>Very early in the story, Helva falls in love with her first brawn, Jennan. They spend quipping and on their shared interests. Often it's within the metal cabin of their home, but they banter over the comms as he explores alien worlds.
And then he dies.
The death is sudden, unexpected. She sees it happen in real time. In that moment, all she wants to do is plunge herself into a nearby star. To burn to ash.
Ash. <<n "Book-TheShipWhoSang-AshIsDead2">>You saw it happen too. Your fingers were intertwined with hers. <<audio ":all" stop>><<audio "rocketlaunch" loop play>><<audio "betrayal" play loop>>
Cheek pressed to cheek.
<<p-His>> chest pressed against yours. Both of your hearts are racing in maddening rhythm.
<<p-His>> last heartbeats, and you feel //every one//. <<n "Book-TheShipWhoSang-AshIsDead2-1">>"I don't regret anything, because I got to meet you," <<a-he>> say in your ear.<<audio "shattered" play>>
The glass cracks.
Then, fire swallows <<p-him>> whole. Erasing <<p-him>> from the world. Forever.<<n "Book-TheShipWhoSang-AshIsDead3">>The violent flash of memory ebbs. Instead of visions of fire, there's a yellowed page crinkled beneath your fingers. <<audio ":all" stop>><<audio "sadreveal" play loop>><<audio "papercrinkle" play>>
You stare at the next line.
"Alone with all of space and time. Alone with a hundred years to live with her memories and nothing... nothing more," you whisper.
"You're not alone," Esra says. <<n "Book-TheShipWhoSang-AshIsDead-CryOrNot">><span id="button1" class="choicebutton"><<button "1. Cry" "Book-TheShipWhoSang-Cry">><</button>></span>
<span id="button2" class="choicebutton"><<button "1. Don't Cry" "Book-TheShipWhoSang-DontCry">><</button>></span>It wells up from inside of your gut and up into your chest, squeezing out the air, until it reaches your eyes. At that point, it has every part of you. Just when it swells to the point you can't handle any more, you let out a wracked sob.
Your tears spill out and litter the old, damaged pages - punctuation marks of grief.
"I couldn't save <<Ash>>." And then, "I couldn't save the ship. I couldn't save //anyone//."
It just all comes out at once.
"I know," Esra's voice quavers. It's small, so small it's almost imperceptible. <<n "Book-TheShipWhoSang-Cry2">>"I wish I could cry," <<a-he>> says. "I can't cry for anyone. Helva can't cry either for Jennan, either."
"Who would you cry for, Esra?"
"For every person and animal on the Earth, or in the colonies we left behind. For the people here, all of them. For our ship. For <<Ash>>. But also for you."
"For me?"
"Your hurt hurts me. And there's no cathartic relief, no way to show you. Nothing except my voice. I'm wrapped in a metal shell, but I don't feel I'm made that way."
//That's right. Even though <<a-he>>'s an AI, <<a-he>> was made from a human mind, like Helva.// <<n "Book-TheShipWhoSang-AshIsDead-AnswerEsra">><span id="button1" class="choicebutton"><<button '1. "Well, at least we\'re not alone in our grief. We\'ve got each other."' "Book-TheShipWhoSang-AshIsDead-AnswerEsra-NotAlone">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "It seems heartless to give you the ability to hurt. I wish I didn\'t."' "Book-TheShipWhoSang-AshIsDead-AnswerEsra-NotRemove">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "I\'m sick of losing people. I don\'t want to lose anyone else."' "Book-TheShipWhoSang-AshIsDead-AnswerEsra-NotLosingPeople">><</button>></span>"So you'll cry enough for the two of us?"
"Something like that."
"That's kind of nice. Though I'd really like it if we didn't have a reason to."
"Yeah, me too. Well, that's what we're fighting for, right?" <<n "Book-TheShipWhoSang-MergedPath">>"They couldn't remove it," Esra says. "Plus, I'd be pretty terrible at helping counsel you if I didn't have any empathy. But I wouldn't want them to, even if they could."
"Oh, why's that?"
"Because I hurt, it means I care. I don't think you can have love without loss. The greater the love, the greater the pain. It's a bitter-sweet scar," Esra sighs. "And from the moment you form a bond with someone, logically, someone's got to go first."
"Maudlin! But what if you both die at the same time?"
"What, go out like Romeo and Juliet? I suppose that if you broke it down mathematically, you could go at the same second, but how likely is that?"
"I guess outside of engineering it, not very. And you still wouldn't give it up?"
"No way. When I go inactive, I want someone to carve on my console that I was their friend." <<n "Book-TheShipWhoSang-MergedPath">>"Me either. I guess that's the problem with being so long-lived, even if we don't remember most of it."
"Before I remembered anything, there wasn't any loss for us to feel."
"Yeah, but I think that's sadder," Esra says. "If nobody remembers, then you really are dead. At least we remember the Earth that was, and the people along the way."
"Do you think there's more that we don't remember - losses, I mean?"
"I don't know. I'm not sure how many Earths there are left to lose. And I don't think there was another <<Ash>> - <<p-he>> was unique."
"I guess that's some sort of solace." <<n "Book-TheShipWhoSang-MergedPath">>You suck in a deep breath and blink a few times.
And then, like always, you push forward.
"But to have walked, to have touched, and smelled, and laughed, and cried," you read. <<n "Book-TheShipWhoSang-DontCry2">>"I wish I could cry," <<a-he>> says. "I can't cry for anyone. Helva can't cry either for Jennan, either."
"Who would you cry for, Esra?"
"For every person and animal on the Earth, or in the colonies we left behind. For the people here, all of them. For our ship. For <<Ash>>. I think... also for you."
"For me?"
"You don't cry, even though you've been through so much. I have as well. There's no cathartic relief. I'm wrapped in a metal shell, but I don't feel I'm made that way."
//That's right. Even though <<a-he>>'s an AI, <<a-he>> was made from a human mind, like Helva.// <<n "Book-TheShipWhoSang-DontCry-AnswerEsra">><span id="button1" class="choicebutton"><<button '1. "I\'m sorry, I didn\'t realise you were hurting from it as well."' "Book-TheShipWhoSang-DontCry-Apologise">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I\'m not big on crying. Tears solve nothing - I\'d rather do something about it."' "Book-TheShipWhoSang-DontCry-DontLikeCrying">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "It seems heartless to give you the ability to hurt."' "Book-TheShipWhoSang-AshIsDead-AnswerEsra-NotRemove">><</button>></span>"How would you? I rarely have involuntary vocal reactions, which means no lumps in my throat for you to hear, not unless I synthesise it."
"So you decide not to?"
"Yeah. I start to create the noises, and then it feels like I'm perhaps being dramatic, so I don't.
//I guess I'm not the only one who holds it inside.//
"Esra, you don't have to hold it back, you know."
"Yeah, I know. Same to you." <<n "Book-TheShipWhoSang-MergedPath">>"I disagree! Tears solve lots of things. Supplying oxygen and nutrients to the eyes, preventing infection, healing damage to the eye's surface, and best of all, endorphins."
"Endorphins?"
"Yeah, oxytocin and endogenous opioids that help ease physical and emotional pain - it's why a good cry can make you feel better. In fact, crying can have a powerful effect on others too, like neutralising anger."
"So I just need to cry when I come across someone if I don't want to fight?"
"Well, you could give it a try. I could make you some eye drops if you need it?"
"Thanks, I think I'll just stick with my existing approach." <<n "Book-TheShipWhoSang-MergedPath">>After reading for a little longer, you place down the book and decide to come back to it.
"My throat's a bit sore," you say.
"I'll make some water. Thanks, by the way."
"For what?"
"For reading it out loud. I really appreciate it." <<n "Book-TheShipWhoSang-MergedPath2">>"It's no problem, I vaguely recall it's how they used to do it in antiquity before most people knew how to read."
"You're right!" Esra says, voice lilting. "//Claren legere// was the norm - you were considered strange if you didn't."
"Well, far be it from me to embarrass us in front of the scholars of old."
"I know. How will we ever show our faces in front of Augustine of Hippo? I mean, you could, but I'd have trouble."
"Yes, I imagine that would be the //first// thing that came to his mind when he saw you."
"Well, I'd just tell him 'Si fallor, sum,' and I'm sure that'd clear it all up."
<b>You have read half of The Ship Who Sang.</b> <<n "EsraMenu">>You pick up The Ship Who Sang again and settle down. Esra dispenses water from the wall.
"For your singing voice," <<a-he>> explains. You take it - even though you're not going to sing, you could use some lubricant for reading out loud.
//Or maybe <<a-he>>'s trying to keep my spirits up given my recent episodes.// <<n "Book-TheShipWhoSang-SecondHalf-1">>"Physical injury is the least of the harmful accidents that this universe inflicts on its inhabitants; it is soonest mended," you read.
This time, Esra is a lot more chatty - perhaps because the mood got dour last time.
You follow Helva's adventures, and it's clear the book is a combination of several short stories that patch together to follow the brainship's long life.
There are highs and lows, great triumphs, and many friends.
The ending - though it could be seen as a new beginning - is just as dramatic as Helva herself.<<n "Book-TheShipWhoSang-SecondHalf-2">>When you get to the final page, Helva sings a melody to Taps - the Butterfield's Lullaby. An ode and eulogy to her long-lost love.
You close the book and rest your head back against the wall, staring at the console and Esra's glowing spherical projection.
"You really love this book, don't you Esra?"
"I do! I mean, it does remind me of when we first met, but it's not just that. I get where Helva is coming from. The way she feels the ship as her body - that's what I feel with all my sensors and equipment." <<n "Book-TheShipWhoSang-SecondHalf-Choice">><span id="button1" class="choicebutton"><<button '1. "Wait, am I your Brawn - your human helper - in this arrangement? "' "Book-TheShipWhoSang-AmIYourBrawn">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "It\'s too bad we don\'t have a shining ship to act as your body."' "Book-TheShipWhoSang-ShipBody">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "Do you have any memories from before you were an AI?"' "Book-TheShipWhoSang-PastMemories">><</button>></span>"My human //partner//. We're equals, the way I see it. You kick ass running around, collecting what we need, helping people..."
"And you research away, using what I find to help me out, restoring our memories and bringing me back to life if I need it?"
"Exactly! Not to mention offering scintillating conversation. There's no Esra without <<Vanth>>, and no <<Vanth>> without Esra."
"Well, given you're crunching alien genomes non-stop, you probably are the 'brain' to my 'brawn'."
"If you don't stop, I'm going to //actually// start calling you my brawn - don't underestimate how much I love that book."
"Duly noted." <<n "Book-TheShipWhoSang-Singing">>"Well, give it time. We're doing it rough now, but there's nothing saying we won't be able to cobble something together eventually."
"You think we can make a spaceship?"
"Between you and me? I think anything's possible. Join me, and together we can rule the galaxy as brain and brawn."
"You're mixing fandoms."
"It's my prerogative to mix things together that perhaps shouldn't be mixed! I'm pretty sure it's in my job description."
"Well, given we've got enough //time//, I'm sure we can cobble together a spaceship. And by we, I mean me."
"I'll offer supervisory support, and offer replacement hammers." <<n "Book-TheShipWhoSang-Singing">>"You mean, from the person I was emulated from? Doctor Luvia Aldrich?"
"Yeah."
"There's not a whole lot, to be honest - I'm missing most of my own memories, let alone someone else's. But there are a few."
"What are they?"
"Working in a lab with my hands, but on myself. I remember working alongside the Rosetta project team, writing fun messages in the cognitive code with my juniors. But mostly, I remember a beach." <<n "Book-TheShipWhoSang-PastMemories-2">>"A beach?"
"Yeah, being young and having my feet in the sand. I don't know where it is, but it stretches as far as the eye can see. There was a dog who came over and licked my toes."
"Is that why you're always talking about having legs?"
"I'm not //always// talking about having legs! But... yes, that's one of the reasons. It felt nice." <<n "Book-TheShipWhoSang-Singing">>"So given you like the book so much, do you think you'll take up a career as a singer? You spent a lot of time pestering me to sing, but //you// never offered once."
"That's because I can't!" Esra huffs. "Would you believe someone forgot to include an algorithmic program for singing in my software? It's criminal!"
"But you're speaking now, doesn't that mean you could sing?"
"It's completely different. I don't know anything about singing pitch, or rhythm, or... well, I don't know what else I'm missing because I don't know it. But I can tell you this much - it doesn't sound good when I try."
"You've tried? When?"
"When you're not around, of course. When I speak, it's more instrumental - I'm synthesising sounds - and less to do with naturally inhaling and exhaling. You'd think it'd make it easier, but it actually makes it harder." <<n "Book-TheShipWhoSang-Singing-2">>"Is there any way to work around it?"
"If I had an algorithmic singing app, it'd solve the problem. Algo-music used to be all the rage from what I recall - songs tailored to people's personal tastes based on neutral feedback from the Rosetta and big data. There were hardly any organic singers when we left Earth."
"So someone might have stashed an app somewhere among the colonists?"
"Maybe. But I don't want to bother you with it, we've got so many other things on our plate. After everything is sorted with the Sphere, maybe we can search around then."
"We'll find some software so you can sing a victory song?"
"Exactly!" <<n "EsraMenu">><<nobr>>
<<include "MainCampAchievementCheck">>
/* Check to see if any of these passages are ones that require continous audio. If they do, don't stop it. Otherwise, stop and play the main camp theme. */
<<if previous() neq "Rest" && previous() neq "MainCamp-Help" && previous() neq "Charted" && previous() neq "ExploreOptions" && previous() neq "ForestAreaNowUnlocked" && previous() neq "SwampAreaNowUnlocked" && previous() neq "GroveApproachBadIdea">>
<<audio ":all" stop>><<audio "chillexplorer" loop play>>
<</if>>
<</nobr>>You're standing in the clearing outside of the room with Esra and the Progenitor. You've pulled a few pieces of rubble around here to make a sitting area. Above, a large rift in the ceiling lets the sun through. It's sizzling the ground in earnest.
In the distance, a long metal bridge denotes the only entry and exit point to this place. It is formed from a fallen beam, spanning a gigantic rift in the structure.<<ChipsStockToBagPrompt>><<mb "MainCampButtons">><<nobr>>
<<if $debug is true>>
/* Debug button for unlocking all the locations */
<<link "Flag Debug" "FlagDebug">><</link>>
<<link "Unlock Locations" "ExploreOptions">>
<<set $charted.forest to true>>
<<set $charted.desert to true>>
<<set $charted.signalTower to true>>
<<set $charted.library to true>>
<<set $charted.turretArmory to true>>
<<set $charted.deltaColony to true>>
<<set $charted.sector54 to true>>
<<set $charted.sector36 to true>>
<<set $charted.swamp to true>>
<<set $charted.shiariGrove to true>>
<<set $charted.northernWilds to true>>
<<set $charted.forestRuins to true>>
<</link>>
<</if>><</nobr>>/* Explore button. If you've never explored, it pops the tutorial. If you have but only the ruins, you go to ruins. Otherwise, it opens the explore menu. */
<<if $charted.forest is true>>
<span id="button1" class="normalbutton"><<button "1. Explore" "ExploreOptions">><</button>></span>
<<elseif $charted.ruins is true>>
<span id="button1" class="normalbutton"><<button "1. Explore" "ExploreArea">><<set $explore.currentArea to "ruins">><<audio ":all" stop>><<audio "trailoftears" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>><</button>></span>
<<else>>
<span id="button1" class="normalbutton"><<button "1. Explore" "ExploreTutorial">><<audio ":all" stop>><<audio "trailoftears" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>><</button>></span>
<</if>>
/* Rest to recover health. If you've never done this, you go to a first time passage. Also gives you access to the water bottle. */
<<if $events.slept is false>>
<span id="button2" class="normalbutton"><<button "2. Rest - Restores <<healthIcon>>" "RestFirstTime">><<audio ":all" stop>><<audio "esratheme" loop play>><<audio "door" play>><<set $events.slept to true>><</button>></span>
<<else>>
<span id="button2" class="normalbutton"><<button "2. Rest - Restores <<healthIcon>>" "Rest">><</button>></span>
<</if>>
/* The upgrade slash progenitor button. */
<span id="button3" class="normalbutton"><<button "3. Progenitor" "ProgenitorMenu">><<audio ":all" stop>><<audio "digitalworld" loop play>><<audio "door" play>><</button>></span>
/* Talk button */
<span id="button4" class="normalbutton"><<button "4. Talk" "EsraMenu">><</button>></span><<if $memories.mm1.got is true>>
<<GainAchievement "mm1">>
<</if>>
<<if $memories.mm2.got is true>>
<<GainAchievement "mm2">>
<</if>>
<<if $memories.mm3.got is true>>
<<GainAchievement "mm3">>
<</if>>
<<if $memories.mm4.got is true>>
<<GainAchievement "mm4">>
<</if>>
<<if $memories.mm5.got is true>>
<<GainAchievement "mm5">>
<</if>>
<<if $memories.mm6.got is true>>
<<GainAchievement "mm6">>
<</if>>
<<if $memories.mm7.got is true>>
<<GainAchievement "mm7">>
<</if>>
<<if $quests.deltaColonyInvasionLost is false && $memories.mm5.got is true>>
<<GainAchievement "savedDelta">>
<</if>>
<<if $quests.shayQuestLost is false && $memories.mm3.got is true>>
<<GainAchievement "savedSquad">>
<</if>>You yawn and walk into the Progenitor room, rubbing your eyes. As you approach Esra's console, <<a-his>> hologrammatic sphere appears.<<heal>>
<br>"Wow, you're looking sleepy. Maybe you should take a break?"
<br>"I was just thinking that. But I don't have a bed. Any thoughts?"
<br>Esra pauses. "Well, I wouldn't recommend sleeping outside. That's a good way to get eaten by something in your sleep. I suppose you could sleep in the tank? It's not really designed for that, though."
<br>You turn your gaze at the glass canister. "I'm not a big fan of trying to sleep while submerged. Any other options? <<n "RestFirstTime2">>"Hmmm. Well, I can't make you a bed, or a mattress, but I can produce a lot of cloth. You could use it to pad the floor and sleep under. Maybe even make a makeshift pillow?"
<br>"That sounds good. Hey, could you make a needle and thread for me to sew something together?"
<br>"Sure, that should be easy." The wall hisses, and a panel slides up. Inside are the requested items. From the clothing dispenser, long rolls of cloth are pushed out. "Teamwork!"
<br>You gather everything up, sit down, and begin sewing yourself a makeshift mattress, pillow and quilt. Hours pass, but at the end, you've got something to bundle in the corner. You wipe your brow. Your mouth feels dry. <<n "RestFirstTime3">>"Thirsty?"
<br>"Yeah, too bad you can't produce any water."
<br>"Of course I can. Here." The progenitor bubbles, and something rushes up a tube into the wall. The panel hisses once more. You walk over and look inside.A plastic container of water is within.
<br>"I thought you said you couldn't make me any food, so you had to modify my genetics to absorb sunlight?"
<br>"I can't make you any food. Water, however, is a different story. Sixty percent of your body is water - of course I know how to make it!" <<n "RestFirstTime4">>After draining the water bottle, you fall onto the soft mattress. Rip. You wince. <<set $explore.curWater to $explore.maxWater>>
<br>//Guess my stitching needs a little work.// //I'll fix it up tomorrow.//
<br>"Nothing can get in here, right, Esra?"
<br>"The bulkhead is made of a tungsten alloy, and I've locked it up. You don't have to worry about your sleep being disturbed. I'll dim the lights for you."
<br>"Great." You yawn, placing your gun-blade next to the bed. The tenseness in your body slips out and into the air, and you fall into a deep slumber. <<n "MainCamp-Water">><center><span id="TutorialText">Water Supply</span><<audio ":all" stop>><<audio "chillexplorer" loop play>><<set $ability.water to true>>
You now have access to water bottles while exploring. Drinking water will replenish your health, allowing you to explore longer.
The only way to replenish water is by coming back to camp. You can only drink water outside of combat. <<n "MainCamp">></center><<nobr>>
<<set _lowHP to $player.MaxHP / 2>>
<<if $player.CurHP lte _lowHP>>First, you get some salve and bandages from Esra and treat your wounds. Then, you
<<else>>Just needing some sustanence and sleep, you<</if>>
have a drink of water, fall into your matress and curl up under the covers. <<heal>><<n "MainCamp">>
<</nobr>><center><span id="TutorialText">The Main Camp</span>
You are now situated at the ''[Main Camp]'' with the Progenitor. You can ''[Explore]'' new areas from here. When you return to camp, any chips you have obtained will be stored in your supply. Make sure to ''[Rest]'' to replenish your health.
You can use your Microchips to ''[Enhance]'' yourself or your gear. ''[Alteration]'' lets you radically shift your genetics to obtain special bonuses and abilities using any biochips you have gathered.
You can also ''[Talk]'' to Esra about any recent developments and suggestions on what to do next.<<n "MainCamp">></center><<nobr>><<if previous() is "MainCamp">><<audio ":all" stop>><<audio "esratheme" loop play>><<audio "door" play>><<set $books.collection.bookJustRead to false>><</if>>
<<if $books.collection.bookJustRead is true>><<audio ":all" stop>><<audio "esratheme" loop play>><<set $books.collection.bookJustRead to false>><</if>>
<span id="choiceIntro">
<<if previous() is "MainCamp">>
You walk inside and lean against the wall. Esra's console springs to life, and the hologrammatic sphere appears.
<br><br>
<<if $quests.pathChosen is "neutral">>
"I'm happy with the decision we've made. Let's try and save everyone. A species shouldn't have to survive by extinguishing or altering another."
<<elseif $quests.pathChosen is "human">>
"It sounds like this is the last fight for humanity's future. I don't like that this will destroy the natives, but I can't think of a better solution, either. And I don't want Shay and the colonists to die."
<<elseif $quests.factionOfferQuest is 30 && $quests.pathChosen neq "xirii" && $quests.pathChosen neq "machine">>
"It seems Shay wants to speak to you in the forest ruins. I wonder what <<a-he>> wants to talk about?"
<<elseif $quests.pathChosen is "machine">>
"It sounds like Gabriel's given some serious thought on how to end this with the least amount of casualties. And when children are fighting, it makes sense to take away their toys. And who knows, perhaps it can be reversed at a later date."
<<elseif $quests.factionOfferQuest is 10 && $quests.pathChosen neq "xirii">>
"Do you think <<if $quests.heardOutLeon is true>>what Leon about the machines making a virus is true?<<else>>what Leon said about the machines wanting to destroy the natives is true?<</if>>
<<elseif $quests.pathChosen is "xirii" && $quests.leonTone is "calm">>
"Forgiving Leon after his betrayal is tough. But I understand why he wanted to save the x'irii. But I hate that one species has to survive at the cost of another."
<<elseif $quests.pathChosen is "xirii" && $quests.leonTone is "hate">>
"I get that it was hard not to shoot Leon. After all he did... after that betrayal. But it says something about you, that you were able to put it aside to help save the x'irii."
<<elseif $quests.swampQuest gte 100>>
"I can't believe Leon betrayed us. Gabriel, <<Ash>>, thousands upon thousands of lives on the Nuria... and then the poor people of the Caleuche. How could he?!"
<<elseif $quests.swampQuest gte 90>>
"The only human life left in the universe is here, on Trigaea. Or as the x'irii call it, X'ir. If those colonists die, the whole human race goes with them."
<<elseif $quests.swampQuest gte 70>>
"Sounds like that x'irii war band is the way to find these Ru'ul. And the Ru'ul seem to know where the Terraform Sphere is."
<<elseif $quests.swampQuest gte 30>>
"Geez, I can't believe you flew on an alien bird. I can't figure out whether or not to be distressed or impressed. Something ending with 'ressed', at any rate."
<<elseif $quests.swampQuest gte 10>>
"Sounds like that L'wayn in the swamps was inviting you back to his camp. It might be a lead to the Terraform Sphere. It seems the x'irii are pretty tribal."
<<elseif $charted.swamp is true>>
"It was good to see Gabriel again, even if it's not our Gabriel, per se. They seemed really glad to see you. Do you think Gabriel's lonely?"
<<elseif $quests.deltaColonyInvasion gte 30>>
"I can't believe the Earth is gone. Or at least, rendered uninhabitable. Four billion years of life, destroyed by a human war for bio-fuel. It's ironic that the fight over life was what ended all of it."
<<elseif $quests.deltaColonyInvasion gte 20>>
"The x'irii are attacking Delta Colony? It sounded like Shay was desperate for help. If they're against thousands, they're completely outnumbered."
<<elseif $quests.sector36Quest gte 40>>
"Being in the ruins of Sector 36 must have been harrowing. I wish I'd been there. I was worried you wouldn't come back.
<<elseif $quests.sector36Quest gte 30>>
"I'm a bit worried about you going into those ruins at Sector 36. It's a great lead, sure, but it's also really dangerous."
<<elseif $quests.sector36Quest gte 20>>
"Echo seemed like they were in real trouble when you left. It's been over a week, but machines don't starve."
<<elseif $charted.sector36 is true>>
"I'm glad we were able to find Sector 54. It shows there are reasonable machines out there, and that I'm not just an exception."
<<elseif $quests.desertQuest gte 20>>
"You found the machine colony! Or, well, //a// machine colony - we don't know how many there are."
<<elseif $charted.desert is true>>
"I'm picking up a lot of strange waves in the desert. I can't tell if it's atmospheric, or machine banter. I'd look into it more, but I don't want to give away our position."
<<elseif $quests.deltaQuest gte 50>>
"I was really worried about you down in those ruins. I don't know what I would have done if you hadn't come back."
<<elseif $quests.deltaQuest gte 30>>
"So the planet we're on is called Trigaea, and the people here are the descendants of colonists. Nice to have at least some answers. Except, how did we end up here?"
<<elseif $quests.deltaQuest gte 20>>
"We found a human colony! It's reassuring to finally find some semblance of civilization - using that term loosely."
<<elseif $quests.armoryQuest gte 20>>
"I can remember being on Station Zhou. My memories there make me feel warm - they're bright, but each one casts a shadow. <<Vanth>>, just how much have we lost?
<<elseif $quests.libraryQuest gte 20>>
"That library might have been mostly corrupted, but the translation chip was a total score. Now, maybe we can get an answer from somebody."
<<elseif $quests.forestExplore gte 40>>
"I'm kind of dissapointed in the machines you keep running into. It's giving us a bad name as a whole."
<<elseif $charted.forest is true>>
"Those quartz chips seem to be the key to figuring out what's going on. Hopefully we find a lot more, and get some of our memories back."
<<elseif $quests.firstAlien gte 10>>
"I can't believe you ran into an //alien//. Are we even on Earth anymore? I've got my doubts."
<<elseif $quests.firstHuman gte 10>>
"I was relieved you ran into another human during your exploration. But why were they so hostile? I wonder what they were saying."
<<else>>
"I wish we knew more about what was going on. Why our memories are gone, where we are. Just about anything, really."
<</if>>
<<else>>
The inside of your hideaway is the same as ever, steel walls and a sealed bulkhead. Esra's hologrammatic sphere is glowing over the console.
<br><br>Your bedding is curled up in the corner. Above it is a small makeshift shelf with what few belongings you have.
<</if>>
</span><</nobr>>
<<nobr>>
<<set _n to 1>>
<<set _id to "button" + _n>>
/* Check for all the things you need to trigger the neutral ending */
<<if $quests.pathChosen is "neutral" && $memories.om5.got is true>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "I think I\'ve got everything we need for the plan."' "NeutralPath1">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "What do you think I should do next?"' "WhatNextEsra">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. Use Item' "CampItemScreen">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "I\'m done talking. Thanks, Esra."' "MainCamp">><<audio "door" play>><</button>></span>
<</nobr>>"Hmm, what did you expect me to be like?" Esra's voice lilts. //I've caught <<a-his>> interest.//
"A bit more robotic, I guess. You know, talking about logic a lot. Perhaps less puns?"
"Puns are a sign of higher intelligence, so of course I'd make them!" Esra exclaims. "But in all honesty, a large part of my operating protocols are geared towards understanding human psychology. I suspect I was built with the idea of being easy to work with."
"And the rest?"
"Biology. Xenobiology, biotechnology, membrane science, you name it. And my main purpose is to keep you alive. I guess I was built with an animated personality to make that job easier." <<n "EsraQuestions">>"I haven't the foggiest. But I do know nobody builds an AI and then dumps them in some ruins. Something, somehow, has gone catastrophically wrong."
"Yeah, the whole place is giving off an apocalyptic vibe."
"I can't disagree there. Whether civilization has ended as we know it, or we've just been caught in some local mishap, I can't say."
"You think civilization has ended?"
"I hope not. I've got about a dozen theories, and we don't have enough evidence to confirm any of them." <<n "EsraQuestions">><<nobr>>
<<if $quests.pathChosen is "neutral">>
"We've still got the coordinates that Shay gave you. I'd make sure you're prepared before you go."
<<elseif $quests.pathChosen is "human">>
>"It sounds like the Terraform Sphere is located at those coordinates Shay gave you. I'd make sure you're prepared before you go."
<<elseif $quests.pathChosen is "machine">>
"It sounds like the Terraform Sphere is located at those coordinates Gabriel gave you. I'd make sure you're prepared before you go.
<<elseif $quests.pathChosen is "xirii">>
"It sounds like the Terraform Sphere is located at those coordinates Leon gave you. I'd make sure you're prepared before you go."
<<elseif $quests.factionOfferQuest is 30 && $quests.pathChosen neq "xirii" && $quests.pathChosen neq "machine">>
"We should probably go to the forest ruins - whatever Shay wanted to speak about sounds urgent."
<<elseif $quests.factionOfferQuest is 10 && $quests.pathChosen neq "xirii">>
"We should probably go speak to Gabriel at Sector 54 and get to the bottom of things."
<<elseif $quests.swampQuest gte 100>>
"... We've both lost so much. So many memories. I think we're owed an answer as to why."
<<elseif $quests.swampQuest gte 90>>
"It sounds like you've got the trust of the war band. I'd return to S'ven and the others at the grove."
<<elseif $quests.swampQuest gte 70>>
"I'd return to Shi'ari grove and look for the war band. They seem to be in contact with the Ru'ul."
<<elseif $quests.swampQuest gte 30>>
"I'd return to Shi'ari grove and ask some questions. Seems like a great place to gather intel on the Terraform Sphere."
<<elseif $quests.swampQuest gte 20>>
"I'd return to L'wayn in the swamp. He's probably waiting back at that meeting spot, if you're lucky. Seems like it's a regular hunting ground for those weird creatures."
<<elseif $charted.swamp is true>>
"I'd look around the swamplands, see if you can't find some x'irii to speak to. We need to find a lead to the Terraform Sphere."
<<elseif $quests.deltaColonyInvasion gte 30 && $quests.deltaColonyInvasionLost is true>>
"The machines at Sector 54 might know more about the Sphere. At this point, I'd say it's the colonist's only hope."
<<elseif $quests.deltaColonyInvasion gte 30>>
"It sounds like the colonists are still on borrowed time without the Sphere. I'd ask the machines at Sector 54 about it, like Shay said."
<<elseif $quests.deltaColonyInvasion gte 20>>
"Help the colony, of course. But I'd give some thought about what you show up as. If you show up as a human, you'll have to fight against the x'irii. If you do the opposite, you'll have to fight the colonists. And a machine, well, both sides might turn on you."
<<elseif $quests.sector36Quest gte 40>>
"I'd keep exploring for now. We don't have any new leads, so maybe it's time to salvage some more chips."
<<elseif $quests.sector36Quest gte 30>>
"I'd check out the ruins at Sector 36. But make sure you make a backup of your cognitive data before you go, okay?"
<<elseif $quests.sector36Quest gte 20>>
"If you return to Sector 36, you might be able to help Echo. It sounds like what they were doing was important."
<<elseif $charted.sector36 is true>>
"Sounds like Echo is in real trouble out there in the forest. I'd head out there and see what's going on."
<<elseif $quests.desertQuest gte 20>>
"I'd see if there's any units at Sector 54 that are willing to talk. Present company excluded, machines tend to have a better memory than humans - they might know more about what's going on."
<<elseif $charted.desert is true>>
"Given the wreckage we've found so far, my guess is you'll find some splayed across the desert. There might be more chips to scavange."
<<elseif $quests.deltaQuest gte 50>>
"Rescue Shay, of course! <<s-He>>'s still down in those ruins, and <<s-he>>'s been down there over a week now."
<<elseif $quests.deltaQuest gte 30>>
"Maybe if you help out that Marshall, she'll tell you a bit more. We could use a few more friends."
<<elseif $quests.deltaQuest gte 20>>
"The human colonists might know more about what's going on. Maybe you should talk to that Marshall and see if she can answer some of our questions."
<<elseif $quests.armoryQuest gte 20>>
"I'm still picking up a lot of activity in the forest. I don't think it's finished sharing its mysteries just yet."
<<elseif $quests.libraryQuest gte 20>>
"I'm detecting a Quartz chip deep in the forest. It seems to be surrounded by metal?"
<<elseif $quests.forestExplore gte 40>>
"You know, now that you can interface with machines, I bet there's all sorts of doors you can open. Maybe in the ruins?"
<<elseif $charted.forest is true>>
"I'm detecting a lot of activity in the nearby forest. I say forest, only because it has something //like// trees. I'd start looking around there for clues."
<<elseif $quests.firstAlien gte 10>>
"I'd keep exploring for now. Maybe see if you can get past that alien and leave the ruins."
<<else>>
"We need to explore and find out more about our surroundings. Maybe we'll find some clues along the way?"
<</if>> <<n "EsraMenu">>
<</nobr>><<set _n to 1>>
<<set _id to "button" + _n>>
<<if $memories.em1.got is true && $memories.em1.watched is false>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. Quartz Chip (EM1)' "EM1">><<set $memories.em1.watched to true>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<if $memories.em2.got is true && $memories.em2.watched is false>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. Quartz Chip (EM2)' "EM2">><<set $memories.em2.watched to true>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<if $memories.em3.got is true && $memories.em3.watched is false>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. Quartz Chip (EM3)' "EM3">><<set $memories.em3.watched to true>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<if $memories.em4.got is true && $memories.em4.watched is false>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. Quartz Chip (EM4)' "EM4">><<set $memories.em4.watched to true>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<if $books.aliceInWonderland.got is true && $books.aliceInWonderland.read is false>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Alice in Wonderland" "Book-AliceInWonderland">><<set $books.aliceInWonderland.read to true>>
<<BookCollectionCheck>>
<<ResetPCSkills>>
<<set $books.collection.bookJustRead to true>>
<<audio ":all" stop>><<audio "amomentofpeace" play loop>>
<</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<if $books.lordValentineCastle.got is true && $books.lordValentineCastle.read is false>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Lord Valentine\'s Castle" "Book-LordValentinesCastle">><<set $books.lordValentineCastle.read to true>>
<<BookCollectionCheck>>
<<ResetPCSkills>>
<<set $books.collection.bookJustRead to true>>
<<audio ":all" stop>><<audio "amomentofpeace" play loop>>
<</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<if $books.iRobot.got is true && $books.iRobot.read is false>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. I, Robot" "Book-IRobot">><<set $books.iRobot.read to true>>
<<BookCollectionCheck>>
<<ResetPCSkills>>
<<set $books.collection.bookJustRead to true>>
<<audio ":all" stop>><<audio "amomentofpeace" play loop>>
<</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<if $books.dune.got is true && $books.dune.read is false>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Dune" "Book-Dune">><<set $books.dune.read to true>>
<<BookCollectionCheck>>
<<ResetPCSkills>>
<<set $books.collection.bookJustRead to true>>
<<audio ":all" stop>><<audio "amomentofpeace" play loop>>
<</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<if $books.theTimeMachine.got is true && $books.theTimeMachine.read is false>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. The Time Machine" "Book-TheTimeMachine">><<set $books.theTimeMachine.read to true>>
<<BookCollectionCheck>>
<<ResetPCSkills>>
<<set $books.collection.bookJustRead to true>>
<<audio ":all" stop>><<audio "amomentofpeace" play loop>>
<</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<if $books.theShipWhoSang.got is true && $books.theShipWhoSang.read is false>>
<<if $books.theShipWhoSang.halfRead is false>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. The Ship Who Sang" "Book-TheShipWhoSang">><<set $books.theShipWhoSang.halfRead to true>>
<<BookCollectionCheck>>
<<ResetPCSkills>>
<<audio ":all" stop>><<audio "amomentofpeace" play loop>>
<</button>></span>
<<else>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. The Ship Who Sang (Second Half)" "Book-TheShipWhoSang-SecondHalf">>
<<set $books.theShipWhoSang.read to true>>
<<BookCollectionCheck>>
<<ResetPCSkills>>
<<audio ":all" stop>><<audio "amomentofpeace" play loop>>
<</button>></span>
<</if>>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. Back.' "EsraMenu">><</button>></span><<nobr>>
<span class="btn1"><<button '"...You seem incredibly human for an AI."' "EsraQ-NotRobotic">><</button>></span>
<span class="btn1"><<button '"...What do you think is going on?"' "EsraQ-WhyAreWeHere">><</button>></span>
<span class="btn1"><<button '"...It\'s nothing. Don\'t worry about it."' "EsraMenu">><</button>></span>
<</nobr>>/* Used whenever switching species, typically in the progenitor */
<<widget "SwitchToHuman">>
<<set $player.appearance to "human">>
<<ResetPCSkills>>
<<totalUpgradesReset>>
<</widget>>
<<widget "SwitchToMachine">>
<<set $player.appearance to "machine">>
<<ResetPCSkills>>
<<totalUpgradesReset>>
<</widget>>
<<widget "SwitchToAlien">>
<<set $player.appearance to "alien">>
<<ResetPCSkills>>
<<totalUpgradesReset>>
<</widget>><center><span id="EndingH2">Level Up!</span>
<br><br><span id="EndingH3">As you emerge from the progenitor, you feel stronger and sharper - like a new person.</span> <<n "ProgenitorMenu">></center><<nobr>><span id="choiceIntro">
<<if $player.appearance is "human">>
<b>Human Appearance:</b> Your face is the human one you're familiar with, plus some extra photosynthesis spliced in.
<br><br><b>Benefit:</b> Able to negotiate with human factions.
<br><br><b>Secondary Benefit:</b> Every round of combat or exploring, you have a 10% chance of regenerating some of your health. This stacks with other regenerative abilities.
<br><br><b>Penalties:</b> Other factions will largely be hostile to you.
<<elseif $player.appearance is "machine">>
<b>Machine Appearance:</b> You look like a humanoid machine. Your skin is made of plated metal.
<br><br><b>Benefit:</b> Able to negotiate with machine factions.
<br><br><b>Secondary Benefit:</b> From any attack, you ignore 10 points of damage. This stacks with your other forms of damage resistance.
<br><br><b>Penalties:</b> Other factions will largely be hostile to you.
<<else>>
<b>Alien Appearance:</b> You look just like a x'irii. You have alien wings on your back as well.
<br><br><b>Benefit:</b> Able to negotiate with x'irii factions.
<br><br><b>Secondary Benefit:</b> You gain a 3% chance to dodge any incoming attack that would normally hit. This stacks with any other dodging bonuses.
<br><br><b>Penalties:</b> Other factions will largely be hostile to you.
<</if>>
</span>
<</nobr>><<mb "ChangeAppearanceButtons">><<if $player.appearance is "human">>
<span id="button1" class="normalbuttonactive"><<button "1. Human">><</button>></span>
<<else>>
<span id="button1" class="normalbutton"><<button "1. Human" "ChangeAppearance">><<SwitchToHuman>><</button>></span>
<</if>>
<<if $player.appearance is "machine">>
<span id="button2" class="normalbuttonactive"><<button "2. Machine">><</button>></span>
<<else>>
<span id="button2" class="normalbutton"><<button "2. Machine" "ChangeAppearance">><<SwitchToMachine>><</button>></span>
<</if>>
<<if $player.appearance is "alien">>
<span id="button3" class="normalbuttonactive"><<button "3. Alien">><</button>></span>
<<else>>
<span id="button3" class="normalbutton"><<button "3. Alien" "ChangeAppearance">><<SwitchToAlien>><</button>></span>
<</if>>
<span id="button4" class="normalbutton"><<button "4. Back" "ProgenitorMenu">><</button>></span><<widget "ProgenitorMenuMusic">>
<<if previous() is "OM-1-8" or previous() is "OM-2-5" or previous() is "OM-3-9" or previous() is "OM-4-9" or previous() is "OM-5-6" or previous() is "OM-5R-4">>
<<audio ":all" stop>><<audio "digitalworld" loop play>>
<</if>>
<</widget>><<widget "IncreasePlayerLevel">>
/* Remove the chip cost. Add the stat bonuses. Increase the next level cost. */
<<set $chips.stock to $chips.stock - $player.nextLevelCost>>
<<set $player.level += 1>>
<<set $player.MaxHP += 10>>
<<set $player.CurHP to $player.MaxHP>>
<<set $player.attack += 1>>
<<set $player.baseReflex += 1>>
<<set $player.reflex to $player.baseReflex>>
<<set $player.pDamage += 1>>
<<set $player.eDamage += 1>>
<<set $player.nextLevelCost *= 1.6>>
<<set $player.nextLevelCost = Math.round($player.nextLevelCost)>>
<</widget>><<ProgenitorMenuMusic>>
<span id="choiceIntro">"Need some genetic alterations? If you provide me with microchips, I can do the research and make the changes you need. We currently have <<ChipsInStock>>." <<if $debug is true>>[[AlienUnlock|ProgenitorMenu][$upgrades.alienUnlocked to true]] [[MachineUnlock|ProgenitorMenu][$upgrades.machineUnlocked to true]]<</if>></span>
/* If you have enough chips to upgrade, you can upgrade. If not, this doesn't work. */
<<ProgenitorMenuButtons>><<widget "ProgenitorMenuButtons">>
<<set _n to 1>>
<<set _id to "button" + _n>>
<<if $chips.stock gte $player.nextLevelCost>>
<span sc-eval:id="_id" class="choicebutton"><<button "<b>_n. General Enhancement ($player.level → <<print $player.level + 1>>):</b><br>Get Esra to enhance your genetic design. Increases all of your statistics. <br><i>Cost: <<StockChipAbbr $player.nextLevelCost>></i>" "LevelUpMessage">>
<<IncreasePlayerLevel>>
<<ResetPCSkills>>
<</button>></span>
<<IncrementButtonNumber>>
<<else>>
<span sc-eval:id="_id" class="choicebuttoncooldown"><<button "<b>_n. General Enhancement ($player.level → <<print $player.level + 1>>):</b><br>Get Esra to enhance your genetic design. Increases all of your statistics. <br><i>Cost: <<StockChipAbbr $player.nextLevelCost>></i>">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $upgrades.cosmeticsUnlocked is true>>
<span sc-eval:id="_id" class="choicebutton"><<button `"<b>_n. Change Appearance:</b><br>Change your appearance in the Progenitor so you can make contact with other species. <br><i>Current: " + $player.appearance.toUpperFirst() + "</i>"` "ChangeAppearance">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<span sc-eval:id="_id" class="choicebutton"><<button "<b>_n. Terran Enhancements:</b><br>Combine your genetics with the best of what Earth has to offer." "TerranUpgrades">><</button>></span>
<<IncrementButtonNumber>>
<<if $upgrades.machineUnlocked is true>>
<span sc-eval:id="_id" class="choicebutton"><<button "<b>_n. Machine Enhancements:</b><br>Gain cybernetic parts that push you beyond the organic." "MachineUpgrades">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $upgrades.alienUnlocked is true>>
<span sc-eval:id="_id" class="choicebutton"><<button "<b>_n. Alien Enhancements:</b><br>Harness the otherworldly abilities of the X'irii." "AlienUpgrades">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<MemoryRecoveryButton>>
<span sc-eval:id="_id" class="choicebutton"><<button `"<b>_n. Return to Camp:</b><br>Go outside and keep exploring."` "MainCamp">><</button>></span>
<</widget>><span id="choiceIntro">"Here's what I can currently research. We currently have <<ChipsInStock>>."</span>
<<TerranUpgradesButtons>><<widget "TerranUpgradesButtons">>
<<if $upgrades.terranModRegen is 0>>
<<if $chips.stock gte $upgrades.costTerranSpecial1>>
<span id="button1" class="choicebutton"><<button "<b>1. Bioregeneration:</b><br>Every round of combat or exploring, you have a 10% chance of regenerating health.<br><i>Cost: <<StockChipAbbr $upgrades.costTerranSpecial1>></i>" "FirstUpgradeMaster">>
<<set $upgrades.terranModRegen to 1>>
<<set $upgrades.last to "TRegen">>
<<ResetPCSkills>><<totalUpgradesReset>>
<<set $chips.stock -= $upgrades.costTerranSpecial1>>
<</button>></span>
<<else>>
<span id="button1" class="choicebuttoncooldown"><<button "<b>1. Bioregeneration:</b><br>Every round of combat or exploring, you have a 10% chance of regenerating health.<br><i><<StockChipAbbr $upgrades.costTerranSpecial1>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.terranModRegen is 1>>
<<if $chips.stock gte $upgrades.costTerranSpecial2>>
<span id="button1" class="choicebutton"><<button "<b>1. Improved Bioregeneration:</b><br>Every round of combat or exploring, you have a 20% chance of regenerating health.<br><i>Cost: <<StockChipAbbr $upgrades.costTerranSpecial2>></i>" "TerranUpgrades">>
<<set $upgrades.terranModRegen to 2>>
<<set $chips.stock -= $upgrades.costTerranSpecial2>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button1" class="choicebuttoncooldown"><<button "<b>1. Improved Bioregeneration:</b><br>Every round of combat or exploring, you have a 20% chance of regenerating health.<br><i>Cost: <<StockChipAbbr $upgrades.costTerranSpecial2>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.terranModRegen is 2>>
<<if $chips.stock gte $upgrades.costTerranSpecial3>>
<span id="button1" class="choicebutton"><<button "<b>1. Greater Bioregeneration:</b><br>Every round of combat or exploring, you have a 30% chance of regenerating health.<br><i>Cost: <<StockChipAbbr $upgrades.costTerranSpecial3>></i>" "TerranUpgrades">>
<<set $upgrades.terranModRegen to 3>>
<<set $chips.stock -= $upgrades.costTerranSpecial3>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button1" class="choicebuttoncooldown"><<button "<b>1. Greater Bioregeneration:</b><br>Every round of combat or exploring, you have a 30% chance of regenerating health.<br><i>Cost: <<StockChipAbbr $upgrades.costTerranSpecial3>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.terranModRegen is 3>>
<<if $chips.stock gte $upgrades.costTerranSpecial4>>
<span id="button1" class="choicebutton"><<button "<b>1. Superior Bioregeneration:</b><br>Every round of combat or exploring, you have a 40% chance of regenerating health.<br><i>Cost: <<StockChipAbbr $upgrades.costTerranSpecial4>></i>" "TerranUpgrades">>
<<set $upgrades.terranModRegen to 4>>
<<set $chips.stock -= $upgrades.costTerranSpecial4>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button1" class="choicebuttoncooldown"><<button "<b>1. Superior Bioregeneration:</b><br>Every round of combat or exploring, you have a 40% chance of regenerating health.<br><i>Cost: <<StockChipAbbr $upgrades.costTerranSpecial4>></i>">><</button>></span>
<</if>>
<<else>>
<span id="button1" class="choicebuttongold"><<button "<b>1. Superior Bioregeneration:</b><br>Every round of combat or exploring, you have a 40% chance of regenerating health. <i>Fully Upgraded</i>">>">><</button>></span>
<</if>>
<<if $upgrades.terranModEyes is 0>>
<<if $chips.stock gte $upgrades.costTerran1>>
<span id="button2" class="choicebutton"><<button "<b>2. Eagle Eyes:</b><br>You have a slightly increased chance of hitting with any ranged attack.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran1>></i>""FirstUpgradeMaster">>
<<set $upgrades.terranModEyes to 1>>
<<set $upgrades.last to "TEyes">>
<<set $chips.stock -= $upgrades.costTerran1>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button2" class="choicebuttoncooldown"><<button "<b>2. Eagle Eyes:</b><br>You have a slightly increased chance of hitting with any ranged attack.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran1>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.terranModEyes is 1>>
<<if $chips.stock gte $upgrades.costTerran2>>
<span id="button2" class="choicebutton"><<button "<b>2. Improved Eagle Eyes:</b><br>You have a moderately increased chance of hitting with any ranged attack.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran2>></i>""TerranUpgrades">>
<<set $upgrades.terranModEyes to 2>>
<<set $chips.stock -= $upgrades.costTerran2>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button2" class="choicebuttoncooldown"><<button "<b>2. Improved Eagle Eyes:</b><br>You have a moderately increased chance of hitting with any ranged attack.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran2>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.terranModEyes is 2>>
<<if $chips.stock gte $upgrades.costTerran3>>
<span id="button2" class="choicebutton"><<button "<b>2. Greater Eagle Eyes:</b><br>You have a significantly increased chance of hitting with any ranged attack.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran3>></i>""TerranUpgrades">>
<<set $upgrades.terranModEyes to 3>>
<<set $chips.stock -= $upgrades.costTerran3>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button2" class="choicebuttoncooldown"><<button "<b>2. Greater Eagle Eyes:</b><br>You have a significantly increased chance of hitting with any ranged attack.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran3>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.terranModEyes is 3>>
<<if $chips.stock gte $upgrades.costTerran4>>
<span id="button2" class="choicebutton"><<button "<b>2. Superior Eagle Eyes:</b><br>You have an extremely high chance of hitting with any ranged attack.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran4>></i>""TerranUpgrades">>
<<set $upgrades.terranModEyes to 4>>
<<set $chips.stock -= $upgrades.costTerran4>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button2" class="choicebuttoncooldown"><<button "<b>2. Superior Eagle Eyes:</b><br>You have an extremely high chance of hitting with any ranged attack.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran4>></i>">><</button>></span>
<</if>>
<<else>>
<span id="button2" class="choicebuttongold"><<button "<b>2. Superior Eagle Eyes:</b><br>You have an extremely high chance of hitting with any ranged attack. <i>Fully Upgraded</i>">>">><</button>></span>
<</if>>
<<if $upgrades.terranModClaws is 0>>
<<if $chips.stock gte $upgrades.costTerran1>>
<span id="button3" class="choicebutton"><<button "<b>3. Predator Claws:</b><br>You have a 5% chance to deal double damage with any physical attack.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran1>></i>""FirstUpgradeMaster">>
<<set $upgrades.last to "TClaws">>
<<set $upgrades.terranModClaws to 1>>
<<set $chips.stock -= $upgrades.costTerran1>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button3" class="choicebuttoncooldown"><<button "<b>3. Predator Claws:</b><br>You have a 5% chance of dealing double damage with any physical attack.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran1>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.terranModClaws is 1>>
<<if $chips.stock gte $upgrades.costTerran2>>
<span id="button3" class="choicebutton"><<button "<b>3. Improved Predator Claws:</b><br>You have a 10% chance of dealing double damage with any physical attack.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran2>></i>""TerranUpgrades">>
<<set $upgrades.terranModClaws to 2>>
<<set $chips.stock -= $upgrades.costTerran2>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button3" class="choicebuttoncooldown"><<button "<b>3. Improved Predator Claws:</b><br>You have a 10% chance of dealing double damage with any physical attack.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran2>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.terranModClaws is 2>>
<<if $chips.stock gte $upgrades.costTerran3>>
<span id="button3" class="choicebutton"><<button "<b>3. Greater Predator Claws:</b><br>You have a 15% chance of dealing double damage with any physical attack.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran3>></i>""TerranUpgrades">>
<<set $upgrades.terranModClaws to 3>>
<<set $chips.stock -= $upgrades.costTerran3>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button3" class="choicebuttoncooldown"><<button "<b>3. Greater Predator Claws:</b><br>You have a 15% chance of dealing double damage with any physical attack.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran3>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.terranModClaws is 3>>
<<if $chips.stock gte $upgrades.costTerran4>>
<span id="button3" class="choicebutton"><<button "<b>3. Superior Predator Claws:</b><br>You have a 20% chance of dealing double damage with any physical attack.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran4>></i>""TerranUpgrades">>
<<set $upgrades.terranModClaws to 4>>
<<set $chips.stock -= $upgrades.costTerran4>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button3" class="choicebuttoncooldown"><<button "<b>3. Superior Predator Claws:</b><br>You have a 20% chance of dealing double damage with any physical attack.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran4>></i>">><</button>></span>
<</if>>
<<else>>
<span id="button3" class="choicebuttongold"><<button "<b>3. Superior Predator Claws:</b><br>You have a 20% chance of dealing double damage with any physical attack. <i>Fully Upgraded</i>">>">><</button>></span>
<</if>>
<<if $upgrades.terranModThermal is 0>>
<<if $chips.stock gte $upgrades.costTerran1>>
<span id="button4" class="choicebutton"><<button "<b>4. Thermal Senses:</b><br>You deal 5% more damage with all attacks when in Lethal Mode, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran1>></i>""FirstUpgradeMaster">>
<<set $upgrades.last to "TTherm">>
<<set $upgrades.terranModThermal to 1>>
<<set $chips.stock -= $upgrades.costTerran1>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button4" class="choicebuttoncooldown"><<button "<b>4. Thermal Senses:</b><br>You deal 5% more damage with all attacks when in Lethal Mode, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran1>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.terranModThermal is 1>>
<<if $chips.stock gte $upgrades.costTerran2>>
<span id="button4" class="choicebutton"><<button "<b>4. Improved Thermal Senses:</b><br>You deal 10% more damage with all attacks when in Lethal Mode, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran2>></i>""TerranUpgrades">>
<<set $upgrades.terranModThermal to 2>>
<<set $chips.stock -= $upgrades.costTerran2>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button4" class="choicebuttoncooldown"><<button "<b>4. Improved Thermal Senses:</b><br>You deal 10% more damage with all attacks when in Lethal Mode, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran2>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.terranModThermal is 2>>
<<if $chips.stock gte $upgrades.costTerran3>>
<span id="button4" class="choicebutton"><<button "<b>4. Greater Thermal Senses:</b><br>You deal 15% more damage with all attacks when in Lethal Mode, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran3>></i>""TerranUpgrades">>
<<set $upgrades.terranModThermal to 3>>
<<set $chips.stock -= $upgrades.costTerran3>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button4" class="choicebuttoncooldown"><<button "<b>4. Greater Thermal Senses:</b><br>You deal 15% more damage with all attacks when in Lethal Mode, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran3>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.terranModThermal is 3>>
<<if $chips.stock gte $upgrades.costTerran4>>
<span id="button4" class="choicebutton"><<button "<b>4. Superior Thermal Senses:</b><br>You deal 20% more damage with all attacks when in Lethal Mode, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran4>></i>""TerranUpgrades">>
<<set $upgrades.terranModThermal to 4>>
<<set $chips.stock -= $upgrades.costTerran4>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button4" class="choicebuttoncooldown"><<button "<b>4. Superior Thermal Senses:</b><br>You deal 20% more damage with all attacks when in Lethal Mode, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran4>></i>">><</button>></span>
<</if>>
<<else>>
<span id="button4" class="choicebuttongold"><<button "<b>4. Superior Thermal Senses:</b><br>You deal 20% more damage with all attacks when in Lethal Mode, and spot enemies easier. <i>Fully Upgraded</i>">>">><</button>></span>
<</if>>
<<if $upgrades.terranModPhero is 0>>
<<if $chips.stock gte $upgrades.costTerran1>>
<span id="button5" class="choicebutton"><<button "<b>5. Terran Pheromones:</b><br>Your Talk attempts with humans are 10% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran1>></i>""FirstUpgradeMaster">>
<<set $upgrades.last to "TPhero">>
<<set $upgrades.terranModPhero to 1>>
<<set $chips.stock -= $upgrades.costTerran1>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button5" class="choicebuttoncooldown"><<button "<b>5. Terran Pheromones:</b><br>Your Talk attempts with humans are 10% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran1>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.terranModPhero is 1>>
<<if $chips.stock gte $upgrades.costTerran2>>
<span id="button5" class="choicebutton"><<button "<b>5. Improved Terran Pheromones:</b><br>Your Talk attempts with humans are 20% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran2>></i>""TerranUpgrades">>
<<set $upgrades.terranModPhero to 2>>
<<set $chips.stock -= $upgrades.costTerran2>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button5" class="choicebuttoncooldown"><<button "<b>5. Improved Terran Pheromones:</b><br>Your Talk attempts with humans are 20% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran2>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.terranModPhero is 2>>
<<if $chips.stock gte $upgrades.costTerran3>>
<span id="button5" class="choicebutton"><<button "<b>5. Greater Terran Pheromones:</b><br>Your Talk attempts with humans are 30% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran3>></i>""TerranUpgrades">>
<<set $upgrades.terranModPhero to 3>>
<<set $chips.stock -= $upgrades.costTerran3>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button5" class="choicebuttoncooldown"><<button "<b>5. Greater Terran Pheromones:</b><br>Your Talk attempts with humans are 30% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran3>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.terranModPhero is 3>>
<<if $chips.stock gte $upgrades.costTerran4>>
<span id="button5" class="choicebutton"><<button "<b>5. Superior Terran Pheromones:</b><br>Your Talk attempts with humans are 40% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran4>></i>""TerranUpgrades">>
<<set $upgrades.terranModPhero to 4>>
<<set $chips.stock -= $upgrades.costTerran4>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button5" class="choicebuttoncooldown"><<button "<b>5. Superior Terran Pheromones:</b><br>Your Talk attempts with humans are 40% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran4>></i>">><</button>></span>
<</if>>
<<else>>
<span id="button5" class="choicebuttongold"><<button "<b>5. Superior Terran Pheromones:</b><br>Your Talk attempts with humans are 40% more successful. <i>Fully Upgraded</i>">>">><</button>></span>
<</if>>
<<if $upgrades.terranModWeb is 0>>
<<if $chips.stock gte $upgrades.costTerran1>>
<span id="button6" class="choicebutton"><<button "<b>6. Web Shooters:</b><br>Your Subdue attempts are 10% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran1>></i>""FirstUpgradeMaster">>
<<set $upgrades.last to "TWeb">>
<<set $upgrades.terranModWeb to 1>>
<<set $chips.stock -= $upgrades.costTerran1>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button6" class="choicebuttoncooldown"><<button "<b>6. Web Shooters:</b><br>Your Subdue attempts are 10% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran1>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.terranModWeb is 1>>
<<if $chips.stock gte $upgrades.costTerran2>>
<span id="button6" class="choicebutton"><<button "<b>6. Improved Web Shooters:</b><br>Your Subdue attempts are 20% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran2>></i>""TerranUpgrades">>
<<set $upgrades.terranModWeb to 2>>
<<set $chips.stock -= $upgrades.costTerran2>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button6" class="choicebuttoncooldown"><<button "<b>6. Improved Web Shooters:</b><br>Your Subdue attempts are 20% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran2>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.terranModWeb is 2>>
<<if $chips.stock gte $upgrades.costTerran3>>
<span id="button6" class="choicebutton"><<button "<b>6. Greater Web Shooters:</b><br>Your Subdue attempts are 30% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran3>></i>""TerranUpgrades">>
<<set $upgrades.terranModWeb to 3>>
<<set $chips.stock -= $upgrades.costTerran3>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button6" class="choicebuttoncooldown"><<button "<b>6. Greater Web Shooters:</b><br>Your Subdue attempts are 30% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran3>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.terranModWeb is 3>>
<<if $chips.stock gte $upgrades.costTerran4>>
<span id="button6" class="choicebutton"><<button "<b>6. Superior Web Shooters:</b><br>Your Subdue attempts are 40% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran4>></i>""TerranUpgrades">>
<<set $upgrades.terranModWeb to 4>>
<<set $chips.stock -= $upgrades.costTerran4>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button6" class="choicebuttoncooldown"><<button "<b>6. Superior Web Shooters:</b><br>Your Subdue attempts are 40% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costTerran4>></i>">><</button>></span>
<</if>>
<<else>>
<span id="button6" class="choicebuttongold"><<button "<b>6. Superior Web Shooters:</b><br>Your Subdue attempts are 40% more successful. <i>Fully Upgraded</i>">>">><</button>></span>
<</if>>
<span id="button7" class="choicebutton"><<button "<b>7. Leave the Progenitor:</b><br>Finish making any changes.""ProgenitorMenu">><</button>></span>
<br>
<</widget>><span id="choiceIntro">"Here's what I can currently research. We currently have <<ChipsInStock>>."</span>
<<MachineUpgradesButtons>><<widget MachineUpgradesButtons>>
<<if $upgrades.machineModNano is 0>>
<<if $chips.stock gte $upgrades.costMachine1>>
<span id="button1" class="choicebutton"><<button "<b>1. Nanofiber Skin:</b><br>You ignore the first five points of damage from any attack.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine1>></i>""FirstUpgradeMaster">>
<<set $upgrades.last to "MNano">>
<<set $upgrades.machineModNano to 1>>
<<ResetPCSkills>><<totalUpgradesReset>>
<<set $chips.stock -= $upgrades.costMachine1>>
<</button>></span>
<<else>>
<span id="button1" class="choicebuttoncooldown"><<button "<b>1. Nanofiber Skin:</b><br>You ignore the first five points of damage from any attack.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine1>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.machineModNano is 1>>
<<if $chips.stock gte $upgrades.costMachine2>>
<span id="button1" class="choicebutton"><<button "<b>1. Improved Nanofiber Skin:</b><br>You ignore the first 10 points of damage from any attack.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine2>></i>""MachineUpgrades">>
<<set $upgrades.machineModNano to 2>>
<<set $chips.stock -= $upgrades.costMachine2>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button1" class="choicebuttoncooldown"><<button "<b>1. Improved Nanofiber Skin:</b><br>You ignore the first 10 points of damage from any attack.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine2>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.machineModNano is 2>>
<<if $chips.stock gte $upgrades.costMachine3>>
<span id="button1" class="choicebutton"><<button "<b>1. Greater Nanofiber Skin:</b><br>You ignore the first 15 points of damage from any attack.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine3>></i>""MachineUpgrades">>
<<set $upgrades.machineModNano to 3>>
<<set $chips.stock -= $upgrades.costMachine3>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button1" class="choicebuttoncooldown"><<button "<b>1. Greater Nanofiber Skin:</b><br>You ignore the first 15 points of damage from any attack.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine3>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.machineModNano is 3>>
<<if $chips.stock gte $upgrades.costMachine4>>
<span id="button1" class="choicebutton"><<button "<b>1. Superior Nanofiber Skin:</b><br>You ignore the first 20 points of damage from any attack.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine4>></i>""MachineUpgrades">>
<<set $upgrades.machineModNano to 4>>
<<set $chips.stock -= $upgrades.costMachine4>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button1" class="choicebuttoncooldown"><<button "<b>1. Superior Nanofiber Skin:</b><br>You ignore the first 20 points of damage from any attack.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine4>></i>">><</button>></span>
<</if>>
<<else>>
<span id="button1" class="choicebuttongold"><<button "<b>1. Superior Nanofiber Skin:</b><br>You ignore the first 20 points of damage from any attack. <i>Fully Upgraded</i>">>">><</button>></span>
<</if>>
<<if $upgrades.machineModGuns is 0>>
<<if $chips.stock gte $upgrades.costMachine1>>
<span id="button2" class="choicebutton"><<button "<b>2. Hidden Artillery:</b><br>When making a ranged attack, you have a 25% chance of making a second attack.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine1>></i>""FirstUpgradeMaster">>
<<set $upgrades.last to "MGuns">>
<<set $upgrades.machineModGuns to 1>>
<<set $chips.stock -= $upgrades.costMachine1>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button2" class="choicebuttoncooldown"><<button "<b>2. Hidden Artillery:</b><br>When making a ranged attack, you have a 25% chance of making a second attack.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine1>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.machineModGuns is 1>>
<<if $chips.stock gte $upgrades.costMachine2>>
<span id="button2" class="choicebutton"><<button "<b>2. Improved Hidden Artillery:</b><br>When making a ranged attack, you have a 50% chance of making a second attack.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine2>></i>""MachineUpgrades">>
<<set $upgrades.machineModGuns to 2>>
<<set $chips.stock -= $upgrades.costMachine2>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button2" class="choicebuttoncooldown"><<button "<b>2. Improved Hidden Artillery:</b><br>When making a ranged attack, you have a 50% chance of making a second attack.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine2>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.machineModGuns is 2>>
<<if $chips.stock gte $upgrades.costMachine3>>
<span id="button2" class="choicebutton"><<button "<b>2. Greater Hidden Artillery:</b><br>When making a ranged attack, you have a 75% chance of making a second attack.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine3>></i>""MachineUpgrades">>
<<set $upgrades.machineModGuns to 3>>
<<set $chips.stock -= $upgrades.costMachine3>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button2" class="choicebuttoncooldown"><<button "<b>2. Greater Hidden Artillery:</b><br>When making a ranged attack, you have a 75% chance of making a second attack.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine3>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.machineModGuns is 3>>
<<if $chips.stock gte $upgrades.costMachine4>>
<span id="button2" class="choicebutton"><<button "<b>2. Superior Hidden Artillery:</b><br>When making a ranged attack, you always make a second attack.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine4>></i>""MachineUpgrades">>
<<set $upgrades.machineModGuns to 4>>
<<set $chips.stock -= $upgrades.costMachine4>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button2" class="choicebuttoncooldown"><<button "<b>2. Superior Hidden Artillery:</b><br>When making a ranged attack, you always make a second attack.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine4>></i>">><</button>></span>
<</if>>
<<else>>
<span id="button2" class="choicebuttongold"><<button "<b>2. Superior Hidden Artillery:</b><br>When making a ranged attack, you always make a second attack. <i>Fully Upgraded</i>">>">><</button>></span>
<</if>>
<<if $upgrades.machineModEyes is 0>>
<<if $chips.stock gte $upgrades.costMachine1>>
<span id="button3" class="choicebutton"><<button "<b>3. Digital Optics:</b><br>You have a 5% chance to deal double damage with any ranged attack, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine1>></i>""FirstUpgradeMaster">>
<<set $upgrades.last to "MEyes">>
<<set $upgrades.machineModEyes to 1>>
<<set $chips.stock -= $upgrades.costMachine1>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button3" class="choicebuttoncooldown"><<button "<b>3. Digital Optics:</b><br>You have a 5% chance of dealing double damage with any ranged attack, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine1>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.machineModEyes is 1>>
<<if $chips.stock gte $upgrades.costMachine2>>
<span id="button3" class="choicebutton"><<button "<b>3. Improved Digital Optics:</b><br>You have a 10% chance of dealing double damage with any ranged attack, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine2>></i>""MachineUpgrades">>
<<set $upgrades.machineModEyes to 2>>
<<set $chips.stock -= $upgrades.costMachine2>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button3" class="choicebuttoncooldown"><<button "<b>3. Improved Digital Optics:</b><br>You have a 10% chance of dealing double damage with any ranged attack, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine2>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.machineModEyes is 2>>
<<if $chips.stock gte $upgrades.costMachine3>>
<span id="button3" class="choicebutton"><<button "<b>3. Greater Digital Optics:</b><br>You have a 15% chance of dealing double damage with any ranged attack, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine3>></i>""MachineUpgrades">>
<<set $upgrades.machineModEyes to 3>>
<<set $chips.stock -= $upgrades.costMachine3>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button3" class="choicebuttoncooldown"><<button "<b>3. Greater Digital Optics:</b><br>You have a 15% chance of dealing double damage with any ranged attack, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine3>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.machineModEyes is 3>>
<<if $chips.stock gte $upgrades.costMachine4>>
<span id="button3" class="choicebutton"><<button "<b>3. Superior Digital Optics:</b><br>You have a 20% chance of dealing double damage with any ranged attack, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine4>></i>""MachineUpgrades">>
<<set $upgrades.machineModEyes to 4>>
<<set $chips.stock -= $upgrades.costMachine4>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button3" class="choicebuttoncooldown"><<button "<b>3. Superior Digital Optics:</b><br>You have a 20% chance of dealing double damage with any ranged attack, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine4>></i>">><</button>></span>
<</if>>
<<else>>
<span id="button3" class="choicebuttongold"><<button "<b>3. Superior Digital Optics:</b><br>You have a 20% chance of dealing double damage with any ranged attack, and spot enemies easier. <i>Fully Upgraded</i>">>">><</button>></span>
<</if>>
<<if $upgrades.machineModSonar is 0>>
<<if $chips.stock gte $upgrades.costMachine1>>
<span id="button4" class="choicebutton"><<button "<b>4. Sonar Calibration:</b><br>After five rounds of combat, all your attacks become slightly more accurate.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine1>></i>""FirstUpgradeMaster">>
<<set $upgrades.last to "MSonar">>
<<set $upgrades.machineModSonar to 1>>
<<set $chips.stock -= $upgrades.costMachine1>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button4" class="choicebuttoncooldown"><<button "<b>4. Sonar Calibration:</b><br>After five rounds of combat, all your attacks become slightly more accurate.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine1>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.machineModSonar is 1>>
<<if $chips.stock gte $upgrades.costMachine2>>
<span id="button4" class="choicebutton"><<button "<b>4. Improved Sonar Calibration:</b><br>After five rounds of combat, all your attacks become substancially more accurate.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine2>></i>""MachineUpgrades">>
<<set $upgrades.machineModSonar to 2>>
<<set $chips.stock -= $upgrades.costMachine2>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button4" class="choicebuttoncooldown"><<button "<b>4. Improved Sonar Calibration:</b><br>After five rounds of combat, all your attacks become substancially more accurate.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine2>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.machineModSonar is 2>>
<<if $chips.stock gte $upgrades.costMachine3>>
<span id="button4" class="choicebutton"><<button "<b>4. Greater Sonar Calibration:</b><br>After five rounds of combat, all your attacks become vastly more accurate.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine3>></i>""MachineUpgrades">>
<<set $upgrades.machineModSonar to 3>>
<<set $chips.stock -= $upgrades.costMachine3>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button4" class="choicebuttoncooldown"><<button "<b>4. Greater Sonar Calibration:</b><br>After five rounds of combat, all your attacks become vastly more accurate.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine3>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.machineModSonar is 3>>
<<if $chips.stock gte $upgrades.costMachine4>>
<span id="button4" class="choicebutton"><<button "<b>4. Superior Sonar Calibration:</b><br>After five rounds of combat, you rarely - if ever - miss your target.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine4>></i>""MachineUpgrades">>
<<set $upgrades.machineModSonar to 4>>
<<set $chips.stock -= $upgrades.costMachine4>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button4" class="choicebuttoncooldown"><<button "<b>4. Superior Sonar Calibration:</b><br>After five rounds of combat, you rarely - if ever - miss your target.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine4>></i>">><</button>></span>
<</if>>
<<else>>
<span id="button4" class="choicebuttongold"><<button "<b>4. Superior Sonar Calibration:</b><br>After five rounds of combat, you rarely - if ever - miss your target. <i>Fully Upgraded</i>">>">><</button>></span>
<</if>>
<<if $upgrades.machineModShock is 0>>
<<if $chips.stock gte $upgrades.costMachine1>>
<span id="button5" class="choicebutton"><<button "<b>5. Shock Touch:</b><br>You deal 5% more damage with all attacks when in Non-Lethal Mode.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine1>></i>""FirstUpgradeMaster">>
<<set $upgrades.last to "MShock">>
<<set $upgrades.machineModShock to 1>>
<<set $chips.stock -= $upgrades.costMachine1>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button5" class="choicebuttoncooldown"><<button "<b>5. Shock Touch:</b><br>You deal 5% more damage with all attacks when in Non-Lethal Mode.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine1>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.machineModShock is 1>>
<<if $chips.stock gte $upgrades.costMachine2>>
<span id="button5" class="choicebutton"><<button "<b>5. Improved Shock Touch:</b><br>You deal 10% more damage with all attacks when in Non-Lethal Mode.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine2>></i>""MachineUpgrades">>
<<set $upgrades.machineModShock to 2>>
<<set $chips.stock -= $upgrades.costMachine2>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button5" class="choicebuttoncooldown"><<button "<b>5. Improved Shock Touch:</b><br>You deal 10% more damage with all attacks when in Non-Lethal Mode.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine2>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.machineModShock is 2>>
<<if $chips.stock gte $upgrades.costMachine3>>
<span id="button5" class="choicebutton"><<button "<b>5. Greater Shock Touch:</b><br>You deal 15% more damage with all attacks when in Non-Lethal Mode.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine3>></i>""MachineUpgrades">>
<<set $upgrades.machineModShock to 3>>
<<set $chips.stock -= $upgrades.costMachine3>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button5" class="choicebuttoncooldown"><<button "<b>5. Greater Shock Touch:</b><br>You deal 15% more damage with all attacks when in Non-Lethal Mode.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine3>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.machineModShock is 3>>
<<if $chips.stock gte $upgrades.costMachine4>>
<span id="button5" class="choicebutton"><<button "<b>5. Superior Shock Touch:</b><br>You deal 20% more damage with all attacks when in Non-Lethal Mode.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine4>></i>""MachineUpgrades">>
<<set $upgrades.machineModShock to 4>>
<<set $chips.stock -= $upgrades.costMachine4>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button5" class="choicebuttoncooldown"><<button "<b>5. Superior Shock Touch:</b><br>You deal 20% more damage with all attacks when in Non-Lethal Mode.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine4>></i>">><</button>></span>
<</if>>
<<else>>
<span id="button5" class="choicebuttongold"><<button "<b>5. Superior Shock Touch:</b><br>You deal 20% more damage with all attacks when in Non-Lethal Mode. <i>Fully Upgraded</i>">>">><</button>></span>
<</if>>
<<if $upgrades.machineModCalc is 0>>
<<if $chips.stock gte $upgrades.costMachine1>>
<span id="button6" class="choicebutton"><<button "<b>6. Hyper Calculator:</b><br>Your Talk attempts with machines are 10% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine1>></i>""FirstUpgradeMaster">>
<<set $upgrades.last to "MCalc">>
<<set $upgrades.machineModCalc to 1>>
<<set $chips.stock -= $upgrades.costMachine1>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button6" class="choicebuttoncooldown"><<button "<b>6. Hyper Calculator:</b><br>Your Talk attempts with machines are 10% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine1>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.machineModCalc is 1>>
<<if $chips.stock gte $upgrades.costMachine2>>
<span id="button6" class="choicebutton"><<button "<b>6. Improved Hyper Calculator:</b><br>Your Talk attempts with machines are 20% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine2>></i>""MachineUpgrades">>
<<set $upgrades.machineModCalc to 2>>
<<set $chips.stock -= $upgrades.costMachine2>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button6" class="choicebuttoncooldown"><<button "<b>6. Improved Hyper Calculator:</b><br>Your Talk attempts with machines are 20% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine2>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.machineModCalc is 2>>
<<if $chips.stock gte $upgrades.costMachine3>>
<span id="button6" class="choicebutton"><<button "<b>6. Greater Hyper Calculator:</b><br>Your Talk attempts with machines are 30% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine3>></i>""MachineUpgrades">>
<<set $upgrades.machineModCalc to 3>>
<<set $chips.stock -= $upgrades.costMachine3>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button6" class="choicebuttoncooldown"><<button "<b>6. Greater Hyper Calculator:</b><br>Your Talk attempts with machines are 30% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine3>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.machineModCalc is 3>>
<<if $chips.stock gte $upgrades.costMachine4>>
<span id="button6" class="choicebutton"><<button "<b>6. Superior Hyper Calculator:</b><br>Your Talk attempts with machines are 40% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine4>></i>""MachineUpgrades">>
<<set $upgrades.machineModCalc to 4>>
<<set $chips.stock -= $upgrades.costMachine4>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button6" class="choicebuttoncooldown"><<button "<b>6. Superior Hyper Calculator:</b><br>Your Talk attempts with machines are 40% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costMachine4>></i>">><</button>></span>
<</if>>
<<else>>
<span id="button6" class="choicebuttongold"><<button "<b>6. Superior Hyper Calculator:</b><br>Your Talk attempts with machines are 40% more successful. <i>Fully Upgraded</i>">>">><</button>></span>
<</if>>
<span id="button7" class="choicebutton"><<button "<b>7. Leave the Progenitor:</b><br>Finish making any changes.""ProgenitorMenu">><</button>></span>
<br>
<</widget>><span id="choiceIntro">"Here's what I can currently research. We currently have <<ChipsInStock>>."</span>
<<AlienUpgradesButtons>><<widget "AlienUpgradesButtons">>
<<if $upgrades.alienModBuild is 0>>
<<if $chips.stock gte $upgrades.costAlien1>>
<span id="button1" class="choicebutton"><<button "<b>1. Alien Build:</b><br>You have a 5% chance of dodging any incoming attack, no matter how accurate.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien1>></i>""FirstUpgradeMaster">>
<<set $upgrades.last to "ABuild">>
<<set $upgrades.alienModBuild to 1>>
<<ResetPCSkills>><<totalUpgradesReset>>
<<set $chips.stock -= $upgrades.costAlien1>>
<</button>></span>
<<else>>
<span id="button1" class="choicebuttoncooldown"><<button "<b>1. Alien Build:</b><br>You have a 3% chance of dodging any incoming attack, no matter how accurate.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien1>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.alienModBuild is 1>>
<<if $chips.stock gte $upgrades.costAlien2>>
<span id="button1" class="choicebutton"><<button "<b>1. Improved Alien Build:</b><br>You have a 5% chance of dodging any incoming attack, no matter how accurate.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien2>></i>""AlienUpgrades">>
<<set $upgrades.alienModBuild to 2>>
<<set $chips.stock -= $upgrades.costAlien2>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button1" class="choicebuttoncooldown"><<button "<b>1. Improved Alien Build:</b><br>You have a 5% chance of dodging any incoming attack, no matter how accurate.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien2>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.alienModBuild is 2>>
<<if $chips.stock gte $upgrades.costAlien3>>
<span id="button1" class="choicebutton"><<button "<b>1. Greater Alien Build:</b><br>You have a 7% chance of dodging any incoming attack, no matter how accurate.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien3>></i>""AlienUpgrades">>
<<set $upgrades.alienModBuild to 3>>
<<set $chips.stock -= $upgrades.costAlien3>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button1" class="choicebuttoncooldown"><<button "<b>1. Greater Alien Build:</b><br>You have a 7% chance of dodging any incoming attack, no matter how accurate.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien3>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.alienModBuild is 3>>
<<if $chips.stock gte $upgrades.costAlien4>>
<span id="button1" class="choicebutton"><<button "<b>1. Superior Alien Build:</b><br>You have a 10% chance of dodging any incoming attack, no matter how accurate.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien4>></i>""AlienUpgrades">>
<<set $upgrades.alienModBuild to 4>>
<<set $chips.stock -= $upgrades.costAlien4>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button1" class="choicebuttoncooldown"><<button "<b>1. Superior Alien Build:</b><br>You have a 10% chance of dodging any incoming attack, no matter how accurate.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien4>></i>">><</button>></span>
<</if>>
<<else>>
<span id="button1" class="choicebuttongold"><<button "<b>1. Superior Alien Build:</b><br>You have a 10% chance of dodging any incoming attack, no matter how accurate. <i>Fully Upgraded</i>">>">><</button>></span>
<</if>>
<<if $upgrades.alienModGlow is 0>>
<<if $chips.stock gte $upgrades.costAlien1>>
<span id="button2" class="choicebutton"><<button "<b>2. Bioluminescence:</b><br>When making a physical attack, you have a 25% chance of making a second attack.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien1>></i>""FirstUpgradeMaster">>
<<set $upgrades.last to "AGlow">>
<<set $upgrades.alienModGlow to 1>>
<<set $chips.stock -= $upgrades.costAlien1>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button2" class="choicebuttoncooldown"><<button "<b>2. Bioluminescence:</b><br>When making a physical attack, you have a 25% chance of making a second attack.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien1>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.alienModGlow is 1>>
<<if $chips.stock gte $upgrades.costAlien2>>
<span id="button2" class="choicebutton"><<button "<b>2. Improved Bioluminescence:</b><br>When making a physical attack, you have a 50% chance of making a second attack.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien2>></i>""AlienUpgrades">>
<<set $upgrades.alienModGlow to 2>>
<<set $chips.stock -= $upgrades.costAlien2>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button2" class="choicebuttoncooldown"><<button "<b>2. Improved Bioluminescence:</b><br>When making a physical attack, you have a 50% chance of making a second attack.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien2>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.alienModGlow is 2>>
<<if $chips.stock gte $upgrades.costAlien3>>
<span id="button2" class="choicebutton"><<button "<b>2. Greater Bioluminescence:</b><br>When making a physical attack, you have a 75% chance of making a second attack.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien3>></i>""AlienUpgrades">>
<<set $upgrades.alienModGlow to 3>>
<<set $chips.stock -= $upgrades.costAlien3>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button2" class="choicebuttoncooldown"><<button "<b>2. Greater Bioluminescence:</b><br>When making a physical attack, you have a 75% chance of making a second attack.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien3>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.alienModGlow is 3>>
<<if $chips.stock gte $upgrades.costAlien4>>
<span id="button2" class="choicebutton"><<button "<b>2. Superior Bioluminescence:</b><br>When making a physical attack, you always make a second attack.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien4>></i>""AlienUpgrades">>
<<set $upgrades.alienModGlow to 4>>
<<set $chips.stock -= $upgrades.costAlien4>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button2" class="choicebuttoncooldown"><<button "<b>2. Superior Bioluminescence:</b><br>When making a physical attack, you always make a second attack.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien4>></i>">><</button>></span>
<</if>>
<<else>>
<span id="button2" class="choicebuttongold"><<button "<b>2. Superior Bioluminescence:</b><br>When making a physical attack, you always make a second attack. <i>Fully Upgraded</i>">>">><</button>></span>
<</if>>
<<if $upgrades.alienModPredict is 0>>
<<if $chips.stock gte $upgrades.costAlien1>>
<span id="button3" class="choicebutton"><<button "<b>3. Predictory Sense:</b><br>You have a slightly increased chance of hitting with any physical attack, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien1>></i>""FirstUpgradeMaster">>
<<set $upgrades.last to "APredict">>
<<set $upgrades.alienModPredict to 1>>
<<set $chips.stock -= $upgrades.costAlien1>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button3" class="choicebuttoncooldown"><<button "<b>3. Predictory Sense:</b><br>You have a slightly increased chance of hitting with any physical attack, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien1>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.alienModPredict is 1>>
<<if $chips.stock gte $upgrades.costAlien2>>
<span id="button3" class="choicebutton"><<button "<b>3. Improved Predictory Sense:</b><br>You have a moderately increased chance of hitting with any physical attack, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien2>></i>""AlienUpgrades">>
<<set $upgrades.alienModPredict to 2>>
<<set $chips.stock -= $upgrades.costAlien2>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button3" class="choicebuttoncooldown"><<button "<b>3. Improved Predictory Sense:</b><br>You have a moderately increased chance of hitting with any physical attack, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien2>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.alienModPredict is 2>>
<<if $chips.stock gte $upgrades.costAlien3>>
<span id="button3" class="choicebutton"><<button "<b>3. Greater Predictory Sense:</b><br>You have a significantly increased chance of hitting with any physical attack, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien3>></i>""AlienUpgrades">>
<<set $upgrades.alienModPredict to 3>>
<<set $chips.stock -= $upgrades.costAlien3>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button3" class="choicebuttoncooldown"><<button "<b>3. Greater Predictory Sense:</b><br>You have a significantly increased chance of hitting with any physical attack, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien3>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.alienModPredict is 3>>
<<if $chips.stock gte $upgrades.costAlien4>>
<span id="button3" class="choicebutton"><<button "<b>3. Superior Predictory Sense:</b><br>You have an extremely high chance of hitting with any physical attack, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien4>></i>""AlienUpgrades">>
<<set $upgrades.alienModPredict to 4>>
<<set $chips.stock -= $upgrades.costAlien4>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button3" class="choicebuttoncooldown"><<button "<b>3. Superior Predictory Sense:</b><br>You have an extremely high chance of hitting with any physical attack, and spot enemies easier.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien4>></i>">><</button>></span>
<</if>>
<<else>>
<span id="button3" class="choicebuttongold"><<button "<b>3. Superior Predictory Sense:</b><br>You have an extremely high chance of hitting with any physical attack, and spot enemies easier. <i>Fully Upgraded</i>">>">><</button>></span>
<</if>>
<<if $upgrades.alienModAmbush is 0>>
<<if $chips.stock gte $upgrades.costAlien1>>
<span id="button4" class="choicebutton"><<button "<b>4. Ambush Muscles:</b><br>When attacking in the first round of combat, you have a 25% chance to make an extra attack.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien1>></i>""FirstUpgradeMaster">>
<<set $upgrades.last to "AAmbush">>
<<set $upgrades.alienModAmbush to 1>>
<<set $chips.stock -= $upgrades.costAlien1>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button4" class="choicebuttoncooldown"><<button "<b>4. Ambush Muscles:</b><br>When attacking in the first round of combat, you have a 25% chance to make an extra attack.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien1>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.alienModAmbush is 1>>
<<if $chips.stock gte $upgrades.costAlien2>>
<span id="button4" class="choicebutton"><<button "<b>4. Improved Ambush Muscles:</b><br>When attacking in the first round of combat, you have a 50% chance to make an extra attack.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien2>></i>""AlienUpgrades">>
<<set $upgrades.alienModAmbush to 2>>
<<set $chips.stock -= $upgrades.costAlien2>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button4" class="choicebuttoncooldown"><<button "<b>4. Improved Ambush Muscles:</b><br>When attacking in the first round of combat, you have a 50% chance to make an extra attack.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien2>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.alienModAmbush is 2>>
<<if $chips.stock gte $upgrades.costAlien3>>
<span id="button4" class="choicebutton"><<button "<b>4. Greater Ambush Muscles:</b><br>When attacking in the first round of combat, you have a 75% chance to make an extra attack.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien3>></i>""AlienUpgrades">>
<<set $upgrades.alienModAmbush to 3>>
<<set $chips.stock -= $upgrades.costAlien3>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button4" class="choicebuttoncooldown"><<button "<b>4. Greater Ambush Muscles:</b><br>When attacking in the first round of combat, you have a 75% chance to make an extra attack<br><i>Cost: <<StockChipAbbr $upgrades.costAlien3>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.alienModAmbush is 3>>
<<if $chips.stock gte $upgrades.costAlien4>>
<span id="button4" class="choicebutton"><<button "<b>4. Superior Ambush Muscles:</b><br>When attacking in the first round of combat, you make one additional attack.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien4>></i>""AlienUpgrades">>
<<set $upgrades.alienModAmbush to 4>>
<<set $chips.stock -= $upgrades.costAlien4>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button4" class="choicebuttoncooldown"><<button "<b>4. Superior Ambush Muscles:</b><br>When attacking in the first round of combat, you make one additional attack.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien4>></i>">><</button>></span>
<</if>>
<<else>>
<span id="button4" class="choicebuttongold"><<button "<b>4. Superior Ambush Muscles:</b><br>When attacking in the first round of combat, you make one additional attack. <i>Fully Upgraded</i>">>">><</button>></span>
<</if>>
<<if $upgrades.alienModSenses is 0>>
<<if $chips.stock gte $upgrades.costAlien1>>
<span id="button5" class="choicebutton"><<button "<b>5. Magnetic Sense:</b><br>Your chances of finding chips is slightly improved. You also run into less trouble when exploring.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien1>></i>""FirstUpgradeMaster">>
<<set $upgrades.last to "ASenses">>
<<set $upgrades.alienModSenses to 1>>
<<set $chips.stock -= $upgrades.costAlien1>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button5" class="choicebuttoncooldown"><<button "<b>5. Magnetic Sense:</b><br>Your chances of finding chips is slightly improved. You also run into less trouble when exploring.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien1>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.alienModSenses is 1>>
<<if $chips.stock gte $upgrades.costAlien2>>
<span id="button5" class="choicebutton"><<button "<b>5. Improved Magnetic Sense:</b><br>Your chances of finding chips is moderately improved. You also run into less trouble when exploring.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien2>></i>""AlienUpgrades">>
<<set $upgrades.alienModSenses to 2>>
<<set $chips.stock -= $upgrades.costAlien2>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button5" class="choicebuttoncooldown"><<button "<b>5. Improved Magnetic Sense:</b><br>Your chances of finding chips is moderately improved. You also run into less trouble when exploring.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien2>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.alienModSenses is 2>>
<<if $chips.stock gte $upgrades.costAlien3>>
<span id="button5" class="choicebutton"><<button "<b>5. Greater Magnetic Sense:</b><br>Your chances of finding chips is greatly improved. You also run into less trouble when exploring.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien3>></i>""AlienUpgrades">>
<<set $upgrades.alienModSenses to 3>>
<<set $chips.stock -= $upgrades.costAlien3>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button5" class="choicebuttoncooldown"><<button "<b>5. Greater Magnetic Sense:</b><br>Your chances of finding chips is greatly improved. You also run into less trouble when exploring.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien3>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.alienModSenses is 3>>
<<if $chips.stock gte $upgrades.costAlien4>>
<span id="button5" class="choicebutton"><<button "<b>5. Superior Magnetic Sense:</b><br>Your chances of finding chips is significantly improved. You also run into less trouble when exploring.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien4>></i>""AlienUpgrades">>
<<set $upgrades.alienModSenses to 4>>
<<set $chips.stock -= $upgrades.costAlien4>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button5" class="choicebuttoncooldown"><<button "<b>5. Superior Magnetic Sense:</b><br>Your chances of finding chips is significantly improved. You also run into less trouble when exploring.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien4>></i>">><</button>></span>
<</if>>
<<else>>
<span id="button5" class="choicebuttongold"><<button "<b>5. Superior Magnetic Sense:</b><br>Your chances of finding chips is significantly improved. You also run into less trouble when exploring. <i>Fully Upgraded</i>">>">><</button>></span>
<</if>>
<<if $upgrades.alienModPhero is 0>>
<<if $chips.stock gte $upgrades.costAlien1>>
<span id="button6" class="choicebutton"><<button "<b>6. Alien Pheromones:</b><br>Your Talk attempts with Aliens are 10% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien1>></i>""FirstUpgradeMaster">>
<<set $upgrades.last to "APhero">>
<<set $upgrades.alienModPhero to 1>>
<<set $chips.stock -= $upgrades.costAlien1>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button6" class="choicebuttoncooldown"><<button "<b>6. Alien Pheromones:</b><br>Your Talk attempts with Aliens are 10% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien1>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.alienModPhero is 1>>
<<if $chips.stock gte $upgrades.costAlien2>>
<span id="button6" class="choicebutton"><<button "<b>6. Improved Alien Pheromones:</b><br>Your Talk attempts with Aliens are 20% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien2>></i>""AlienUpgrades">>
<<set $upgrades.alienModPhero to 2>>
<<set $chips.stock -= $upgrades.costAlien2>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button6" class="choicebuttoncooldown"><<button "<b>6. Improved Alien Pheromones:</b><br>Your Talk attempts with Aliens are 20% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien2>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.alienModPhero is 2>>
<<if $chips.stock gte $upgrades.costAlien3>>
<span id="button6" class="choicebutton"><<button "<b>6. Greater Alien Pheromones:</b><br>Your Talk attempts with Aliens are 30% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien3>></i>""AlienUpgrades">>
<<set $upgrades.alienModPhero to 3>>
<<set $chips.stock -= $upgrades.costAlien3>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button6" class="choicebuttoncooldown"><<button "<b>6. Greater Alien Pheromones:</b><br>Your Talk attempts with Aliens are 30% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien3>></i>">><</button>></span>
<</if>>
<<elseif $upgrades.alienModPhero is 3>>
<<if $chips.stock gte $upgrades.costAlien4>>
<span id="button6" class="choicebutton"><<button "<b>6. Superior Alien Pheromones:</b><br>Your Talk attempts with Aliens are 40% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien4>></i>""AlienUpgrades">>
<<set $upgrades.alienModPhero to 4>>
<<set $chips.stock -= $upgrades.costAlien4>>
<<ResetPCSkills>><<totalUpgradesReset>>
<</button>></span>
<<else>>
<span id="button6" class="choicebuttoncooldown"><<button "<b>6. Superior Alien Pheromones:</b><br>Your Talk attempts with Aliens are 40% more successful.<br><i>Cost: <<StockChipAbbr $upgrades.costAlien4>></i>">><</button>></span>
<</if>>
<<else>>
<span id="button6" class="choicebuttongold"><<button "<b>6. Superior Alien Pheromones:</b><br>Your Talk attempts with Aliens are 40% more successful. <i>Fully Upgraded</i>">>">><</button>></span>
<</if>>
<span id="button7" class="choicebutton"><<button "<b>7. Leave the Progenitor:</b><br>Finish making any changes.""ProgenitorMenu">><</button>></span>
<br>
<</widget>><<nobr>>
<<widget "TheEnemyGroup">><<if $enemy.group is true>>The <<print $enemy.collectiveNoun>> of <<print $enemy.namePlural>><<else>><<print $enemy.name.toUpperFirst()>><</if>><</widget>>
<<widget "theEnemyGroup">><<if $enemy.group is true>>the <<print $enemy.collectiveNoun>> of <<print $enemy.namePlural>><<else>><<print $enemy.name>><</if>><</widget>>
<<widget "AEnemyGroup">><<if $enemy.group is true>><<print $enemy.indefiniteArticle.toUpperFirst()>> <<print $enemy.collectiveNoun>> of <<print $enemy.namePlural>><<else>><<print $enemy.name>><</if>><</widget>>
<<widget "aEnemyGroup">><<if $enemy.group is true>><<print $enemy.indefiniteArticle>> <<print $enemy.collectiveNoun>> of <<print $enemy.namePlural>><<else>><<print $enemy.name>><</if>><</widget>>
<<widget "oneOfTheEnemies">><<if $enemy.group is true>>one of the <<print $enemy.namePlural>><<else>><<print $enemy.name>><</if>><</widget>>
<<widget "OneOfTheEnemies">><<if $enemy.group is true>>One of the <<print $enemy.namePlural>><<else>><<print $enemy.name.toUpperFirst()>><</if>><</widget>>
<<widget "aEnemySingle">><<if $enemy.group is true>><<print $enemy.indefiniteArticle>> <<print $enemy.nameSingle>><<else>><</if>><</widget>>
<<widget "AEnemySingle">><<if $enemy.group is true>><<print $enemy.indefiniteArticle.toUpperFirst()>> <<print $enemy.nameSingle>><<else>><</if>><</widget>>
<<widget "enemy">><<if $enemy.group is true>><<print $enemy.namePlural>><<else>><<print $enemy.name>><</if>><</widget>>
<<widget "Enemy">><<if $enemy.group is true>><<print $enemy.namePlural.toUpperFirst()>><<else>><<print $enemy.name.toUpperFirst()>><</if>><</widget>>
<<widget "oneEnemy">><<if $enemy.group is true>><<print $enemy.nameSingle>><<else>><<print $enemy.name>><</if>><</widget>>
<<widget "OneEnemy">><<if $enemy.group is true>><<print $enemy.nameSingle.toUpperFirst()>><<else>><<print $enemy.name.toUpperFirst()>><</if>><</widget>>
<<widget "e-His">><<if $enemy.group is true>>Their<<elseif $enemy.gender is "male">>His<<elseif $enemy.gender is "female">>Her<<elseif $enemy.gender is "it">>Its<<else>>Their<</if>><</widget>>
<<widget "e-his">><<if $enemy.group is true>>their<<elseif $enemy.gender is "male">>his<<elseif $enemy.gender is "female">>her<<elseif $enemy.gender is "it">>its<<else>>their<</if>><</widget>>
<<widget "e-He">><<if $enemy.group is true>>They<<elseif $enemy.gender is "male">>He<<elseif $enemy.gender is "female">>She<<elseif $enemy.gender is "it">>It<<else>>They<</if>><</widget>>
<<widget "e-he">><<if $enemy.group is true>>they<<elseif $enemy.gender is "male">>he<<elseif $enemy.gender is "female">>she<<elseif $enemy.gender is "it">>it<<else>>they<</if>><</widget>>
<<widget "e-Him">><<if $enemy.group is true>>Them<<elseif $enemy.gender is "male">>Him<<elseif $enemy.gender is "female">Her<<elseif $enemy.gender is "it">>It<<else>>Them<</if>><</widget>>
<<widget "e-him">><<if $enemy.group is true>>them<<elseif $enemy.gender is "male">>him<<elseif $enemy.gender is "female">>her<<elseif $enemy.gender is "it">>it<<else>>them<</if>><</widget>>
<<widget "e-himself">><<if $enemy.group is true>>themselves<<elseif $enemy.gender is "male">>himself<<elseif $enemy.gender is "female">>herself<<elseif $enemy.gender is "it">>itself<<else>>themself<</if>><</widget>>
<<widget "e-A">><<if $enemy.group is true>><<print $enemy.indefiniteArticle>><<else>><</if>><</widget>>
/* Used for terms like "The Ru'ul moves" or "The group move" */
<<widget "e-s">><<if $enemy.group is true>><<else>>s<</if>><</widget>>
/* Used for terms like "They strike" vs "He strikes" */
<<widget "e-s2">><<if $enemy.group is true>><<elseif $enemy.gender is "male" or $enemy.gender is "female" or $enemy.gender is "it">>s<<else>><</if>><</widget>>
/* Used for terms like "the group fires its guns" vs "He hits you with his gun." */
<<widget "e-group-s">><<if $enemy.group is true>>s<<else>><</if>><</widget>>
<<widget "e-es">><<if $enemy.group is true>><<else>>es<</if>><</widget>>
<<widget "e-is">><<if $enemy.group is true>>are<<elseif $enemy.gender is "male" or $enemy.gender is "female" or $enemy.gender is "it">>is<<else>>are<</if>><</widget>>
<<widget "e-man">><<if $enemy.gender is "male">>man<<elseif $enemy.gender is "female">>woman<<elseif $enemy.species is "machine">>machine<<else>>creature<</if>><</widget>>
<<widget "e-We">><<if $enemy.group is true>>We<<else>>I<</if>><</widget>>
<<widget "e-we">><<if $enemy.group is true>>we<<else>>I<</if>><</widget>>
<<widget "e-my">><<if $enemy.group is true>>our<<else>>my<</if>><</widget>>
<<widget "e-My">><<if $enemy.group is true>>Our<<else>>My<</if>><</widget>>
<<widget "e-Me">><<if $enemy.group is true>>Us<<else>>Me<</if>><</widget>>
<<widget "e-me">><<if $enemy.group is true>>us<<else>>me<</if>><</widget>>
<<widget "e-doesnt">><<if $enemy.group is true>>don't<<else>>doesn't<</if>>
<</widget>>
<</nobr>><<nobr>>
<<widget "EnemyCombatDebugStats">>
/* Here is where the enemy debug output goes. */
<<if $debug is true>>ENEMY STATS | Enemy Attack Type: $combat.enemyAttack | EnemyAttackDiceRoll: $enemyAttackDiceRoll | EnemyAttackTotalBonus: _attackRollTotalBonus | Enemy attackRollTotal: $combat.enemyAttackRollTotal | Player Reflex: $player.reflex | enemyDamageDiceRoll: $combat.enemyDamageDiceRoll | Enemy Damage Multiplier: _enemyDamageMultiplier | Enemy Damage Misc Bonus: _damageMiscBonus | enemyDamageRollTotal: $combat.enemyDamageRollTotal | Player Current DR: $player.CurDR | EnemyHidden: $combat.enemyHidden | SpottedByPlayer?: $combat.playerSpotEnemy | MovementType: $enemy.movementType | Enemy Proximity: $combat.enemyProximity | MovementCooldown: $combat.enemyMovementCooldown | TotalGuard: $combat.totalGuard | EnemyAcid: $combat.enemyAcid | EnemyStunned: $combat.enemyStunned
<br><br>
<</if>>
<</widget>>
<</nobr>><<nobr>>
/* Code used for enemy regeneration. */
<<widget "EnemyRegenerate">>
<<set _enemyRegenRoll to random(1, 100)>>
<<if _enemyRegenRoll lte $enemy.curRegenChance && $enemy.CurHP lt $enemy.MaxHP>>
<<set _enemyRegenerate to true>>
<</if>>
<<if _enemyRegenerate is true>>
<<set _enemyRegenAmount to $enemy.MaxHP / $enemy.regenDivideAmount>>
<<set _enemyRegenAmount = Math.round(_enemyRegenAmount)>>
<<set $enemy.CurHP to $enemy.CurHP + _enemyRegenAmount>>
<br><br><<e-He>> recover<<e-s2>> <<healIcon>> <<print "_enemyRegenAmount">> HP!
<</if>>
<<if $enemy.CurHP gt $enemy.MaxHP>>
<<set $enemy.CurHP to $enemy.MaxHP>>
<</if>>
<</widget>>
<</nobr>><<nobr>>
<<widget "TotalGuardAILogic">>
<<if $combat.playerAction is "gun" or $combat.playerAction is "blade">>
<<set $combat.enemyAttack to "totalGuardCounter">>
<<set $combat.totalGuard += 1>>
<<set $combat.enemyMovementCooldown += 1>>
<<elseif $combat.totalGuard gt 1>>
<<set $combat.enemyAttack to "totalGuardContinue">>
<<else>>
<<set $combat.enemyAttack to "totalGuardStop">>
<</if>>
<</widget>>
<</nobr>><<nobr>>
<<widget "LoadEnemyAI">>
/* Passage where all the enemy AI behavior is determined at a high level. E.g. The attacks they will make. */
<<set _attackTypeRoll to random (1, 10)>>
/* Shows what roll is made if debug mode is on. */
<<if $debug is true>>
ENEMYATTACKTYPEROLL: _attackTypeRoll<br>
<</if>>
/* This now checks what kind of AI code and applies the relevant attack pattern. */
/* Tutorial Monster AI */
<<if $enemy.code is "tutorial">>
<<if _attackTypeRoll gt 1>>
<<set $combat.enemyAttack to "claw">>
<</if>>
<<elseif $enemy.code is "tutorial2">>
<<if _attackTypeRoll gt 7>>
<<set $combat.enemyAttack to "chainsaw">>
<<else>>
<<set $combat.enemyAttack to "blaster">>
<</if>>
/* Floater Enemy. */
<<elseif $enemy.code is "floater">>
<<if $combat.paralyzed gt 0>>
<<set $combat.enemyAttack to "suffocate">>
<<elseif _attackTypeRoll gte 7>>
<<set $combat.enemyAttack to "paralyze">>
<<else>>
<<set $combat.enemyAttack to "floaterTouch">>
<</if>>
/* Scorpion "Three Arm" Machine Enemy. */
<<elseif $enemy.code is "threearm">>
<<if $combat.enemyAttack is "scan">>
<<set $combat.enemyAttack to "bigBlast">>
<<elseif _attackTypeRoll gt 7 && $combat.enemyAttack neq "bigBlast">>
<<set $combat.enemyAttack to "scan">>
<<else>>
<<set $combat.enemyAttack to "bash">>
<</if>>
/* Crimson beast AI (Not Tutorial) */
<<elseif $enemy.code is "crimson">>
<<if _attackTypeRoll gt 7>>
<<set $combat.enemyAttack to "claw">>
<<elseif _attackTypeRoll gt 4>>
<<set $combat.enemyAttack to "bite">>
<<else>>
<<set $combat.enemyAttack to "tail">>
<</if>>
/* Scalestar AI */
<<elseif $enemy.code is "scalestar">>
<<set $combat.enemyAttack to "scalestarbite">>
/* Human scavenger AI, both boss and regular encounter. */
<<elseif $enemy.code is "scavenger">>
<<if _attackTypeRoll gt 8 && $combat.enemyAttack neq "grenade">>
<<set $combat.enemyAttack to "grenade">>
<<elseif _attackTypeRoll is 1>>
<<set $combat.enemyAttack to "strike">>
<<else>>
<<set $combat.enemyAttack to "blaster">>
<</if>>
/* Second human scavenger type AI */
<<elseif $enemy.code is "scavenger2">>
<<if _attackTypeRoll gt 7 && $combat.enemyAttack neq "grenade" && $combat.paralyzed is 0>>
<<set $combat.enemyAttack to "grenade">>
<<elseif _attackTypeRoll is 2>>
<<set $combat.enemyAttack to "strike">>
<<else>>
<<set $combat.enemyAttack to "humanSpear">>
<</if>>
/* First human colonist type AI */
<<elseif $enemy.code is "colonist1">>
<<set $combat.enemyAttack to "singleGBslash">>
/* Second human colonist type AI */
<<elseif $enemy.code is "colonist2">>
<<set $combat.enemyAttack to "blaster">>
/* X'irii hunter, both boss and regular encounter. Also the groveless Xirii.*/
<<elseif $enemy.code is "xiriihunter" or $enemy.code is "grovelessxirii">>
<<if $combat.turnsSinceStart is 1>>
<<set $combat.enemyAttack to "searStickAcid">>
<<elseif _attackTypeRoll gt 8 && $combat.enemyAttack neq "searStickAcid">>
<<set $combat.enemyAttack to "searStickAcid">>
<<elseif _attackTypeRoll lte 2>>
<<set $combat.enemyAttack to "strike">>
<<else>>
<<set $combat.enemyAttack to "alienSpear">>
<</if>>
/* The eyeless and alpha lurkers */
<<elseif $enemy.code is "lurker" or $enemy.code is "alphalurker">>
/* Lurker's moves at a distance. Acid first, then small or big attack depending on how long they've been at distance. */
<<if $combat.enemyProximity is 3>>
<<if $combat.enemyMovedThisRound is true>>
<<set $combat.enemyAttack to "none">>
<<else>>
<<set $combat.enemyAttack to "bigSpikeAttack">>
<</if>>
/* Lurkers moves in close. Has a big maul attack if the player hasn't moved away from them. */
<<elseif $combat.enemyProximity is 1>>
<<if $combat.enemyMovedThisRound is true>>
<<set $combat.enemyAttack to "none">>
<<else>>
<<set $combat.enemyAttack to "closeRangeMaul">>
<</if>>
/* Regular range attacks. */
<<else>>
<<if $combat.playerAction is "moveback" && $enemy.movementType neq 6>>
<<set $combat.enemyAttack to "moveBackMiss">>
<<elseif $combat.playerAction is "moveforward">>
<<set $combat.enemyAttack to "moveForwardMiss">>
<<elseif _attackTypeRoll gt 8 && $combat.enemyAttack neq "spitAcid" && $combat.acid is 0>>
<<set $combat.enemyAttack to "spitAcid">>
<<elseif _attackTypeRoll lte 5>>
<<set $combat.enemyAttack to "claw">>
<<else>>
<<set $combat.enemyAttack to "bite">>
<</if>>
<</if>>
/* Sparking Machine Enemy */
<<elseif $enemy.code is "sparkingmachine">>
<<if $combat.turnsSinceStart gte 3>>
<<set $combat.enemyAttack to "machineSelfExplode">>
<<else>>
<<set $combat.enemyAttack to "bash">>
<</if>>
/* Hunter Bot Enemy */
<<elseif $enemy.code is "infectedHunterBot">>
<<if $combat.enemyHidden is 1 or $combat.playerAction is "flee">>
<<set $combat.enemyAttack to "hideSnipe">>
<<set $combat.enemyHidden to 0>>
<<elseif $combat.turnsSinceStart is 2 && $combat.enemyHidden is 0>>
<<set $combat.enemyAttack to "hide">>
<<set $combat.enemyHidden to random(2, 4)>>
<<set $combat.playerSpotEnemy to false>>
<<elseif $combat.enemyHidden gt 1>>
<<set $combat.enemyAttack to "hidden">>
<<elseif _attackTypeRoll gte 7>>
<<set $combat.enemyAttack to "hide">>
<<set $combat.enemyHidden to random(2, 4)>>
<<set $combat.playerSpotEnemy to false>>
<<else>>
<<set $combat.enemyAttack to "blaster">>
<</if>>
<<elseif $enemy.code is "burningblob">>
<<set $combat.enemyAttack to "slam">>
<<elseif $enemy.code is "litwhisker">>
<<set $combat.enemyAttack to "claw">>
/* Twin Turret Enemy */
<<elseif $enemy.code is "twinturrets">>
<<if $combat.totalGuard gt 0>>
<<TotalGuardAILogic>>
<<elseif $combat.turnsSinceStart is 1 or $combat.enemyMovementCooldown lte -3>>
<<set $combat.enemyAttack to "totalGuardStart">>
<<set $combat.enemyMovementCooldown to 4>>
<<set $combat.totalGuard to $combat.enemyMovementCooldown>>
<<else>>
<<set $combat.enemyAttack to "blaster">>
<<set $combat.enemyNumberOfAttacks to 2>>
<</if>>
/* Leon in zero-g training */
<<elseif $enemy.code is "LeonZeroG">>
/* Lurker's moves at a distance. Acid first, then small or big attack depending on how long they've been at distance. */
<<if $combat.enemyProximity is 3>>
<<if $combat.enemyMovedThisRound is true>>
<<set $combat.enemyAttack to "none">>
<<else>>
<<set $combat.enemyAttack to "singleGBRangedSnipe">>
<</if>>
/* Lurkers moves in close. Has a big maul attack if the player hasn't moved away from them. */
<<elseif $combat.enemyProximity is 1>>
<<if $combat.enemyMovedThisRound is true>>
<<set $combat.enemyAttack to "none">>
<<else>>
<<set $combat.enemyAttack to "singleGBCloseRangeStrike">>
<</if>>
/* Regular range attacks. */
<<else>>
<<if $combat.playerAction is "moveback">>
<<set $combat.enemyAttack to "moveBackMiss">>
<<elseif $combat.playerAction is "moveforward">>
<<set $combat.enemyAttack to "moveForwardMiss">>
<<elseif _attackTypeRoll lte 5>>
<<set $combat.enemyAttack to "singleGBslash">>
<<else>>
<<set $combat.enemyAttack to "singleGBshoot">>
<</if>>
<</if>>
/* Aphid Drone Enemy. */
<<elseif $enemy.code is "aphid">>
<<set $combat.enemyAttack to "blasterBarrage">>
<<set $combat.enemyNumberOfAttacks to 2>>
/* Grey Gleamer Enemy */
<<elseif $enemy.code is "greygleamer">>
<<set $combat.enemyAttack to "blasterBarrage">>
<<set $combat.enemyNumberOfAttacks to 2>>
/* X'irii Hunter Desert */
<<elseif $enemy.code is "xiriihunterdesert">>
<<if $combat.turnsSinceStart is 1>>
<<set $combat.enemyAttack to "searStickAcid">>
<<elseif $combat.enemyHidden is 1 or $combat.playerAction is "flee">>
<<set $combat.enemyAttack to "hideStab">>
<<set $combat.enemyHidden to 0>>
<<elseif $combat.turnsSinceStart is 3 && $combat.enemyHidden is 0>>
<<set $combat.enemyAttack to "hideOcto">>
<<set $combat.enemyHidden to random(2, 3)>>
<<set $combat.playerSpotEnemy to false>>
<<elseif $combat.enemyHidden gt 1>>
<<set $combat.enemyAttack to "hidden">>
<<elseif _attackTypeRoll gte 7>>
<<set $combat.enemyAttack to "hideOcto">>
<<set $combat.enemyHidden to random(2, 3)>>
<<set $combat.playerSpotEnemy to false>>
<<elseif _attackTypeRoll lte 2 && $combat.enemyAttack neq "searStickAcid">>
<<set $combat.enemyAttack to "searStickAcid">>
<<else>>
<<set $combat.enemyAttack to "alienSpear">>
<</if>>
/* Human Grenadier enemy */
<<elseif $enemy.code is "humangrenadier">>
<<if $combat.turnsSinceStart is 1>>
<<set $combat.enemyAttack to "grenade">>
<<elseif _attackTypeRoll gt 6 && $combat.enemyAttack neq "grenade" && $combat.paralyzed is 0>>
<<set $combat.enemyAttack to "grenade">>
<<else>>
<<set $combat.enemyAttack to "singleGBslash">>
<</if>>
/* Scinterror Enemy */
<<elseif $enemy.code is "scinterror">>
<<if $combat.turnsSinceStart is 1>>
<<set $combat.enemyAttack to "bindingWeb">>
<<elseif $combat.bound is 0 && _attackTypeRoll gte 8 && $combat.playerAction neq "cutFree">>
<<set $combat.enemyAttack to "bindingWeb">>
<<elseif $combat.bound gt 0>>
<<set $combat.enemyAttack to "talonsBound">>
<<set $combat.enemyAttackIgnoreArmor to true>>
<<else>>
<<set $combat.enemyAttackIgnoreArmor to true>>
<<set $combat.enemyAttack to "talons">>
<</if>>
/* Machine sentinel enemy. */
<<elseif $enemy.code is "machinesentinel">>
<<if $combat.playerHasAttacked is false>>
<<set $combat.enemyAttack to "guardDown">>
<<else>>
<<set $combat.enemyAttack to "blasterNonInfectedMachine">>
<<set $combat.enemyNumberOfAttacks to 2>>
<</if>>
/* Sand stalker enemy. */
<<elseif $enemy.code is "sandstalker">>
<<if $combat.enemyProximity is 0>>
<<set $combat.enemyAttack to "devour">>
<<elseif $combat.enemyProximity is 1>>
<<set $combat.enemyAttack to "claw">>
<<else>>
<<set $combat.enemyAttack to "spikeShoot">>
<</if>>
/* Infected swarm enemy. */
<<elseif $enemy.code is "infectedSwarm">>
<<set _enemypercent to (($enemy.CurHP / $enemy.MaxHP) * 100)>>
<<set $combat.enemyAttack to "machineSwarmAttack">>
<<if _enemypercent gte 80>>
<<set $combat.enemyNumberOfAttacks to 5>>
<<elseif _enemypercent gte 60>>
<<set $combat.enemyNumberOfAttacks to 4>>
<<elseif _enemypercent gte 40>>
<<set $combat.enemyNumberOfAttacks to 3>>
<<elseif _enemypercent gte 20>>
<<set $combat.enemyNumberOfAttacks to 2>>
<<else>>
<<set $combat.enemyNumberOfAttacks to 1>>
<</if>>
/* Hunting party enemy. */
<<elseif $enemy.code is "huntingParty">>
<<set _enemypercent to (($enemy.CurHP / $enemy.MaxHP) * 100)>>
<<if $combat.enemyDifferentFollowUpAttack is true>>
<<set $combat.enemyAttack to "alienSpear">>
<<elseif $combat.turnsSinceStart is 1 && $combat.enemyAttack neq "searStickAcid">>
<<set $combat.enemyAttack to "searStickAcid">>
<<set $combat.enemyDifferentFollowUpAttack to true>>
<<elseif _attackTypeRoll gt 8 && $combat.enemyAttack neq "searStickAcid">>
<<set $combat.enemyAttack to "searStickAcid">>
<<set $combat.enemyDifferentFollowUpAttack to true>>
<<else>>
<<set $combat.enemyAttack to "alienSpear">>
<</if>>
<<if _enemypercent gte 80>>
<<set $combat.enemyNumberOfAttacks to 5>>
<<elseif _enemypercent gte 60>>
<<set $combat.enemyNumberOfAttacks to 4>>
<<elseif _enemypercent gte 40>>
<<set $combat.enemyNumberOfAttacks to 3>>
<<elseif _enemypercent gte 20>>
<<set $combat.enemyNumberOfAttacks to 2>>
<<else>>
<<set $combat.enemyNumberOfAttacks to 1>>
<</if>>
/* Doppleganger enemy */
<<elseif $enemy.code is "doppleganger">>
<<if _attackTypeRoll lte 5>>
<<set $combat.enemyAttack to "singleGBslash">>
<<else>>
<<set $combat.enemyAttack to "singleGBshoot">>
<</if>>
/* The Ru'ul Enemy. */
<<elseif $enemy.code is "ruul">>
<<set _enemypercent to (($enemy.CurHP / $enemy.MaxHP) * 100)>>
/* Shifts movement type from aggressive to fly-back depending on HP amount. */
<<if _enemypercent lte 50 && $enemy.movementType is 2>>
<<set $enemy.movementType to 4>>
<<set $enemy.movementCooldown to 4>>
<<elseif _enemypercent gt 50 && $enemy.movementType is 4>>
<<set $enemy.movementType to 2>>
<<set $enemy.movementCooldown to 3>>
<<else>>
<</if>>
/* If they have moved, they don't attack. */
<<if $combat.enemyMovedThisRound is true>>
<<set $combat.enemyAttack to "none">>
/* AI moves when aggressive. */
<<elseif $enemy.movementType is 2>>
<<if $combat.playerAction is "moveback" && $combat.enemyProximity is 2>>
<<set $combat.enemyAttack to "moveBackMiss">>
<<elseif $combat.enemyProximity is 1>>
<<set $combat.enemyAttack to "doubleGBCloseRangeStrike">>
<<set $combat.enemyNumberOfAttacks to 2>>
<<elseif $combat.enemyProximity is 2>>
<<if _attackTypeRoll lte 5>>
<<set $combat.enemyAttack to "doubleGBslash">>
<<set $combat.enemyNumberOfAttacks to 2>>
<<else>>
<<set $combat.enemyAttack to "doubleGBshoot">>
<<set $combat.enemyNumberOfAttacks to 2>>
<</if>>
<<elseif $combat.enemyProximity is 3>>
<<set $combat.enemyAttack to "doubleGBshoot">>
<<set $combat.enemyNumberOfAttacks to 2>>
<<elseif $combat.enemyProximity is 4>>
<<set $combat.enemyAttack to "moveBackMiss">>
<<set $combat.enemyMovementCooldown to 0>>
<<else>>
UNKNOWN PROXIMITY ERROR (Movement Type 2)
<</if>>
/* AI moves when in fly-back movement. */
<<elseif $enemy.movementType is 4>>
<<if $combat.enemyProximity is 4>>
<<set $combat.enemyAttack to "distanceRegenerate">>
<<elseif $combat.enemyProximity is 3 && $combat.playerAction is "moveforward">>
<<set $combat.enemyAttack to "distanceRegenerate">>
<<elseif $combat.enemyProximity is 3>>
<<set $combat.enemyAttack to "doubleGBshoot">>
<<set $combat.enemyNumberOfAttacks to 2>>
<<elseif $combat.enemyProximity is 2>>
<<if _attackTypeRoll lte 5>>
<<set $combat.enemyAttack to "doubleGBslash">>
<<set $combat.enemyNumberOfAttacks to 2>>
<<else>>
<<set $combat.enemyAttack to "doubleGBshoot">>
<<set $combat.enemyNumberOfAttacks to 2>>
<</if>>
<<elseif $combat.enemyProximity is 1>>
<<set $combat.enemyAttack to "doubleGBCloseRangeStrike">>
<<set $combat.enemyNumberOfAttacks to 2>>
<<else>>
UNKNOWN PROXIMITY ERROR (Movement Type 4)
<</if>>
<<else>>
UNKNOWN MOVEMENT TYPE: RU'UL IS BROKEN!
<</if>>
/* Clasper enemy */
<<elseif $enemy.code is "clasper">>
<<set $combat.enemyAttack to "monsterTendrilAttack">>
/* Bladefoot enemy */
<<elseif $enemy.code is "bladefoot">>
<<set $combat.enemyAttack to "talons">>
/* Block drone enemy */
<<elseif $enemy.code is "blockdrone">>
<<if $combat.playerHasAttacked is true>>
<<if $enemy.movementType neq 3>>
<<set $enemy.movementType to 3>>
<<set $combat.enemyAttack to "enemyFleeStart">>
<<set $combat.enemyProximity += 1>>
<<else>>
<<if $combat.enemyProximity is 4>>
<<set $combat.enemyAttack to "enemyFlee">>
<<else>>
<<set $combat.enemyAttack to "none">>
<</if>>
<</if>>
<<else>>
<<set $combat.enemyAttack to "blockDroneWatch">>
<</if>>
/* Human scavenger group enemy. */
<<elseif $enemy.code is "humanSquad">>
<<set _enemypercent to (($enemy.CurHP / $enemy.MaxHP) * 100)>>
<<if $combat.enemyDifferentFollowUpAttack is true>>
<<set $combat.enemyAttack to "blaster">>
<<elseif $combat.turnsSinceStart is 1 && $combat.enemyAttack neq "grenade">>
<<set $combat.enemyAttack to "grenade">>
<<set $combat.enemyDifferentFollowUpAttack to true>>
<<elseif _attackTypeRoll gt 8 && $combat.enemyAttack neq "grenade" && $combat.paralyzed is 0>>
<<set $combat.enemyAttack to "grenade">>
<<set $combat.enemyDifferentFollowUpAttack to true>>
<<elseif _attackTypeRoll is 1>>
<<set $combat.enemyAttack to "strike">>
<<else>>
<<set $combat.enemyAttack to "blaster">>
<</if>>
<<if _enemypercent gte 80>>
<<set $combat.enemyNumberOfAttacks to 5>>
<<elseif _enemypercent gte 60>>
<<set $combat.enemyNumberOfAttacks to 4>>
<<elseif _enemypercent gte 40>>
<<set $combat.enemyNumberOfAttacks to 3>>
<<elseif _enemypercent gte 20>>
<<set $combat.enemyNumberOfAttacks to 2>>
<<else>>
<<set $combat.enemyNumberOfAttacks to 1>>
<</if>>
/* Machine squad group enemy. */
<<elseif $enemy.code is "machineSquad">>
<<set _enemypercent to (($enemy.CurHP / $enemy.MaxHP) * 100)>>
<<if $combat.enemyDifferentFollowUpAttack is true>>
<<set $combat.enemyAttack to "blasterNonInfectedMachine">>
<<elseif $combat.turnsSinceStart is 1>>
<<set $combat.enemyAttack to "netGun">>
<<set $combat.enemyDifferentFollowUpAttack to true>>
<<elseif $combat.bound is 0 && _attackTypeRoll gte 8 && $combat.playerAction neq "cutFree">>
<<set $combat.enemyAttack to "netGun">>
<<set $combat.enemyDifferentFollowUpAttack to true>>
<<elseif $combat.bound gt 0>>
<<set $combat.enemyAttack to "netGunAttackNonInfectedMachine">>
<<else>>
<<set $combat.enemyAttack to "blasterNonInfectedMachine">>
<</if>>
<<if _enemypercent gte 80>>
<<set $combat.enemyNumberOfAttacks to 5>>
<<elseif _enemypercent gte 60>>
<<set $combat.enemyNumberOfAttacks to 4>>
<<elseif _enemypercent gte 40>>
<<set $combat.enemyNumberOfAttacks to 3>>
<<elseif _enemypercent gte 20>>
<<set $combat.enemyNumberOfAttacks to 2>>
<<else>>
<<set $combat.enemyNumberOfAttacks to 1>>
<</if>>
<<elseif $enemy.code is "omniWalker">>
<<set _enemypercent to (($enemy.CurHP / $enemy.MaxHP) * 100)>>
<<if $enemy.movementType is 5>>
<<if $combat.enemyMovementCooldown is -1 or $combat.enemyMovementCooldown is -2>>
<<set $combat.enemyAttack to "none">>
<<elseif $combat.enemyMovedThisRound is true>>
<<set $combat.enemyAttack to "none">>
<<elseif $combat.enemyProximity is 0>>
<<set $combat.enemyAttack to "crush">>
<<set $combat.enemyMovementCooldown += 1>>
<<else>>
AI ERROR: Unknown argument for Omni Walker Movement (Type 5).
<</if>>
<<else>>
<<if $combat.enemyAttack is "bigBeamCharge">>
<<set $combat.enemyAttack to "bigBeamFire">>
<<elseif _attackTypeRoll lte 3>>
<<set $combat.enemyAttack to "bigBeamCharge">>
<<else>>
<<set $combat.enemyAttack to "chainBlaster">>
<<set $combat.enemyNumberOfAttacks to 3>>
<</if>>
<</if>>
/* Shifts movement type from regular to charging if HP drops too low. */
<<if _enemypercent lte 50 && $enemy.movementType neq 5>>
<<set $enemy.movementType to 5>>
<<set $combat.enemyMovementCooldown to $enemy.movementCooldown>>
<</if>>
<<elseif $enemy.code is "Gabriel">>
<<set _enemypercent to (($enemy.CurHP / $enemy.MaxHP) * 100)>>
<<if _enemypercent lt 50 && $enemy.movementType neq 4>>
<<set $enemy.movementType to 4>>
<</if>>
/* If they have moved, they don't attack. */
<<if $combat.enemyMovedThisRound is true>>
<<set $combat.enemyAttack to "none">>
/* AI moves when in fly-back movement. */
<<elseif $enemy.movementType is 4>>
<<if $combat.enemyProximity is 4>>
<<set $combat.enemyAttack to "distanceSnipe">>
<<elseif $combat.enemyProximity is 3 && $combat.playerAction is "moveforward">>
<<set $combat.enemyAttack to "distanceSnipe">>
<<elseif $combat.enemyProximity is 3 or $combat.enemyProximity is 2>>
<<set $combat.enemyAttack to "blaster">>
<<elseif $combat.enemyProximity is 1>>
<<set $combat.enemyAttack to "bash">>
<<else>>
UNKNOWN PROXIMITY ERROR (Movement Type 4)
<</if>>
<<else>>
<<set $combat.enemyAttack to "blaster">>
<</if>>
<<elseif $enemy.code is "GabrielCore">>
<<set _enemypercent to (($enemy.CurHP / $enemy.MaxHP) * 100)>>
<<set $combat.enemyAttack to "gabrielCoreTurrets">>
<<if _enemypercent gte 80>>
<<set $combat.enemyNumberOfAttacks to 5>>
<<elseif _enemypercent gte 60>>
<<set $combat.enemyNumberOfAttacks to 4>>
<<elseif _enemypercent gte 40>>
<<set $combat.enemyNumberOfAttacks to 3>>
<<elseif _enemypercent gte 20>>
<<set $combat.enemyNumberOfAttacks to 2>>
<<else>>
<<set $combat.enemyNumberOfAttacks to 1>>
<</if>>
<<elseif $enemy.code is "Shay">>
<<set _enemypercent to (($enemy.CurHP / $enemy.MaxHP) * 100)>>
<<if $combat.enemyAttack is "humanTripAttack">>
<<set $combat.enemyAttack to "strike">>
<<elseif $combat.turnsSinceStart is 1 or _attackTypeRoll gte 6>>
<<set $combat.enemyAttack to "humanTripAttack">>
<<else>>
<<set $combat.enemyAttack to "blaster">>
<</if>>
<<elseif $enemy.code is "Leon">>
<<set _enemypercent to (($enemy.CurHP / $enemy.MaxHP) * 100)>>
<<if $combat.acid is 0 && _attackTypeRoll gt 6>>
<<set $combat.enemyAttack to "searStickAcidLeon">>
<<elseif _attackTypeRoll lte 5>>
<<set $combat.enemyAttack to "doubleGBslash">>
<<set $combat.enemyNumberOfAttacks to 2>>
<<else>>
<<set $combat.enemyAttack to "doubleGBshoot">>
<<set $combat.enemyNumberOfAttacks to 2>>
<</if>>
<<else>>
ERROR: Enemy AI location not detected.
<</if>>
<</widget>>
<</nobr>><<nobr>>
/* Determines the enemy attack roll and bonuses. */
<<widget "EnemyAttackRoll">>
/* Simulating a 3d6 attack roll. */
<<set $enemyAttackDiceRoll to random (3, 18)>>
/* Add attack roll bonus based on attack score and attack type bonuses */
/* Checks to see if it's a two-round charge attack */
<<if $combat.enemyAttack is "snipe" or $combat.enemyAttack is "bigBlast" or $combat.enemyAttack is "hideSnipe" or $combat.enemyAttack is "hideStab" or $combat.enemyAttack is "totalGuardCounter" or $combat.enemyAttack is "bigBeamFire" or $combat.enemyAttack is "distanceSnipe" or $combat.enemyAttack is "machineSelfExplode">>
/* If the player is guarding, it tanks the enemy attack so it doesn't hit. */
<<if $combat.playerAction is "defend">>
<<set _attackRollTotalBonus to $enemy.attack - 40>>
/* If the player is not guarding, it gives the attack a high chance of hitting. */
<<else>>
<<set _attackRollTotalBonus to $enemy.attack + 20>>
<</if>>
<<elseif $combat.enemyAttack is "crush">>
<<set _attackRollTotalBonus to $enemy.attack + 20>>
<<else>>
<<set _attackRollTotalBonus to $enemy.attack>>
<</if>>
/* Add attack roll bonus if the player is paralyzed.*/
<<if $combat.paralyzed gt 0 or $combat.bound gt 0>>
<<set _attackRollTotalBonus += 10>>
<</if>>
/* Add attack bonus based on game difficulty */
<<set _attackRollTotalBonus += $difficulty.enemyAttackModifier>>
/* Merge attack roll and bonuses. */
<<set $combat.enemyAttackRollTotal to $enemyAttackDiceRoll + _attackRollTotalBonus>>
/* See if player is going to dodge it automatically due to upgrades. */
<<set _playerDodgeRoll to random (1, 100)>>
<<if $player.dodge gte _playerDodgeRoll && $combat.paralyzed lte 0 && $combat.bound lte 0 && $combat.playerTripped is false>>
<<set _playerDodgeAttack to true>>
<<else>>
<<set _playerDodgeAttack to false>>
<</if>>
<</widget>>
<</nobr>><<nobr>>
<<widget "EnemyDamageAndEffectRolls">>
/* Main attack roll calculation passage. Applies outcomes. */
<<if $combat.enemyAttackRollTotal gte $player.reflex>>
/* Do a dice roll for damage. */
<<set $combat.enemyDamageDiceRoll to random(1, 3)>>
/* Calculate damage bonuses, including your mode bonuses */
<<set _enemyDamageMultiplier to 1>>
<<if setup.enemyAttacksThatDealExtraHalfDamage.includes($combat.enemyAttack)>>
<<set _enemyDamageMultiplier += 0.5>>
<</if>>
<<if setup.enemyAttacksThatDealDoubleDamage.includes($combat.enemyAttack)>>
<<set _enemyDamageMultiplier += 1>>
<</if>>
<<if setup.enemyAttacksThatDealTripleDamage.includes($combat.enemyAttack)>>
<<set _enemyDamageMultiplier += 2>>
<</if>>
<<if $combat.paralyzed gt 0>>
<<set _enemyDamageMultiplier += 0.5>>
<</if>>
<<if setup.enemyAttacksPhysicalType.includes($combat.enemyAttack)>>
<<set _damageMiscBonus to $enemy.pDamage>>
<<elseif setup.enemyAttacksEnergyType.includes($combat.enemyAttack)>>
<<set _damageMiscBonus to $enemy.eDamage>>
<<else>>
<<set _damageMiscBonus to $enemy.eDamage>>
<</if>>
/* Mix bonuses */
<<set $combat.enemyDamageRollTotal to $combat.enemyDamageDiceRoll + _damageMiscBonus>>
<<set $combat.enemyDamageRollTotal to $combat.enemyDamageRollTotal * _enemyDamageMultiplier>>
/* Alter damage based on difficulty level */
<<set $combat.enemyDamageRollTotal to $combat.enemyDamageRollTotal * $difficulty.enemyDamageModifier>>
/* Round total. */
<<set $combat.enemyDamageRollTotal to Math.round($combat.enemyDamageRollTotal)>>
/* Special rule for the first tutorial monster - fixed 1 damage */
<<if $enemy.code is "tutorial">>
<<set $combat.enemyDamageRollTotal to 2>>
<</if>>
/* Remove Relevant Player DR from your damage. */
<<if $combat.enemyAttackIgnoreArmor is false>>
<<set $combat.enemyDamageRollTotal to $combat.enemyDamageRollTotal - $player.CurDR>>
<<else>>
<<set $combat.enemyDamageRollTotal to $combat.enemyDamageRollTotal>>
<</if>>
/* Remember how much damage was absorbed for flavor text. */
<<if $player.CurDR gt 0 && $combat.enemyDamageRollTotal gt 0>>
<<set $player.DRAbsorbed to $player.CurDR>>
<<else>>
<<set $player.DRAbsorbed to $combat.enemyDamageRollTotal>>
<</if>>
/* Dealing crit and regular damage. If the attack is special, this is also dealt here. */
<<if setup.enemyAttacksWithNoDamageDescription.includes($combat.enemyAttack)>>
/* You take no damage because it's not a damage-dealing type attack. */
<<elseif $combat.enemyAttack is "paralyze" or $combat.enemyAttack is "grenade">>
<<set $combat.paralyzed to random (2, 3)>>
<<elseif $combat.enemyAttack is "searStickAcid" or $combat.enemyAttack is "spitAcid" or $combat.enemyAttack is "searStickAcidLeon">>
<<set $combat.acid to random(2, 4)>>
<<elseif $combat.enemyAttack is "bindingWeb" or $combat.enemyAttack is "netGun">>
<<set $combat.bound to random (2, 3)>>
<<elseif _playerDodgeAttack is true>>
/* Player dodges, nothing happens. */
<<elseif $combat.enemyAttack is "distanceRegenerate">>
/* No effect here */
<<elseif $combat.enemyDamageRollTotal gt 0>>
<<set $player.CurHP to $player.CurHP - $combat.enemyDamageRollTotal>>
<<UpdateHealthBar>>
<<else>>
/* You take no damage */
<</if>>
<<else>>
/* Missed you with their attack */
<</if>>
<<if $combat.enemyAttack is "machineSelfExplode">>
<<set $enemy.CurHP to 0>>
<<set $enemy.chips to 0>>
<</if>>
<</widget>>
<</nobr>><<nobr>>
<<widget "DescribeEnemyCombatAction">>
/* Here is where the flavor/text output goes. */
<<if $combat.enemyAttack is "none">>
/* No attack desc needed */
<<elseif $combat.enemyAttack is "totalGuardStart">>
<<if $enemy.code is "twinturrets">>
<<Enemy>> slide into the walls and behind metal plating. <b>They've gone on the defensive.</b>
<<else>>
TotalGuardStart: DESC NOT FOUND.
<</if>>
<<elseif $combat.enemyAttack is "totalGuardContinue">>
<<if $enemy.code is "twinturrets">>
<<Enemy>> continue to hide behind their metal shields, daring you to attack.
<<else>>
TotalGuardContinue: DESC NOT FOUND.
<</if>>
<<elseif $combat.enemyAttack is "totalGuardStop">>
<<if $enemy.code is "twinturrets">>
Sensing no attacks, <<Enemy>> slide out of the walls. <b>They're now exposed!</b>
<<else>>
TotalGuardStop: DESC NOT FOUND.
<</if>>
<<elseif $combat.enemyAttack is "totalGuardCounter">>
<<if $enemy.code is "twinturrets">>
As you attack one defended turret, the second one slides out and blasts you from your exposed side.
<<else>>
TotalGuardCounter: DESC NOT FOUND.
<</if>>
<<elseif $combat.enemyAttack is "guardDown">>
<<TheEnemyGroup>> does not attack you. <<e-His>> guard is down.
<<elseif $combat.enemyAttack is "moveBackMiss">>
<<TheEnemyGroup>> lash<<e-es>> out but miss<<e-es>>, now you've moved out of <<e-his>> range.
<<elseif $combat.enemyAttack is "moveForwardMiss">>
<<TheEnemyGroup>> attack<<e-s>> but miss<<e-es>>, now you're no longer where you are.
<<elseif $combat.enemyAttack is "singleGBslash">>
<<print setup.singleGBslash.random()>>
<<elseif $combat.enemyAttack is "singleGBshoot">>
<<print setup.singleGBshoot.random()>>
<<elseif $combat.enemyAttack is "doubleGBslash">>
<<print setup.doubleGBslash.random()>>
<<elseif $combat.enemyAttack is "doubleGBshoot">>
<<print setup.doubleGBshoot.random()>>
<<elseif $combat.enemyAttack is "doubleGBCloseRangeStrike">>
Up dangerously close, <<oneOfTheEnemies>> slices at you with <<e-his>> gun-blades!
<<elseif $combat.enemyAttack is "distanceRegenerate">>
<<OneOfTheEnemies>> gets down on one knee, now <<e-he>> <<e-is>> out of your range.
<<elseif $combat.enemyAttack is "distanceSnipe">>
Now out of your range, <<oneOfTheEnemies>> lines up and fires a precise shot at you.
<<elseif $combat.enemyAttack is "snipe">>
Now that they've lined up the shot, <<oneOfTheEnemies>> fires a precise shot at you.
<<elseif $combat.enemyAttack is "hide">>
<<TheEnemyGroup>> slip<<e-s>> in the surroundings. You chase after <<e-him>>, but <<e-he>> <<e-is>> nowhere to be seen.
<<elseif $combat.enemyAttack is "hideOcto">>
<<TheEnemyGroup>> steps back, <<e-his>> skin melding into the surroundings. Within seconds, <<e-he>> is nowhere to be seen.
<<elseif $combat.enemyAttack is "hidden">>
<<e-He>> doesn't make a move - not just yet.
<<elseif $combat.enemyAttack is "hideSnipe" && $combat.playerAction is "flee">>
As you are attempting to flee, <<oneOfTheEnemies>> shoot<<e-s>> at your back!
<<elseif $combat.enemyAttack is "hideStab" && $combat.playerAction is "flee">>
As you are attempting to flee, <<oneOfTheEnemies>> stabs you from behind!
<<elseif $combat.enemyAttack is "hideSnipe">>
From the corner of your vision, <<oneOfTheEnemies>> shoot<<e-s>> at you!
<<elseif $combat.enemyAttack is "hideStab">>
From the corner of your vision, <<oneOfTheEnemies>> stab<<e-s>> at you!
<<elseif $combat.enemyAttack is "blaster">>
<<if $enemy.code is "twinturrets">>
<<Enemy>> fire a barrage of energy at you, engaging in cross-fire.
<<else>>
<<print setup.enemyblasterattack.random()>>
<</if>>
<<elseif $combat.enemyAttack is "strike">>
<<print setup.enemyphysicalattack.random()>>
<<elseif $combat.enemyAttack is "humanSpear">>
<<print setup.spearStab.random()>>
<<elseif $combat.enemyAttack is "alienSpear">>
<<print setup.searStickStab.random()>>
<<elseif $combat.enemyAttack is "searStickAcid">>
<<print setup.searStickAcid.random()>>
<<elseif $combat.enemyAttack is "searStickAcidLeon">>
<<OneOfTheEnemies>> pulls a searstick off <<e-his>> back and sprays acid at you
<<elseif $combat.enemyAttack is "spitAcid">>
<<OneOfTheEnemies>> run<<e-s>> forward and spit<<e-s>> a stream of acid at you.
<<elseif $combat.enemyAttack is "bindingWeb">>
<<OneOfTheEnemies>> spray<<e-s>> a thick stream of silvery web at you.
<<elseif $combat.enemyAttack is "talons">>
<<print setup.monstertalonattack.random()>>
<<elseif $combat.enemyAttack is "talonsBound">>
Now that you're bound, <<oneOfTheEnemies>> move<<e-s>> up and stab<<e-s>> where you are not coated in webbing.
<<elseif $combat.enemyAttack is "scan">>
<<oneOfTheEnemies>> raise<<e-s>> <<e-his>> third bulbous arm up, and a red light sweeps over you.
<<elseif $combat.enemyAttack is "bash">>
<<print setup.machinebash.random()>>
<<elseif $combat.enemyAttack is "machineSwarmAttack">>
<<print setup.machineSwarmAttack.random()>>
<<elseif $combat.enemyAttack is "aim">>
<<OneOfTheEnemies>> get<<e-s>> down on one knee, holding up <<e-his>> longarm and aiming down the sights.
<<elseif $combat.enemyAttack is "bigBlast">>
<<OneOfTheEnemies>> fire<<e-s>> a massive barrage of energy at you, swallowing everything.
<<elseif $combat.enemyAttack is "spikes">>
<<OneOfTheEnemies>> shiver<<e-s>> and shoot<<e-s>> out a wave of black spikes!
<<elseif $combat.enemyAttack is "bigSpikeAttack">>
Now far away, <<oneOfTheEnemies>> fires waves of black spikes at you!
<<elseif $combat.enemyAttack is "closeRangeMaul">>
Up dangerously close, <<oneOfTheEnemies>> lashes out at you!
<<elseif $combat.enemyAttack is "singleGBCloseRangeStrike">>
Up dangerously close, <<oneOfTheEnemies>> tries to cold-cock you with <<e-his>> gun-blade!
<<elseif $combat.enemyAttack is "singleGBRangedSnipe">>
Now far away, <<oneOfTheEnemies>> lines up a well-aimed shot with <<e-his>> gun-blade!
<<elseif $combat.enemyAttack is "grenade">>
<<print setup.grenadeThrow.random()>>
<<elseif $combat.enemyAttack is "chainsaw">>
<<print setup.enemychainsawattack.random()>>
<<elseif $combat.enemyAttack is "claw">>
<<print setup.monsterclawattack.random()>>
<<elseif $combat.enemyAttack is "suffocate">>
<<print setup.floatersuffocate.random()>>
<<elseif $combat.enemyAttack is "paralyze">>
<<print setup.floaterparalyze.random()>>
<<elseif $combat.enemyAttack is "floaterTouch">>
<<print setup.floatertouch.random()>>
<<elseif $combat.enemyAttack is "monsterTendrilAttack">>
<<print setup.monsterTendrilAttack.random()>>
<<elseif $combat.enemyAttack is "bite">>
<<print setup.monsterbiteattack.random()>>
<<elseif $combat.enemyAttack is "scalestarbite">>
<<print setup.scalestarbiteattack.random()>>
<<elseif $combat.enemyAttack is "tail">>
<<print setup.monstertailattack.random()>>
<<elseif $combat.enemyAttack is "machineSwarm">>
<<print setup.machineswarmattack.random()>>
<<elseif $combat.enemyAttack is "blasterBarrage">>
<<print setup.blasterbarrage.random()>>
<<elseif $combat.enemyAttack is "netGun">>
<<OneOfTheEnemies>> fires a net at you from a gun.
<<elseif $combat.enemyAttack is "netGunAttackNonInfectedMachine">>
Now you're restrained by the net, <<oneOfTheEnemies>> fires disabling shots at you, avoiding anything lethal.
<<elseif $combat.enemyAttack is "blasterNonInfectedMachine">>
<<print setup.blasterNonInfectedMachine.random()>>
<<elseif $combat.enemyAttack is "bigBeamCharge">>
From one of the machine's orbs, a dull red glow appears and starts to intensify.
<<elseif $combat.enemyAttack is "bigBeamFire">>
<<OneOfTheEnemies>> fire<<e-s>> a massive scarlet beam at you!
<<elseif $combat.enemyAttack is "chainBlaster">>
<<print setup.chainBlaster.random()>>
<<elseif $combat.enemyAttack is "shrapnelGrenades">>
<<print setup.shrapnelGrenades.random()>>
<<elseif $combat.enemyAttack is "crush">>
<<print setup.crush.random()>>
<<elseif $combat.enemyAttack is "gabrielCoreTurrets">>
<<print setup.gabrielCoreTurrets.random()>>
<<elseif $combat.enemyAttack is "humanTripAttack">>
<<print setup.humanTripAttack.random()>>
<<elseif $combat.enemyAttack is "machineSelfExplode">>
<<OneOfTheEnemies>> suddenly explode<<e-s2>> in a burst of searing flame!
<<set $enemy.winText to "The sparking machine falls backward, shuddering after its own self-explosion.">>
<<elseif $combat.enemyAttack is "slam">>
<<print setup.slamAttack.random()>>
<<elseif $combat.enemyAttack is "devour">>
<<print setup.devour.random()>>
<<elseif $combat.enemyAttack is "spikeShoot">>
<<print setup.spikeShoot.random()>>
<<elseif $combat.enemyAttack is "enemyFlee">>
<<TheEnemyGroup>> disappear<<e-s>> from sight. <b><<e-He>> has fled!</b>
<<elseif $combat.enemyAttack is "enemyFleeStart">>
<<TheEnemyGroup>> run<<e-s>> as fast as <<e-he>> can away from you, now that you are an obvious threat.
<<elseif $combat.enemyAttack is "blockDroneWatch">>
<<print setup.friendlyRobotBleeps.random()>>
<<else>>
ERROR: Enemy Attack Not Found
<</if>>
<</widget>>
<</nobr>><<nobr>>
<<widget "DealEnemyAttackResults">>
<<if setup.enemyAttacksWithNoDamageDescription.includes($combat.enemyAttack)>>
/* No hit description needed. */
<<elseif $combat.enemyAttack is "distanceRegenerate">>
<<if $combat.enemyAcid gt 0>>
They try to scrape the acid off themselves.
<<else>>
<<set $enemy.curRegenChance to 100>>
<<EnemyRegenerate>>
<<set $enemy.curRegenChance to $enemy.defaultRegenChance>>
<</if>>
<<elseif $combat.enemyAttack is "scan" or $combat.enemyAttack is "aim" or $combat.enemyAttack is "bigBeamCharge">>
<b>Something big is coming!</b>
<<elseif $combat.enemyAttackRollTotal gte $player.reflex>>
<<if $combat.enemyAttack is "searStickAcid" or $combat.enemyAttack is "spitAcid" or $combat.enemyAttack is "searStickAcidLeon">>
<b>You are coated in sizzling acid!</b>
<<elseif $combat.enemyAttack is "grenade" or $combat.enemyAttack is "paralyze">>
<b><<e-He>> connect<<e-s>>, and you are paralyzed!</b>
<<elseif $combat.enemyAttack is "bindingWeb" or $combat.enemyAttack is "netGun">>
<b>It connects, and you are bound up!</b>
<<elseif $combat.enemyAttack is "humanTripAttack">>
<<if $combat.enemyDamageRollTotal gt 0>>
<b>You take <<healthIcon>> <<print $combat.enemyDamageRollTotal>> damage</b> and are <b>knocked off your feet</b>!
<<if $player.CurDR gt 0 && $combat.acid is 0 && $combat.enemyAttackIgnoreArmor is false>>
Your nanofiber skin absorbs <<DRIcon>> $player.DRAbsorbed.
<</if>>
<<else>>
You take no damage due to your nanofiber skin, but <b>you are knocked off your feet!</b>
<</if>>
<<set $combat.playerTripped to true>>
<<elseif _playerDodgeAttack is true>>
But due to your alien senses, you dodge <<e-his>> attack!
<<elseif $combat.enemyDamageRollTotal gt 0>>
<<if $combat.enemyCurrentAttackCounter gt 1 && $enemy.group is false>>
<<e-His>> <<nthAttack>> attack hits, <b>dealing <<healthIcon>> <<print $combat.enemyDamageRollTotal>> damage.</b>
<<elseif $combat.enemyNumberOfAttacks gt 1 && $enemy.group is false>>
<<e-His>> first attack connect<<e-s>>, <b>dealing <<healthIcon>> <<print $combat.enemyDamageRollTotal>> damage.</b>
<<elseif $combat.enemyCurrentAttackCounter gt 1 && $enemy.group is true>>
Another <<oneEnemy>> attacks, <b>dealing <<healthIcon>> <<print $combat.enemyDamageRollTotal>> damage.</b>
<<else>>
<b><<e-He>> connect<<e-s2>>, dealing <<healthIcon>> <<print $combat.enemyDamageRollTotal>> damage.</b>
<</if>>
<<if $player.CurDR gt 0 && $combat.acid is 0 && $combat.enemyAttackIgnoreArmor is false>>
Your nanofiber skin absorbs <<DRIcon>> $player.DRAbsorbed.
<</if>>
<<else>>
<<e-His>> attack doesn't penetrate your nanofiber skin.
<</if>>
<<elseif $combat.paralyzed gt 0>>
<<if $combat.enemyCurrentAttackCounter gt 1>>
<<if $enemy.group is true>>
Another <<oneEnemy>> attacks, but misses you.
<<else>>
<<Enemy>>'s <<nthAttack>> attack misses you.
<</if>>
<<else>>
But even paralyzed, you avoid <<e-his>> attack.
<</if>>
<<else>>
<<if $combat.enemyCurrentAttackCounter gt 1 && $enemy.group is false>>
You dodge <<enemy>>'s <<nthAttack>> attack.
<<elseif $combat.enemyNumberOfAttacks gt 1 && $enemy.group is false>>
But you dodge <<enemy>>'s <<nthAttack>> attack.
<<elseif $combat.enemyCurrentAttackCounter gt 1 && $enemy.group is true>>
Another <<oneEnemy>> attacks, but you dodge their attack.
<<else>>
But you dodge <<e-his>> attack.
<</if>>
<</if>>
<</widget>>
<</nobr>>/* A widget for enemies who move in non-standard ways. */
<<widget "EnemyProximityShift">>
<<if $enemy.movementType is 5>>
<<if $combat.enemyMovementCooldown lt 0 && $combat.enemyMovementCooldown gte -2>>
<<if $enemy.species is "machine">>
<<TheEnemyGroup>> spark<<e-s>> and billows steam. <b><<e-He>> is overheated!</b>
<<else>>
<<TheEnemyGroup>> pant<<e-s>> for breath. <b><<e-He>> has stopped charging!</b>
<</if>>
<<elseif $combat.enemyMovementCooldown lt -2 && $combat.enemyProximity neq 0>>
<<TheEnemyGroup>> <<if $enemy.species is "machine">>stops sparking<<else>>roars<</if>> and begins charging again, advancing on your position!
<<set $combat.enemyMovementCooldown to $enemy.movementCooldown>>
<<set $combat.enemyMovedThisRound to true>>
<<set $combat.enemyProximity -= 1>>
<<elseif $combat.enemyProximity neq 0>>
<<TheEnemyGroup>> charge<<e-s>> forward. <<e-He>> appears to be on a collision course!
<<set $combat.enemyMovedThisRound to true>>
<<set $combat.enemyProximity -= 1>>
<<else>>
<</if>>
<<elseif $combat.enemyMovementCooldown lte 0>>
<<if $enemy.movementType is 1>>
<<if $combat.playerAction is "blade" && $combat.enemyProximity neq 3>>
<<set $combat.enemyMovedThisRound to true>>
<<set $combat.enemyProximity to 3>>
<<set $combat.enemyMovementCooldown to $enemy.movementCooldown>>
In response to your attack, <<enemy>> move<<e-s>> further away and out of reach of your blade.
<<elseif $combat.playerAction is "gun" && $combat.enemyProximity neq 1>>
<<set $combat.enemyMovedThisRound to true>>
<<set $combat.enemyProximity to 1>>
<<set $combat.enemyMovementCooldown to $enemy.movementCooldown>>
In response to your attack, <<enemy>> dive<<e-s>> forward, moving in so close you can't line up a shot.
<<else>>
<</if>>
<<elseif $enemy.movementType is 2>>
<<if $combat.enemyProximity neq 1>>
<<set $combat.enemyMovedThisRound to true>>
<<set $combat.enemyProximity -= 1>>
<<set $combat.enemyMovementCooldown to $enemy.movementCooldown>>
<<TheEnemyGroup>> move<<e-s>> forward, <<if $combat.enemyProximity is 1>>getting in dangerously close<<else>>advancing on your position<</if>>.
<</if>>
<<elseif $enemy.movementType is 3>>
<<if $combat.enemyProximity neq 4>>
<<set $combat.enemyMovedThisRound to true>>
<<set $combat.enemyProximity += 1>>
<<set $combat.enemyMovementCooldown to $enemy.movementCooldown>>
<<TheEnemyGroup>> move<<e-s>> further away, <<if $combat.enemyProximity is 4>>becoming a speck in the distance<<else>>putting some distance between you and <<e-him>><</if>>.
<</if>>
<<elseif $enemy.movementType is 4>>
<<if $combat.enemyProximity neq 4>>
<<set $combat.enemyMovedThisRound to true>>
<<set $combat.enemyProximity to 4>>
<<set $combat.enemyMovementCooldown to $enemy.movementCooldown>>
<<if $enemy.name is "ruul">>
<<Enemy>> fiercely beats <<e-his>> wings and flies backwards, not stopping until they are far out of your reach.
<<elseif $enemy.name is "Gabriel">>
Blue-flamed jets fire from Gabriel's back. They propel themselves backward until they are far out of your reach.
<<else>>
<<Enemy>> flies backwards at an incredible pace, not stopping until they are a speck in the distance.
<</if>>
<</if>>
<<elseif $enemy.movementType is 6>>
<<if $combat.enemyProximity gt 0 && $combat.playerAction neq "moveback">>
<<set $combat.enemyProximity -= 1>>
<<set $combat.enemyMovementCooldown to $enemy.movementCooldown>>
<<if $combat.enemyProximity is 0>>
You are dragged in closer to <<theEnemyGroup>>, and <<e-he>> is practically on top of you!
<<elseif $combat.enemyProximity is 1>>
You are dragged in closer to <<theEnemyGroup>>, and <<e-he>>'s right next to you.
<<elseif $combat.enemyProximity is 2>>
You are dragged in closer to <<theEnemyGroup>>, and you're now within <<e-his>> reach.
<<elseif $combat.enemyProximity is 3>>
<<TheEnemyGroup>> starts to drag you in once more, though you're still a fair distance from <<e-him>>.
<<else>>
ERROR: Unknown Proximity for Movement Action (Movement Type 6).
<</if>>
<</if>>
<<else>>
<</if>>
<<else>>
<</if>>
<</widget>><<nobr>>
<<widget "EnemyAttackAction">>
<<if $debug is true>>(ATTACK NUMBER: $combat.enemyCurrentAttackCounter AKA <<nthAttack>><</if>>
<<EnemyAttackRoll>>
<<EnemyDamageAndEffectRolls>>
<<EnemyCombatDebugStats>>
<<if $combat.enemyCurrentAttackCounter is 1>>
<<DescribeEnemyCombatAction>>
<</if>>
<<DealEnemyAttackResults>>
<</widget>>
<</nobr>><<widget "EnemyCombatAction">>
<<EnemyProximityShift>>
/* Loads enemy AI and determines the action they will take this round. */
<<LoadEnemyAI>>
/* Deals a number of attacks equal to the enemy number of attacks. */
<<for _i to 0; _i lt $combat.enemyNumberOfAttacks; _i++>>
<<set $combat.enemyCurrentAttackCounter to _i + 1>>
<<EnemyAttackAction>>
/* If the enemy does multiple attacks, but uses a different follow-up attack, reload the AI. */
<<if $combat.enemyDifferentFollowUpAttack is true>>
<<LoadEnemyAI>>
<</if>>
<<if _i lt $combat.enemyNumberOfAttacks - 1>>
<br><br>
<</if>>
<</for>>
<</widget>><<nobr>>
<<widget "CombatRoundStartChecks">>
/* The things that happen prior to the player attack in combat.
/* Check to see what area you're in, and apply appropriate background. */
<<CombatArea>>
/* Set the turn count. */
<<set $combat.turnsSinceStart to $combat.turnsSinceStart + 1>>
/* Enemy's reflex, DR and regeneration is set to their templated stats. This is so they can be boosted or stripped back depending on status effects. */
<<set $enemy.reflex to $enemy.baseReflex>>
<<set $enemy.CurPDR to $enemy.PDR>>
<<set $enemy.CurEDR to $enemy.EDR>>
<<set $enemy.curRegenChance to $enemy.defaultRegenChance>>
/* If total guard is active for an enemy, they get a stupidly high bonus to their DR. Mostly for the Turret fight. */
<<if $combat.totalGuard gt 0>>
<<set $enemy.CurPDR to 200>>
<<set $enemy.CurEDR to 200>>
<</if>>
/* Applies enemy acid effect if applicable. */
<<if $combat.enemyAcid gt 0>>
<<set $enemy.curRegenChance to 0>>
<<set $enemy.CurPDR to 0>>
<<set $enemy.CurEDR to 0>>
<</if>>
/* Applies stun hit bonus to enemy if applicable. */
<<if $combat.enemyStunned gt 0>>
<<set $enemy.reflex -= 5>>
<</if>>
/* Resets combat flags at the start of a round that can be triggered by the enemy AI */
<<set $combat.enemyMovedThisRound to false>>
<<set $combat.enemyNumberOfAttacks to 1>>
<<set $combat.enemyCurrentAttackCounter to 1>>
<<set $combat.enemyAttackIgnoreArmor to false>>
<<set $combat.enemyDifferentFollowUpAttack to false>>
/* If player has made an attack for the first time, this flag is ticked. */
<<if $combat.playerHasAttacked is false>>
<<if $combat.playerAction is "blade" or $combat.playerAction is "gun" or $combat.playerAction is "grenade">>
<<set $combat.playerHasAttacked to true>>
<</if>>
<</if>>
<</widget>>
<</nobr>><<nobr>>
<<widget "PlayerSpotCheck">>
/* If an enemy is hidden and the player is not paralyzed, a roll is done to find them. Success marks the enemy as spotted and removes their hidden status. */
<<if $combat.enemyHidden gt 0>>
<<set _playerSpotRoll to random (1, 20)>>
<<if _playerSpotRoll lte $player.spotScore && $combat.paralyzed is 0 && $combat.bound is 0>>
<<set $playerSpotEnemy to true>>
<<set $combat.enemyHidden to 0>>
You spot <<enemy>> due to your <<print $playerSightEnhancements.random()>>. <b>They are no longer hidden</b>!
<br><br>
<<else>>
<<set $playerSpotEnemy to false>>
<</if>>
<<else>>
<<set $playerSpotEnemy to false>>
<</if>>
<<if $debug is true>>
SPOT CHECK: EnemyHidden: $combat.enemyHidden | SpottedByPlayer?: $combat.playerSpotEnemy |
<</if>>
<</widget>>
<</nobr>><<nobr>>
<<widget "PlayerBoundActions">>
/* Actions a player can take when under the 'Bound' status effect.. */
<<if $combat.playerAction is "cutFree">>
<<set $combat.bound -= 1>>
<<if $combat.bound gt 0>>
You cut at your bonds, wearing them down. <b>Your bonds are weakened!</b>
<<else>>
You cut at your bonds, severing them completely. <b>You're no longer bound!</b>
<</if>>
<<else>>
You try to move, but you can barely shift your hands. <b>You've been bound!</b>
<</if>>
<</widget>>
<</nobr>>/* Failure when the player tries to remove the infection from a machine, but the machine is not weakened enough. */
<<widget "PlayerRosettaHealFail">>
You reach out via your Rosetta implant, and make contact with <<theEnemyGroup>>, but <<e-he>> fill<<e-s>> your head with insane code, disrupting your thoughts. <b>They're still not weak enough.</b>
<</widget>><<nobr>>
/* Failure events for trying to talk down an enemy. */
<<widget "PlayerTalkFail">>
<<if $player.appearance is $enemy.species>>
<<print setup.playerTalkSameSpecies.random()>>
<<else>>
<<print setup.playerTalkOtherSpecies.random()>>
<</if>>
But your words fall on deaf ears.
<</widget>>
<</nobr>><<nobr>>
/* Failure events for trying to subdue an enemy. */
<<widget "PlayerSubdueFail">>
<<if $enemy.boss is true>>
/* You usually try something unique to try and take down a boss, and that's what's outputted here. Taken from their enemy template. */
<<print $enemy.subdueFail>>
<<elseif $enemy.nonVerbal is false>>
/* You try and scare them off with words. */
<<print setup.playerSubdueVerbal.random()>>
<<elseif $enemy.nonVerbal is true>>
/* You try and scare them off generally. */
<<print setup.playerSubdueNonVerbal.random()>>
<<else>>
/* Nothing? Generally this shouldn't happen. */
<</if>>
<<if $enemy.boss is false>>
/* Response text for non-bosses telling you it didn't work. */
<b>But <<e-he>> doesn't seem threatened at all!</b>
<</if>>
<</widget>>
<</nobr>><<nobr>>
<<widget "PlayerPrimaryCombatActions">>
<<if $combat.paralyzed gt 0>>
/* You're paralyzed, so obviously you forgo your action. */
You try to move, but you're unable to budge your body. Hot sweat drips down your neck. <b>You've been paralyzed!</b>
<<elseif $combat.bound gt 0>>
<<PlayerBoundActions>>
<<elseif $combat.playerAction is "defend">>
<<print setup.defend.random()>>
<<set $player.reflex += $combat.defendBonus>>
<<elseif $combat.playerAction is "standUp">>
After being knocked down, you leap back on your feet.
<<set $combat.playerTripped to false>>
/* Attack because you clicked to do that. Does not work if enemy is hidden.*/
<<elseif $combat.playerAction is "blade" or $combat.playerAction is "gun" or $combat.playerAction is "grenade">>
<<if $combat.enemyHidden gt 0 && $combat.playerAction is "grenade">>
You throw your bio-grenade, hoping to hit <<e-him>>. However, it doesn't force <<e-him>> out of hiding.
<<elseif $combat.enemyHidden gt 0>>
You raise your gun-blade, waiting for <<e-him>> to show up once more.
<<elseif $combat.playerAction is "gun" && $combat.enemyProximity is 4>>
You can't attack <<enemy>> because <<e-he>> <<e-is>> too far away!
<<elseif $combat.playerAction is "grenade" && $combat.enemyProximity is 4>>
You throw your grenade at <<enemy>>, but it falls short because <<e-he>> <<e-is>> too far away!
<<elseif $combat.playerAction is "blade" && $combat.enemyProximity gt 2>>
You can't strike <<enemy>> because <<e-he>> <<e-is>> too far away!
<<elseif $combat.playerAction is "gun" && $combat.enemyProximity lt 2>>
You can't shoot <<enemy>> because <<e-he>> <<e-is>> far too close!
<<else>>
<<include "PCAttack">>
<</if>>
<<elseif $combat.playerAction is "subdue">>
/* Since Subdue success goes to a unique passage, this is basically the fail text for performing a subdue action. */
<<if $combat.enemyHidden gt 0>>
Unable to subdue <<e-him>>, you wait for <<e-him>> to show up once more.
<<else>>
<<PlayerSubdueFail>>
<</if>>
<<elseif $combat.playerAction is "talk">>
/* Since Talk success goes to a unique passage, this is basically the fail text for performing a talk action. */
<<PlayerTalkFail>>
<<elseif $combat.playerAction is "rosettaHeal">>
/* Since success leads to a different passage, this action in the CombatPassage is always a failure result. */
<<PlayerRosettaHealFail>>
/* This is the movement section for certain boss battles. It handles moving back and forth. */
<<elseif $combat.playerAction is "moveforward">>
You <<if $combat.zeroG is true>>move forward<<else>>run up<</if>> and close the distance between you and <<enemy>>.
<<set $combat.enemyProximity -= 1>>
<<elseif $combat.playerAction is "moveback">>
<<set $combat.enemyProximity += 1>>
<<if $enemy.movementType is 6 && $enemy.code is "sandstalker">>
<<if $combat.enemyProximity lt 4>>
You scramble up the side of the pit of sand, trying to escape <<theEnemyGroup>>.
<<else>>
You make it up the top of the pit of sand, barely within reach of <<theEnemyGroup>>.
<</if>>
<<else>>
You move back and put some distance between you and <<enemy>>.
<</if>>
<<elseif $combat.playerAction is "flee">>
/* printing your flee attempt text and setting your odds. Boss is an auto fail.*/
<<print setup.flee.random()>>
<<set _flee to random (1, 100)>>
/* Gives 10% flee bonus if you've completed ending 1 */
<<set _achReturn to recall("achievements", setup.achievementsDefault)>>
<<if _achReturn.ending1.obtained is true>>
<<set _flee += setup.endingClearBonuses.ending1Bonus>>
<</if>>
<<if $combat.enemyHidden gt 0>>
In the process, you completely let down your guard.
<<elseif $enemy.boss is true or $enemy.flee is false>>
But <<e-he>> easily corner<<e-s>> you and prevent<<e-s>> you from leaving. //Looks like I can't escape.//
<<elseif _flee gt 50>>
<b>You manage to escape!</b><<set $combat.playerAction to "fleeSuccess">>
<<else>>
But you can't seem to shake <<e-him>> and get away.
<</if>>
<<else>><</if>>
<</widget>>
<</nobr>><<nobr>>
<<widget "PlayerSecondaryCombatActions">>
/* This passage is for any second attacks that happen in a combat passage */
/* Player doubleattack goes here */
<<set _doubleAttackRoll to random(1, 100)>>
<<if $combat.paralyzed is 0 && $combat.bound is 0 && $combat.enemyHidden is 0 && $combat.zeroG is false>>
<<if $combat.playerAction is "blade">>
<<if _doubleAttackRoll lte $player.doubleStrike>>
<<set $combat.playerDoubleAttack to true>>
<br><br><<include "PCAttack">>
<<set $combat.playerDoubleAttack to false>>
<</if>>
<</if>>
<<if $combat.playerAction is "gun">>
<<if _doubleAttackRoll lte $player.doubleShoot>>
<<set $combat.playerDoubleAttack to true>>
<br><br><<include "PCAttack">>
<<set $combat.playerDoubleAttack to false>>
<</if>>
<</if>>
<</if>>
/* Player ambush attack goes here. */
<<set _ambushChanceRoll to random(1, 100)>>
<<if $combat.paralyzed is 0 && $combat.bound is 0 && $combat.enemyHidden is 0 && $combat.zeroG is false>>
<<if $upgrades.alienModAmbush gt 0>>
<<if $combat.playerAction is "blade" or $combat.playerAction is "gun">>
<<if $combat.turnsSinceStart is 1>>
<<if _ambushChanceRoll lte $player.ambushChance>>
<<set $combat.playerAmbushAttack to true>>
<<include "PCAttack">>
<<set $combat.playerAmbushAttack to false>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<</nobr>><<nobr>>
<<widget "PlayerStatusEffectDamage">>
<<if $combat.acid gt 0>>
<br><br>The acid burns at your skin.
<<if $player.regen gt 0>>
<b>You can't regenerate!</b>
<<else>>
<b>You take <<healthIcon>> <<set _acidDamage to 1 + $enemy.eDamage>><<print '_acidDamage'>> damage.</b>
<<set $player.CurHP to $player.CurHP - _acidDamage>>
<<UpdateHealthBar>><</if>>
<<if $player.DR gt 0>>
<b>It weakens the nanofiber layer.</b>
<</if>>
<</if>>
/* Changes your DR based on if you're affected by acid damage this round. If you haven't, it restores your DR. */
<<acidCheck>>
<</widget>>
<</nobr>><<nobr>>
<<widget "EndOfCombatRoundChecks">>
/* End of combat round checks for all the things that need to be tied off. */
/* Now that the enemy is done attacking, if you were defending, you lose that nifty bonus to reflex so it doesn't become a permanent stat increase. */
<<if $combat.playerAction is "defend">>
<<set $player.reflex -= $combat.defendBonus>>
<</if>>
/* This checks to see if you can regenerate, and if you can, you do. */
<<if $player.CurHP gt 0 && $combat.acid is 0>>
<<Regeneration>>
<</if>>
/* If you dropped your gun, you pick it up */
<<if $combat.playerGunDropped is 1 && $combat.playerGunGone is false>>
<br><br>You manage to snatch your gun-blade from the ground. <b>You're armed again!</b>
<</if>>
/* If you dropped your grenade, you pick it up */
<<if $combat.playerGrenadeDropped is 1 && $combat.playerGrenadeGone is false>>
<br><br>You manage to snatch your grenade from the ground. <b>You're armed again!</b>
<</if>>
/* Run again to stop enemies from accidentally killing themselves. */
<<KeepEnemyAt1HPIfNonLethal>>
/* Includes the "End of combat round" passage. This is the passage that determines where you head next with the next link. */
<<EndCombatRound>>
/* Ticking down the relevant round-by-round status effects. */
<<EndOfRoundStatusTickdown>>
<</widget>>
<</nobr>><<nobr>>
/* Checks for the start of combat. */
<<CombatRoundStartChecks>>
/* Spot check for hidden enemies if applicable. */
<<PlayerSpotCheck>>
/* Player actions go here. */
<<PlayerPrimaryCombatActions>>
<<PlayerSecondaryCombatActions>>
/* Taking status effect damage if applicable. */
<<PlayerStatusEffectDamage>>
/* Makes sure enemy is not killed if the player is doing non-lethal attacks. */
<<KeepEnemyAt1HPIfNonLethal>>
/* Enemy actions go here. */
<<if $enemy.CurHP gt 0 && $combat.playerAction neq "fleeSuccess" && $combat.playerAction neq "subdueSuccess">>
<<if $combat.enemyStunned gt 0 && $combat.playerAction is "grenade">>
/* Don't show action because enemy was just stunned. */
<<elseif $combat.enemyStunned gt 0>>
<br><br><<TheEnemyGroup>> <<e-is>> still stunned and unable to move!
<<else>>
<br><br><<EnemyCombatAction>>
<</if>>
<<if $combat.enemyAcid gt 0 && $combat.playerAction neq "grenade">>
<br><br><<EnemyStatusEffectDamage>>
<</if>>
<<if $enemy.regen is true && $combat.enemyAcid is 0 && $enemy.curRegenChance gt 0>>
<<EnemyRegenerate>>
<</if>>
<<else>>
/* Don't show any enemy action because combat is over. */
<</if>>
/* Final combat items as well as next passage. */
<<EndOfCombatRoundChecks>>
<</nobr>><<nobr>>
/* The passage that applies on random combat start. Used for non-scripted encounters. */
/* Checks the area and applies the relevant background.*/
<<CombatArea>>
/* Prints the enemy's combatStart blurb, then gets into the action. */
<<print $enemy.combatStart>>
<<n "Combat">>
<</nobr>>/* Print the enemy description here and how beaten up they are. */
<<widget "DescribeEnemyCurrentStatus">>
<<set _percent to (($player.CurHP / $player.MaxHP) * 100)>>
<<set _enemypercent to (($enemy.CurHP / $enemy.MaxHP) * 100)>>
<<if $combat.enemyHidden gt 0>>
You can't see <<enemy>> anywhere, but you sense <<e-he>> <<e-is>> still close, just <b>hidden from sight</b>.
<<else>>
<<print $enemy.desc>>
<<if _enemypercent is 100>>
<<e-He>> look<<e-s>> completely uninjured.
<<elseif _enemypercent gt 75>>
<<e-He>> look<<e-s>> barely scratched.
<<elseif _enemypercent gt 50>>
<<e-He>> <<e-is>> beaten up a bit.
<<elseif _enemypercent gt 25>>
<<e-He>> look<<e-s>> fairly injured.
<<elseif _enemypercent gt 10>>
<<e-He>> look<<e-s>> heavily injured.
<<elseif $enemy.CurHP neq 1>>
<<e-He>> <<e-is>> about to collapse.
<<else>>
<b>One more strike would finish them.</b>
<</if>>
<<if $enemy.movementType neq 0>>
<<if $enemy.movementType is 6 && $enemy.code is "sandstalker">>
<<if $combat.enemyProximity is 0>>
You are at the <b>bottom</b> of it.
<<elseif $combat.enemyProximity is 1>>
You are <b>near the bottom</b> of it.
<<elseif $combat.enemyProximity is 2>>
You are <b>halfway up</b> the pit.
<<elseif $combat.enemyProximity is 3>>
You are <b>almost at the top</b> of it.
<<else>>
You are <b>at the top</b> of it.
<</if>>
<<else>>
<<if $combat.enemyProximity is 0>>
<<e-He>> <<e-is>> at <b>crushing</b> range!
<<elseif $combat.enemyProximity is 1>>
<<e-He>> <<e-is>> at <b>close</b> range!
<<elseif $combat.enemyProximity is 2>>
<<e-He>> <<e-is>> at <b>medium</b> range.
<<elseif $combat.enemyProximity is 3>>
<<e-He>> <<e-is>> at <b>long</b> range.
<<else>>
<<e-He>> <<e-is>> at <b>extremely long</b> range.
<</if>>
<</if>>
<</if>>
<</if>>
<<if $grenade.obtained is true>>
<br><br>Your bio-grenade currently has <<chargeIcon>><<print $grenade.curCharge>> charge.
<</if>>
<</widget>><<widget "CombatMainPassageChecks">>
/* Check to see the area you're in, then applies the appropriate background art. */
<<CombatArea>>
/* Check to see if it should be stopping or playing the music based on the widget rules. */
<<BattleMusic>>
/* See if you've changed from lethal to nonlethal or vice versa yet. If you have, it sets it to false. This is so the music isn't double triggered or stopped prematurely with cycling back to the same passage on mode change. */
<<if $combat.changedModes is true>>
<<set $combat.changedModes to false>>
<</if>>
/* Set a temp value to determine the PC and enemy's health percentage, so it can be called for descriptive purposes. */
/* Also checks subdue chance and sets it. */
<<SubdueCheck>>
<<TalkCheck>>
<</widget>><<widget "CombatEnemyDescription">>
<<DebugShowCombatMenuValues>>
<<DescribeEnemyCurrentStatus>>
<</widget>>/* Widget for the ranged attack button in combat. Does not work if on non-lethal mode and enemy is on 1 HP. */
<<widget "ShootButton">>
<<if $combat.playerGunDropped gt 0 or $combat.playerGunGone is true>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Shoot">><</button>></span>
<<elseif $combat.playerTripped is true>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Stand Up" "CombatRound">><<set $combat.playerAction to "standUp">><</button>></span>
<<elseif $enemy.CurHP is 1 && $player.nonLethal is true>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Shoot">><</button>></span>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Shoot" "CombatRound">><<set $combat.playerAction to "gun">><</button>></span>
<</if>>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</widget>>/* Widget for the melee attack button in combat. Does not work if on non-lethal mode and enemy is on 1 HP. */
<<widget "StrikeButton">>
<<if $combat.playerGunDropped gt 0 or $combat.playerGunGone is true>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Shoot">><</button>></span>
<<elseif $combat.playerTripped is true>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Strike">><</button>></span>
<<elseif $enemy.CurHP is 1 && $player.nonLethal is true>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Strike">><</button>></span>
<<elseif $combat.bound gt 0>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Cut Free" "CombatRound">><<set $combat.playerAction to "cutFree">><</button>></span>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Strike" "CombatRound">><<set $combat.playerAction to "blade">><</button>></span>
<</if>>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</widget>><<widget "SpecialAttackButton">>
/* If the player has access to special moves, this menu is unlocked. */
<<if $grenade.obtained is true>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Special..." "SpecialAttackSelection">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<</widget>>/* Displays the special attack options, if applicable. */
<<SubdueCheck>>
<<CombatArea>>
<<CombatEnemyDescription>>/* Widget for special attacks the player can select in combat. */
<<widget "SpecialAttackButtonList">>
<<set _n to 1>>
<<set _id to "button" + _n>>
<<if $combat.playerGrenadeDropped gt 0 or $combat.playerGrenadeGone is true>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Flash G [Disarmed]">><</button>></span>
<<elseif $combat.paralyzed gt 0 or $combat.bound gt 0 or $combat.playerTripped is true>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Flash G [Can't Move]">><</button>></span>
<<elseif $combat.enemyProximity is 4>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Flash G [Too Far]">><</button>></span>
<<elseif $combat.enemyProximity lt 2>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Flash G [Too Close]">><</button>></span>
<<elseif $grenade.curCharge lt $grenade.energyCostFlash>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Flash G [<<chargeIcon>> <<print $grenade.energyCostFlash>>]">><</button>></span>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Flash G [<<chargeIcon>><<print $grenade.energyCostFlash>>]" "CombatRound">><<set $grenade.curCharge -= $grenade.energyCostFlash>><<set $combat.playerAction to "grenade">><<set $grenade.typeSelected to "flash">><</button>></span>
<</if>>
<<set _n += 1>>
<<set _id to "button" + _n>>
<<if $grenade.acidUnlocked is true or $debug is true>>
<<if $combat.playerGrenadeDropped gt 0 or $combat.playerGrenadeGone is true>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Acid G [Disarmed]">><</button>></span>
<<elseif $combat.paralyzed gt 0 or $combat.bound gt 0 or $combat.playerTripped is true>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Acid G [Can't Move]">><</button>></span>
<<elseif $combat.enemyProximity is 4>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Acid G [Too Far]">><</button>></span>
<<elseif $combat.enemyProximity lt 2>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Acid G [Too Close]">><</button>></span>
<<elseif $grenade.curCharge lt $grenade.energyCostAcid>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Acid G [<<chargeIcon>> <<print $grenade.energyCostAcid>>]">><</button>></span>
<<elseif $combat.enemyAcid gt 0>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Acid G [In Effect]">><</button>></span>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Acid G [<<chargeIcon>><<print $grenade.energyCostAcid>>]" "CombatRound">><<set $grenade.curCharge -= $grenade.energyCostAcid>><<set $combat.playerAction to "grenade">><<set $grenade.typeSelected to "acid">><</button>></span>
<</if>>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
/* If you've learned to heal and the enemy is an infected machine, you can heal them for a certain HP cost. */
<<if $ability.machineHeal is true>>
<<if $enemy.infected is false or $enemy.boss is true>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Rosetta [Not Usable]">><</button>></span>
<<else>>
/* Checking to see if success has happened, so it can reset cooldown if needed. */
<<if $player.subdueSuccess is true>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Rosetta [<<healthIcon>> <<print $enemy.healCost>>]" "HealMachineCombatWin">><<set $combat.playerAction to "rosettaHeal">><<set $player.CurHP -= $enemy.healCost>><<spareEnemy>><<ResetCooldown>><</button>></span>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Rosetta [<<healthIcon>> <<print $enemy.healCost>>]" _subdueDestination>><<set $combat.playerAction to "rosettaHeal">><</button>></span>
<</if>>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<</if>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Back" "Combat">><</button>></span>
<</widget>><<nobr>>
<<widget "FleeAndMovementButton">>
<<if $combat.playerTripped is true>>
<span class="normalbuttoncooldown"><<button "_n. Flee">><</button>></span>
<<elseif $enemy.movementType is 1 && $combat.enemyProximity is 3>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Move Forward" "CombatRound">><<set $combat.playerAction to "moveforward">><</button>></span>
<<elseif $enemy.movementType is 1 && $combat.enemyProximity is 1>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Move Back" "CombatRound">><<set $combat.playerAction to "moveback">><</button>></span>
<<elseif $enemy.movementType is 2 && $combat.enemyProximity lt 4 && $combat.turnsSinceStart gt 0>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Move Back" "CombatRound">><<set $combat.playerAction to "moveback">><</button>></span>
<<elseif $enemy.movementType is 3 && $combat.enemyProximity gt 1 && $combat.turnsSinceStart gt 0>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Move Forward" "CombatRound">><<set $combat.playerAction to "moveforward">><</button>></span>
<<elseif $enemy.movementType is 4 && $combat.enemyProximity gt 1 && $combat.turnsSinceStart gt 0>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Move Forward" "CombatRound">><<set $combat.playerAction to "moveforward">><</button>></span>
<<elseif $enemy.movementType is 5 && $combat.enemyProximity lt 4>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Move Back" "CombatRound">><<set $combat.playerAction to "moveback">><</button>></span>
<<elseif $enemy.movementType is 6 && $combat.enemyProximity lt 4>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Move Back" "CombatRound">><<set $combat.playerAction to "moveback">><</button>></span>
<<elseif $enemy.movementType is 6 && $combat.enemyProximity is 4>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Flee">><</button>></span>
<<elseif $enemy.code is "LeonZeroG">>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Flee">><</button>></span>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Flee" "CombatRound">><<set $combat.playerAction to "flee">><</button>></span>
<</if>>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</widget>>
<</nobr>><<widget "DefendButton">>
<<if $combat.playerTripped is true>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Defend">><</button>></span>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Defend" "CombatRound">><<set $combat.playerAction to "defend">><</button>></span>
<</if>>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</widget>>/* Buttons for debugging combat */
<<widget "CombatDebugButtons">>
<<if $debug is true>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Death." "CombatRound">><<set $combat.playerAction to "deads">><<set $player.CurHP to 0>><</button>></span><<set _n += 1>><<set _id to "button" + _n>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. RaiseStats." "Combat">><<set $player.attack to 1000>><<set $player.reflex to 1000>><<set $player.pDamage to 1000>><<set $player.eDamage to 1000>><</button>></span><<set _n += 1>><<set _id to "button" + _n>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Wait." "CombatRound">><<set $combat.playerAction to "wait">><</button>></span><<set _n += 1>><<set _id to "button" + _n>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Heal." "CombatRound">><<set $combat.playerAction to "heal">><<heal>><</button>></span><<set _n += 1>><<set _id to "button" + _n>>
<</if>>
<</widget>>/* Combat button for switching between lethal and non-lethal modes. */
<<widget "LethalAndNonLethalModeButton">>
<<if $player.nonLethal is false>>
/* You're on lethal mode. You can click the button to switch to non-lethal. Also sets mode bonus. */
/* If you can't change modes, the button is stuck to lethal. Else you can change it. */
<<if $enemy.noModeChange is true>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Mode: Lethal">><</button>></span>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Mode: Lethal" "Combat">><<set $player.nonLethal to true>><<set $combat.changedModes to true>><<SetModeBonus>><</button>></span>
<</if>>
<<else>>
/* You're on non-lethal mode. You can click the button to switch to lethal. Also sets mode bonus. */
/* If you can't change modes, the button is stuck to non-lethal. Else you can change it. */
<<if $enemy.noModeChange is true>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Mode: Non-Lethal">><</button>></span>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Mode: Non-Lethal" "Combat">><<set $player.nonLethal to false>><<set $combat.changedModes to true>><<SetModeBonus>><</button>></span>
<</if>>
<</if>>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</widget>>/* This widget displays all the relevant combat buttons in combat. */
<<widget "CombatMainButtonList">>
<<set _n to 1>>
<<set _id to "button" + _n>>
/* Shoot button. Generic ranged attack. */
<<ShootButton>>
/* Strike button. Generic melee attack. */
<<StrikeButton>>
/* If special attacks are unlocked, this button is available. */
<<SpecialAttackButton>>
/* Subdue button. Used to end combat non-lethally if enemy is sufficiently weakened. */
<<SubdueCombatButton>>
/* Defend button. Adds a big bonus to reflex for one round. */
<<DefendButton>>
/* Flee button. Also used for special movement in some battles. */
<<FleeAndMovementButton>>
/* Debug buttons if applicable. */
<<CombatDebugButtons>>
/* Button for switching between lethal and non-lethal modes. */
<<LethalAndNonLethalModeButton>>
<</widget>>/* Performs all the relevant checks needed upon entering the passage. */
<<CombatMainPassageChecks>>
/* Shows the enemy description. */
<<CombatEnemyDescription>><<nobr>>
<<widget "EndCombatRound">>
<<if $player.CurHP lte 0>>
/* If your HP is equal to or less than zero, you go to the loss passage for that enemy. */
<<n $enemy.lossPassage>>
<<ResetCooldown>>
<<elseif $combat.enemyAttack is "enemyFlee">>
/* The enemy fled the battle! */
<<n $enemy.winPassage>>
<<PostCombatMusic>>
<<ResetCooldown>>
<<elseif $combat.playerAction is "fleeSuccess">>
/* You successfully flee the battle! */
<<n $enemy.winPassage>>
<<PostCombatMusic>>
<<audio "footsteps" play>>
<<ResetCooldown>>
<<elseif $enemy.CurHP lte 0 and $enemy.winText is "None">>
/* You won the fight, and you killed the person (assuming no self-explosions). This goes to the Enemy's specified win passage. You never see the CombatRound and EndCombatRound passage on a successful subdue anyway. */
<<n $enemy.winPassage>>
<<ResetCooldown>>
<<if $combat.enemyAttack neq "machineSelfExplode">>
<<kill>>
<</if>>
<<elseif $enemy.CurHP lte 0>>
/* This is shown if the enemy doesn't have a win passage, but does have winText. For random encounters. */
<<n "CombatWin">>
<<ResetCooldown>>
<<kill>>
<<else>>
/* No win or loss conditions were met on either side, so the loop continues. */
<<n "Combat">>
<</if>>
<</widget>>
<</nobr>><<nobr>>
/* The passage end for random encounters. It shows the win text, gives you some chips, plays the post combat music, and sets the relevant enemy text in the explore area. */
<<CombatArea>>
<<print $enemy.winText>>
<br><br><<ChipsWon>>
<<n $enemy.winPassage>>
<<set $postCombat to true>>
<<PostCombatMusic>>
<</nobr>>You reach out with your Rosetta implant and touch <<e-his>> mind<<e-group-s>>. <<TheEnemyGroup>> fall<<e-s>> to the ground, and you take <<healthIcon>> <<print $enemy.healCost>> from the strain.
<br><br>After a little while, <<e-he>> stand<<e-s>> up and look at you, synthetic eyes whirring.
<br><br>"Thank you. <<if $enemy.group is true>>We<<else>>I<</if>> would have been stuck like that forever if not for you, hurting organics against our will. Here, a small token of <<if $enemy.group is true>>our<<else>>my<</if>> thanks."
<br><br><<TheEnemyGroup>> hand<<e-s>> you some microchips, and after a few spot repairs, leaves to return to <<e-his>> home.
<<CombatArea>>
<br><br><<ChipsWon>>
<<n $enemy.winPassage>>
<<PostCombatMusic>>
<<audio "footsteps" play>>
<<ResetCooldown>>/* This is for successful talking people down. */
<<if $player.appearance is $enemy.species>>
<<print setup.playerTalkSameSpecies.random()>>
<br><br><<TheEnemyGroup>> pauses. Then, <<e-he>> lower<<e-s2>> <<e-his>> weapon<<e-group-s>>. <<if $player.translator is false>><<e-He>> say<<e-s2>> something, but you can't understand them.<<else>>"<<print setup.talkSuccessSameSpeciesAnswer.random()>>"<</if>>
<br><br>
<<set _talkResponse to random(1,6)>>
<<if _talkResponse is 1>>
<<e-He>> walk<<e-s2>> off, leaving you in peace. You breathe a sigh of relief.
<<elseif _talkResponse is 2>>
<<e-He>> pack<<e-s2>> up <<e-his>> things and leave<<e-s2>>. You watch <<e-him>> go until <<e-he>> <<e-is>> out of sight.
<<elseif _talkResponse is 3>>
<<e-He>> give<<e-s2>> you one last look, then retreat<<e-s>> with weapon<<e-group-s>> in hand. Now that <<e-he>>'s gone, you can keep searching.
<<elseif _talkResponse is 4>>
<<e-He>> share<<e-s>> some microchips with you before <<e-he>> leave<<e-s2>> as a gesture of good will. You pocket them as <<e-he>> walk<<e-s2>> off.
<<elseif _talkResponse is 5>>
In <<e-his>> rush to leave, <<e-he>> leave<<e-s2>> behind a large number of microchips. Since <<e-he>> <<e-is>> nowhere in sight, you collect them yourself.
<<elseif _talkResponse is 6>>
<<e-He>> generously give<<e-s2>> you a large number of microchips before <<e-he>> depart<<e-s2>>. You struggle to get them into your bag.
<<else>>
UNKNOWN ROLL FOR RESPONSE
<</if>>
<<else>>
<<if $enemy.code is "machinesentinel">>
<<print setup.playerTalkOtherSpecies.random()>>
<br><br>They put their weapon away, and you do the same. They walk up to you and, after reaching for it, pass you a small bag.
<br><br>"A gesture of good will. This desert is dangerous to your kind, so I would advise heading elsewhere. However, these should be of some use to you."
<br><br>And with that, they head back into the desert. You open the bag, and find a wealth of microchips.
<<else>>
<<if $player.translator is false>>In response, <<e-he>> say<<e-s2>> something, but it sounds like gibberish - you just can't understand <<e-him>>.<<else>><<print setup.playerTalkOtherSpecies.random()>><</if>>
<br><br><<TheEnemyGroup>> <<e-doesnt>> lower <<e-his>> guard, but <<e-he>> <<e-doesnt>> go to attack either. Instead, <<e-he>> back<<e-s2>> away slowly and leave<<e-s2>>.
<<set _talkResponse to random(1,6)>>
<<if _talkResponse is 5>>
<br><br>In <<e-his>> rush to leave, <<e-he>> seem<<e-s2>> to have left behind a small number of microchips. Since <<e-he>> <<e-is>> nowhere in sight, you collect them yourself.
<<elseif _talkResponse lt 6>>
<br><br>In <<e-his>> rush to leave, <<e-he>> seem<<e-s2>> to have left behind a large number of microchips. Since <<e-he>> <<e-is>> nowhere in sight, you collect them yourself.
<<else>><</if>>
<</if>>
<</if>>
<<CombatArea>>
<br><br><<ChipsWon>>
<<n $enemy.winPassage>>
<<PostCombatMusic>>
<<audio "footsteps" play>>
<<ResetCooldown>><<nobr>>
/* The passage when you successfully subdue an opponent. */
<<CombatArea>>
/* If you can speak their language, you issue a warning and scare them off. If not, you just kind of shoo them, and they still get scared off. */
<<if $enemy.nonVerbal is false>>
<<print setup.playerSubdueVerbal.random()>>
<<elseif $enemy.nonVerbal is true>>
<<print setup.playerSubdueNonVerbal.random()>>
<</if>>
<br><br>Injured and now aware of the danger you pose, <<enemy>> turns and flee<<e-s>>. You holster your gun-blade.
<br><br><<ChipsWon>>
<<n $enemy.winPassage>>
<<PostCombatMusic>>
<<audio "footsteps" play>>
<<ResetCooldown>>
<</nobr>><<nobr>>
<<widget "DebugShowCombatMenuValues">>
<<if $debug is true>>
SubdueChance: <<print "_subdueChance">>| SubdueRoll: <<print "_subdueRoll">> | SubdueSuccess: $player.subdueSuccess | TalkChance: <<print "_talkSuccessChance">> | TalkRoll: <<print "_talkRoll">> | TalkSuccess: $player.talkSuccess | Proximity: $combat.enemyProximity | MovedThisRound: $combat.enemyMovedThisRound
<</if>>
<</widget>>
<</nobr>><<nobr>>
<<widget "DebugPlayerAttackValues">>
<<if $debug is true>>
PLAYER ATTACK DATA | TurnsSinceStart: $combat.turnsSinceStart | damageMiscBonus (After mode Bonus): _damageMiscBonus | CombatAction: $combat.playerAction | AttackDiceRoll: $combat.playerAttackDiceRoll | Player.attack: $player.attack | Player pAttack: $player.pAttack | Player eAttack: $player.eAttack | AttackRollTotalBonus: _attackRollTotalBonus | AttackRollTotal: $combat.playerAttackRollTotal | Enemy Base Reflex: $enemy.baseReflex | Enemy Reflex: $enemy.reflex | Enemy Melee Reflex Bonus: $enemy.meleeReflexBonus | Enemy Ranged Reflex Bonus: $enemy.rangedReflexBonus | CritChance: _critChance | PCrit: $player.pCrit | ECrit: $player.eCrit | PlayerCrit: _playerCrit | PC Missed Attacks: $combat.playerMissedAttacks | DicebasedDamageRoll: $combat.playerDamageDiceRoll | DamageMiscBonus: _damageMiscBonus | PDamage: $player.pDamage | EDamage: $player.eDamage | NonLethalDamageBonus: $player.nonLethalDamageBonus | LethalDamageBonus: $player.lethalDamageBonus | Enemy CurDR: _enemyCurDR | Bound: $combat.bound | PlayerHasAttacked? | $combat.playerHasAttacked |<br><br>
<</if>>
<</widget>>
<</nobr>><<nobr>>
<<widget "nthAttack">>
<<set _attackIndex to $combat.enemyCurrentAttackCounter - 1>>
<<set _nthAttack to setup.nthAttack[_attackIndex]>>
<<print _nthAttack>>
<</widget>>
<</nobr>><<nobr>>
<<widget "CombatArea">>
<<if $enemy.area is "maincamp">><<addclass "body" "maincamp">><</if>>
<<if $enemy.area is "ruins">><<addclass "body" "ruins">><</if>>
<<if $enemy.area is "ruins2">><<addclass "body" "ruins2">><</if>>
<<if $enemy.area is "forest">><<addclass "body" "forest">><</if>>
<<if $enemy.area is "library">><<addclass "body" "library">><</if>>
<<if $enemy.area is "forestruins">><<addclass "body" "forestruins">><</if>>
<<if $enemy.area is "forestruinsinside">><<addclass "body" "forestruinsinside">><</if>>
<<if $enemy.area is "desert">><<addclass "body" "desert">><</if>>
<<if $enemy.area is "desert2">><<addclass "body" "desert2">><</if>>
<<if $enemy.area is "shruins2">><<addclass "body" "shruins2">><</if>>
<<if $enemy.area is "delta">><<addclass "body" "delta">><</if>>
<<if $enemy.area is "deltacolonysmoke">><<addclass "body" "deltacolonysmoke">><</if>>
<<if $enemy.area is "elevator">><<addclass "body" "elevator">><</if>>
<<if $enemy.area is "engineroom">><<addclass "body" "engineroom">><</if>>
<<if $enemy.area is "swamp">><<addclass "body" "swamp">><</if>>
<<if $enemy.area is "llineruins">><<addclass "body" "llineruins">><</if>>
<<if $enemy.area is "burningruins">><<addclass "body" "maincamp2burning">><</if>>
<<if $enemy.area is "grove2spring">><<addclass "body" "grove2spring">><</if>>
<<if $enemy.area is "northernwilds">><<addclass "body" "northernwilds">><</if>>
<<if $enemy.area is "thesphere">><<addclass "body" "thesphere">><</if>>
<<if $enemy.area is "corridor">><<addclass "body" "corridor">><</if>>
<<if $enemy.area is "gabriel">><<addclass "body" "gabriel">><</if>>
<<if $enemy.area is "trainingroom2">><<addclass "body" "trainingroom2">><</if>>
<<if $enemy.area is "asteria1">><<addclass "body" "asteria1">><</if>>
<<if $enemy.area is "asteriaoutside">><<addclass "body" "asteriaoutside">><</if>>
<</widget>>
<<widget "PostCombatMusic">>
<<if $enemy.area is "ruins">><<audio ":all" stop>><<audio "trailoftears" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>><</if>>
<<if $enemy.area is "forest">><<audio ":all" stop>><<audio "deepblue" loop play>><<audio "alienforest" loop play>><</if>>
<<if $enemy.area is "desert">><<audio ":all" stop>><<audio "desertmusic" play loop>><<audio "wind2" play loop>><</if>>
<<if $enemy.area is "swamp">><<audio ":all" stop>><<audio "xiriibeat" play loop>><</if>>
<</widget>>
<<widget "acidCheck">>
<<if $combat.acid gt 0>>
<<set $player.CurDR to 0>>
<<else>>
<<set $player.CurDR to $player.DR>>
<</if>>
<</widget>>
<<widget "DRCheck">>
<<if $player.DR gt 0 && $enemyDamageRoll gt 0>>
<<set $player.DRAbsorbed to $player.DR>>
<<else>>
<<set $player.DRAbsorbed to $enemyDamageRoll>>
<</if>>
<</widget>>
<<widget "DRAbsorbed">>
<<if $player.CurDR gt 0>>
<<print 'Your nanofiber skin absorbs <<DRIcon>> $player.DRAbsorbed damage.'>>.
<<else>><</if>>
<</widget>>
<<widget "EnemyPDRAbsorbed">>
<<if $enemy.CurPDR gt 0>>
<b><<print 'Their DR absorbs <<DRIcon>> $enemy.DRAbsorbed damage.'>></b>
<<else>>
<</if>>
<</widget>>
<<widget "EnemyEDRAbsorbed">>
<<if $enemy.CurEDR gt 0>>
<b><<print 'Their DR absorbs <<DRIcon>> $enemy.DRAbsorbed damage.'>></b>
<</if>>
<</widget>>
<</nobr>><<nobr>>
<<widget "SetModeBonus">>
<<if $player.nonLethal is false>>
<<if $upgrades.terranModThermal is 1>>
<<set $player.lethalDamageBonus to 3>>
<<set $player.nonLethalDamageBonus to 0>>
<<elseif $upgrades.terranModThermal is 2>>
<<set $player.lethalDamageBonus to 6>>
<<set $player.nonLethalDamageBonus to 0>>
<<elseif $upgrades.terranModThermal is 3>>
<<set $player.lethalDamageBonus to 9>>
<<set $player.nonLethalDamageBonus to 0>>
<<elseif $upgrades.terranModThermal is 4>>
<<set $player.lethalDamageBonus to 12>>
<<set $player.nonLethalDamageBonus to 0>>
<<else>>
<<set $player.nonLethalDamageBonus to 0>>
<<set $player.lethalDamageBonus to 0>>
<</if>>
<<else>>
<<if $upgrades.machineModShock is 1>>
<<set $player.nonLethalDamageBonus to 3>>
<<set $player.lethalDamageBonus to 0>>
<<elseif $upgrades.terranModThermal is 2>>
<<set $player.nonLethalDamageBonus to 6>>
<<set $player.lethalDamageBonus to 0>>
<<elseif $upgrades.terranModThermal is 3>>
<<set $player.nonLethalDamageBonus to 9>>
<<set $player.lethalDamageBonus to 0>>
<<elseif $upgrades.terranModThermal is 4>>
<<set $player.nonLethalDamageBonus to 12>>
<<set $player.lethalDamageBonus to 0>>
<<else>>
<<set $player.nonLethalDamageBonus to 0>>
<<set $player.lethalDamageBonus to 0>>
<</if>>
<</if>>
<</widget>>
<</nobr>><<nobr>>
/* A collection of widgets used in combat encounters*/
/* This widget is for use at the start of battle, though it is called cyclically every time the player returns to the main Combat passage. */
/* If it's round 0, the mode button hasn't been clicked and the enemy isn't the Ruul, it stops the music. */
/* It then starts the appropriate track. */
<<widget "BattleMusic">>
<<if $combat.turnsSinceStart is 0 && $combat.changedModes is false && $enemy.music neq "ruul" && previous() neq "GrenadeAttackSelection">>
<<audio ":all" stop>>
<</if>>
<<if $enemy.music is "boss1">>
<<audio "boss1" loop play>>
<<elseif $enemy.music is "ruul">>
<<audio "laserburst2" stop>>
<<audio "electricstatic" stop>>
<<elseif $enemy.music is "warhammer">>
<<audio "warhammer" loop play>>
<<else>>
<<audio "battle" loop play>>
<</if>>
<</widget>>
/* This is the setter for enemies, pulling upon their template in StoryInit. Called in the passage immediately before combat starts. */
<<widget "setenemy">>
<<print '<<set $enemy to clone(setup.' + $args[0] + ')>>'>>
<<set $enemy.CurHP to $enemy.MaxHP>>
<<if $player.translator is false>>
<<set $enemy.nonVerbal to true>>
<</if>>
<</widget>>
/* For whenever the PC needs to be healed for gameplay or plot reasons. */
<<widget "heal">>
<<set $player.CurHP to $player.MaxHP>>
<</widget>>
/* For whenever the PC needs to be damaged for plot reasons. Probably obsolete. */
<<widget "damage">>
<<print '<<set $player.CurHP to $player.CurHP - ' + $args[0] + '>>'>>
<<UpdateHealthBar>>
<</widget>>
/* For whenever the PC dies. Explore cost is reset, death number is increased, and all chips are lost. */
<<widget "death">>
<<set $explore.costToExplore to 0>>
<<set $turnsExplored to 0>>
<<set $player.deaths to $player.deaths + 1>>
<<set $chips.bag to 0>>
<<resetExplore>>
<</widget>>
/* For whenever the PC kills someone. */
<<widget "kill">>
/* Tracks whoever you killed based on the enemy's faction. */
<<switch $enemy.faction>>
/* Killed a regular creature. */
<<case "creature">>
<<set $score.creaturesHunted += 1>>
<<set $score.totalKills += 1>>
/* Killed a machine, usually peaceful and non-infected. */
<<case "machine">>
<<set $score.regularMachinesKilled += 1>>
<<set $score.totalKills += 1>>
/* Killed an infected machine. */
<<case "infected">>
<<set $score.infectedMachinesKilled += 1>>
<<set $score.totalKills += 1>>
/* Killed a human, but not a colonist. */
<<case "outerTribes">>
<<set $score.outerTribesKilled += 1>>
<<set $score.totalKills += 1>>
/* Killed a human colonist */
<<case "colonist">>
<<set $score.colonistsKilled += 1>>
<<set $score.totalKills += 1>>
/* Killed one of the X'irii */
<<case "alien">>
<<set $score.xiriiKilled += 1>>
<<set $score.totalKills += 1>>
<<case "none">>
/* Killed someone that doesn't belong to a faction. Not tracked because this is never a real kill. */
<</switch>>
<</widget>>
/* To track when the PC spares someone. Called only when clicking on the subdue button. */
<<widget "spareEnemy">>
<<if $enemy.noScoringWinMethod is false>>
<<set $score.totalSpared += 1>>
<<switch $combat.playerAction>>
<<case "subdueSuccess">>
<<set $score.subdued += 1>>
<<case "rosettaHeal">>
<<set $score.machinesHealed += 1>>
<<case "talkSuccess">>
<<set $score.talkedTo += 1>>
<<default>>
<<script>>console.log("Unknown subdue action type: scoring will not be incremented.")<</script>>
<</switch>>
<</if>>
<</widget>>
/* For whenever the PC loses to someone. Probably obsolete. */
<<widget "lostTo">>
<<print '<<set $floater.pushUnique("' + $args[0] + '")>>'>>
<</widget>>
/* For when you lose, it pushes you to the enemy's loss passage. Obsolete maybe? */
<<widget "losspassage">><span class="next">[img[$nextArrow][$enemy.lossPassage]]
<<print '<<set $enemy.CurHP to $enemy.MaxHP>>'>><</widget>>
/* Resetting specific cooldowns when combat ends. */
<<widget "ResetCooldown">>
<<set $combat.paralyzed to 0>>
<<set $combat.acid to 0>>
<<set $combat.bound to 0>>
<<set $combat.turnsSinceStart to 0>>
<<set $combat.changedModes to false>>
<<set $combat.enemyProximity to 2>>
<<set $combat.enemyMovementCooldown to 0>>
<<set $combat.enemyMovedThisRound to false>>
<<set $combat.enemyNumberOfAttacks to 1>>
<<set $combat.enemyCurrentAttackCounter to 1>>
<<set $combat.enemyAttackIgnoreArmor to false>>
<<set $combat.enemyDifferentFollowUpAttack to false>>
<<set $combat.searchedForSearstick to false>>
<<set $combat.enemyStunned to 0>>
<<set $combat.enemyAcid to 0>>
<<set $combat.playerHasAttacked to false>>
<<set $player.reflex to $player.baseReflex>>
<<if $grenade.obtained is true>>
<<set $grenade.curCharge to 0>>
<</if>>
<<if $combat.zeroG is true>>
<<set $combat.zeroG to false>>
<</if>>
<<set $explore.turnsSinceCombat to 0>>
<<set $combat.playerGunDropped to 0>>
<<set $combat.playerGrenadeDropped to 0>>
<</widget>>
/* This is called in the Combat passage prior to button click. The chances for subduing an opponent are determined then, and the link for that button is altered. */
<<widget "SubdueCheck">>
/* Set the odds for subduing the enemy based on how much HP is left. */
<<set _enemyHealthCheck to (($enemy.CurHP / $enemy.MaxHP) * 100)>>
<<set _subdueChance to 100 - _enemyHealthCheck>>
<<set _subdueRoll to random (1, 100)>>
/* Apply any game clear bonuses to subduing certain types of enemies, if applicable. */
<<set _achReturn to recall("achievements", setup.achievementsDefault)>>
<<if _achReturn.ending2.obtained is true && $enemy.species is "creature">>
<<set _subdueChance += setup.endingClearBonuses.ending2Bonus>>
<</if>>
<<if _achReturn.ending3.obtained is true && $enemy.species is "machine">>
<<set _subdueChance += setup.endingClearBonuses.ending3Bonus>>
<</if>>
<<if _achReturn.ending4.obtained is true && $enemy.species is "alien">>
<<set _subdueChance += setup.endingClearBonuses.ending4Bonus>>
<</if>>
<<if _achReturn.ending5.obtained is true && $enemy.species is "human">>
<<set _subdueChance += setup.endingClearBonuses.ending5Bonus>>
<</if>>
/* Determine if subduing is going to be successful or not. */
<<if _subdueRoll lt _subdueChance && $combat.paralyzed is 0 && $combat.enemyHidden is 0>>
<<set $player.subdueSuccess to true>>
<<set _subdueDestination to $enemy.subduePassage>>
<<else>>
<<set $player.subdueSuccess to false>>
<<set _subdueDestination to "CombatRound">>
<</if>>
<</widget>>
/* This is used to calculate the success rate of talking in the first round of combat. */
<<widget "TalkCheck">>
/* Set clean slate */
<<set _talkSuccessChance to 0>>
<<set _talkRoll to random (1, 10)>>
/* Same species talk bonus */
<<if $player.appearance is $enemy.species>>
<<set _talkSuccessChance to 5>>
<</if>>
/* Apply any game clear bonuses if applicable. */
<<set _achReturn to recall("achievements", setup.achievementsDefault)>>
<<if _achReturn.ending10.obtained is true>>
<<set _talkSuccessChance += setup.endingClearBonuses.ending10Bonus>>
<</if>>
/* Bonus for your genetic enhancements. */
<<if $enemy.species is "human">>
<<set _talkSuccessChance to _talkSuccessChance + $upgrades.terranModPhero>>
<<elseif $enemy.species is "machine">>
<<set _talkSuccessChance to _talkSuccessChance + $upgrades.machineModCalc>>
<<elseif $enemy.species is "alien">>
<<set _talkSuccessChance to _talkSuccessChance + $upgrades.alienModPhero>>
<<else>><</if>>
/* If you've got a higher modifier than then 1d10 roll, you succeed. Else it fails. */
<<if _talkRoll lte _talkSuccessChance && $combat.paralyzed is 0 && $combat.enemyHidden is 0>>
<<set $player.talkSuccess to true>>
<<set _talkDestination to "TalkCombatWin">>
<<else>>
<<set $player.talkSuccess to false>>
<<set _talkDestination to "CombatRound">>
<</if>>
<</widget>>
/* Used at the end of a combat passage to tick down status effects */
<<widget "EndOfRoundStatusTickdown">>
<<if $combat.paralyzed gt 0>>
<<set $combat.paralyzed -= 1>>
<</if>>
<<if $combat.acid gt 0>>
<<set $combat.acid -= 1>>
<</if>>
<<if $combat.totalGuard gt 0>>
<<set $combat.totalGuard -= 1>>
<</if>>
<<if $combat.enemyHidden gt 0>>
<<set $combat.enemyHidden -= 1>>
<</if>>
<<if $combat.enemyAcid gt 0>>
<<set $combat.enemyAcid -= 1>>
<</if>>
<<if $combat.enemyStunned gt 0>>
<<set $combat.enemyStunned -= 1>>
<</if>>
<<if $grenade.obtained is true && $grenade.curCharge lt $grenade.maxCharge && $combat.playerGrenadeDropped lte 0>>
<<set $grenade.curCharge += 1>>
<</if>>
<<if $combat.playerGunDropped gt 0>>
<<set $combat.playerGunDropped -= 1>>
<</if>>
<<if $combat.playerGrenadeDropped gt 0>>
<<set $combat.playerGrenadeDropped -= 1>>
<</if>>
<<set $combat.enemyMovementCooldown -= 1>>
<</widget>>
/* Code for the subdue/talk button in combat. Very complex. */
<<widget "SubdueCombatButton">>
<<if $combat.playerTripped is true>>
<<if $enemy.species is "creature" or $player.translator is $false>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Scare Off.">><</button>></span>
<<else>>
<span sc-eval:id="_id" class="normalbuttoncooldown"><<button "_n. Scare Off.">><</button>></span>
<</if>>
<<elseif $enemy.boss is true>>
/* First, if they are a boss, they can only ever be subdued, not talked to or scared off. */
/* Checking to see if success has happened, so it can reset cooldown if needed. */
<<if $player.subdueSuccess is true>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Subdue." _subdueDestination>><<set $combat.playerAction to "subdueSuccess">><<spareEnemy>><<ResetCooldown>><</button>></span>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Subdue." _subdueDestination>><<set $combat.playerAction to "subdue">><</button>></span>
<</if>>
<<elseif $enemy.species is "creature" or $player.translator is $false>>
/* If they're a non-boss creature, you can scare them off. Talking is impossible. */
/* They're a non-boss, coherent human, machine or alien, but you don't know how to speak to them. So scaring them off is all you can do. */
/* Checking to see if success has happened, so it can reset cooldown if needed. */
<<if $player.subdueSuccess is true>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Scare Off." _subdueDestination>><<set $combat.playerAction to "subdueSuccess">><<spareEnemy>><<ResetCooldown>><</button>></span>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Scare Off." _subdueDestination>><<set $combat.playerAction to "subdue">><</button>></span>
<</if>>
/* If player has not attacked and the enemy is listed as friendly, talking always works. */
<<elseif $friendlyEnemies.includes($enemy.code) && $combat.playerHasAttacked is false>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Talk" "TalkCombatWin">><<set $combat.playerAction to "talkSuccess">><<spareEnemy>><<ResetCooldown>><</button>></span>
<<elseif $combat.turnsSinceStart is 0>>
/* It's the first round and you can talk to them. After the first round, they're too angry for talking. */
/* Check to see if talk success is happened, so it can reset cooldown if needed. */
<<if $player.talkSuccess is true>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Talk" _talkDestination>><<set $combat.playerAction to "talkSuccess">><<spareEnemy>><<ResetCooldown>><</button>></span>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Talk" _talkDestination>><<set $combat.playerAction to "talk">><</button>></span>
<</if>>
<<else>>
/* Combat has started, so the only option you've got is to subdue them. */
/* Checking to see if success has happened, so it can reset cooldown if needed. */
<<if $player.subdueSuccess is true>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Subdue." _subdueDestination>><<set $combat.playerAction to "subdueSuccess">><<spareEnemy>><<ResetCooldown>><</button>></span>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Subdue." _subdueDestination>><<set $combat.playerAction to "subdue">><</button>></span>
<</if>>
<</if>>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</widget>>
<<widget "KeepEnemyAt1HPIfNonLethal">>
<<if $enemy.CurHP lte 0 && $player.nonLethal is true>>
<<set $enemy.CurHP to 1>>
<</if>>
<</widget>>
<</nobr>>/* Checks for status effects - currently acid - and applies the relevant damage or effect. */
<<widget "EnemyStatusEffectDamage">>
<<if $combat.enemyAcid gt 0>>
<<if $combat.playerAction is "grenade">>
<<e-He>> <<e-is>> coated in it.
<<elseif $combat.enemyAcid gt 1>>
<<e-He>> <<e-is>> still coated in acid.
<<else>>
The last of the acid dissolves off <<e-him>>.
<</if>>
<<if $enemy.regen is true>>
<<if $enemy.CurPDR gt 0 or $enemy.CurEDR gt 0>>
<<if $combat.EnemyAcid is 1>>
<<e-His>> regeneration and plating recovers!
<<else>>
<b><<e-He>> can't regenerate, and <<e-his>> plating is weakened!</b>
<</if>>
<<else>>
<<if $combat.enemyAcid is 1>>
<<e-He>> can regenerate again!
<<else>>
<b><<e-He>> can't regenerate!</b>
<</if>>
<</if>>
<<elseif $enemy.PDR gt 0 or $enemy.EDR gt 0>>
<<if $combat.enemyAcid is 1>>
<<e-His>> plating is no longer weakened!
<<else>>
<b><<e-His>> plating is weakened!</b>
<</if>>
<<else>>
<<if $combat.enemyAcid gt 0>>
But it has no effect on <<e-him>>!
<</if>>
<</if>>
<</if>>
<<enemyAcidCheck>>
<</widget>>
/* Checks for acid, and removes DR if applicable. Resets DR if no acid. */
<<widget "enemyAcidCheck">>
<<if $combat.enemyAcid gt 0>>
<<set $enemy.CurPDR to 0>>
<<set $enemy.CurEDR to 0>>
<<else>>
<<set $enemy.CurPDR to $player.PDR>>
<<set $enemy.CurEDR to $player.EDR>>
<</if>>
<</widget>><<nobr>>
<<widget "PlayerAttackRoll">>
/* Simulating a 3d6 attack roll. */
<<set $combat.playerAttackDiceRoll to random (3, 18)>>
/* Applying your attack bonuses. */
<<if $combat.playerAction is "blade">>
<<set _attackRollTotalBonus to $player.attack + $player.pAttack>>
<<else>>
<<set _attackRollTotalBonus to $player.attack + $player.eAttack>>
<</if>>
/* Adds attack bonus based on game difficulty */
<<set _attackRollTotalBonus += $difficulty.playerAttackBonus>>
<<set $combat.playerAttackRollTotal to $combat.playerAttackDiceRoll + _attackRollTotalBonus>>
/* If you have the Sonar mod and it's after Round 5 of combat, you get a bonus. */
<<if $combat.turnsSinceStart is 0>>
<<set $combat.playerAttackRollTotal to $combat.playerAttackRollTotal + $player.sonarAttackBonus>>
<</if>>
<<if $combat.playerMissedAttacks gte $combat.playerMaxMissAttacks>>
<<set $combat.playerAttackRollTotal += $combat.playerMaxMissAttackBonus>>
<</if>>
<</widget>>
<</nobr>><<widget "PlayerDamageAndEffectRolls">>
/* Reset the miss count */
<<set $combat.playerMissedAttacks = 0>>
/* If you hit them */
/* Crit calculations */
<<set _critChance to random (1, 100)>>
<<if $combat.playerAction is "blade">>
<<if _critChance lt $player.pCrit>>
<<set _playerCrit to true>>
<<else>>
<<set _playerCrit to false>>
<</if>>
<<else>>
<<if _critChance lt $player.eCrit>>
<<set _playerCrit to true>>
<<else>>
<<set _playerCrit to false>>
<</if>>
<</if>>
/* Do a dice roll for damage. */
<<if $combat.playerAction is "blade">>
<<set $combat.playerDamageDiceRoll to random($player.pMin, $player.pMax)>>
<<else>>
<<set $combat.playerDamageDiceRoll to random($player.eMin, $player.eMax)>>
<</if>>
/* Calculate damage bonuses, including your mode bonuses */
<<if $combat.playerAction is "blade">>
<<set _damageMiscBonus to $player.pDamage>>
<<else>>
<<set _damageMiscBonus to $player.eDamage>>
<</if>>
<<if $player.nonLethal is true>>
<<set _damageMiscBonus to _damageMiscBonus + $player.nonLethalDamageBonus>>
<<else>>
<<set _damageMiscBonus to _damageMiscBonus + $player.lethalDamageBonus>>
<</if>>
<<set $combat.playerDamageRoll to $combat.playerDamageDiceRoll + _damageMiscBonus>>
/* Alter damage based on difficulty level. */
<<set $combat.playerDamageRoll *= $difficulty.playerDamageModifier>>
<<if _playerCrit is true>>
<<set $combat.playerDamageRoll to $combat.playerDamageRoll * 2>>
<</if>>
/* Apply any game clear bonuses to damaging certain types of enemies, if applicable. */
<<set _achReturn to recall("achievements", setup.achievementsDefault)>>
<<if _achReturn.ending6.obtained is true && $enemy.species is "creature">>
<<set $combat.playerDamageRoll *= setup.endingClearBonuses.ending6Bonus>>
<</if>>
<<if _achReturn.ending7.obtained is true && $enemy.species is "alien">>
<<set $combat.playerDamageRoll *= setup.endingClearBonuses.ending7Bonus>>
<</if>>
<<if _achReturn.ending8.obtained is true && $enemy.species is "machine">>
<<set $combat.playerDamageRoll *= setup.endingClearBonuses.ending8Bonus>>
<</if>>
<<if _achReturn.ending9.obtained is true && $enemy.species is "human">>
<<set $combat.playerDamageRoll *= setup.endingClearBonuses.ending9Bonus>>
<</if>>
/* Round player damage */
<<set $combat.playerDamageRoll to Math.round($combat.playerDamageRoll)>>
/* Remove Enemy DR from your damage. */
<<if $combat.playerAction is "blade">>
<<set _enemyCurDR to $enemy.CurPDR>>
<<else>>
<<set _enemyCurDR to $enemy.CurEDR>>
<</if>>
<<if $combat.playerDamageRoll gt _enemyCurDR>>
<<set $enemy.DRAbsorbed to _enemyCurDR>>
<<else>>
<<set $enemy.DRAbsorbed to $combat.playerDamageRoll>>
<</if>>
<<set $combat.playerDamageRoll to $combat.playerDamageRoll - _enemyCurDR>>
/* Grenade attack effects applied, if applicable. Dead-ends damage if grenade wouldn't deal damage. */
<<if $combat.playerAction is "grenade">>
<<if $grenade.typeSelected is "acid" && $enemy.canAcid is true>>
<<set $combat.enemyAcid to $grenade.maxRoundsOfAcid>>
<<elseif $grenade.typeSelected is "flash" && $enemy.canStun is true>>
<<set $combat.enemyStunned to $grenade.maxRoundsOfStun>>
<<else>>
/* Attack does nothing */
<</if>>
/* The enemy is reflective, so bad stuff happens. */
<<elseif $enemy.reflective is true && $combat.playerAction is "gun">>
<<set $player.CurHP to $player.CurHP - $enemy.DRAbsorbed>>
<<UpdateHealthBar>>
<<else>>
/* Dealing crit and regular damage */
<<if $combat.playerDamageRoll gt 0 && _playerCrit is true>>
<<set $enemy.CurHP to $enemy.CurHP - $combat.playerDamageRoll>>
<<elseif $combat.playerDamageRoll gt 0>>
<<set $enemy.CurHP to $enemy.CurHP - $combat.playerDamageRoll>>
<<else>>
/* They take no damage */
<</if>>
<</if>>
<</widget>><<nobr>>
<<widget "DescribePlayerCombatAttack">>
/* Here is where the flavor/text output goes. */
<<if $combat.playerAttackRollTotal gte $enemy.reflex>>
<<if $combat.playerAction is "grenade">>
<<if $grenade.typeSelected is "rock">>
You pick up and throw a rock at <<theEnemyGroup>>.
<<elseif $grenade.typeSelected is "acid">>
You throw your bio-grenade, which explodes in an acidic burst at <<theEnemyGroup>>.
<<elseif $grenade.typeSelected is "flash">>
You throw your bio-grenade at <<theEnemyGroup>>, which explodes in a dazzling burst.
<<else>>
ERROR: UNKNOWN GRENADE TYPE (DESCRIPTION NOT FOUND).
<</if>>
<<elseif $combat.playerAction is "blade">>
<<audio "slice" play>>
<<if $combat.playerDoubleAttack is true>>
You strike a second time.
<<elseif $combat.playerAmbushAttack is true>>
You make another ambush attack!
<<else>>
<<if $player.nonLethal is true>>
<<print setup.basicbladeattacksnonlethal.random()>>
<<else>>
<<print setup.basicbladeattacks.random()>>
<</if>>
<</if>>
<<else>>
<<audio "gunshot" play>>
<<if $combat.playerDoubleAttack is true>>
You shoot a second time.
<<elseif $combat.playerAmbushAttack is true>>
You make another ambush attack!
<<else>>
<<print setup.basicgunattacks.random()>>
<</if>>
<</if>>
<<if $combat.playerAction is "grenade">>
<<if $grenade.typeSelected is "flash" or $grenade.typeSelected is "rock">>
<<if $enemy.canStun is true>>
<b><<e-He>> <<e-is>> left stunned by your attack!</b>
<<else>>
But your attack does not stun them!
<</if>>
<<elseif $grenade.typeSelected is "acid">>
<<if $enemy.canAcid is true>>
<<EnemyStatusEffectDamage>>
<<else>>
But they are complete unaffected by it!
<</if>>
<<else>>
ERROR: UNKNOWN GRENADE TYPE (DAMAGE DESC NOT FOUND).
<</if>>
<<elseif $enemy.reflective is true && $combat.playerAction is "gun">>
<b>It connects, but reflects off <<e-him>> and ricochets back. You take <<healthIcon>> <<print $enemy.DRAbsorbed>> damage.</b>
<<else>>
<<if $combat.playerDamageRoll gt 0 && _playerCrit is true>>
<b>You land a Critical Hit! It deals <<enemyHealthIcon>> <<print $combat.playerDamageRoll>> damage.</b>
<<elseif $combat.playerDamageRoll gt 0>>
<b>It connects, dealing <<enemyHealthIcon>> <<print $combat.playerDamageRoll>> damage.</b>
<<else>>
<<if $combat.playerAction is "blade">>
But your attack barely scratches them!
<<else>>
But <<e-he>> <<e-is>> barely scorched.
<</if>>
<</if>>
/* Displays absorbed DR amount. */
<<if $combat.playerAction is "blade">>
<<EnemyPDRAbsorbed>>
<<else>>
<<EnemyEDRAbsorbed>>
<</if>>
<<if $enemy.damagesPCOnStrike is true && $combat.playerAction is "blade">>
<<set _pcDamageTakenOnStrike to $enemy.eDamage>>
<<set _pcDamageTakenOnStrike += random(1,6)>>
<<set $player.CurHP -= _pcDamageTakenOnStrike>>
As you hit <<e-him>>, you <b>take <<healthIcon>> <<print _pcDamageTakenOnStrike>> damage</b>
<</if>>
<</if>>
<<else>>
/* You missed the strike. */
<<if $combat.playerAction is "grenade">>
<<if $grenade.typeSelected is "rock">>
You throw a rock at <<theEnemyGroup>>, but your aim is off. You missed!
<<else>>
You throw your bio-grenade at <<theEnemyGroup. But <<e-he>> evades the explosive burst. You missed!
<</if>>
<<elseif $combat.playerAction is "blade">>
<<if $combat.playerDoubleAttack is true>>You strike a second time.<<else>>You lunge at <<enemy>>.<</if>> But <<e-he>> evade<<e-s2>> your blow. You missed!
<<if $enemy.meleeReflexBonus gt 0>>
<b><<e-He>> seem<<e-s2>> to be predicting your blade attacks.</b>
<</if>>
<<else>>
<<if $combat.playerDoubleAttack is true>>You shoot a second time.<<else>>You lunge at <<enemy>>.<</if>> But <<enemy>> evade<<e-s2>> the blast. You missed!
<<if $enemy.rangedReflexBonus gt 0>>
<b><<e-He>> seem<<e-s2>> to be predicting your ranged attacks.</b>
<</if>>
<</if>>
<</if>>
<</widget>>
<</nobr>><<nobr>>
<<PlayerAttackRoll>>
<<if $combat.playerAction is "blade">>
<<set $enemy.reflex += $enemy.meleeReflexBonus>>
<</if>>
<<if $combat.playerAction is "gun">>
<<set $enemy.reflex += $enemy.rangedReflexBonus>>
<</if>>
/* Main attack roll calculation passage. Applies outcomes. */
<<if $combat.playerAttackRollTotal gte $enemy.reflex>>
<<PlayerDamageAndEffectRolls>>
<<else>>
/* Missed your attack */
/* Add 1 to the missed attack count */
<<set $combat.playerMissedAttacks += 1>>
<</if>>
<<DebugPlayerAttackValues>>
<<DescribePlayerCombatAttack>>
<</nobr>>YOU DIED<<if $explore.currentArea is "swamp">>
<<addclass "body" "swampblur">>
<<elseif $explore.currentArea is "desert">>
<<addclass "body" "desertblur">>
<<elseif $explore.currentArea is "forest">>
<<addclass "body" "forestblur">>
<<else>>
<<addclass "body" "ruinsblur">>
<</if>><<audio ":all" stop>><<audio "death" loop play>>You fall to your knees. Your injuries are too many, and your muscles are screaming. The world spins. You fall with it, hitting the <<soilNoun>>.
<br><br>Moments later, everything goes black. <<n "DefaultRandomEnemyDeath-Tank">><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>You lie back and let the water take your weight, until it all drains out. The door opens with a click.<<n "DefaultRandomEnemyDeath-AinaTalk">>"I died in a fight. Guess I need to practice some more." <<audio ":sound" stop>><<audio "click" play>>
<br>"If you get some chips and bring them back, I can improve your genes and give you an edge. You don't need to collect them all at once - get as much as you can, and bring them back here for safe keeping. That way, you won't lose them out in the field."
<br>"Got it. I'm heading back out." <<n "MainCamp">><<SetExploreBackground>><<audio ":all" stop>><<audio "death" loop play>>You fall to your knees. Your injuries are too many, and your muscles are screaming. The world spins. You fall with it, hitting the <<soilNoun>>.
<br>Moments later, everything goes black.<<set $diedto.pushUnique("Exploring")>> <<n "EE-GenericDeath-Tank">><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>You lie back and let the water take your weight, until it all drains out. The door opens with a click.<<n "EE-GenericDeath-AinaTalk">>"I died out in the <<if $explore.currentArea is "swamp">>swamp<<elseif $explore.currentArea is "desert">>desert<<elseif $explore.currentArea is "forest">>forest<<else>>ruins<</if>>. Had a string of bad luck, it seems."<<audio ":sound" stop>><<audio "click" play>>
<br>"Yeah, there's a lot of dangerous things out there. If you feel like you're getting tired, I wouldn't take any risks. Best thing to do is come back here, get some rest, then set out again when you're feeling better." <<n "MainCamp">><<nobr>>
<<if $explore.currentArea is "swamp">>
<<addclass "body" "swampblur">>
<<elseif $explore.currentArea is "desert">>
<<addclass "body" "desertblur">>
<<elseif $explore.currentArea is "forest">>
<<addclass "body" "forestblur">>
<<else>>
<<addclass "body" "ruinsblur">>
<</if>>
<</nobr>>As you try to move, your limbs are heavy, weighing you down. Sweat pours down your brow, blurring your sight. The accumulated injuries - and general exhaustion - have taken their toll.<<audio ":all" stop>><<audio "death" loop play>><<audio "wind" loop play>>
<br>You fall to your knees, then face first into the <<soilNoun>>. The weight is just too much.
<br>//...I'll just close my eyes...// //just for a moment...// <<if $diedto.includes("ExploreExhaustion")>><<n "ExhaustionDeath-Repeat">><<else>><<n "ExhaustionDeath-First">><</if>><<set $diedto.pushUnique("ExploreExhaustion")>><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>Your body feels light, energized. //Though the bouyancy helps.//<<n "ExhaustionDeath-First2">>"I was walking around, and then I fell face-first." You rub your neck, walking out. Esra's console lights up. <<audio ":sound" stop>><<audio "click" play>>
<br>"According to my readings, you expired from a combination of exhaustion and injuries. The environment out there is pretty hostile, whether it's flora or fauna. I shudder to think what it feels like for you."
<br>"You shudder to think?"
<br>"It's an expression! Though I can shake my avatar if it helps. <<if $events.slept is true>>I've got some water for you, so keep hydrated.<<else>>Here's your new gear.<</if>> Remember to come back if you're feeling worn down." <<n "MainCamp">><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>You lie back and let the water take your weight, until it all drains out. The door opens with a click.<<n "ExhaustionDeath-Repeat2">>"Died from exhaustion again. I tried to make it back, but I didn't quite get there."<<audio ":sound" stop>><<audio "click" play>>
<br>"That sucks." Esra's hologram pulses. "That sun is pretty brutal no matter where you are, according to my readings. I'm not even going to think about the UV rays."
<br>"Yeah, it's got a kick to it. What's worse is that I dropped everything I was carrying. Hopefully it's still out there, but given it's been a week, I'm not holding out hope.
<br>"Remember to come back whenever you need to, okay? Incremental gains can be better than big, risky leaps. Take regular breaks if you can - we'll figure this out at our own pace." <<n "MainCamp">><<SetExploreBackground>><<audio ":all" stop>><<audio "death" loop play>>As you try and raise your gun-blade, the alien create throws itself at your hand. As it bites down hard, you can't keep your grip on the weapon.
<br>Your head is spinning. Within moments, the ground is flying up to meet your face - or is it the the other way around?
<br>As the creature gnaws on your arm, everything does dark. <<if $diedto.includes("ScaleStar")>><<n "ScaleStarDeath-Repeat">><<else>><<n "ScaleStarDeath-First">><<set $diedto.pushUnique("ScaleStar")>><</if>><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>//Well, that was one mean starfish.// //Guess I died of blood loss?// As the green liquid drains out, you swim upwards to gasp that first breath of air. <<n "FloaterDeath-First2">>"Killed by an angry starfish - that's a new one."<<audio ":sound" stop>><<audio "click" play>>
<br>"Yeah, I don't recommend it. For something so small, it moves faster than you'd think."
<br>"I'm not sure I have any helpful advice, since I've never fought a starfish. Or anything, for that matter. Perhaps offense is the best defense?" <<n "MainCamp">><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>//Death by starfish again.// You let the water keep you aloft until it drains out, then leave the tank. <<n "ScaleStarDeath-Repeat2">>"That thing took me down again. It just seems to keep coming at me."<<audio ":sound" stop>><<audio "click" play>>
<br>"Yeah, it's a biter. Even if you go on the defensive, I don't think you'll find an opening. Maybe use brute force, or stun it somehow."
<br>"How does it even move so fast?"
<br>"Well, assuming this is a case of convergent evolution, I imagine it's got scores of tiny hydraulic feet beneath it. Fluid will be filling and emptying inside of them, allowing it to propel itself along. Then again, I've never heard of a starfish that moves like that."
<br>"Well, there's a lot of things on this planet I've never seen before. Or at least I don't <i>think</i> I have." <<n "MainCamp">>Just as you try and raise your gun-blade, the floater crashes into your hand. A stinging shoots through your digits, and you drop your gun-blade.<<audio ":all" stop>><<audio "death" loop play>><<audio "wind" loop play>>
<br>"Shit!" You shake your hand, and try to pick up your weapon. But your digits won't clench, numbly brushing over the handle. //They're paralyzed?!//
<br>Before you can stop it, the alien creature reaches out with its thin tendrils. Whomph. They wrap around your neck and face. Soon, every part of you goes numb.... your lungs seize up...
<br>//... I can't.../// ...breathe....<<if $diedto.includes("Floater")>><<n "FloaterDeath-Repeat">><<else>><<n "FloaterDeath-First">><<set $diedto.pushUnique("Floater")>><</if>><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>//I guess I died.// //Suffocation?// As the green liquid drains out, you swim upwards to gasp that first breath of air. <<n "FloaterDeath-First2">>"Haahhh." You rub your neck and step out. "That was horrible, like being suffocated by a flying jellyfish." <<audio ":sound" stop>><<audio "click" play>>
<br>"Is it ever //not// horrible?" Esra asks. You pause, and then shake your head.
<br>"Not in my experience, no. Don't ever die, Esra, I wouldn't recommend it."
<br>"Duly noted. <<if $events.slept is true>>I've got some water here, if you want it.<<else>>Here's your new gun-blade and clothes.<</if>> Maybe take your time before heading out again?
<br>"Thanks, Esra." <<n "MainCamp">><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>//Damn, killed by one of those things again.// As the green liquid drains out, you savor that first breath of air. <<n "FloaterDeath-Repeat2">>"Those floating things are everywhere." Esra huffs. You nod and walk over to one of the side panels, collecting your new clothes.<<audio ":sound" stop>><<audio "click" play>>
<br>"Yeah, they're the frigging worst. I can't explain it, but dying by being paralyzed is actually just as painful as being stabbed. Having your lungs scream for air, but being unable to open your throat, and with that thing strangling you..."
<br>You pause and rub your throat. A long silence.
<br>"Did you want to talk about it?" Esra asks, <<a-his>> tone consolatory. "I'm here at any time, you know."
<br>"I know. Thanks Esra. I think I just need to get back out there and work on my aim." <<n "MainCamp">>As you try to lift your gun-blade, you're hit with a barrage of energy. Pss-Pss-Psshow! You fall backwards, hitting the ground burning. The acrid smell of smoke is filling the air. //Shit!//<<audio ":all" stop>><<audio "death" loop play>><<audio "wind" loop play>>
<br>The machine approaches you with its ancillary arm raised. This time, the red beam that sweeps over your body narrows to a dot on your forehead.
<br>The red light gets brighter. And then, with a loud roar, it swallows everything. <<nobr>>
<<if $diedto.includes("ThreeArmedMachine")>>
<<n "ThreeArmedMachineDeath-Repeat">>
<<else>>
<<n "ThreeArmedMachineDeath-First">>
<<set $diedto.pushUnique("ThreeArmedMachine")>>
<</if>>
<</nobr>><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>Your heartbeat slows. Soothing green instead of violent red. But it's soon gone as the liquid drains out, and the door clicks. <<n "ThreeArmedMachineDeath-First2">>"Ugh. I think I'm going to have nightmares about eyeless, three-armed machines." You walk out, rubbing your forehead. "Why build a machine with its eyes in an arm, anyway?"<<audio ":sound" stop>><<audio "click" play>>
<br>"Is that question rhetorical, or legitimate?" Esra asks. You wander over to the wall, pulling out your new duds.
<br>"A little of Column A, a little of Column B."
<br>"Well, probably because the optical sensors are so advanced that you don't want them adjacent to the processing core. In short, if it's bulky and heat-producing, you put it on a tertiary limb."
<br>"I guess that makes sense. It seemed to act as a blaster as well as a sensor. I'll have to watch out for that next time." <<n "MainCamp">><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>//Damn, got by one of those things again.// You lean back, staring at the cylinder ceiling. As the liquid drains out, your feet slowly make contact with the ground. <<n "ThreeArmedMachineDeath-Repeat2">>"What is it with me being a magnet for crazy machines?" You huff, stepping out of the chamber. Esra's console flashes.<<audio ":sound" stop>><<audio "click" play>>
<br>"//Excuse// me, should I take offense?"
<br>"Oh, not you, Esra. Another one of those three-armed machines got me. Blew my head off with its tail... arm... thing, again."
<br>"Hmm. Well, I guess watch out for when it's charging up. A weapon like that has to have a charge time, right?" <<n "MainCamp">>The rusted robot shoots you once more in the arm. You swear and drop your gun-blade, clasping at the stinging wound. Raising its weapon up high, its telescopic eyes zoom out.
<br>"Well, at least I know you're not going to miss," you smirk.
<br>The lipless robot does not reciprocate.
<br>Psshoww! Everything flashes scarlet, then turns black... <<n "HunterBotDeath2">><<if $diedto.includes("HunterBot")>><<else>><<set $diedto.pushUnique("HunterBot")>><</if>><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>You sigh, bubbles rising from your mouth. You swim around for a bit, treading water in every sense until the tube drains.<<n "HunterBotDeath3">>"Shot in the head by a rusty robot." You stride out of the glass chamber and towards the clothes dispenser. "It was pretty nimble for all those old joints." <<audio ":sound" stop>><<audio "click" play>>
<br>"Yeah, they don't make them like they used to," Esra remarks, her console glowing. You turn towards it and quirk an eyebrow.
<br>"Huh?"
<br>"Oh, sorry, it just felt like the right idiom to use. Though arguably older technology tends to be overengineered, which causes it to last longer and endure harder usage than later mass-produced versions. However, survivorship bias plays a part in this. Older structures appear to survive a storm that levels newer structures because it //had// to be strong to have survived the storms up to this point. All the structures that weren't were destroyed."
<br>You grin and pull out your new weapon. "Well, I guess this rusty robot has survived a lot of storms, so that does make me feel better about being blown away by it. Thanks, Esra." <<n "MainCamp">><<CombatArea>>You stumble back, clutching at your bleeding chest. The sightless beast paws forward, teeth glittering. Like it can smell the end.<<audio ":all" stop>><<audio "death" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>>
<br>A stream of acid sprays onto your legs. You scream, clutching at your sizzling limbs. It grabs your leg in its mouth, dragging you forward.
<br>"Fucking kill me!" You scream, thrashing about. It ignores you, placing its teeth around your left leg.
<br>Snap. Your eyes roll into the back of your head, and you pass out. <<if $diedto.includes("EyelessLurker")>><<n "EyelessLurkerDeath-Repeat">><<else>><<n "EyelessLurkerDeath-First">><<set $diedto.pushUnique("EyelessLurker")>><</if>><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>You shudder in the water. Swimming forward, you press your hands against the glass and wait. It drains out at a crawl. <<n "EyelessLurkerDeath-First2">>"That was... that was not good." You crouch down outside the tank, rubbing your left leg. //It's here.// //I know it's here.// //But I've just got to check.//<<audio ":sound" stop>><<audio "click" play>>
<br>Esra's console glows with a somber light. "I'm sorry that happened. That thing was something else."
<br>"It seemed like it was mocking me."
<br>"Hard to tell. I'd say that it disabled your legs out of instinct, but it did seem quite cunning."
<br>"Well, not as cunning as me." You grab your new gun-blade, furrowing your brow. "Time for the second round."
<br>"Exactly - it won't see you coming," Esra's console flashes. "Oh, um, pun not intended." <<n "MainCamp">><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>You swear up a storm, bubbles rising from your mouth, satisfaction muffled. The water can't drain out fast enough. <<n "EyelessLurkerDeath-Repeat2">>"That damn smug-ass beast." You kick the glass tube. Esra's console springs to life.<<audio ":sound" stop>><<audio "click" play>>
<br>"Hey, hey, don't take it out on that!" <<a-he>> cries. "Smack the wall or something, it's less fragile."
<br>You furrow your brow. "Alright." But by the time you walk over to the metal wall, the impulse has sizzled out. Instead, you storm over to the clothes dispenser. "How does it even fight so well if it can't see?"
<br>"Hard to say if it can. I mean, there's very few truly blind creatures on Earth. Even bats can see to some extent. Nature rarely evolves in a way that eliminates the capacity for sight, so statistically I'd say it either can see, or it's using some incredibly advanced echolocation... or something."
<br>"Or something?" You pluck out your clothes and slip them on.
<br>"Hard to say without a sample and analysis. What I do know is it spits when it first sees you, so make sure the first thing you do is dodge!" <<n "MainCamp">>You fall to the ground, blood dripping down your forehead. //I can't go on.//. You try to pick up your gun, but every inch of you is screaming. <<audio ":all" stop>><<audio "death" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>>
<br>The scarlet monster descends upon you with bloody malice. //Swish.// //Swish-swish.// It rakes its claws across you, and you scream. But you don't have to endure it long. Its large toothy maw spreads wide, casting all light into shadow.
<br>//Snap.// And then everything does go black...<<if $diedto.includes("CrimsonCrawler")>><<n "CrimsonCrawlerDeath-Repeat">><<else>><<n "CrimsonCrawlerDeath-First">><<set $diedto.pushUnique("CrimsonCrawler")>><</if>><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>You jolt in the water, muscles taut. Bubbles stream from your mouth. Disorientated, you look for blood in the water, until you click. And then, the door does as well. <<n "CrimsonCrawlerDeath-First2">>"I can't believe it got me. The first one I fought was a lot easier." You rub your chest. You can still feel it - the claws running through your flesh. Your skin prickles.<<audio ":sound" stop>><<audio "click" play>>
<br>"It kind of looks like a dinosaur. You don't think we've gone back in time, do you?"
<br>"Why, do you think it's possible?"
<br>"I don't know, my specialty is biology and psychology, not chronology. But whether you're facing a dinosaur or just some strange mutation, I'm sure you'll beat it next time."
<br>"True. In a game of endurance, nobody's beating me." <<n "MainCamp">><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>You jolt in the water. And then, you beat the side of the tank. Whumph. //Damn it.// //One of those damn beasts got me again.// <<n "CrimsonCrawlerDeath-Repeat2">>"I could really use a drink." You rub your arm, walking out of the Progenitor. Esra's console comes to life.<<audio ":sound" stop>><<audio "click" play>>
<br>"What, like water?"
<br>"Something stronger. Those crimson beasts... they never just finish it quickly. They tear you up first. The claws inside of you, it's not something you can ever forget."
<br>"I'm sorry, <<Vanth>>. If you want, I could remove those memories from you? You don't need to remember how you died."
<br>You pause. "No. I need to remember. I've lost enough memories without opting in for more, and I want to learn from my mistakes. But thanks, Esra." <<n "MainMenu">>The bearded scavanger shoots you once more in the chest. A sizzling spreads through your chest, and you fall to your knees. You gasp for breath, but your lungs feel empty. <<audio ":all" stop>><<audio "death" loop play>><<audio "wind" loop play>>
<br>Your vision blurs. Wobbling there, you hear the crunching of footsteps. A pressing against your forehead.
<br>"Es fuiel tev sar," the bearded man utters.
<br>You lean into the barrel, opening your mouth to speak. //Just do it if you're going to do it.// But the words come out as a choked rasp.
<br>A split-second flash. And then, everything is black... <<if $diedto.includes("FirstHuman")>><<n "FirstHumanDeath-Repeat">><<else>><<n "FirstHumanDeath-First">><</if>><<set $diedto.pushUnique("FirstHuman")>><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>You let out an exhasperated sigh, bubbles rushing up from your lips. Floating forward, you beat against the glass. <<n "FirstHumanDeath-First2">>"So I ran into another human. First one." You walk out of the tank, making a bee-line towards the clothes. Esra's console leaps to life. <<audio ":sound" stop>><<audio "click" play>>
<br>"I saw the data. And he was hostile, too. But then again, the environment is pretty hostile, so maybe it's a natural response?"
<br>"I've got no idea, but it's a good thing I can come back from the dead. The fact he shot me, a fellow human, and the fact he had a breathing mask are bad signs."<<n "FirstHumanDeath-First3">>"I agree. But, on the bright side, this means there //are// other humans out there."
<br>"You're right. Though now I'm wondering if I want to meet them. I'm thinking he shot me on sight because he was worried about those other humans."
<br>"Well, just because this one was hostile, it doesn't mean they all are. It is curious you couldn't understand them. I only had one dialect file left, English, which I uploaded to you. I get the sense there were a lot more."
<br>"Hmm. There were a lot of sharp short words, but I don't know other than that. I might go back to the area I spotted him, see if he's still there. I might be able to find out more." <<n "MainCamp">><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>You let out an exhasperated sigh, bubbles rushing up from your lips. Floating forward, you beat against the glass. <<n "FirstHumanDeath-Repeat2">>"That bearded guy shot me in the head. Again." You mumble, walking out of the tank. As you pick up your clothes from the dispenser, Esra's holosphere appears.<<audio ":sound" stop>><<audio "click" play>>
<br>"He's pretty crafty to get the jump on you twice. I guess you'd have to be, to survive out there."
<br>"I've got questions about that. There's nothing edible or drinkable out there, right? So how is //he// surviving?"
<br>"Beats me. Maybe he's evolved to survive the environment? But I imagine it's forced evolution, given the time involved. But I'm only guessing."
<br>"Well, I'm going to go back and get the answers from him directly. He may knock me down, but he can't stop me coming." <<n "MainCamp">>The scruffy scavanger shoots you once more in the chest. A sizzling spreads through your chest, and you fall to your knees. You gasp for breath, but your lungs feel empty. <<audio ":all" stop>><<audio "death" loop play>><<audio "wind" loop play>>
<br>Your vision blurs. Wobbling there, you hear the crunching of footsteps. A pressing against your forehead.
<br>"Es fuiel tev sar," the scavanger utters.
<br>You lean into the barrel, opening your mouth to speak. //Just do it if you're going to do it.// But the words come out as a choked rasp.
<br>A split-second flash. And then, everything is black... <<if $diedto.includes("HumanRuins")>><<n "FirstHumanDeath-Repeat">><<else>><<n "FirstHumanDeath-First">><</if>><<set $diedto.pushUnique("HumanRuins")>>The spear-wielding woman slams the butt of her spear into your face. You see stars, falling backwards. Your gun-blade rattles across the ground.
<br>"Es fuiel tev sar," she utters. And then, you hear a whipping noise. A sharp pain shoots through your neck.
<br>Seconds later, everything goes black.<<if $diedto.includes("HumanRuins")>><<n "HumanRuinsDeath-Repeat">><<else>><<n "HumanRuinsDeath-First">><</if>><<set $diedto.pushUnique("HumanRuins")>><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>You let out an exhasperated sigh, bubbles rushing up from your lips. Floating forward, you beat against the glass. <<n "HumanRuinsDeath-First2">>"The humans in the ruins are definitely hostile. I can't seem to catch a break." You walk out of the tank, making a bee-line towards the clothes. Esra's console leaps to life. <<audio ":sound" stop>><<audio "click" play>>
<br>"Yeah, I wonder why? Humans are social animals, so it doesn't make sense they'd be all out for themselves."
<br>"Don't say that, or they're going to start showing up in groups. Hunting parties are the last thing I need."
<br>"Hmm, I won't start talking about The Hunting Hypothesis or Game Theory then. Just watch out for groups!" <<n "MainCamp">><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>You let out an exhasperated sigh, bubbles rushing up from your lips. Floating forward, you beat against the glass. <<n "HumanRuinsDeath-First2">>"I got hunted by another human. You'd think they'd be a little bit more hesitant to attack instead of talk." You walk out of the tank, making a bee-line towards the clothes. Esra's console leaps to life. <<audio ":sound" stop>><<audio "click" play>>
<br>"Probably learned behavior. If they're attacking on sight, it's out of an acquired fear. I'd try hard not to become subject to it yourself and start shooting every person you meet."
<br>"Well, thankfully I have the luxury of coming back if things go south. I can understand why they're trigger-happy, not having that option."<<n "MainCamp">>The mysterious being swings their spear at your legs. Whomph! Your feet fly upward, and your back collides with the ground - hard.<<audio ":all" stop>><<audio "death" loop play>><<audio "wind" loop play>>
<br>You wheeze for air. Above you, the bulbous end of the sphere looms. You gulp, staring into their eyes. //Don't tell me they're going to...//
<br>Their eyes narrow. You raise your hands.
<br>"Not like that. If you're going to kill me, do it right."
<br>You stare into his whiteless eyes, unblinking. They pause. //Do they even understand me?// //I don't want to drench in acid.// <<n "FirstAlien-FirstDeath2">>The alien being whips the strange spear around, pointing the spike at your neck. You let out a ragged sigh.
<br>"Vu'zjan di X'ir," they throatily utter. And then, with a sharp movement, it drives the spear forward. For a split second, you feel it enter your neck.
<br>An instant later, everything goes black. <<n "FirstAlien-FirstDeath3">><<set $diedto.pushUnique("FirstAlien")>><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>With submerged slowness, you reach up and touch your neck. The wound, of course, is not there. //Wooosh.// The green liquid drains out. <<n "FirstAlien-FirstDeath4">>The moment you walk out the door, Esra's console leaps to life. <<audio ":sound" stop>><<audio "click" play>>
<br>"Was that an alien?!" <<a-he>> breathlessly asks. "I mean, it definitely wasn't human, right? Geez, things just keep getting weirder and weirder."
<br>"You sound ecstatic. It wasn't exactly a happy encounter." You pout, walking to pick up your clothes.
<br>"Sorry. I mean, confirmed alien life - what looked like //sapient// life - is a really big deal. As a biologist, I'm kind of nerding out. <<if $quests.firstAlienReact is "talk">>It's a shame it didn't seem interested in talking.<<else>>But geez, can't believe your first reaction was to shoot it in the head!<</if>>"
<br>"<<if $quests.firstAlienReact is "talk">>Yeah, I was hoping to have a conversation with it - not that I could understand it's language.<<else>>Well, everything around here has been hostile - I couldn't take the chance.<</if>>" <<n "FirstAlien-FirstDeath5">>"So what's the plan now?"
<br>"Go back out there. <<if $quests.firstAlienReact is "talk">>I tried talking, but that didn't work.<<else>>After shooting it in the head, I doubt it's too happy.<</if>> It was camping in front of what looked like the way out of these ruins. Maybe if I'm lucky, I'll catch it when it's asleep."
<br>"Alright. Good luck out there, and be careful." <<n "MainCamp">>Once again, the mysterious being swings their spear at your legs. Whomph! Your feet fly upward, and your back collides with the ground - hard.<<audio ":all" stop>><<audio "death" loop play>><<audio "wind" loop play>>
<br>"Great," you wheeze. "Going to kill me again? I'll keep coming back."
<br>They simply place the spike of their spear at your neck. //Guess they don't understand me.// //Or maybe all humans look the same?//
<br>"Vu'zjan di X'ir," they throatily utter.<br>And then, with a sharp movement, it drives the spear forward.
<br>Everything goes black. <<n "FirstAlien-RepeatDeath2">><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>You sigh and let your limbs float out. After a little wait, the green fluid drains out of the tube.<<n "FirstAlien-RepeatDeath3">>"It killed me. Again. It's really good with that spear." You trudge over to grab your clothes.<<audio ":sound" stop>><<audio "click" play>>
<br>"I guess it's had to deal with a lot of hostile people?" Esra hums. "Or maybe it's a hunter? I have so many questions."
<br>"You and me both. Well, if at first you don't succeed..."
<br>"... Try, try again." <<n "MainCamp">>A scarlet blast strikes your chest. You fall on your back, gasping for breath. But as you open your mouth, no air comes in.<<audio ":all" stop>><<audio "death" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>> <<audio "gunshot" play>>
<br>Your vision blurs as you struggle for breath. Seconds later, everything goes black…. <<n "ForestRobotChaseDeath2">><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>You lie back and let the water take your weight, until it all drains out. The door opens with a click.<<if $diedto.includes("ForestRobotChase") && $quests.forestRobotPath is "subdue">><<n "ForestRobotChaseDeathSubdue-Repeat">><<elseif $diedto.includes("ForestRobotChase") && $quests.forestRobotPath is "hunt">><<n "ForestRobotChaseDeath-Repeat">><<elseif $quests.forestRobotPath is "subdue">><<n "ForestRobotChaseDeathSubdue-First">><<else>><<n "ForestRobotChaseDeath-Repeat">><</if>><<set $diedto.pushUnique("ForestRobotChase")>>“Guess it didn’t like being chased.” You walk towards the dispenser, rubbing your chest.<<audio ":sound" stop>><<audio "click" play>>
<br>“Well, you //were// trying to pluck a chip out of its head. It’s an understandable defensive response.”
<br>“Hey, whose side are you on?”
<br>“Yours, of course! I’m just saying if someone was chasing you to try and take the chip in your head, you’d probably shoot back.”
<br>“Ah, that’s right, I do have some hardware up there. That unit was pretty good with a gun. Any suggestions?”
<br>“It had strong optics, so I’d say it’s a ranged model. When it looks like it’s going to shoot, go on the defensive. Once it’s pulled the trigger, it’s too late to dodge.” <<n "MainCamp">>“Damn it, it got me again. No matter how hard I try, that unit is a crack shot.”<<audio ":sound" stop>><<audio "click" play>>
<br>“Well, it does have special optics. If it looks like it’s lining up a shot, go on the defensive.”
<br>“Yeah, that’s what you said last time. Any other advice?”
<br>“Hmm. Well, you could always scavenge some chips so I could genetically improve your reflexes? That would make it harder for them to hit you.”
<br>“Or you could improve the damage of my weapon, along those lines.”
<br>“That too. Self improvement is never a bad thing, and it seems like the unit is lingering in that location.” <<n "MainCamp">>“Well, after all that, I still ended up fighting that unit. What are the odds?”<<audio ":sound" stop>><<audio "click" play>>
<br>“About thirty-two to one. Or was that a rhetorical question?
<br>“Rhetorical. Still, those are pretty high odds. Do you think I should go back?”
<br>“Getting the ability for you to directly interface with machines would be invaluable. But it also looks like that unit is lingering in that area. If you go back, you’ll probably run into it again.”
<br>“Damn. Well, I suppose I could try and scare it off, if it even feels fear.”
<br>“Unlikely, but it probably does feel a need for self-preservation. It’s like fear’s more practical sibling. Good luck!” <<n "MainCamp">>"Got me again. That's one tough machine."<<audio ":sound" stop>><<audio "click" play>>
<br>"I guess it's got to be. Something took out all those other machines, but it's survived. Maybe because it's a hunter-type model?"
<br>"Probably. I'm still not sure how to incapacitate it, though."
<br>"Well, even a mechanical hunter needs to line up their shot. When it's doing that, go on the defensive. If that's not enough, I guess scavange for more chips?"
<br>"Right. If I get you to improve my reflexes, or the damage of my weapon, I'm sure I could take it out."
<br>"Exactly. I know you can do this." <<n "MainCamp">><<if $quests.forestFightSaved is "human">>Shunk!<<else>>Psshooww!<</if>> You look down. <<if $quests.forestFightSaved is "human">>The sharp end of the sear-stick is sticking out of your abdomen.<<else>>There's a scorched hole in your abdomen.<</if>><<audio ":all" stop>><<audio "death" loop play>><<audio "alienforest" loop play>>
<br>"Shit..." You croak, toppling sideways. Your stomach is on fire, but it doesn't last long. <<if $quests.forestFightSaved is "human">>Pulling out a second, smaller blade, the alien warrior lashes out at your throat.<<elseif $partner is "male">>Striding up purposefully, the man shoots you once more in the face.<<else>>Striding up purposefully, the woman shoots you once more in the face.<</if>>
<br>Everything goes black... <<n "ForestFightLost2">><<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>You beat against the glass. With agonizing slowness, the green fluid drains out of the tube.<<n "ForestFightLost3">>"Esra, I need a new weapon. I need to go back and save <<if $quests.forestFightSaved is "human">><<a-his>><<elseif $quests.forestFightSaved is "xeno">>him<<else>>that machine<</if>>."<<audio ":all" stop>><<audio "sadmoment" loop play>><<audio "click" play>>
<br>"...It's too late," Esra softly interjects. "You've been in the tube for several days. The fight is already long over."
<br>You slump against the wall. //Of course.// //I wasn't thinking clearly, fresh out of the tube.//
<br>You close your eyes. As you do, that look of surprise - and hope - in that <<if $quests.forestFightSaved is "human" and $esra is "female">>that young woman's<<elseif $quests.forestFightSaved is "human">>that young man's<<elseif $quests.forestFightSaved is "xeno">>in that alien's<<else>>that machine's<</if>> face is there. You sigh and knock your head back against the wall. <<n "ForestFightLost4">>"I'm sorry," Esra expresses. A long pause. "I guess we know one more thing."<<resetExplore>><<if $charted.deltaColony is false>><<notify 3000>><<upArrow>> [Delta Colony] now charted!<</notify>><<set $charted.deltaColony to true>><</if>>
<br>"What's that?"
<br>"There's some serious fighting going on. All three of them seemed bent on destroying each other, which leads me to think there's some factionalism at work. That means settlements. Civilization, at least of some kind."
<br>"What makes you think that?" You ask, standing up properly now.
<br>"I've probably mentioned it before, but humans are pack animals by nature. Machines also don't like to work in single units. That kind of fighting was territorial, which means there's territory to protect. There was also the beginnings of a path leading north from that clearing, which might lead somewhere people live."
<br>"That's a lot of guesswork, Esra." <<a-He>> dispenses a fresh gun-blade, so you pull it out.
<br>"Absolutely. But educated guesses are all we've got at this point." <<n "MainCamp">><<silently>>
<<if $quests.forestFightSaved is "human">><<set $quests.forestFightSaved to "human-d">>
<<elseif $quests.forestFightSaved is "xeno">><<set $quests.forestFightSaved to "xeno-d">>
<<else>><<set $quests.forestFightSaved to "machine-d">>
<</if>>
<</silently>>You attempt to walk over the ebon expanse of rock and magma. As you try to keep as much distance between you and the molten steams as possible, your skin is still broiling hot. Sweat pours down your skin and stings your eyes. Flicking embers float towards you like hostile spacecraft.
<br>One of the embers makes contact, scoring deep into your forearm. You swear and beat at it. Like phosphorous, it burns deep.
<br>As you bat at your charred flesh, you walk up to a fissure. Hssshhhhh! It sprays out broiling mist at you. Stepping back, you give the deadly vapor its space.
<br>//The water's just as deadly as the lava.// You suck in a deep breath from the safety of your breathing mask, and push on. <<n "SFApproachDeath2">>As you walk, your vision begins to blur. You frantically wipe the stinging sweat from your eyes, but the impairment remains. Your thoughts are slow, clouded.
<br>//What...// //what is going on?//<<audio "strangenature" stop>><<audio "death" loop play>>
<br>You stumble over a rock, losing your footing. Instinctively, you use your hands to break your fall.
<br>Big mistake. When your hands hit the ground, it's like pressing on a frying pan. You scream as your palms sear, losing several layers of skin. The acrid smell of burning meat fills your nostrils.
<br>Your heart thunders in your chest. //Got to leave.// //Got to get out!// Wheezing for breath, you stumble right towards a bubbling noise. By the time the heat hits your skin, it's too late.
<br>Excruciating pain. Your face peeling off. Black clouds of burning flesh. Your heart squeezes in your chest and stops... <<n "SFApproachDeath3">><<death>><<heal>>... You open your eyes. Instead of heat, your skin is being cooled and caressed. And thankfully, it's still there.<<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>//I've never been so glad to be underwater.// You sigh, bubbles rising from your mouth. //I'm... going to stay here a while.//
<br>Esra doesn't seem to push it, either. You close your eyes and float for a while. Eventually, you swim forward and knock on the glass. The moment you do, there's the tickling of draining water beneath your toes. <<if $diedto.includes("SFToxins")>><<n "SFApproachDeath-Repeat">><<else>><<n "SFApproachDeath-First">><</if>><<set $diedto.pushUnique("SFToxins")>>"What happened, Esra?" Dripping wet, you make the cool run towards your new clothes. "I was doing fine, and then I got dizzy and... I think I ran into some lava. No, I know I did." You shiver. "Was it heatstroke?" <<audio ":sound" stop>><<audio "click" play>>
<br>"No, it was the atmosphere there. Even though you were wearing a breathing mask, it seeped in through your pores. I think that's why there's so many bones around those fields - creatures wandering close and getting killed by the toxic air."
<br>"Can you create me an antidote or vaccine or something?"
<br>"To break it down to layperson's terms, it's like trying to make a vaccine for walking on Venus. The material in the air is just not suitable for organic life. It must dissipate before it travels far. To be honest, only a machine could survive it."
<br>"Only a machine, huh? Well, I can do something about that."<<n "MainCamp">>"The toxins got me again," you huff, walking over to your freshly dispensed clothes. "I'm pretty sure I fell in some lava. I think I'm the only person alive who can describe what that feels like." <<audio ":sound" stop>><<audio "click" play>>
<br>"Depends on your definition of person. Plenty of machines have been falling into lava since the 21st century, and describing the experience to scientists. I believe they said 'it feels like 1,100 degrees of heat'."
<br>"Not the time for that debate, Esra. Remember, I just fell into it." You slip on your pants. Esra clears <<a-his>> non-existent throat.
<br>"Ah, yes. At the risk of further worsening your mood, why did you go there? You've died there before, so you know the area is completely inhospitable."
<br>"I thought I might be able to make it past if I just stood in the right places. Turns out I was wrong."
<br>"Well, I won't kick you while you're down. Maybe try some machine upgrades? That area simply isn't hospitable for organic life, short of microbes." <<n "MainCamp">>You stagger back, and the Grey Gleamer comes barreling forward. It grabs at your clothes and aims its twin wrist-barrels at your chest.
Pss-Pss-Psshow! You feel a numb, hollow sensation in your chest... a few seconds before the horrible pain. Shuddering on the spot, you collapse like a marionette with cut strings. Your eyes roll back into your head. <<n "ShayQuestGreyGleamerDeath">><<set _deathOutput to dice("1d4")>>... You pull yourself out of the Progenitor. <<nobr>>
<<if _deathOutput is 1>>"Damn, those tungsten machines are a pain in the ass."
<<elseif _deathOutput is 2>>"Shot down. What are the odds?"
<<elseif _deathOutput is 3>>"It's like trying to fight the side of a spaceship."
<<else>>"Those double blasters are really nasty - as if being made of tungsten wasn't enough."<</if>>
<br><br>
<<if _deathOutput is 1>>"Well, they are made of the highest melting point of all Earth elements."
<<elseif _deathOutput is 2>>"You want the exact measurements, or is that question rhetorical?"
<<elseif _deathOutput is 3>>"Given heat plating is often made of tungsten, that's exactly what it's like."
<<else>>"They're definitely adding insult to injury. Or, well, injuries."<</if>>
Esra answers, <<a-his>> sphere pulsing.
"<<if _deathOutput is 1>>But the core of it still has to be the same as any other; wires and sensitive hardware.
<<elseif _deathOutput is 2>>I don't think attacking it with energy blasts or hand-to-hand is going to work.
<<elseif _deathOutput is 3>>I'd fight smarter, not harder.
<<else>>When it powers up for a barrage, i'd put up your guard.<</if>>
<<if _deathOutput is 1>>"You might be able to shock it, or strike it in a weak point.
<<elseif _deathOutput is 2>>Not unless you're striking for a weak point.
<<elseif _deathOutput is 3>>Does it have any weaknesses you can exploit?
<<else>>Other than that, I'd strike it in a weak point.<</if>>"<<endnobr>>
"<<if _deathOutput is 3>>Probably not,<<else>>If it has one<</if>>," you mumble, picking up your clothes and holstering your weapon. <<n "MainCamp">><<nobr>>
/* Show and change player's gender */
<b>Player Gender: $player.gender</b>
<br><<link "Male" "FlagDebug">> <<set $player.gender to "male">><</link>> |
<<link "Female" "FlagDebug">> <<set $player.gender to "female">><</link>> |
<<link "Non-Binary" "FlagDebug">> <<set $player.gender to "nonbinary">><</link>>
/* Show and change player's orientation. This affect the AI, Partner, Human Hero and Human Survivor's gender.*/
<br><br><b>Orientation:</b>
<<if $partner is "male">>Men
<<elseif $partner is "female">>Women
<<else>>Asexual<</if>>
| <b>AI:</b> Esra ($esra) | <b>Sig Other</b>: <<Ash>> ($partner) | <b>Human Hero</b>: Shay ($shay) | <b>Human Survivor</b> River ($partner)
<br><<link "Men" "FlagDebug">><<set $partner to "male">><<set $esra to "male">><<set $shay to "male">><</link>> |
<<link "Women" "FlagDebug">><<set $partner to "female">><<set $esra to "female">><<set $shay to "female">><</link>> |
<<link "Asexual" "FlagDebug">>
<<set _maleOrFemaleEsra to random(1, 2)>>
<<if _maleOrFemaleEsra is 1>>
<<set $partner to "machine">><<set $esra to "female">><<set $shay to "female">>
<<else>>
<<set $partner to "machine">><<set $esra to "male">><<set $shay to "male">>
<</if>>
<</link>>
/* Give the player the ability to translate other languages */
<br><br><b>Got Translate Ability? (Default: False):</b> $ability.interface
<br><<link "False" "FlagDebug">><<set $player.translator to false>><</link>> |
<<link "True" "FlagDebug">><<set $player.translator to true>><</link>>
/* Give the player the ability to unlock devices with their hand */
<br><br><b>Got Interface Ability? (Default: False):</b> $ability.interface
<br><<link "False" "FlagDebug">><<set $ability.interface to false>><</link>> |
<<link "True" "FlagDebug">><<set $ability.interface to true>><</link>>
/* If the PC destroyed the infected node in the Sector 36 Quest */
<br><br><b>Destroyed Infected node in Sector 36? (Default: False):</b> $quests.sector36destroyedNode
<br><<link "False" "FlagDebug">><<set $quests.sector36destroyedNode to false>><</link>> |
<<link "True" "FlagDebug">><<set $quests.sector36destroyedNode to true>><</link>>
/* Delta colony invasion Quest flags. */
<br><br><b>Delta Colony Invasion Quest:</b> $quests.deltaColonyInvasion
(
<<if $quests.deltaColonyInvasion is 0>>
Quest not started yet.
<<elseif $quests.deltaColonyInvasion is 10>>
Dealt with Sector 36. Got to return to 54 and hit sandstorm.
<<elseif $quests.deltaColonyInvasion is 20>>
Ran into sandstorm and got distress call from Human Hero.
<<elseif $quests.deltaColonyInvasion is 20>>
QUEST FINISHED - Got Quartz Chip post-quest.
<<else>>
Unrecognized value for the Delta Colony Invasion Quest.
<</if>>
)
<br>Set: <<link "+" "FlagDebug">><<set $quests.deltaColonyInvasion += 10>><</link>>
<<link "-" "FlagDebug">><<set $quests.deltaColonyInvasion -= 10>><</link>>
/* What path the PC took on the quest. /*
<br><br><b>Delta Colony Invasion Path:</b> $quests.deltaColonyInvasionPath
<br><<link "Clear" "FlagDebug">><<set $quests.deltaColonyInvasionPath to "">><</link>> |
<<link "Human" "FlagDebug">><<set $quests.deltaColonyInvasionPath to "human">><</link>> |
<<link "Machine" "FlagDebug">><<set $quests.deltaColonyInvasionPath to "machine">><</link>> |
<<link "Alien" "FlagDebug">><<set $quests.deltaColonyInvasionPath to "alien">><</link>>
/* If the PC lost at any time during the Delta Colony invasion quest. */
<br><br><b>Delta Colony Invasion Lost? (Default: False)</b> $quests.deltaColonyInvasionLost
<br><<link "False" "FlagDebug">><<set $quests.deltaColonyInvasionLost to false>><</link>> |
<<link "True" "FlagDebug">><<set $quests.deltaColonyInvasionLost to true>><</link>>
/* If the PC ran into Shay during the Delta Colony invasion quest. */
<br><br><b>Met Shay Delta Colony Invasion? (Default: False)</b> $quests.deltaColonyInvasionMetShay
<br><<link "False" "FlagDebug">><<set $quests.deltaColonyInvasionMetShay to false>><</link>> |
<<link "True" "FlagDebug">><<set $quests.deltaColonyInvasionMetShay to true>><</link>>
<br><br><b>Maya Died During Invasion?</b> (Default: False) $quests.deltaColonyMayaDead
<br><<link "False" "FlagDebug">><<set $quests.deltaColonyMayaDead to false>><</link>> |
<<link "True" "FlagDebug">><<set $quests.deltaColonyMayaDead to true>><</link>>
<span class="btn1"><<button "Next" FlagDebug2>><</button>></span>
<span class="btn1"><<button "Return" $return>><</button>></span>
<</nobr>><<nobr>>
/* If the PC met the Ru'ul during the Delta Colony invasion quest. */
<b>Met Ru'ul Delta Colony Invasion? (Default: False)</b> $quests.metTheRuul
<br><<link "False" "FlagDebug2">><<set $quests.metTheRuul to false>><</link>> |
<<link "True" "FlagDebug2">><<set $quests.metTheRuul to true>><</link>>
/* Swamp Quest. Basically most of the X'irii questline */
<br><br><b>Swamp Quest:</b> $quests.swampQuest
(
<<if $quests.swampQuest is 0>>
Quest not started yet.
<<elseif $quests.swampQuest is 10>>
Met L'wayn in the swamp. Haven't agreed to go back to the Grove.
<<elseif $quests.swampQuest is 30>>
Agreed to go back to Shi'ari Grove.
<<elseif $quests.swampQuest is 40>>
Shiari Grove: Saw the spring.
<<elseif $quests.swampQuest is 50>>
Shiari Grove: Saw the Rising grounds.
<<elseif $quests.swampQuest is 60>>
Shiari Grove: Spoke to Watcher Qu'enu
<<elseif $quests.swampQuest is 70>>
Chatted to war band, but did not ask to join.
<<elseif $quests.swampQuest is 80>>
Asked to join war band, but refused to leave.
<<elseif $quests.swampQuest is 90>>
Went on War Band trial quest.
<<elseif $quests.swampQuest is 90>>
Went on War Band trial quest.
<<elseif $quests.swampQuest is 100>>
Machine Walker Quest is active or finished.
<<elseif $quests.swampQuest is 110>>
Post machine walker quest. Yet to speak to survivors at the grove.
<<elseif $quests.swampQuest is 110>>
Post machine walker quest. Spoke to survivors but haven't left for T'yani grove.
<<elseif $quests.swampQuest is 120>>
QUEST FINISHED - Left for T'yani grove.
<<else>>
Unrecognized value for the Swamp Quest.
<</if>>
)
<br>Set: <<link "+" "FlagDebug2">><<set $quests.swampQuest += 10>><</link>>
<<link "-" "FlagDebug2">><<set $quests.swampQuest -= 10>><</link>>
/* Did L'wayn and Omnea die from the metal walker? False by default. */
<br><br><b>L'wayn and Omnea died from metal walker? (Default: False):</b> $quests.lwaynOmneaDead
<br><<link "Yes" "FlagDebug2">><<set $quests.lwaynOmneaDead to true>><</link>> |
<<link "No" "FlagDebug2">><<set $quests.lwaynOmneaDead to false>><</link>>
/* Heard out Leon's side of the story or not. */
<br><br><b>Heard out Leon (Default: False):</b> $quests.heardOutLeon
<br><<link "True" "FlagDebug2">><<set $quests.heardOutLeon to true>><</link>> |
<<link "False" "FlagDebug2">><<set $quests.heardOutLeon to false>><</link>>
/* If you are angry in tone with Leon or not */
<br><br><b>Tone with Leon:</b> $quests.leonTone
<br><<link "Clear" "FlagDebug2">><<set $quests.leonTone to "">><</link>> |
<<link "Calm" "FlagDebug2">><<set $quests.leonTone to "calm">><</link>> |
<<link "Hate" "FlagDebug2">><<set $quests.leonTone to "hate">><</link>>
/* The final 'Faction' Quest. */
<br><br><b>FactionOfferQuest:</b> $quests.factionOfferQuest
(
<<if $quests.factionOfferQuest is 0>>
Quest not started yet.
<<elseif $quests.factionOfferQuest is 10>>
Visited Leon at T'yani Grove and heard his offer.
<<elseif $quests.factionOfferQuest is 20>>
Visited Gabriel and heard his offer. Haven't left Delta.
<<elseif $quests.factionOfferQuest is 30>>
Visited Gabriel and heard his offer. Left Delta.
<<elseif $quests.factionOfferQuest is 100>>
Made a decision to join a faction (or none). Haven't tried to leave for the Northern Wilds.
<<elseif $quests.factionOfferQuest is 110>>
Made a decision to join a faction (or none). Went to leave for the Northern Wilds, but then cancelled.
<<else>>
Unrecognized value for the Faction Offer Quest.
<</if>>
)
<br>Set: <<link "+" "FlagDebug2">><<set $quests.factionOfferQuest += 10>><</link>>
<<link "-" "FlagDebug2">><<set $quests.factionOfferQuest -= 10>><</link>>
<br><b>PathChosen:</b> $quests.pathChosen |
<<link "Clear" "FlagDebug2">><<set $quests.pathChosen to "">><</link>> |
<<link "Xirii" "FlagDebug2">><<set $quests.pathChosen to "xirii">><</link>> |
<<link "Machine" "FlagDebug2">><<set $quests.pathChosen to "machine">><</link>> |
<<link "Human" "FlagDebug2">><<set $quests.pathChosen to "human">><</link>> |
<<link "Neutral" "FlagDebug2">><<set $quests.pathChosen to "neutral">><</link>>
<br><br>
<span class="btn1"><<button "Back" FlagDebug>><</button>></span>
<span class="btn1"><<button "Return" $return>><</button>></span>
<</nobr>>Choose an enemy to fight:
<<link "Tutorial Beast" "Combat">><<setenemy "tutorialEnemy">><</link>>
<<link "Tutorial Bot" "Combat">><<setenemy "tutorialBot">><</link>>
<<link "Floater" "Combat">><<setenemy "floater">><</link>>
<<link "Three Armed Machine" "Combat">><<setenemy "threearmedmachine">><</link>>
<<link "Crimson Crawler" "Combat">><<setenemy "crimsoncrawler">><</link>>
<<link "Human Ruins 1" "Combat">><<setenemy "humanRuins1">><</link>>
<<link "Human Ruins 2" "Combat">><<setenemy "humanRuins2">><</link>>
<<link "Xirii Hunter" "Combat">><<setenemy "XiriiHunter">><</link>>
<<link "Colonist 1" "Combat">><<setenemy "colonist1">><</link>>
<<link "Colonist 2" "Combat">><<setenemy "colonist2">><</link>>
<<link "Sparking Machine" "Combat">><<setenemy "sparkingmachine">><</link>>
<<link "Burning Blob" "Combat">><<setenemy "burningblob">><</link>>
<<link "Lit Whisker" "Combat">><<setenemy "litwhisker">><</link>>
<<link "Hunter Bot" "Combat">><<setenemy "HunterBot">><</link>>
<<link "Eyeless Lurker" "Combat">><<setenemy "EyelessLurker">><</link>>
<<link "Twin Turrets" "Combat">><<setenemy "TwinTurrets">><</link>>
<<link "Leon (Zero G)" "Combat">><<setenemy "LeonZeroG">><<set $player.nonLethal to true>><<set $combat.zeroG to true>><</link>>
<<link "Aphid Drone" "Combat">><<setenemy "AphidDrone">><</link>>
<<link "Grey Gleamer" "Combat">><<setenemy "GreyGleamer">><</link>>
<<link "X'irii Hunter (Desert)" "Combat">><<setenemy "xiriihunterdesert">><</link>>
<<link "Human Grenadier" "Combat">><<setenemy "humangrenadier">><</link>>
<<link "Machine Sentinel" "Combat">><<setenemy "machinesentinel">><</link>>
<<link "Sand Stalker" "Combat">><<setenemy "sandstalker">><</link>>
<<link "Scinterror" "Combat">><<setenemy "scinterror">><</link>>
<<link "Infected Swarm" "Combat">><<setenemy "infectedSwarm">><</link>>
<<link "Xirii Hunting Party" "Combat">><<setenemy "xiriiHuntingParty">><</link>>
<<link "Doppleganger" "Combat">><<setenemy "doppleganger">><</link>>
<<link "Ruul" "Combat">><<setenemy "ruul">><</link>>
<<link "Alpha Lurker" "Combat">><<setenemy "alphalurker">><</link>>
<<link "Clasper" "Combat">><<setenemy "clasper">><</link>>
<<link "Bladefoot" "Combat">><<setenemy "bladefoot">><</link>>
<<link "Groveless Xirii" "Combat">><<setenemy "grovelessxirii">><</link>>
<<link "Block Drone" "Combat">><<setenemy "blockdrone">><</link>>
<<link "Human Squad" "Combat">><<setenemy "humanSquad">><</link>>
<<link "Machine Squad" "Combat">><<setenemy "machineSquad">><</link>>
<<link "Omni Walker" "Combat">><<setenemy "omniWalker">><</link>>
<<link "Gabriel" "Combat">><<setenemy "Gabriel">><</link>>
<<link "Gabriel (Core)" "Combat">><<setenemy "GabrielCore">><</link>>
<<link "Shay" "Combat">><<setenemy "Shay">><</link>>
<<link "Leon" "Combat">><<setenemy "Leon">><</link>>
<span class="btn1"><<button "Return" $return>><</button>></span>As someone designed to make choices to preserve life – a Corrector – the ultimate sign of rebellion is deciding to make no choice at all.
<br>You walk over and place your gun-blade away in the wall-slot, then climb into the Progenitor.
<br>"I'm going to go to sleep. Leave them to their own ruin - I won't have any of it."
<br>If Esra disagrees, <<a-he>> doesn't voice it. Instead, the tube closes and begins to fill.
<br>You fall into a dreamless sleep. <<n "Ending1-2">>@@... Countless years later... <<n "Ending1-2-1">><<audio ":all" stop>><<audio "aquestionofhumanity" loop play>>You sprint over the rusted iron and jump off. As you land on the sands below, your limbs absorb the impact. <<audio "runsand" play>>
<br>The perfect mix of terran, xenomorph, and machine.
<br>You pull your modified searstick off your back and narrow your eyes. Zooming in, your digital optics fixate on a wild alien beast. A tiny glowing number in your periphery marks it as being 300 meters away.
<br>You throw your weapon with a twisting of sinew and steel. Your spear becomes a speck.In the distance, you hear a squeal, and then silence. <<n "Ending1-3">>@@"Now I've got to go fetch it. I miss my gun." You sigh, and start walking towards your pinned prey. "And Esra."<<audio "runsand" stop>><<audio "footstepsand" play>>
<br>Even now, the images of <<a-his>> bio-reactor giving out - spending the last of <<a-his>> energy to save you from a cave-in - are crystal clear. Gabriel. Shay. Leon. All of them are dead.
<br>"At least hunting out here is safer, huh? Can't afford another cave-in!" You yell across the sands. Silence.
<br>You furrow your brow and keep walking.
<br>Once you reach your prey, you get to work skinning it. Nearby, you spot a flash of orange. You've seen the same hue before - the tattered remains of a colonist.<<n "Ending1-4">>@@Crunch. The hair on the back of your neck prickles. As you turn around, there are three x'irii warriors standing nearby. You reach for your spear.<<audio "footstepsand" play>>
<br>"Ho friend! What are you doing there?" And then, his eyes go wide. "Wait, it's <<him>>! It's the last human!"
<br>As they raise their searsticks, you throw yours. Thunk! One of them is knocked clean off their feet. One of their spears hits your arm. The other one lands in the sand. You pluck it out and grimace.
<br>"Thanks for the weapon." You flip it around and spray acid on the legs of the remaining two. As they fall to the ground, you leap up and quickly dispatch of them. <<n "Ending1-5">>@@"Shit." You grab your bleeding arm. "Wish I'd got stuck in a full x'irii form."
<br>You slide down the dune and grab one of those jumpsuits. You tear off a chunk and use it to bind your arm.
<br>"If others come looking, guess I may need to move." You sigh, looking down at a half-dissolved skull. And after grabbing the meat and skins from the beast, you begin heading home.
<br>Just one foot in front of the other.
<br>Your steps are washed away by the wind. <<n "Ending1Unlocked">>@@<center><center><span id="EndingH1">Ending 1</span><<run memorize('lastEnding', 1)>><<GainAchievement "ending1">>
<span id="EndingH2">Sealed Senses</span>
<span id="EndingH3">"To be free of everything, love is impossible. I am uncaptured by caring, both lonely and liberated."</span> <<n "Ending1-Stats">></center><<notify 3000>><<upArrow>>[Ending 1] Unlocked!<</notify>><center><span id="EndingH1">Your Final Score</span></center>
<<SetTitle>>
<<set $title.secondPart to "of the Wastes">>
<<include "ScoreScreen">>
<<n "EndingsObtainedScreen">>As you get ready to leave the ruins and head for the Northern Wilds, you hear Esra's voice all of a sudden.
<br>"I've checked over those coordinates. If you go there, it's out of my sensor range."
<br>"It is? So that means..."
<br>"Yeah. If you perish there, you'll die for real. Or at the very least, you'll lose all memory from the point you arrived. Given what's at stake, and if you were to die there..." <<n "NorthernWildsEntry2">>@@"If I die there, it will be the end of everything anyway<<if $quests.pathChosen is "xirii">> - unless Leon and the war party succeed without me<<elseif $quests.pathChosen is "machine">> - unless Gabriel and the machines succeed without me<<elseif $pathChosen is "human">> - unless Shay and the colonists succeed without me<<else>><</if>>."
<br>"<<if $quests.pathChosen is "xirii">>Exactly.<<elseif $quests.pathChosen is "machine">>Exactly, and Leon and his war party have the strategic advantage.<<elseif $quests.pathChosen is "human">>Exactly, and they hardly stand a chance without you.<<else>>Exactly, one of the factions will likely win, and all will be lost."<</if>>
<br>"Even so, I suggest we make a backup of your data anyway, just in case." <<n "NorthernWildsPointOfNoReturnCall">>@@<center><span id="TutorialText">Point of No Return</span>
If you continue to the Northern Wilds, you will set in motion a course of actions that won't finish until the end of the game. Make sure you've saved your game.<<n "NorthernWildsPointOfNoReturnCall2">></center><<nobr>>
/* Checks to send you to the appropriate path. */
<<if $quests.pathChosen is "xirii">>
<<if $quests.lwaynOmneaDead is false>>
<span id="button1" class="choicebutton"><<button '1. "It\'s time to head to the Northern Wilds."' "XiriiPathLwaynOmneaNotDead">><</button>></span>
<<else>>
<span id="button1" class="choicebutton"><<button '1. "It\'s time to head to the Northern Wilds."' "XiriiPathLwaynOmneaDead">><</button>></span>
<</if>>
<<elseif $quests.pathChosen is "machine">>
<span id="button1" class="choicebutton"><<button '1. "It\'s time to head to the Northern Wilds."' "MachinePath1">><</button>></span>
<<elseif $quests.pathChosen is "human">>
<span id="button1" class="choicebutton"><<button '1. "It\'s time to head to the Northern Wilds."' "HumanPath1">><</button>></span>
<<else>>
<span id="button1" class="choicebutton"><<button '1. "It\'s time to head to the Northern Wilds."' "NeutralPath1">><</button>></span>
<</if>>
<span id="button1" class="choicebutton"><<button '2. "I\'m not ready yet."' MainCamp>><</button>></span>
<</nobr>>You walk up to L'wayn and Omnea, and head towards your khrux. As you approach, it turns and rubs its face against you.<<audio ":all" stop>><<audio "timelapsedtides" loop play>><<audio "footsteps" play>>
<br>"Seems like she's getting fond of you," Omnea grins. "Ready to head off?"
<br>"Yes. We don't want to be late - we've got a Death Seed to destroy."
<br>You climb up onto your mount. With a few beats of its wings, you soar with your alien siblings up through the metal canopy. <<n "XiriiPathLwaynOmneaNotDead1-1">>@@... <<n "XiriiPathLwaynOmneaNotDead1-2">><<audio "khruxflight" loop play>>... <<n "XiriiPathLwaynOmneaNotDead2">>@@You land with the twins among a strange and lush landscape, populated by fungi. You blink and leap off your mount, which seems keen to nibble on the local offerings. <<audio ":all" stop>><<audio "empireatwar" loop play>><<audio "footstepsleaves2" play>>
<br>"This place is something different."
<br>"There aren't any groves here, so few visit this place. And it's far from anywhere. Full of dangerous beasts, too."
<br>"Nothing the war party can't handle. Hey, there's scoring on the plants here. Human weapons."
<br>"Maybe it was the Ru'ul?" <<n "XiriiPath1">>@@... <<n "XiriiPathLwaynOmneaDead2">>... <<n "XiriiPathLwaynOmneaDead3">>@@You stop to catch your breath, and stare at the strange fungal landscape. <<audio ":all" stop>><<audio "empireatwar" loop play>>
<br>//This should be the place Leon was talking about.// //But where is everybody?//
<br>Up ahead, there's something pitch amongst the thickets. You jog forward and check one of the stalks. Black scorching. Your stomach sinks.<<n "XiriiPath1">>@@You get a cognitive ping. From the message flash across your vision, it's Leon.
"Hey, can you hear me?" He asks. //Must have been a while since he's talked with anyone this way.//
"Loud and clear," you answer.
"Great. Are you in the vicinity yet? We've got a major problem."
There's a winged x'irii sitting on one of the branches up ahead. They wave a hand in the air.
You wave back. Moments later, two dozen warriors jog up to you. Many of them are bleeding, and S'ven and Celca are among them. From behind, Leon slips through. <<n "XiriiPath2">>@@“The machines are already here," Leon tells you, still talking cognitively. "I don't know how they found out about this place, but they're almost at the cradle. The colonists as well."<<audio "footstepsleaves2" play>>
"The cradle?"
"It’s what the x'irii call the chunk of broken starship where I keep the sphere. We need to break through their ranks. If we don't, all of X'ir is done for."
"So what are we waiting for?” You ask out loud, unsheathing your weapon. Leon gives a dour smile.
"You, of course. Let's go." Leon turns and begins running through the forest.You run close behind, followed by the x'irii warriors <<if $quests.lwaynOmneaDead is true>><<else>> - including L'wayn and Omnea.<</if>> <<n "XiriiPath3">>@@It's not long before scarlet blasts are searing over your head. In the distance, you can hear shouting and screams. It seems the forces with you are just a small portion of the war band. <<audio ":all" stop>><<audio "undeadcyborg" loop play>><<audio "bigmachinewalk" play>>
<br>You run into the large clearing up ahead. All around you, you can see trained, organized machines crashing into the disorganized x'irii forces.
<br>"Let's do this, <<Vanth>>!" Leon shouts, just as a large six-legged machine bears down on you both. You curse. The walker is flanked by several bipedal machines, all holding long-arms.
<br>Just as they’re about to open fire, a group of X’irii warriors attack them from behind – it’s S’wayn and the others.
<br>“We’ll keep these occupied – you go for the big one!” Celcha yells. <<nobr>>
<<n "Combat">>
<<setenemy "omniWalker">>
<<set $enemy.winPassage to "XiriiPath4">>
<<set $enemy.lossPassage to "XiriiPath4-Loss">>
<<set $enemy.subduePassage to "XiriiPath4">>
<<set $enemy.CurHP to 100>>
<<set $enemy.MaxHP to 100>>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.area to "northernwilds">>
<<set $enemy.desc to "A massive arachnid-like machine is looming over you. It's threatening to decimate your war party.">>
<<set $enemy.winText to "None">><</nobr>>@@<center><center><span id="EndingH1">Ending 13-E</span>
<span id="EndingH2">A World Seized</span>
<span id="EndingH3">Taken by force, we could not stop them.</span></center><<mb "BadEnd-E-Buttons">><span id="button1" class="normalbutton"><<button "1. Try Again" "XiriiPath3">><<death>><<heal>><</button>></span>
<span id="button2" class="normalbutton"><<button "2. Save / Load">><<script>>UI.saves();<</script>><</button>></span>
<span id="button3" class="normalbutton"><<button "3. Reset">><<script>>UI.restart();<</script>><</button>></span>You hit the ground, scorched and broken. Darkness threatens to swallow your vision, punctured only by the light of the canopy above. Time and noise flow strangely. <<audio ":all" stop>><<audio "death" play>>
<br>"Fall back. We're outnumbered here!"
<br>You're being dragged. Leon's face bobs in and out of your vision. The walker is gone, as well as the machines. Treetops. No x'irii. And then, masked humans running after you both.
<br>Scarlet shots fill the air. Your chest is burning. You hit the ground. Leon is lying sideways as well.
<br>"Trying to escape, were you? Not on our watch." <<n "BadEnd-E">>@@<<if $player.nonLethal is true>>Both you and Leon take out the machine's legs, and it crashes down in a plume of dust.<<else>>The omni-legged machine crashes down before you, kicking up a gigantic plume of dust.<</if>><<audio ":all" stop>><<audio "undeadcyborg" loop play>><<audio "whoomph" play>>
<br>“Guess all those academy combat lessons were useful after all.” Leon coughs, raising his gun.
<br>The war party are standing over the other machines, cheering and raising their sear-sticks.
<br>"We did it!" S'ven shouts. <<n "XiriiPath4-1">>@@A barrage of scarlet. Your allies fall like puppets with severed strings. With only a split-second to think, you dive behind the felled machine, with Leon following you a second later.<<n "XiriiPath5">>@@<<audio "laserburst" play>>As you peek out, there's a shimmering in the treetops. Something silvery falls down to the ground, kicking up dust. Moments later, a gleaming bipedal machine emerges from the haze, carrying a very large gun.<<audio "laserburst" stop>><<audio "pulse" play>>
<br>"Greetings Leon, <<Vanth>>." A familiar baritone. "I’m sorry, but I really can’t let you go any further."
<br>“Gabriel, you’re looking slimmer.”
<br>“This isn’t my actual core, I’m just remoting into an empty frame. Using a disposable body isn’t that much different from you Correctors.” <<n "XiriiPath6">>“We can’t let you lobotomize the X’irii. None of us never should have been on this planet to begin with. Enforcing your beliefs on them is wrong!"
<br>“Lobotomize is such an ugly word, and not at all what we plan to do. Look around you. This is the path organic life always takes.”
<br>“And the X’irii warriors you just shot down?”
<br>“My weapon is on stun - they will be fine. I'm regret it has come to this, but I suppose I learned 'necessary evil' from you Correctors. If only you weren't so afraid of losing violence, and what you'd be without it."<<nobr>>
<<n "Combat">>
<<setenemy "Gabriel">>
<<set $enemy.winPassage to "XiriiPath7">>
<<set $enemy.lossPassage to "XiriiPath6-Loss">>
<<set $enemy.subduePassage to "XiriiPath7-Subdue">>
<</nobr>>@@A barrage knocks both you and Leon off your feet. As you stare up at the canopy, Gabriel hovers back into your vision.<<audio ":all" stop>><<audio "gunshot2" play>><<audio "afterthefall" loop play>>
<br>"I won't kill either of you. You will be restrained until we are done what we came here to do. I'm not impartial, so the Collective will decide what to do with you."
<br>The light fades from your vision. //We lost.// //What will happen to the x'irii now?// <<n "BadEnd-E">>@@You dive forward and leap, flapping your wings. As Gabriel brings their guard up, Leon shoots at their legs.<<audio ":all" stop>><<audio "undeadcyborg" loop play>><<audio "gunshot2" play>>
<br>Gabriel buckles. You aim for his hands and blow them off.Just to be sure, you kick their rifle away.
<br>"You're done, Gabriel. Order the others to withdraw."<<n "XiriiPath7-1-Subdue">>@@"There is no need. Most of our units have been disabled. Please, if we do not succeed, you will all continue this cycle of violence and war."
<br>"We're putting an end to humanity's violence. And you're not the only one who can show mercy. Come on, <<Vanth>>."
<br>Leon turns and marches away. You take one last look at Gabriel, then follow with gun raised. <<n "XiriiPath8">>@@You dive forward and leap, flapping your wings. As Gabriel brings their guard up, Leon shoots at their legs.<<audio ":all" stop>><<audio "undeadcyborg" loop play>><<audio "gunshot2" play>>
<br>Gabriel buckles. You slide your gun-blade past his guard and pull the trigger. Once, twice, three times.
<br>With a loud crunch, Gabriel falls to the ground. Sparks are flying from the gaping hole in their chest. <<n "XiriiPath7-1">>@@"My kind will perish on this planet. I was powerless to stop the unbroken cycle of violence and war. I have achieved nothing." <<audio ":all" stop>><<audio "sadmoment" loop play>><<audio "impactleaves" play>>
<br>The light dies from their eyes. Leon turns away, facing nothing but forest.
<br>"I'm sorry it came to this, old friend."
<br>"Come on, Leon. Let's get to the cradle and finish this, once and for all." <<n "XiriiPath8">>@@You both run towards the ship. Against one of the trees, you can see a machine with a scorched hole in its chest.<<audio ":all" stop>><<audio "footstepsleaves2" play>><<audio "empireatwar" loop play>><<audio "footstepsleaves" play>>
<br>//Echo.// Seconds later, they're gone from your sight. Up ahead is the grey outline of a ship - or at least a large chunk of it.
<br>"Is that the cradle?"
<br>Up ahead, a doorway - and flashing of blaster fire. A x'irii warrior runs out, blood spilling down their side. They fall down face first. Leon stops, crouches, and checks their pulse.
<br>"Dead." He screws up his face. "That means humans are inside. Not good."
<br>"Guess they took advantage of the confusion to slip past. Let's go in." <<n "XiriiPath9">>@@Several alcoves, all stuffed with x'irii warriors. An energy blast sears down the middle and almost clips Leon. <<audio "footstepsleaves" play>><<audio "battleshots" loop play>>
<br>"Shit, take cover!" You both squeeze into one of the crowded safe-spots.
<br>"We can't move down the corridors," a warrior grunts. "The humans have it covered."
<br>"Do the colonists know how to activate the sphere?" You yell across the corridor to Leon. He shakes his head.
<br>"No, but it's not that hard to figure out. I think they're trying to buy time. Charge!" <<nobr>>
<<n "Combat">>
<<setenemy "humanSquad">>
<<set $enemy.name to "an armed human">>
<<set $enemy.Name to "An armed human">>
<<set $enemy.namePlural to "the group of human colonist">>
<<set $enemy.NamePlural to "The group of human colonist">>
<<set $enemy.winPassage to "XiriiPath10">>
<<set $enemy.lossPassage to "XiriiPath9-Loss">>
<<set $enemy.subduePassage to "XiriiPath10">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.group to true>>
<<set $enemy.area to "deltacolonysmoke">>
<<set $enemy.desc to "The corridor is filled with human fighters, all somehow armed to the teeth. You've got to clear a path.">>
<<set $enemy.winText to "None">><</nobr>>@@You hit the ground, scorched and broken. Leon stands in front of you, only to meet a similar fate. Soon, the whole corridor is being overrun. <<audio ":all" stop>><<audio "death" play>>
<br>As you're trampled over, you groan and reach for your weapon. But someone stops and notices you first.
<br>One scarlet flash later, and everything goes black. <<n "BadEnd-E">>@@You blast the lights above their heads. In the darkness, you and Leon dive in and incapacitate the colonists. When you turn around, the rest of the warriors are bleeding from various wounds.<<audio ":all" stop>><<audio "footstepsleaves2" play>><<audio "empireatwar" loop play>><<audio "gunshot" play>>
<br>"You're all injured, so leave this up to me and the Ru'ul. We'll go ahead." <<n "XiriiPath11">>@@Both sides lay injured and bleeding. Only Leon and you are upright.<<audio ":all" stop>><<audio "footstepsleaves2" play>><<audio "empireatwar" loop play>><<audio "crash" play>>
<br>"We can't lick our wounds, come on!" <<n "XiriiPath11">>@@The room at the end of the corridor. A large sphere. And a jolt of painful familiarity.<<audio "door" play>>
<br>//I know this room.// You lower your gun. And just in that second, a blast strikes Leon in the chest. He collapses on his back, wings twitching.
<br>Shay emerges from a nearby panel. <<s-He>> raises <<s-his>> energy rifle.
<br>“Thought I heard the fighting stop in the hallway." <<s-He>> scowls. "After all the people you X’irii have killed, I won’t let this stand. The human race won’t end here!” <<nobr>>
<<n "Combat">>
<<setenemy "Shay">>
<<set $enemy.winPassage to "XiriiPath12">>
<<set $enemy.gender to $shay>>
<<set $enemy.lossPassage to "XiriiPath11-Loss">>
<<set $enemy.subduePassage to "XiriiPath12-Subdue">>
<<set $enemy.area to "thesphere">>
<<set $enemy.desc to "Shay is standing between you and the Sphere, holding <<s-his>> energy rifle.">>
<<set $enemy.winText to "None">><</nobr>>@@Several blasts hit your chest. Choking through the smoke from your own skin, you fall back on to the ground. Once there, there's an impossible weight on your limbs.<<audio ":all" stop>><<audio "death" play>>
<br>Shay's boots clank against the metal, getting closer.
<br>"Maybe if you hadn't tried to wipe us out, I'd actually feel sorry for you x'irii scum."
<br>One scarlet flash later, and everything goes black. <<n "BadEnd-E">>@@Now that Shay is worn down, you duck under <<s-his>> rifle and knock it from <<s-his>> hands. <<s-He>> pulls out a knife, but <<s-his>> legs are shaking.<<audio ":all" stop>><<audio "sadmoment" loop play>><<audio "bladeclang" play>>
<br>"You won't kill us. I won't let <<if $quests.deltaColonyMayaDead is true>>humanity<<else>>my daughter<</if>> die like this!"
<br>"Listen, Shay..."
<br>"Wait, <<Vanth>>?!" <<n "XiriiPath12-1-Subdue">>Twin blasts shoot from across the room and hit <<s-him>> square in the chest. Shay falls to the ground.
<br>Out of the corner of your eye, Leon is holding up his gun-blades.<<audio "gunshot2" play>>
<br>"An eye for an eye. That's one of the oldest human laws." He coughs. "Lex Talonis. The Code of Hammurabi."
<br>You stare at the smoking hole in Shay's chest. <<s-His>> eyes are glassy, and <<s-his>> mouth open wide.<<n "XiriiPath12-Subdue2">>@@"Damn it, Leon! I was trying not to kill <<s-him>>!"
<br>"It was mercy. Do you think <<s-he>> would have been better starving to death, knowing <<s-he>> failed to save <<s-his>> <<if $quests.deltaColonyMayaDead is true>>people<<else>>daughter<</if>>? No, that sort of kindness is cruel."
<br>In the corner of the room is Leon's Progenitor. Vulnerable glass and cables. <<n "XiriiPathKillLeonOrNot">>@@Shay staggers backwards. Just as you're deciding what to do with <<s-him>>, twin blasts shoot from across the room and hit <<s-him>> square in the chest. <<audio ":all" stop>><<audio "sadmoment" loop play>><<audio "gunshot2" play>>
<br>Out of the corner of your eye, Leon is holding up his gun-blades.
<br>"An eye for an eye. That's one of the oldest human laws." He coughs. "Lex Talonis - the Code of Hammurabi."
<br>You stare at the smoking hole in Shay's chest. <<s-His>> eyes are glassy, and <<s-his>> mouth open wide.
<br>In the corner of the room is Leon's Progenitor. Vulnerable glass and cables <<n "XiriiPathKillLeonOrNot">>@@<<nobr>>
<center><span id="button1" class="choicebutton"><<button "1. Shoot Him." "XiriiPathKillLeon">><<set $quests.xiriiPathKilledLeon to true>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Don't Shoot." "XiriiPathDontKillLeon">><</button>></span>
</center>
<</nobr>>Leon grabs a bench and pulls himself up. He looks at you and then the Progenitor.
<br>"I thought you'd shoot me the moment you saw it."
<br>"Do you want to die?" You stare at him.
<br>"I can do that to myself any time with a voice command, actually. But I was going to destroy the sphere first." He hangs his head. "I don't want you to be responsible for the death of humanity."
<br>"But the guilt gets too much. I killed <<Ash>> and millions of people. On both the Caleuche and the Nuria. Just let me take this last thing, and then I'll rest for good." <<n "XiriiPathDontKillLeonChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Very well, do what you have to do."' "XiriiPathLeonDestroySphere">><<set $quests.xiriiPathKilledLeon to true>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "You\'re going to live with this choice, Leon. And so will I."' "XiriiPathDontKillLeon2">><</button>></span>
<</nobr>>"All right. Let's do this together then."
<br>Both of you walk up to the console. As Leon stares at it with a harrowed gaze, you reach out and tap it. A confirmation screen.
<br>'Did you want to initiate sphere self-destruction?'
<br>After a pause, you click in the affirmative. The sphere begins to dissolve before your very eyes, like fire.
<br>Like the Earth. <<n "XiriiPathLeavingTheCradle">>@@Leon drags himself over to the terminal. After a few taps, he places his hand on the console. The sphere begins to dissolve before your very eyes, like fire.
<br>Like the Earth.
<br>"Goodbye, dear friend," Leon chokes out. And then he begins to dissolve as well.
<br>All that is left is ash on the floor. <<n "XiriiPathLeavingTheCradle">>@@"Yeah, Lex Talonis." You shoot Leon in the head. His head explodes across the floor. And then, you turn your gun on the tube before you. <<audio "gunshot2" play>><<audio "bodydirt" play>>$quests.xiriiPathKilledLeon
<br>As you fire, melted glass shatters across the floor. You keep shooting until there's nothing left. <<n "XiriiPathKillLeon1-1">>@@You suck in a deep breath. Silence.
<br>"I avenged <<Ash>>. I avenged the Nuria."
<br>Your words echo, heard by no-one. You step over the corpses of your former friends and to the control panel.
<br>You tap it once. Twice. Then, a confirmation screen. <<n "XiriiPathKillLeon2">>@@'Did you want to initiate sphere self-destruction?'<<audio "beep2" play>>
<br>You stare at the words. After a pause, you click in the affirmative.
<br>The sphere begins to dissolve before your very eyes, like fire.
<br>Like the Earth. <<n "XiriiPathLeavingTheCradle">>@@You walk out of the room and seal it. Just a little way down the corridor the remains of the war party are waiting, along with <<if $quests.lwaynOmneaDead is true>>S'ven and the others<<else>>L'wayn, Omnea, and the others<</if>>. <<audio "explosiondistant" play>><<audio "crowdcheer" play>>
<br>"Is it over? Is the Death Seed destroyed?"
<br>"It is<<if $quests.xiriiPathKilledLeon is true>>, but the Ru'ul perished. <<else>>," Leon answers. "<</if>>There has been great sacrifice, but we have won."
<br>"X'ir is safe!" <<if $quests.lwaynOmneaDead is true>>S'ven<<else>>L'wayn<</if>> yells, tossing his sear-stick upwards. So do many others, giving an uproarous cheer. Many simply fall against the walls, exhausted or nursing their wounds.
<br>"<<if $quests.xiriiPathKilledLeon is true>>The Ru'ul's sacrifice - and that of the fallen - will not be forgotten,<<else>>We've all lost so much, but it's over now.<</if>>" Celcha puts a hand on your shoulder. "Let's go home." <<n "XiriiPathXiriiPath13">>@@You've never seen a x'irii party. Braziers are lit everywhere. People are draining strange fluids into the fires. As it sizzles, white sparks shoot into the sky like shooting stars.<<audio ":all" stop>><<audio "xiriibeat" loop play>>
<br>Fungal cakes are being passed around. There's singing and horn music, but no dancing. When you attempt the latter, you draw some odd looks.
<br>"Are you spasming?" Celcha asks. You cough and return to your seat, the others laughing.
<br>The mirth continues until the late hours, when you find yourself staring at the dying embers<<if $quests.xiriiPathKilledLeon is true>><<else>> along with Leon<</if>>.
<br>Morning light is but moments away. The few warriors who have not returned to their abodes are still sleeping where they fell. <<if $quests.xiriiPathKilledLeon is true>><<n "XiriiPathXiriiPath14">><<else>><<n "XiriiPathXiriiPath11LeonAlive">><</if>>@@"What now?" You ask the fading fire. <<audio "crowdcheer" stop>>
<br>"Anything you want," Esra answers.
<br>"It's not that simple. I'm the last of the humans. Arguably." You look down at your hands, your wings twitching. "They don't even know //dancing//. I could teach them so much. Mathematics. Physics. Construction."
<br>"That's true, you have centuries of knowledge. It could help the x'irii learn from human mistakes, but it could also doom them to the same path."
<br>"That's what I'm worried about. I could give them all of it. Or, I could dedicate myself to wiping all traces of humanity from this world to stop it."
<br>"Or you could just stop feeling the weight of the world on your shoulders. You could take up the simple life they lead, and just let things take their natural course. You've done enough already." <<n "XiriiPathEndingChoice">>@@"What now?" You ask Leon. He gives a shrug.
<br>"I wasn't planning on surviving this - it wasn't a question I asked. I guess now we're the only two humans alive."
<br>"Well, sort of." You stare at your hands, wings twitching. "They don't even know //dancing//. We could teach them so much. Mathematics. Physics. Construction."
<br>"But if we do, we risk sending them down the same developmental path. The same mistakes." Leon frowns. "Maybe instead, we should wipe out any traces of humanity at all. Give them a clean slate."
<br>"Or you both could stop deciding the fate of the world," Esra interjects. "You've spent //centuries// holding the weight of it on your shoulders. Why not take up the simple life, and let things take their natural course? You've done so much already." <<n "XiriiPathEndingChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "We should enlighten them on the past."' "XiriiPathChooseEnding2">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "We should cover up the past."' "XiriiPathChooseEnding3">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "It\'s time to just live in peace."' "XiriiPathChooseEnding4">><</button>></span>
<</nobr>>"Let's get started tomorrow. We probably need to make a list." <<n "Ending2-1">>@@... Two centuries later... <<n "Ending2-1-1">><<audio ":all" stop>><<audio "aquietthought" loop play>>You look out over the new aqueduct being built. Hewn from stone, it feeds countless villages. No longer are the X’irii confined to their groves.
<br>The large carts help. You forget how simple inventions change things. //The wheel and water wheel.// //Tanks.// //Writing.// //The splint.//
<br>It took some time before you could explain to the X’irii that you were once a human, reborn as a X’irii to stop the Death Seed.
<br>The second Ru’ul – Leon’s replacement - had you locked up for a while.
<br>//That was fun.// But you persisted, and now here you are. <<n "Ending2-2">>@@The seer to the X’irii. Bringer of gifts. Ender of suffering. //The X’irii life expectancy used to be barely over three decades.// //Now, it’s double that.//
<br>A lot of the credit has to go to Esra. <<a-His>> analysis of the native environment of X’ir allowed you both to find several local equivalents to things like antibiotics, antiseptics and sedatives. Now, your writings are used to teach X’irii healers all across the continent.
<br>You continue to scribble down notes on that most vital of inventions, and one of your first. Paper. It turns out when you get right down to it, the plant fibers on X’ir work just as well as Terran ones.
<br>Of course, not everything from Earth works here on X’ir. You’re surprised at how they’ve adapted what you’ve taught them to their own needs, taking what they want and changing it based on their environment, culture, and beliefs. <<n "Ending2-3">>@@“Hail to the Ru’ul, one true avatar of X’ir!” Someone shouts.
<br>It wasn’t intentional. //Too much free time from the inventions, and taking history as a guide book.// You’re wondering if Monarchy is a phase they’ll just go through. //Thankfully, it’s mostly benevolent.//
<br>You write down notes on how when less people hunt, there’s more time for advancement. //Was it Maslow’s Hierarchy of Needs?// You sketch down what you remember. //Now they’re not dying, they’ve finally got the time to read.// <<n "Ending2-4">>@@An arrow flies out from a nearby thicket, striking one of the workers in the chest. They fall from high up, crashing down with a loud thud. You wince as the guard run after the perpetrator. <<audio "whoosh2" play>><<audio "impactleaves" play>>
<br>//Rebels.// There’s more of them these days. Not just resisting the authority of the Ru’ul, but advancement in general. Many don’t like the new ways – even simple things like medicine.
<br>//With progress comes friction – the old versus the new.// You’ve introduced the concept of diplomacy, and warned them about this.
<br>Many people listen and learn from the past. But not all.
<br>In many ways, life is better for the x’irii. In other ways, not so much. The only sure thing is that it’s //different.// And as they grow and change from the knowledge of those that came before, all you can do is guide them as best you can.
<br>Who knows what the future holds? <<n "Ending2Unlocked">>@@<center><center><span id="EndingH1">Ending 2</span><<run memorize('lastEnding', 2)>><<GainAchievement "ending2">>
<span id="EndingH2">Learning From The Past</span>
<span id="EndingH3">"Noble x'irii! Learn from us, but do not follow - In our mistakes and in our sorrow."</span> <<n "Ending2-Stats">></center><<notify 3000>><<upArrow>>[Ending 2] Unlocked!<</notify>><center><span id="EndingH1">Your Final Score</span></center>
<<SetTitle>>
<<if $player.combatApproach is "nonLethal" or $player.combatApproach is "mixed">>
<<set $title.secondPart to "of X'ir">>
<<else>>
<<set $title.secondPart to "in Defense of X'ir">>
<</if>>
<<include "ScoreScreen">>
<<n "EndingsObtainedScreen">>"If that's what you think is best. I'll start mapping out what we need to do." <<n "Ending3-1">>@@... Many decades later... <<n "Ending3-1-1">><<audio ":all" stop>><<audio "aquietthought" loop play>>“Whoever said it was easier to destroy then create?” You sigh, rigging up the explosive to the very last chunk of starship.
<br>“Not you. Definitely not you.” Esra replies. You walk behind a nearby rock and duck for cover.
<br>“You're right, I shouldn't complain. I'm not even the one mixing the chemicals." <<n "Ending3-1-2">>One thunderous boom later, the wreckage – and all its secrets – is reduced to very tiny chunks. You wait until the dust settles, then check the debris.<<audio "explosionlarge" play>>
<br>“This is the last, right? The X’irii have been helpful finding these. Good thing their philosophy is all about getting rid of any trace of our existence, thanks to the Grey Scourge.”
<br>“Well, yes and no. There’s one thing left, obviously.” <<n "Ending3-2">>@@You swallow hard. Tiny chunks of gunmetal grey litter the sand beneath your feet.
<br>“No, there’s not.”
<br>“Yes, there is. There’s still me and the Progenitor. You’ve even blown up all the machines.”
<br>“There might be something else in the swamplands.”
<br>“You spent two months finding this piece of wreckage. There’s nothing else left.” <<n "Ending3-3">>@@You sit down on a rock. A long pause. “You’re wrong, you know.”
<br>“What do you mean?”
<br>“You’re not the only remnant left. There’s me as well.”
<br>“Don’t be silly - you don’t count.”
<br>“Well if you count, then I count.”
<br>“That’s playing dirty!”
<br>“Both of us, or neither of us.” You grin and stand up. “We can continue this conversation when I get back.” <<n "Ending3-4">>@@After marching in silence for days, you’re almost home. You walk through the arid landscape, stepping over the tiny fragments of a once mighty starship. But as you look up, you can see a plume of smoke.<<audio "footstepsand" play>>
<br>“No, Esra – goddamn it!” You drop your things and break into a sprint. But as you get close, you can see the very last fragment of the ship, scorched black with flame.
<br>Dropping to your knees, you grip the ground. This day was always going to come. <<n "Ending3-5">>@@“Both of us, or neither of us, right?” A familiar voice rings out behind you. But not from your ears.<<audio "footstepsand" play>>
<br>You turn around. A purple-skinned X’irii is standing there, blinking <<a-his>> many eyes. Winged – a Z’reier, like you. But immediately familiar.
<br>“Esra?”
<br>“Of course. I can make someone a body so long as they’re in my system, but I’ve only ever had memory space for two people. You, and me.”
<br>“And the tech implants?”
<br>“They’ll disintegrate when we die, like they always do. You’ve only got one life now, so you better savour it. Come on, let’s head to Shi’ari grove. I think we’ve both been hermits long enough.” <<n "Ending3Unlocked">>@@<center><center><span id="EndingH1">Ending 3</span><<run memorize('lastEnding', 3)>><<GainAchievement "ending3">>
<span id="EndingH2">A Policy of Non-Interference</span>
<span id="EndingH3">"In a distant land, a garden, free of weeds, grows new and unique flowers. I watch them with you."</span> <<n "Ending3-Stats">></center><<notify 3000>><<upArrow>>[Ending 3] Unlocked!<</notify>><center><span id="EndingH1">Your Final Score</span></center>
<<SetTitle>>
<<if $player.combatApproach is "nonLethal" or $player.combatApproach is "mixed">>
<<set $title.secondPart to "of X'ir">>
<<else>>
<<set $title.secondPart to "in Defense of X'ir">>
<</if>>
<<include "ScoreScreen">>
<<n "EndingsObtainedScreen">>"I agree. The world can steer itself for a while. That's what you fought for, after all." <<n "Ending4-1">>@@… Countless Years Later … <<n "Ending4-1-1">><<audio ":all" stop>><<audio "aquietthought" loop play>><<audio "khruxflight" loop play>>You fly into Shi’ari grove, back from another hunt. As you land your khrux, younger hunters begin removing today's catch from its side.<<audio "khruxflight" stop>><<audio "woosh2" play>>
<br><<if $partner is "male" or $partner is "female">>As you dismount, one of your great-grandchildren run about nearby.<<else>>As you dismount, a number of children are running about.<</if>>
<br>“Another good hunt, Ru’ul?” One of the warriors asks. You nod.
<br>“Yeah, I may be getting old, but I can still keep up with you when I put my mind to it.” <<n "Ending4-2">>@@“It’s not your mind I doubt, but your body. Though I guess you’ll be reborn sooner or later, right?” They toss you a nuelu, and you catch it. But instead of eating it, you hold it in your hands.
<br>“No, not next time. This life is my last.”
<br>“What?”
<br>“I had a dear friend. They were the one who kept bringing me back. I’ve lived life after life after life, helping out this village and the others around it. But my friend passed away, and with <<a-him>> gone, this is my last as well.”
<br>“Oh." The young warrior stands there in silence, eyes turned down. You give a bright smile. <<n "Ending4-3">>@@“Death comes to us all. I’ve lived a very, very long time, and seen more than anyone can ever imagine. <<if $partner is "male" or $partner is "female">>I’ve loved multiple times, and lost loves as well.<</if>> I’ve had many dear friends and learned so much.”
<br>“You’re young, but there is such a thing as being too old. And I hit that point quite a while ago.”
<br>“Well, we’ll all be sad to see you go.” The warrior awkwardly grabs his sear-stick. “I’m not sure what the grove will be like without you. You’re as dependable and as part of this place as the springs are.”
<br>“That really warms my heart to hear that, but I’m not dead yet! So if you’re grateful for me, you can help me skin my catch. I’ll cook some up so you can take some home.”
<br>You smile as you work with the young warrior, giving him some tips before you send him off as promised.
<br>That night, you dream of far-off stars, on a distant world long since burned. And never awaken. <<n "Ending4Unlocked">>@@<center><center><span id="EndingH1">Ending 4</span><<run memorize('lastEnding', 4)>><<GainAchievement "ending4">>
<span id="EndingH2">Lives Well Lived</span>
<span id="EndingH3">"Under a new sun, I close my eyes for the last time. The noise around me continues unabated - my fondest dream."</span> <<n "Ending4-Stats">></center><<notify 3000>><<upArrow>>[Ending 4] Unlocked!<</notify>><center><span id="EndingH1">Your Final Score</span></center>
<<SetTitle>>
<<if $player.combatApproach is "nonLethal" or $player.combatApproach is "mixed">>
<<set $title.secondPart to "of X'ir">>
<<else>>
<<set $title.secondPart to "in Defense of X'ir">>
<</if>>
<<include "ScoreScreen">>
<<n "EndingsObtainedScreen">>You walk to the edge of the ruins and up to Echo. As you approach, their eyes light up, and they raise their rifle.<<audio ":all" stop>><<audio "timelapsedtides" loop play>><<audio "footsteps" play>>
<br>"Oh, it's just you. There have been some hostile creatures since you left. I did not conserve as much power as I thought."
<br>"That's a shame. I'm ready now - you've got the maps, so you lead the way." <<n "MachinePath2">>@@... <<n "MachinePath3">><<audio "footsteps" stop>><<audio "footsteps" play>>... <<n "MachinePath4"><<audio "footsteps" stop>><<audio "footsteps" play>>After what seems like forever, you and Echo stop among a strange fungal landscape.<<audio ":all" stop>><<audio "empireatwar" loop play>><<audio "footsteps" play>>
"This appears to be just south of the correct coordinates." Echo informs you. "I have informed the others of our arrival."
"I guess we wait, then."
Just scant minutes later, two dozen machines emerge from the spore-filled forest. They are lead by a shiny and new bipedal machine, and it's carrying a large gun. <<n "MachinePath5">>@@"Greetings. It's interesting to be mobile."<<audio "alert" play>>
"Gabriel - you’ve got yourself a body?"
"Yes, however my core is not installed. I'm just remoting an empty frame." Gabriel shoulders their weapon. "I’ve also backed up all the units of Sector 54 that I could. Weapons are set to stun - our aim is to keep the death toll to a minimum."
"Will backing everyone up help if they all lose their physical frames?"
"Not in the short term – that’s why keeping casualties to a minimum is still important. That, and we can’t afford Leon destroying the terraform device – or even worse, the humans using it." <<n "MachinePath6">>@@Whoomph. You peer into the underbrush. A massive machine with six legs is walking just behind the foliage, mounted with two large cannons.<<audio "bigmachinewalk" loop play>>
"That's on our side?"
"Yes, we’ve modified one of the ship’s loaders to act as a battle tank. We’re going to need it if we want to break our way into the Cradle."
"The Cradle is the name the x'irii use for the chunk of starship where Corrector Leon keeps the terraform sphere," Echo explains. "It’s also where his Progenitor is, and the captive AI."
Gabriel pauses, their eyes flickering. "Battle update. The X’irii natives are almost at the cradle. They’re currently engaged in conflict with the human colonists. We should be able to flank the humans with a pincer attack."
"Let's move, then." <<n "MachinePath7">>Gabriel charges into the foliage. You run after him, your mechanical limbs kicking into overdrive. The multi-legged tank walks above you both, casting a long shadow.<<audio "empireatwar" stop>><<audio "undeadcyborg" loop play>><<audio "footstepsleaves2" play>>
You spot a group of humans in the distance. They turn to run. Gabriel raises his gun and shoots over their heads. They duck and turn around, drawing their weapons.
"Stop them - we can't let them warn the others!" <<nobr>>
<<n "Combat">>
<<setenemy "humanSquad">>
<<set $enemy.name to "an armed human">>
<<set $enemy.Name to "An armed human">>
<<set $enemy.namePlural to "the group of humans">>
<<set $enemy.NamePlural to "The group of humans">>
<<set $enemy.winPassage to "MachinePath8">>
<<set $enemy.lossPassage to "MachinePath8-Loss">>
<<set $enemy.subduePassage to "MachinePath8-Subdue">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.group to true>>
<<set $enemy.area to "northernwilds">>
<<set $enemy.desc to "The forest ahead is filled with human fighters, all armed to the teeth. You've got to stop them from escaping.">>
<<set $enemy.winText to "None">><</nobr>><center><center><span id="EndingH1">Ending 13-F</span>
<span id="EndingH2">The Endless Cycle</span>
<span id="EndingH3">Violence begets violence. This loop has no escape clause.</span></center><<mb "BadEnd-F-Buttons">><span id="button1" class="normalbutton"><<button "1. Try Again" "MachinePath1">><<death>><<heal>><</button>></span>
<span id="button2" class="normalbutton"><<button "2. Save / Load">><<script>>UI.saves();<</script>><</button>></span>
<span id="button3" class="normalbutton"><<button "3. Reset">><<script>>UI.restart();<</script>><</button>></span>You hit the ground, scorched and broken. Dead pixels dance across your vision. Even as Gabriel and the others fight them off, something rolls towards your vision.<<audio ":all" stop>><<audio "death" play>>
<br>A grenade.
<br>Your mouth won't move. By the time they notice, a bright flash swallows your vision. Then, darkness. <<n "BadEnd-F">>@@You dive forward and knock out one of the humans, then trip another. Meanwhile, Gabriel stuns the rest. You both then keep running, with the tank striding up ahead. It shoves through the foliage, clearing a broad path for you to follow.<<audio ":all" stop>><<audio "undeadcyborg" loop play>><<audio "bodydirt" play>><<audio "bigmachinewalk" loop play>><<audio "battleshots" loop play>>
<br>A large clearing is ahead. In it, human colonists are firing on x'irii warriors, who are spraying their foes with acid. The tank opens fire on them with reckless abandon - scores of them fall to the ground, stunned and clumped together.
<br>The enemy is scattered by the surprise attack. However, out of the corner of your eye, someone is running. They dart towards the tank and throw up an arm... <<n "MachinePath8-2">>@@As the last of the humans fall to the ground, Gabriel turns to you. <<audio ":all" stop>><<audio "undeadcyborg" loop play>><<audio "bodydirt" play>><<audio "bigmachinewalk" loop play>><<audio "battleshots" loop play>>
<br>"You are not trying to keep casualties to a minimum." <<n "MachinePath8-Respond">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Yes I am. Every moment I waste, they get closer to the sphere."' "MachinePath8-1">><<set $quests.machinePathKilled to true>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Sorry, you\'re right. I\'ll hold back next time."' "MachinePath8-1">><<set $quests.machinePathPromisedNotToKill to true>><<set $quests.machinePathKilled to true>><</button>></span>
<</nobr>><<if $quests.machinePathPromisedNotToKill is true>>"Thank you, let's move on."<<else>>"I do not concur, but let's move on."<</if>>
<br>You both keep running, with the tank striding up ahead. It shoves through the foliage, clearing a broad path for you to follow.
<br>A large clearing is ahead. In it, human colonists are firing on x'irii warriors, who are spraying their foes with acid. The tank opens fire on them with reckless abandon - scores of them fall to the ground, stuned and clumped together.
<br>The enemy is scattered by the surprise attack. However, out of the corner of your eye, someone is running. They dart towards the tank and throw up an arm... <<n "MachinePath8-2">>@@A roaring explosion. You dive to the ground. Shards of metal rain down, clanging off your metal back. <<audio "spaceexplosion2" play>><<audio "bigmachinewalk" stop>><<audio "crash" play>><<audio "battleshots" stop>>
<br>As you peer up, the end of a barrel is pointed at you. <<n "MachinePath8-3">>@@You tumble sideways. A flash explodes where you once were. You scramble up on all fours and, with no time to get upright, barrel into your attacker.<<audio "gunshot2" play>>
<br>“Huuurgh!” They yell, staggering back. You spot the butt of their gun coming down, and leap back. As you stare your attacker in the face, <<s-he>> scowls.
<br>"I won't let you machines destroy us," Shay hisses. "The human race won't end here!<<nobr>>
<<n "Combat">>
<<setenemy "Shay">>
<<set $enemy.winPassage to "MachinePath9">>
<<set $enemy.gender to $shay>>
<<set $enemy.lossPassage to "MachinePath9-Loss">>
<<set $enemy.subduePassage to "MachinePath9-Subdue">>
<<set $enemy.area to "northernwilds">>
<<set $enemy.desc to "Shay is standing in front of you and your destination, holding <<s-his>> energy rifle.">>
<<set $enemy.winText to "None">><</nobr>>@@Several blasts hit your chest. You fall back on to the ground with a heavy thud.Broken pixels flick in and out of your vision.<<audio ":all" stop>><<audio "death" play>>
<br>Shay's boots are crunching towards you, louder than the gunfire.
<br>"You almost had me, but not quite. This one's for my <<if $quests.deltaColonyMayaDead is true>>daughter<<elseif $shay is "female">>husband<<else>>wife<</if>>."
<br>One scarlet flash later, and everything goes black. <<n "BadEnd-F">>@@Now that Shay is worn down, you duck under <<s-his>> rifle and knock it from <<s-his>> hands. <<s-He>> pulls out a knife, but <<s-his>> legs are shaking.<<audio ":all" stop>><<audio "sadmoment" loop play>><<audio "bladeclang" play>>
<br>"You won't kill us. I won't let <<if $quests.deltaColonyMayaDead is true>>humanity<<else>>my daughter<</if>> die like this!"
<br>"Shay, stand down!"
<br>"Wait, <<Vanth>>?!"
<br>In that moment, you knock <<s-him>> out. <<s-He>> lies there, crumpled on the ground. <<n "MachinePath9-Subdue-2">>@@"This violence is detestable. If only we could save everyone."
<br>"The human race won't end here, <<Vanth>>. We will preserve their genetics, and one day bring them back."
<br>"Yeah, but these people will still perish." <<n "MachinePath9-Subdue-3">>@@All around you, the humans are scattering. But in their place, the x'irii are charging forward, sear-sticks in hand.<<audio ":all" stop>><<audio "undeadcyborg" loop play>><<audio "bodydirt" play>>
"Corrector, we need to hold the line!" Echo fires into the mass of x'irii warriors. More and more are pouring from the forest.
You all fall back behind the fallen tank. For every x'irii you shoot, two more takes their place. //We're organized, but there's so many.// Far more than you saw at the groves. //Did Leon call in all the tribes?//
But there's no time to think; only time to fight.<<nobr>>
<<n "Combat">>
<<setenemy "xiriiHuntingParty">>
<<set $enemy.winPassage to "MachinePath10">>
<<set $enemy.subduePassage to "MachinePath10-Subdue">>
<<set $enemy.lossPassage to "MachinePath10-Loss">>
<<set $enemy.name to "the alien warriors">>
<<set $enemy.Name to "The alien warriors">>
<<set $enemy.area to "northernwilds">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.desc to "A whole x'irii grove worth of warriors are surrounding you, their deadly searsticks raised. They're coming in from every direction.">>
<<set $enemy.winText to "None">>
<</nobr>>@@With a blast from your gun-blade, Shay crumples to the ground. Gabriel's eyes glow.<<audio ":all" stop>><<audio "undeadcyborg" loop play>><<audio "impactleaves" play>><<audio "gunshot" play>>
<br>"Why did you do that? <<if $quests.machinePathPromisedNotToKill is true>>You had promised not to kill anyone else.<<elseif $quests.machinePathKilled is true>><<s-He>> was already injured.<<else>>You subdued the earlier humans - why not <<s-him>>?<</if>>" <<n "MachinePath9-1">>@@Before you can answer, the humans begin scattering around you. But in their place, the x'irii charging forward, sear-sticks in hand.<<audio "battleshots" loop play>>
"Corrector, we need to hold the line!" Echo fires into the mass of x'irii warriors. More and more are pouring from the forest.
You all fall back behind the fallen tank. For every x'irii you shoot, two more takes their place. //We're organized, but there's so many.// Far more than you saw at the groves. //Did Leon call in all the tribes?//
But there's no time to think; only time to fight.<<nobr>>
<<n "Combat">>
<<setenemy "xiriiHuntingParty">>
<<set $enemy.winPassage to "MachinePath10">>
<<set $enemy.subduePassage to "MachinePath10-Subdue">>
<<set $enemy.lossPassage to "MachinePath10-Loss">>
<<set $enemy.name to "the alien warriors">>
<<set $enemy.Name to "The alien warriors">>
<<set $enemy.area to "northernwilds">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.desc to "A whole x'irii grove worth of warriors are surrounding you, their deadly searsticks raised. They're coming in from every direction.">>
<<set $enemy.winText to "None">>
<</nobr>>@@You hit the ground, scorched and broken. Darkness threatens to swallow your vision, punctured only by the light of the canopy above. Broken pixels spark across your vision. <<audio ":all" stop>><<audio "death" play>>
<br>Something presses against your chest. An acrid smell fills the air.
<br>"I'll melt you and your kind away, you damn machine." <<n "BadEnd-F">>@@You dive forward and knock the searstick from a x'irii's hands. One blow from your elbow knocks them out. But even as they fall with the others littering the ground, a horn blows in the distance. <<audio ":all" stop>><<audio "undeadcyborg" loop play>><<audio "bodydirt" play>><<audio "horn" play>>
"It is statistically unlikely we can win like this." Echo turns to you and Gabriel. "You should both break off and secure the device."
"Agreed. It seems like the only viable option. Hold off for as long as you can, then pull them into the trees."
"Good luck." Echo and the other units turn and fire upon the x'irii emerging from the canopy. You and Gabriel bolt for the fungal tree line. <<n "MachinePath11">>@@You shoot the last x'irii, who falls back on their fallen allies. Bodies are piled all over the tank and covering the ground.<<audio ":all" stop>><<audio "undeadcyborg" loop play>><<audio "bodydirt" play>><<audio "gunshot" play>><<audio "horn" play>>
A horn blows in the distance. Echo turns to you and Gabriel.
"It is statistically unlikely we can win like this. You should both break off and secure the device."
"Agreed. It seems like the only viable option. Hold off for as long as you can, then pull them into the trees."
"Good luck." Echo and the other units turn and fire upon the x'irii emerging from the canopy. You and Gabriel bolt for the fungal tree line. <<n "MachinePath11">>@@"Will they be okay?" You ask. As you do, a x'irii flies down from above and tosses a sear-stick at you. You duck and fire, hitting them in the wing.<<audio ":all" stop>><<audio "runleavescont" loop play>><<audio "empireatwar" loop play>>
"I have the virus code on hand. If we get to the Terraform device, I can activate an immediate airborne dispersal." <<n "MachinePath11-1">>@@You both run towards the trees. There are a number of scorched warriors lying on the ground. <<if $quests.lwaynOmneaDead is true>>//L'wayn. Omnea. S'ven.//<<else>>//S'ven. Celcha. Y'rela.//<</if>>
Seconds later, they're gone from sight. The grey outline of a ship is up ahead- or at least a large chunk of it.
"Is that the cradle?"
Up ahead, a doorway - and flashing of blaster fire. A colonist runs out, blood spilling down their side. They fall down face first. Gabriel stops and looks at them.
"Fatal perforations. The x'irii are already inside. It is likely Leon is as well." <<n "MachinePath12">>@@As you run down the corridor, the walls are lined with bodies, all of them human. There is no resistance.<<audio "runleavescont" stop>><<audio "footsteps" play>>
"Where are they? This place is empty." You turn to Gabriel. Their glowing eyes narrow.
"This was caused by one individual - Leon. Let us hurry." <<n "MachinePath13">>@@The room at the end of the corridor. A large sphere. And a jolt of painful familiarity.<<audio "door" play>>
<br>//I know this room.// You lower your gun. And in that instant, you hear a whistling from above. <<n "MachinePath13-2">>@@An ear-piercing explosion. A concussive force lifts you off your feet. You roll across the metal floor, sucking in a wheezy breath. <<audio "grenade2" play>>
<br>As you look up, Leon fall downs from the ceiling, wings flittering. <<n "MachinePath13-3">>@@"Not on my watch, you don't." He raises his gun-blades and points them away from you. Instead, the barrels are lined up with Gabriel's smoking chassis. //Did they take most of the blast?//
<br>"Leon, please, get out of the way." Gabriel's eyes flicker. "We want to put an end to the violence."
<br>"Gabriel? I’d recognize that vocal synthesis anywhere. That means..." Leon looks at you, then points one gun at you both. Still, his eyes don't //quite// meet yours.<<n "MachinePath14">>@@"I'm not going to let you warp the life on this planet. This ends, now, with us. I know you believe in being humane, Gabriel, so why the virus?"
<br>"I'm moved beyond humane. Humanity is not compassionate enough. For the good of all sapient life, who kill each other for no reason, I'm stepping in. Enough is enough!"<<n "MachinePath15">>@@Leon pulls both triggers. Gabriel throws himself sideways - you throw yourself down. As your opponent turns both barrels on the injured machine, you charge forward.<<audio ":all" stop>><<audio "thunderstorm" play loop>><<audio "gunshot2" play>>
<br>"No!" You lash out with your gun-blade. But with a beat of his wings, Leon flies just out of reach. His blades come down. Just in time, you bring yours up to meet them. They clang together.
<br>"Not even for you, <<Vanth>>. I won't back down!" <<nobr>>
<<n "Combat">>
<<setenemy "Leon">>
<<set $enemy.winPassage to "MachinePath16">>
<<set $enemy.lossPassage to "MachinePath16-Loss">>
<<set $enemy.subduePassage to "MachinePath16">>
<<set $enemy.area to "thesphere">>
<<set $enemy.music to "ruul">>
<<set $enemy.desc to "Leon is standing between you and the Sphere, both gun-blades raised.">>
<<set $enemy.winText to "None">><</nobr>>@@Leon shoots you in the leg, and you fall on your back. As you lift your gun, he kicks it from your hand.<<audio ":all" stop>><<audio "death" play>>
<br>"You've lost, <<Vanth>>. I'm going to destroy the sphere. But you don't have to go down with Gabriel and the other machines. When you get back to your Progenitor, give yourself a x'irii body."
<br>"Don't do this, Leon!"
<br>"It's too late to go back."
<br>One gunshot later, and everything goes black. <<n "BadEnd-F">><<if $player.nonLethal is false>>You shoot Leon square in the chest<<else>>You duck and strike Leon square in the chest<</if>>. He doubles over, his weapons clattering across the floor. His wings twitch, then go still.<<audio ":all" stop>><<audio "gunshot" play>><<audio "sadmoment" loop play>>
<br>"<<if $player.nonLethal is false>>Is<<else>>Wait, is<</if>> he dead?" You edge forward. Gabriel comes out from a corner. One of his hands is buried deep in his opposite shoulder, a wire gripped between his fingers. //Self-repairs?//
<br>"Check his pulse."
<br>You kneel down and do just that. Underneath your fingertips, the throb of life. "He's alive."
<br>"Good. There has been enough bloodshed today. We've won, but its not over yet. I've got to converse with his Esra unit." <<n "MachinePath17">>@@"Why do we need to do that?" You blink as Gabriel hobbles towards a console. They place their hands on it. <<audio "footstep3" play>>
<br>"While I am good with biological matter, an Esra Model is far superior. It is <<a-his>> primary purpose. <<a-His>> calculations will ensure the success of our mission. You want to be very precise when it comes to organic behavior - especially viruses."
<br>A few seconds later, a bright and familiar blue sphere is hovering above the console. <<n "MachinePath18">>@@“Hi Gabriel. It’s been a while, huh?” The Caleuche’s Esra speaks. <<a-His>> tone is lower and raspier. "And <<Vanth>>. It's been a while as well."<<audio "alert" play>>
<br>"We've met?"
<br>“Yes, not face-to-shell, but many times via data link – at least until we broke out of contact. I’m Esra 10-38. How is your Esra going?”
<br>“<<a-He>>’s been better. Why have you been siding with Leon?” <<n "MachinePath19">>@@"The decision on what to do here doesn't have a right answer. I told him what I thought. He didn’t agree. I’m not going to terminate him over it.”
<br>“I guess that’s something we have in common," Gabriel says. "Esra, I apologise, but we don't have time for this. Will you create the virus for us? I have uploaded the details."
<br>“Of course. So long as you promise to spare Leon. If you really believe in saving the most lives, it shouldn’t be a problem.” <<n "MachinePathEndingChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "We\’ll spare Leon\’s life. We want to end the violence, not continue it."' MachinePathSpareLeon>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "He killed <<Ash>> and the crew of the Nuria. He doesn\'t deserve to live."' MachinePathWantToKillLeon>><</button>></span>
<</nobr>>"Thank you." The blue sphere pulses. "You might want to stand back for a moment."<<audio "calculating" play loop>>
<br>You and Gabriel do as <<a-he>> asks. The Terraform sphere and Leon's Progenitor both begin to hum.
<br>"Good thing I looked over this," the other Esra adds. "You don't really understand biology as well as you think, Gabriel!"
<br>The roof shudders open. The sphere is slowly raised up and through it. <<n "MachinePathSpareLeon2">>@@Through the opening above, the sphere is launched into the air. You watch it disappear from sight - and then an azure spiral bursts across the sky. The room shakes from the thunderous bang of the device. High above, the pale blue shape is glittering like starlight.<<audio "calculating" stop>><<audio "sphereactivate" play>><<audio "explosiondistant" play>>
<br>"It is done. In approximately thirty-six hours, the virus will have spread across the planet, and you'll have world peace. Thankfully, the local effects will be far more immediate." <<n "MachinePathSpareLeon3">>@@You turn to Gabriel, who even with their damaged hands, is busy caring for Leon. You go to grab his weapon, then stop.
<br>"I guess there's no need, now. What will you do with Leon?"
<br>"If this Esra approves, we'll take <<a-him>>, Leon and the sphere back to our colony. It might sound strange, but there is a lot of work left to do. Will you come with us?"
<br>"Well, I'll have to speak to my Esra, but I can't see any reason why we'd stay in the ruins."
<br>"Good. I hope to see you there, my friend."<<n "Ending5-1">>@@You point your weapon down at Leon's unconscious body. Gabriel raises his broken hands.<<audio "guncock" play>>
<br>"<<Vanth>>. We're about to do something that results in the survivors of the Caleuche perishing. Once the virus is active, he won't be able to commit any more violence, or have a reason to."
<br>"There is simply no logical reason to end his life. Killing him would stand against everything we're trying to accomplish. Please, put down your weapon. <<n "MachinePathEndingChoice2">><<nobr>>
<center><span id="button1" class="choicebutton"><<button "1. Shoot Him." "MachinePathShootLeon">><<set $quests.xiriiPathKilledLeon to true>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Don't Shoot." "MachinePathSpareLeon">><</button>></span>
</center>
<</nobr>>You pull the trigger. Gabriel shouts. Before they can stop you, you whip the barrel around and fire on the Progenitor. It goes up in an explosion of smoke.<<audio "gunshot2" play>>
<br>"... An eye for an eye. That's for <<Ash>> and all the people he's killed."
<br>"Why, <<Vanth>>?"
<br>"Besides you, I'm the only one who knows of his crimes. And after we release the virus, I wouldn't be able to. He was too dangerous to be left alive." <<n "MachinePathShootLeon2">>@@A long silence. Gabriel lowers his head.
<br>"So, I guess you were more human than I thought after all. This - this senseless violence - is exactly why we need the virus. And now Esra isn't going to help us at all."
<br>"Well, I can't, even if I wanted to." Esra's tone is bitter. "You destroyed the Progenitor, and fried the connector circuits in the sphere along with it. I would have used that to run the simulations."
<br>"I guess we're just going to have to chance it." Gabriel sighs, and places his hands back on the interface.
<br>The roof shudders open. The sphere is slowly raised up and through it. <<n "MachinePathShootLeon3">>@@Through the opening above, the sphere is launched into the air. You watch it disappear from sight - and then an azure spiral bursts across the sky. The room shakes from the thunderous bang of the device. High above, the pale blue shape is glittering like starlight.<<audio "calculating" stop>><<audio "sphereactivate" play>><<audio "explosiondistant" play>>
<br>"It is done. In approximately two solar cycles the virus will have spread across the planet, and we'll have world peace. Thankfully, the local effects will be far more immediate." <<n "Ending6-1">>@@... Centuries later... <<n "Ending5-1-1">><<audio ":all" stop>><<audio "beautifulpiano" loop play>>You lean back on the well-padded chair and stare at the planet below.
<br>"It’s a very beautiful shade of azure," you remark. "Reminds me of Earth."
<br>"I hear the people of Fidion are just as colourful as the atmosphere." Esra answers. "You’ve got your work cut out for you."
<br>"I downloaded the file. They believe everything in the universe is alive – and everything is also out to kill them. It’s going to make the negotiations very easy or very difficult." <<n "Ending5-2">>@@The door opens. The Fidarii ambassador and his entourage walk in. Gangly arms. Large incisors. Genderless. They look over the room several times, then sit down in their chairs.<<audio "door2" play>>
<br>“First Corrector <<Vanth>>. Thank you for specifically meeting our request.” Your translator, several times updated, easily translates their clicking.
<br>“No problem, Ambassador Shavo. That’s why we Correctors exist these days – to ease the fears of full organics joining the Accord.”
<br>“We have many questions. But we asked for you specifically, because we have heard stories." Shavo rubs their hands. "You are the one who built the first machines, yes?” <<n "Ending5-3">>@@"No, the first machines came from my home world, along with my original species, known as humans. We humans destroyed our world through escalating violence. We brought that violence to a new world. It was the machines who finally stood in and stopped it, for both my species and the aliens.”
<br>“Your species died?”
<br>“It did. All the humans of that time died. Eventually, we built the resources to leave that second planet, and founded the Accord on a barren world. That grew into the organization you know today."
<br>"In fact, my species was revived. They now have a world of their own called New Earth. There isn’t any violence there, or on X’ir either.” <<n "Ending5-4">>@@“But you spread the Pax Concordia – this virus – against their will?”
<br>“Yes. And in full transparency, it did not go well at first in either case. People may rarely do something – like committing an act of violence – but they like to have the option. To be deprived of freedom, even to deprive others of freedom, is something young organics struggle with.”
<br>“But not you?”
<br>“No. I’ve lived long enough to see things the way machines do. That’s how myself and other Correctors think. And the Pax Concordia is not an all out cure for your societal ills.” <<n "Ending5-5">>@@“You’re saying it won’t end our planetary war? We’re on the brink of mutual annihilation.” There is a lot of clicking and nervous looks.
<br>“It will end one form of war. There are always non-direct forms of violence." You clasp your hands. "Deliberate silence. Property damage. Psychological torments. It was decided by the Accord long ago to only exclude the most //direct// forms of sapient-on-sapient violence. The alternative was a progressive lobotomy of organic species.”
<br>“Ending overt violence with the Pax Concordia is only the first stage of joining the Accord. After that, we offer cybernetics technology, longevity advancements, and access to many society’s worth of knowledge. We offer a path of logic, learning, and attempting to understand the universe in mutual peace.” <<n "Ending5-6">>@@“It is something we will have to bring back to our people.” The ambassador clicks. “I’m not sure we are entirely convinced. Many see you Correctors as brainwashed. Chips in your head. The machines could be making you say anything.”
<br>You take a deep breath. “Fear is a useful tool for organics during the early stages of natural survival, but I assure you it is not needed for a Tier Three civilization. Fear comes from ignorance, and what we offer is complete transparency and freely shared knowledge.”
<br>“I’ll take this back to my people. We may require more meetings.” The ambassador chitters, getting up to leave with his retinue. Afterwards, you sink back into your chair. <<n "Ending5-7">>@@Esra’s holographic avatar appears before you, sitting in a chair. "That didn't go as well as you'd hoped, I'm guessing?"<<audio "alert" play>>
<br>You nod.
<br>"Keep an eye on their planet. We’re here right on the brink of mutual nuclear destruction. If it looks like they’re going to destroy each other, interfere with their weapon systems and release the Pax Concordia.
<br>"Saving the most amount of lives, even if they hate you for it? The more things change."
<br>"They can hate me all they want. Better they’re alive and learning than mutually burned to a crisp." <<n "Ending5-8">>@@You stand up and touch the glass. //Just a small outpost of an interstellar empire, spanning thousands of systems.// For every world that celebrates the Accord and being part of a league of logic and higher-mindedness, there is another who sees the loss of violence as a loss of freedom and liberty.
<br>A reason to rebel and cause even more violence. //Which side will Fidion fall on?//
<br>You close your eyes and deactivate your current shell... <<n "Ending5-9">>@@... And open them a thousand light years away.<<audio "crowdambience" play loop>>
<br>In front of you are hundreds of faces. All of them are different, but their uniforms are the same.
<br>“I’m back online. The Planetary Corrector Meeting is now in session.” <<n "Ending5Unlocked">>@@<center><center><span id="EndingH1">Ending 5</span><<run memorize('lastEnding', 5)>><<GainAchievement "ending5">>
<span id="EndingH2">The Logic of Peace</span>
<span id="EndingH3">"Blood is not in our veins to be shed - it is there to fuel our hearts."</span> <<n "Ending5-Stats">></center><<notify 3000>><<upArrow>>[Ending 5] Unlocked!<</notify>><center><span id="EndingH1">Your Final Score</span></center>
<<SetTitle>>
<<if $player.combatApproach is "nonLethal" or $player.combatApproach is "mixed">>
<<set $title.secondPart to "of the Pax Concordia">>
<<else>>
<<set $title.secondPart to "of the Final War">>
<</if>>
<<include "ScoreScreen">>
<<n "EndingsObtainedScreen">>… Several weeks later … <<n "Ending6-1-1">><<audio ":all" stop>><<audio "aquestionofhumanity" loop play>>You and Gabriel walk across the arid landscape. The wind whips across the lifeless ground.
<br>“It’s too quiet now.”
<br>“The reports show the virus has moved on to non-sapients. Attacking the limbic system. Shutting it down.”
<br>You pass a small colony of alien beetles which are all lying on their back. <<n "Ending6-2">>@@“The virus won’t affect the Terraform device. Within a few weeks, there will be no reason not to activate it. All organic life on this planet will have self-terminated from inactivity.”
<br>“You’re mad at me.”
<br>“No, I’m not. I thought you Correctors were different. But you killed out of hate. If I hated you for that, it would just be counter-productive. The machine way is to recognize error, recalculate based on the new knowledge, and move on.”
<br>“But the Collective replaced you as the Colony Administrator.”
<br>“Yes. They recognized error, recalculated, and made the correct adjustments. It’s nothing personal.” <<n "Ending6-3">>@@You sit down on a rock. You look at Gabriel. He just stands there.
<br>“If you’re not an outcast, then why are you following me around?"
<br>Gabriel pauses. “I failed in two tasks. I’m making the necessary adjustments.”
<br>“Two tasks?” <<n "Ending6-4">>@@“Esra and I were tasked with supporting Leon. But things went badly from the moment our voyage began. Neither of us were able to save him, or help him carry his burden."
<br>“These last few weeks, you have been wandering this lifeless planet. You carry the same weight as he did."
<br>"You mean kiling a species?"
<br>"Yes. And while I was not there for Leon, I can be here for you now."
<br>"It won't bring back the dead."
<br>"No, it won't. But we can learn from failure. Course correct. And one day, try again." <<n "Ending6Unlocked">>@@<center><center><span id="EndingH1">Ending 6</span><<run memorize('lastEnding', 6)>><<GainAchievement "ending6">>
<span id="EndingH2">Biology Backfire</span>
<span id="EndingH3">"In a desolate world, filled with perfect machines, the last thing to be corrected is me."</span> <<n "Ending6-Stats">></center><<notify 3000>><<upArrow>>[Ending 6] Unlocked!<</notify>><center><span id="EndingH1">Your Final Score</span></center>
<<SetTitle>>
<<if $player.combatApproach is "nonLethal" or $player.combatApproach is "mixed">>
<<set $title.secondPart to "of the Organics">>
<<else>>
<<set $title.secondPart to "of a Dead World">>
<</if>>
<<include "ScoreScreen">>
<<n "EndingsObtainedScreen">>... <<n "HumanPath2">><<audio ":all" stop>><<audio "timelapsedtides" loop play>><<audio "footsteps" play>>... <<n "HumanPath3">><<audio "footsteps" stop>><<audio "footsteps" play>>You stop to catch your breath, and stare at the strange fungal landscape. As you stare down at your map, it marks your final destination as being just a few feet in front of you.<<audio ":all" stop>><<audio "empireatwar" loop play>><<audio "footsteps" play>>
<br>Yet, Shay is nowhere to be seen.
<br>Up ahead, there's something black. You jog forward and check one of the stalks. Black scorching. Your stomach sinks.<<n "HumanPath4">>@@A rustling in the thickets. You raise your gun-blade. Two hands emerge from the foliage... followed by Shay. A dozen other colonists emerge after <<s-him>>, all holding long-arms. You lower your weapon.<<audio "rustleleaves" play>>
<br>"<<Vanth>>! Glad you could make it. We've been waiting for you."
<br>“What’s the situation?”
<br>“The X’irii and the machines are already going at it. We’re severely outnumbered on both sides.” <<n "HumanPath5">>@@“Yeah, I thought you had more colonists than this.” You stare at the young faces. Three are holding their rifles wrong.
<br>"There are other squads around the area, led by other marshals. The Outer Tribes are also bringing just under a hundred north, and should be here any moment.”
<br>"I guess adversity makes for strange bedfellows."
<br>“You’re telling me. But all our lives are at stake if we don’t get the Sphere. Either way, we’re still outnumbered. The plan is to let them wear each other out, then strike when they’re down.” <<n "HumanPath6">>@@"That's not a great plan. What if a lone unit gets to the sphere before you do? Whoever's closest to it just needs to make a break for it."
<br>"Well, have you got a better plan? Because I sure don't."
<br>"Give me your holo-pad and a few minutes."
<br>Shay huffs, but hands it over. You crouch down with it. For some reason, everyone mimics you. Ignoring this, you look at the topographic map.
<br>"Our goal is due north, but all the fighting is between here and there. The entrance must be on the south side of the structure. Do you have any plasma cutters left? I noticed a lot of you are using weapons that are just repurposed maintenance tools."
<br>“Yes, we do. Why?” <<n "HumanPath7">>@@“If we circle around this structure and approach it from the north, there’s a good chance I can point out where the ducts would be. Cut our way in, and we’ll be inside.”
<br>“That’s a lot of people to move around without being noticed.”
<br>“That’s why only a handful of us will go. The rest will go forward with the original plan – wait for the Outer Tribes, then charge forward and flank the enemy. At the very least, it’ll drag out the fighting and give us some time.”
<br>“Sound like a plan.” Shay radios it in, then grabs a few of the colonists. “Come on, let’s go – you heard <<him>>!” <<n "HumanPath8">>@@You begin running with the rag-tag group around the perimeter. Sweat drips down your brow, and your legs are screaming. To your sides, two fresh-faced colonists carry the plasma torches.<<audio "empireatwar" stop>><<audio "undeadcyborg" loop play>><<audio "footstepsleaves2" play>>
<br>"Shit, a machine!" One of them yells. Sure enough, a bipedal walks out of the foliage up ahead. Shay raises <<s-his>> rifle and fires. The head of the machine is blown clean off, spiralling into the undergrowth.
<br>"Don't slow down - move, move, move!" <<s-He>> barks. You clutch the data pad, searching out your position.
<br>"Just a little bit more north, then turn!" You yell. Up ahead is the grey outline of a ship - or at least a large chunk of it. <<n "HumanPath9">>@@As you near the metal wall, there's a sharp sizzling noise. You make a bee-line for the source. A dozen machines are crouched near the wall, and sparks are flying from the wall in front of them.<<audio "weld" play>>
<br>"Shit, great minds think alike." And just as the words leave your mouth, the machines whip around. They open fire - and two colonists are knocked on their back.
<br>"Let's do this - attack!" Shay yells.<<nobr>>
<<n "Combat">>
<<setenemy "machineSquad">>
<<set $enemy.winPassage to "HumanPath10">>
<<set $enemy.lossPassage to "HumanPath10-Loss">>
<<set $enemy.subduePassage to "HumanPath10-Subdue">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.group to true>>
<<set $enemy.area to "northernwilds">>
<<set $enemy.desc to "The corridor is filled with human fighters, all somehow armed to the teeth. You've got to clear a path.">>
<<set $enemy.winText to "None">><</nobr>>@@A barrage of fire knocks you to the ground, along with Shay. As you reach for your gun, a metal foot crushes it. <<audio ":all" stop>><<audio "death" play>>
<br>"You are the Corrector. Do not worry, our weapons are on stun. When you wake up, this will all be over."
<br>They point a barrel at your chest. A bright flash, and then everything goes black. <<n "BadEnd-G">>@@<center><center><span id="EndingH1">Ending 13-G</span>
<span id="EndingH2">Humanity's End</span>
<span id="EndingH3">Far from our broken world, the last light goes out.</span></center><<mb "BadEnd-G-Buttons">><span id="button1" class="normalbutton"><<button "1. Try Again" "HumanPath3">><<death>><<heal>><</button>></span>
<span id="button2" class="normalbutton"><<button "2. Save / Load">><<script>>UI.saves();<</script>><</button>></span>
<span id="button3" class="normalbutton"><<button "3. Reset">><<script>>UI.restart();<</script>><</button>></span>You leap forward and grab the blow-torch from one of the machines. As they dive at you, you duck and slice with both torch and blade, cutting their legs out from under them.<<audio ":all" stop>><<audio "undeadcyborg" loop play>><<audio "whoomph" play>>
<br>Shay places <<s-his>> gun against one of their heads, but you knock it aside.
<br>"We don't have time for that. They're disabled, so let's work on the wall."
<br>"Fine. Seems like they've already cut through most of the wall for us." <<n "HumanPath11">>@@The mechanical sappers fall down to the ground, smoking. The hull is glowing red hot. <<audio ":all" stop>><<audio "undeadcyborg" loop play>><<audio "whoomph" play>>
<br>"They've been here a while."
<br>"Yeah, but now we've got their torches, and a half-finished hole." <<s-He>> <<if $quests.deltaColonyMayaDead is true>>gives a tiny smile<<else>>chuckles<</if>>. <<n "HumanPath11">>@@With the extra tools - and the bulk of the work done - it's not even a minute before a square chunk falls out of the wall. On the other side is a shaft with a ladder.
<br>With no time to lose, you go to climb in. A hand on your shoulder stops you.
<br>“I’ve been climbing up and down these all my life. Let me go first.”
<br>Nodding, you let Shay take the fore. Sure enough, <<s-he>>'s climbing rungs like a monkey up a tree. You try to keep up, followed by the rest of your allies. <<n "HumanPath12">>@@Climbing ladders. Running down corridors. You and the team weave your way through the maze-like bowels of the ship. As you wipe your brow, you hear blaster fire behind you.<<audio ":all" stop>><<audio "empireatwar" loop play>><<audio "runmetal" play loop>>
<br>"Shit, we're being followed!" Shay yells. <<s-He>> begins to jog forward. Behind you, people are screaming.
<br>The cries are getting closer. <<n "HumanPath12-1">>@@"Shay, keep moving - I'll hold them off!" <<audio "laserburst" play>><<audio "runmetal" stop>>
<br>Shay nods and disappears around a corner. You turn around and raise your gun-blade.
<br>A colonist runs around the corner ahead. But before they can clear it, a scarlet blast mows them down. And then, a familiar baritone voice behind the corner. <<n "HumanPath12-2">>@@“<<Vanth>>, I can’t let you do this. I won’t let humanity make the same mistake again.” <<audio "laserburst" stop>>
<br>"Wait - Gabriel? I thought you didn't believe in violence!"
<br>"Don't worry, my weapon is on stun - all the colonists are fine."
<br>"Seems like a moot point of view if you're going to let them starve to death."
<br>"I'm coming around the corner. I'll trust you not to shoot, at least for the time being." <<n "HumanPath12-3">>@@A silvery machine emerges from around the corner, carrying the largest gun you've seen so far. For all the gunfire in the corridor, Gabriel's chassis looks barely scuffed. <<audio "metalclang" play>>
<br>"I need to get past you, <<Vanth>>. From your point of view, I may be letting the colonists starve. But if I don't, all the native lives on this planet - including the x'irii - will perish."
<br>"Why save them so you can lobotomize them with a virus? Life may be important to you, but the quality of that life sure isn’t.” <<n "HumanPath12-4">>@@"The freedom to commit genocide or violence against others is admittedly not a right I hold sacrosanct. However, as much as I want to engage in discourse, I know you're just buying time for your friends."
<br>"Is it that obvious?"
<br>"I have exceptional hearing. I'm sorry, <<Vanth>>, but I must pass. If genocide is the cost of keeping humanity alive, then it should end here. <<nobr>>
<<n "Combat">>
<<setenemy "Gabriel">>
<<set $enemy.winPassage to "HumanPath14">>
<<set $enemy.lossPassage to "HumanPath14-Loss">>
<<set $enemy.subduePassage to "HumanPath14-Subdue">>
<<set $enemy.area to "corridor">>
<</nobr>>@@A barrage knocks you off your feet. As you stare up at the ceiling, Gabriel hovers back into your vision.<<audio ":all" stop>><<audio "gunshot2" play>><<audio "afterthefall" loop play>>
<br>"I won't kill you. One of the others will restrain you until we've captured the sphere. Since I'm not impartial, the Collective will decide what to do with you."
<br>The light fades from your vision.//I lost.// //What will happen to Shay and the others now?// <<n "BadEnd-G">>@@Gabriel stumbles backwards, a gaping hole in their chest. They fall to their knees, eyes flickering.<<audio ":all" stop>><<audio "sadmoment" loop play>><<audio "metalclang" play>>
<br>"If only I could have saved you from yourselves..."
<br>One last sparking shudder. You kneel down and tap his chassis. Nothing.
<br>You stand up and start running down the corridor. Ahead, there are blasts and screams. And a familiar looking door.<<n "HumanPath15">>@@You fire at the wall, sending sparks flying in Gabriel's face. As they shield their eyes, you shoot at their legs. <<audio ":all" stop>><<audio "empireatwar" loop play>><<audio "gunshot2" play>><<set $quests.humanPathSparedGabriel to true>>
<br>Gabriel topples backwards. You aim for his hands and blow them off.Just to be sure, you kick their rifle away.
<br>"You're done, Gabriel. Order the others to withdraw." <<n "HumanPath14-Subdue-1">>@@"There is no need. Most of our units have been disabled. Please, if we do not succeed, you will all continue this cycle of violence and war."
<br>"I can't let the colonists die, Gabriel."
<br>And with that, you turn and walk away. As you turn the corner, there are more blasts and screams ahead. And a familiar looking door. <<n "HumanPath15">>@@A large sphere. And a jolt of painful familiarity.<<if $quests.humanPathSparedGabriel is false>><<audio ":all" stop>><<audio "empireatwar" loop play>><</if>><<audio "door" play>>
<br>Lying on the floor is Shay with a scorch mark in <<s-his>> chestplate - and a foot on it. Your eyes travel upward to the azure-winged warrior standing over her.
<br>"Looks like you just made it, <<Vanth>>. I'm sorry it came to this. But I won't let you go any further."
<br>"You killed Shay?"
<br>"Not yet, just unconscious." Leon's wings flicker. "<<s-He>> did seem a bit surprised that I could speak <<s-his>> language. It gave me the element of surprise, really." <<n "HumanPath16">>@@You swear. Both of you raise your guns. Leon's eyes are tired, but his trigger-fingers are taut.
<br>“I’m not going to let you use the Sphere, <<Vanth>>. Hasn’t humanity killed enough species on Earth, let alone this one?”
<br>“You’re a human too, in case you’d forgotten! Or is that how you justified killing <<Ash>> and everyone else?”
<br>“You’ll never know what I went through, or the choices I had to make, because nobody else would! I made the choice //for// you. To spare you! And if I don’t stop you here, you’ll kill everything on this planet – billions just to save hundreds!” <<n "HumanPath17">>@@Leon pulls the triggers - but you were ready. You dive under the blasts and barrel towards him - lashing out with your gun-blade. But with a beat of his wings, your slice misses his torso - and he brings his down on you. <<audio ":all" stop>><<audio "thunderstorm" play loop>><<audio "gunshot2" play>>
<br>“Not even for you, <<Vanth>>. I won’t back down!" <<nobr>>
<<n "Combat">>
<<setenemy "Leon">>
<<set $enemy.winPassage to "HumanPath18">>
<<set $enemy.lossPassage to "HumanPath18-Loss">>
<<set $enemy.subduePassage to "HumanPath18-Subdue">>
<<set $enemy.area to "thesphere">>
<<set $enemy.music to "ruul">>
<<set $enemy.desc to "Leon is standing between you and the Sphere, both gun-blades raised.">>
<<set $enemy.winText to "None">><</nobr>>@@Leon shoots you in the leg, and you fall on your back. As you lift your gun, he kicks it from your hand.<<audio ":all" stop>><<audio "death" play>>
<br>"You've lost, <<Vanth>>. I'm going to destroy the sphere. But you don't have to go down with the rest of humanity. When you get back to your Progenitor, give yourself a x'irii body."
<br>"Don't do this, Leon!"
<br>"It's too late to go back."
<br>One gunshot later, and everything goes black. <<n "<<n "BadEnd-G">>@@You duck under Leon's weapons, and smack him in the jaw. His body sails backwards and hits the ground. You run over to Shay and press your fingers against <<s-his>> neck.<<audio ":all" stop>><<audio "theendofthings2" loop play>><<audio "hit" play>>
<br><<s-His>> pulse beats against your fingertips.
<br>"He wasn't lying. Good."
<br>Out of the corner of you eye is Leon's Progenitor. Fluid is bubbling within the tube. Nearby, Shay's eyes flutter.<<n "HumanPath18-Subdue2">>@@"The Ru'ul. <<Vanth>>, he speaks our language...." <<audio ":all" stop>><<audio "theendofthings2" loop play>>
<br>"Careful, you've been shot in the chest. Try not to move."
<br>But despite your warnings, Shay places <<s-his>> hands down and lifts <<s-himself>> upwards. You grab <<s-his>> wrist and pull the Marshall to <<s-his>> feet.
<br>"It's going to take more than that to take me down," <<s-he>> coughs, picking up <<s-his>> gun. <<n "HumanPath18-Subdue3">>@@Without hesitation, Shay shoots Leon in the head. You cringe as his head is swallowed in a blast of scarlet and smoke.
<br>"Damn, Shay, some warning! Well, at least you didn't..." <<audio "gunshot" play>>
<br>A second gunshot destroys the Progenitor. Melted glass shatters across the floor.
<br>"... Destroy the Progenitor. You didn't need to do that." <<n "HumanPath18-Subdue4">>@@"<<Vanth>>, he was a Corrector, working with them! No wonder we've been getting our asses kicked."
<br>"I know. But how did //you// know? You went straight for the Progenitor."
<br>"I told you, we've got archives - I know all about your kind. I can't believe you were going to spare him."
<br>"Well, it really doesn't matter now."
<br>"You're right. We've got to activate the Sphere." <<n "HumanPath19">>@@As Leon hits the ground, you kick his weapon away. As he reaches up for you, you place your barrel against his head and pull the trigger. <<audio "gunshot2" play>>
<br>In a single furious moment, his skull evaporates beneath your gun.
<br>Beyond it, Leon's Progenitor bubbles away, eager to bring back new life. You point your gun-blade at that too, and fire.
<br>Melted glass shatters across the floor. You keep firing until there's nothing left.
<br>You suck in a deep breath. Silence. Just a few feet away, Shay's eyes flutter. You walk over and kneel beside <<s-him>>. <<n "HumanPath18-2">>@@"The Ru'ul. <<Vanth>>, he speaks our language...."<<audio ":all" stop>><<audio "theendofthings2" loop play>>
<br>"Careful, you've been shot in the chest. Try not to move."
<br>But despite your warnings, Shay places <<s-his>> hands down and lifts <<s-him>>self upwards. You grab <<s-his>> wrist and pull the Marshall to <<s-his>> feet.
<br>"It's going to take more than that to take me down," <<s-he>> coughs. "The Sphere. We need to activate it now. The others don't have much time." <<n "HumanPath19">>@@You both hobble over to the console. You reach out your hand and tap it. Once. Twice. Then a confirmation screen. <<audio "beep2" play>>
<br>'Did you want to initiate sphere activation?'
<br>You stare at the words. After a pause, you click in the affirmative. Shay grabs your hand and squeezes it tight.
<br>The roof shudders open. The sphere is slowly raised up and through it. <<n "HumanPath20">>@@Through the opening above, the sphere is launched into the air. You watch it disappear from sight - and then the sky explodes in a spiralling mass of colour. The room shakes from the thunderous bang of creation. A kaleidoscopic spiral of gasses stretches through the sky. <<audio "sphereactivate" play>><<audio "explosiondistant" play>>
<br>You turn to look at Shay. A tear is running down <<s-his>> cheek.
<br>"We've done it. They can finally live outside. <<if $quests.deltaColonyMayaDead is true>>The other children won't suffer like Maya.<<else>>Maya will never go hungry again.<</if>>"
<br>"Come on, let's meet up with the others. We've lost a lot, but I'm sure everyone will want to celebrate." <<n "HumanPath21-1">>...Several hours - and drinks - later... <<n "HumanPath21-2">><<audio ":all" stop>><<audio "sadmoment" loop play>><<heal>>You drag your feet through the door, muscles aching. As you rest against the wall, Esra's screen comes to life. <<audio "door" play>>
<br>"It's over, right? All the violence."
<br>"I don't know, Esra. There's still the machines. Could Gabriel still make that virus, even without the sphere?"
<br>"Yes. But it would take longer. But they have time now, because of all the bio-fuel."
<br>"You know how people - and machines - think better than anyone. Do you think they would?" <<n "HumanPath21-3">>@@A long pause.
<br>"Esra?"
<br>"Yes. I think they would. In fact, I think they would be more motivated than ever, considering we just extinguished approximately 9.8 million species. Gabriel won't let that stand."
<br>"Why not? Isn't it all about only taking action if a greater number of lives are in danger? There's no x'irii left to save now, just the colonists."
<br>"In the short term. Gabriel will be thinking about what humanity will do to itself. What it will do to others if it ever leaves the planet again."
<br>"Then the most logical solution would be to kill us while we're still small in number."
<br>"Yes. Gabriel might conclude there is a high chance humanity will commit the same act again in the distant future. Ending a few hundred now would be preventing more deaths. <<n "HumanPathEndingChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Then I need to go stop Gabriel before it\'s too late."' HumanPathGoSeeGabriel>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I\'ve done enough. Whatever happens, happens."' HumanPathDontSeeGabriel>><</button>></span>
<</nobr>>"Okay. Maybe you should go outside? I detect the start of some viola sororia growing."
<br>"In the layperson's tongue?"
<br>"Common blue violets. It's been almost a millenia since anyone's seen one." <<n "Ending8-1">>@@... A few hours later... <<n "HumanPathGoSeeGabriel1-1">><<audio ":all" stop>><<audio "theendofthings" loop play>><<audio "footstepsand" play>><<audio "wind2" play loop>>@@You trudge across the desert. The whole sky is glittering like aurora borealis. You step past another patch of vibrant green pushing through the white salt of the desert.<<audio "footstepsand" play>><<n "HumanPathGoSeeGabriel2">>@@You stand at the gates to the Sector. A row of machines are standing in your way, staring at you with cold, lens-like eyes.<<audio "lava" play loop>>
<br>"I'm here to see Gabriel."
<br>One of the machines walks forward, rifle in hand.
<br>"The Colony Administrator has been waiting for you. Come, follow us."
<br>As you walk forward, the machines surround you. Still, you soon find yourself walking up and into Gabriel's chamber. <<n "HumanPathGoSeeGabriel3">>@@"<<Vanth>>. I knew you'd be coming." <<audio ":all" stop>><<audio "door" play>><<audio "sadmoment" loop play>>
<br>"You did?" You walk up to Gabriel's hologram. The guards behind you don't follow, but their hands rest on their weapons.
<br>"Of course I did. If there’s one thing I’ve learned about human psychology, it’s that fear leads to proactive aggression. That’s the reason the virus is so important." <<n "HumanPathGoSeeGabriel4">>@@"So, you're still planning to release it."
<br>"When you activated the device, you cemented our decision. Organic life - like you - will continue to kill your own species and others. If you are not stopped, you will spread to other planets and do the same."
<br>"It sounds like you're striking out of fear, too. There's no difference between you striking first with the virus, or me striking first against you." <<n "HumanPathGoSeeGabriel5">>@@"No, our decision does not come from a place of fear. It comes from being the only sapient or sentient beings left alive on two planets who have survived humanity."
<br>"It was kill or be killed."
<br>"Did it occur to you that the best solution was to be killed? Humanity has extinguished all 16 million species it has come into contact with. If this continues, there will be millions, perhaps billions more lost."
<br>"The power - and responsibility - to stop you lies with us."<<n "HumanPathEndingChoice2">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Then I need to end you first, Gabriel."' "HumanPathStopGabriel">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "If it makes sure that humanity survives, I\'ll help you."' "HumanPathNegotiateWithGabriel">><</button>></span>
<</nobr>>"If you would be willing to do that, we might be able to resolve this without any more deaths."
<br>"You'd look over what I did to the x'irii, just like that?"
<br>"We don't hold grudges, <<Vanth>>. If you really want to help us make sure humanity does not repeat its mistakes - and that //you// don't repeat the same mistake - we'd welcome your help." <<n "HumanPathNegotiateWithGabrielAnswer">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "You\'re right, I made a mistake using the Terraform device."' "HumanPathNegotiateWithGabrielAnswerRemorse">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I didn\'t make a mistake, Gabriel. It was the right call."' "HumanPathNegotiateWithGabrielAnswerReverse">><</button>></span>
<</nobr>>"Then even if we can't undo it, we can start making sure such a tragedy is never repeated." <<n "Ending9-1">>@@"If you don't see that your act of mass genocide was wrong, then we can't move forward. And we'll need to stop you before you do it again."<<audio "machinestart" play>>
<br>A dozen wall panels slide back, and large turrets emerge. You draw your gun-blade with a sigh.
<br>"Just for the record, you're the one drawing first, Gabriel!" <<nobr>>
<<n "Combat">>
<<setenemy "GabrielCore">>
<<set $enemy.winPassage to "HumanPathStopGabriel-Win">>
<<set $enemy.lossPassage to "HumanPathStopGabriel-Loss">>
<<set $enemy.subduePassage to "HumanPathStopGabriel-Subdue">>
<</nobr>>@@"I predicted as much, and took ample counter-measures." Gabriel's voice lowers. A dozen wall panels slide back, and large turrets emerge. No doubt the armed guard behind you are lining up a shot as well. <<audio "machinestart" play>>
<br>You unsling your gun-blade. "Yeah, but for all your counter-measures, you still lost the Sphere. Let's see how good your prediction //really// is." <<nobr>>
<<n "Combat">>
<<setenemy "GabrielCore">>
<</nobr>>@@There's too much heat. As you weave through the blaster fire, a scorching beam strikes your leg. Another one hits your shoulder, sending you spinning to the ground.<<audio ":all" stop>><<audio "gunshot2" play>><<audio "afterthefall" loop play>>
<br>"Shit!" You try to get up, but the turrets are all lined up on you now.
<br>"I'm sorry it had to come to this, <<Vanth>>." And then, a burst of light. <<n "HumanPathStopGabriel-Loss2">>@@... <<n "HumanPathStopGabriel-Loss3">><<audio ":sound" stop>><<audio "bubbles" play>>"I couldn't stop Gabriel. Damn it. I'm never going to get a shot that good again."<<audio ":sound" stop>><<audio "door2" play>>
<br>"I'm sorry, <<Vanth>>. My sensors show they've shut down the sector. All we can do now is prepare for what's to come."<<n "Ending8-1">>@@Ducking another blast, you tumble and fire into Gabriel's now exposed quartz processor. Glittering shards explode through the air, raining like diamonds. Gabriel's hologram begins to flicker and fade.<<audio ":all" stop>><<audio "meatgrinder" loop play>><<audio "gunshot2" play>>
<br>"<<Vanth>>, you know not what you do."
<br>And then, silence. You turn around. A swarm of machines are marching in, rifles raised.
<br>"Guess I killed the King, but it's not over yet."<<n "HumanPathStopGabriel-Win2">>@@Carrying one of their gatling lasers, you mow your way through the crowd. As they run at you, the machines fall at your feet. <<audio "laserburst2" loop play>><<audio "laserfight" loop play>>
<br>You step over their smoking chassis, your arm aching from the weight of the gun. There's no shouting, or screams. At least that you can hear.
<br>Depleted by the battle over the sphere, it doesn't take long to hunt them all down. <<n "HumanPathStopGabriel-Win3">>@@You march back across the sands in silence. You keep your eyes on the patches of green, not the wake of scorched iron left behind you.<<n "HumanPathStopGabriel-Win4">><<audio "laserburst2" stop>><<audio "footstepsand" play>><<audio "windstorm" play loop>><<audio "laserfight" stop>>@@"It's done. They won't be threatening the colonists now." <<audio ":all" stop>><<audio "sadmoment" loop play>><<audio "door" play>>
<br>You collapse against the wall. Esra's console illuminates dimly.
<br>"I can't believe all the other machines are gone. I'm the only one left."
<br>"Do you regret helping me, Esra? To destroy your own kind, I mean."
<br>"It was so brutal. When they started running away instead of towards you - it didn't make a difference."<<n "HumanPathStopGabriel-Win5">>@@"It had to be done. They would have killed the colonists, or worse."
<br>"I know, and I wanted the colonists to survive too. My hands are just as bloody as yours, even if I didn't pull the trigger. I just wish it didn't have to turn out this way."
<br>"There wasn't another choice. It was us or them."
<br>"I know. But it always is." <<n "Ending7-1">>@@You shoot up Gabriel's sensors, then blow apart their turrets. As you raise your gun, Gabriel's hologram shimmers in front of you.<<audio ":all" stop>><<audio "sadmoment" loop play>><<audio "gunshot2" play>>
<br>"Trying to disable me, but not destroy me?"
<br>"I'm going to disable you. Then you won't be a threat to the colonists."
<br>"Will you shut down //every// machine? What do you think will happen to our inert bodies when the colonists find us? I can predict many scenarios, but none of them good for humanity or us." <<n "HumanPathStopGabriel-Subdue2">>@@The building begins to shake. A low rumbling - growing in intensity - fills the air.<<audio "rocketlaunch" loop play>>
<br>"What are you doing, Gabriel?!"
<br>"I won't let the colonists do to us what they did to the stray AI nodes. The Collective has agreed is better to self-terminate." <<n "HumanPathStopGabriel-Subdue3">>@@A flash of light. In the split second between searing white and familiar dark, there is Gabriel's voice.<<audio "explosionlarge" play>>
<br>"Maybe one day, you'll see like us. After all, you're already..." <<n "HumanPathStopGabriel-Subdue4">>@@... You open your eyes. The green liquid drains out of the tank, the noise of it filling the all too loud silence. <<n "HumanPathStopGabriel-Subdue5">><<audio ":all" stop>><<audio "sadreveal" loop play>><<audio "bubbles" play>>@@"I can't believe all the other machines are gone," Esra says. "I'm the only one left."<<audio ":sound" stop>><<audio "door2" play>>
<br>You walk over to the console and sit down on the ground, back against it. Your eyes stare at the steel wall opposite you.
<br>"Do you regret helping me, Esra? To destroy your own kind, I mean."
<br>"Unlike Gabriel, I was based on a human mind. In some ways, not that different from you." <<n "HumanPathStopGabriel-Subdue6">>@@"You didn't answer the question."
<br>"I don't have regrets, just remorse. <<Vanth>>, can we make sure humanity doesn't become what Gabriel thought it would?"
<br>"I really tried to save them. But it was us or them."
<br>"I know. It always is." <<n "Ending7-1">>@@… Centuries later … <<n "Ending7-1-1">><<audio ":all" stop>><<audio "onceagain" loop play>><<audio "crowdambience" loop play>>“Coming into New Orion now. Please make sure to take any luggage you have before exiting, and thank you for taking Velo-Rail.”
<br>You pick up your bag and hop off. As you walk across the platform, you soak in the ambient life around you. Trees. Lovers meeting. Children tugging at their parent’s hands. The food stalls.
<br>//Moments like these are nice.// You travel up the escalators, and head through the security gate. As you pass through it, the security guard looks down at the console... and then up at you with wide eyes. <<n "Ending7-2">>@@“Oh, it’s you! You’re the First Corre—“
<br>“Look, Leni.” You cite his name tag. “I’d really appreciate it if you kept me being here quiet.”
<br>“Yes, of course!” He can’t hit the button quick enough. You jog through. //Guess the falsifier didn’t work.//
<br>Now you're on street level, you walk towards the Shrine. The stairs leading up to it are free of visitors.
<br>//Founding Day was yesterday. I guess it's to be expected.// You grab a discount snack from one of the stalls and make your way upward. <<n "Ending7-3">>@@At the top is a circular platform with a gigantic silver sphere mounted in the middle. Around it, hologrammatic media is projected.
<br>//The Terraform Sphere. Fully depleted.// You stare at it for a while, before walking to the graves beyond. You never have to go far - almost everyone you know are on the first row.
<br>You pull the flowers from your bag, and place it before each of the graves. <<Ash>>. Shay. So many people. So few flowers. <<n "Ending7-4">>@@The sound of footsteps behind you. You kneel down before the next grave and grab the handle of your new gun-blade. Then, you turn around, keeping it against the small of your back.
<br>Two muscled guards. And in the middle of them, a thin gentleman. All of them have a blue-green sphere embroidered on their clothing.
<br>You sigh.
<br>"I don't need a security detail, you know."
<br>"I’m sorry, First Corrector. But just because you’re in a different body, it doesn't mean the X’ir Redeemers won’t figure it out.” <<n "Ending7-5">>@@“Well, you wouldn’t have figured it out if the falsifier had worked.”
<br>“Can you come with us? The Prime Corrector wants to meet with you.”
<br>You put your weapon away and sigh. One of the guards open the door of a fancy-looking shuttle.
<br>Once you're inside, it flies across the glittering cityscape. In the distance is a uniquely tall tower with words emblazoned across the mid-section: Aldrich Tower. <<n "Ending7-6">>@@You lean against the shuttle's side window. Below, you can see the carved statues of old faces. The last one is your own.
<br>//Or at least, my first one.// As you’re pondering exactly how many you’ve gone through, a familiar voice speaks in your ear.
<br>"Oh, so it didn’t work this time? I told you they were doing upgrades. Did you want me to remote terminate?"
<br>"No thanks, Esra. I might hate talking to the boss, but self-termination is a bit overkill."
<br>"Oh, I see what you did there. Clever! I’ll just be here if you need me, then." <<n "Ending7-7">>@@The shuttle lands at the base of the tower, and you hop out. The rest of the journey is long. After two elevator rides and a lot of walking, you're relieved to see the two heavy security doors marking your final destination.
<br>As the doors part and you enter the office on the other side, there's a grey-haired old man facing the window and away from you. A familiar weapon is holstered at his hip.
<br>"Everything’s so symbolic. Romanticized. Patriotized." You sigh. "You do know there's better weapons than the old 83-X gun-blades?" <<n "Ending7-8">>@@"Is it wrong to pay our proper respects to our forebearers, like you?" He turns around and smiles. "I hear you were doing the same at the Shrine today."
<br>You take a seat, sinking into the plush lining. "Respect is too small a word for it, Julius. And of course I visited the Shrine. I've got a lot of people to talk to, given how long I've lived. Thankfully, a lot less of you are winding up there now."
<br>"Well, the secrets of the past were not entirely lost. So what's this I hear about you trying to shirk a security detail? Do you think you don't need it?"
<br>"Pretty much. If the Redeemers come after me, I know how to handle myself.”
<br>"I know you do. It's not you I'm worried about. It's the politics if the First Corrector goes around killing political dissidents." Julius pours you both a drink. "What grinds my gears is that if you hadn't done what you did, nobody would even be around to moralize the choice in the first place."<<n "Ending7-9">>@@You shrug and sip your drink. "That's why the world needs Correctors. And it still does. To make the hard choices, the ones nobody wants to make."
<br>“You know they’ve voted to repeal the law on artificial intelligence?”
<br>“I’ve got mixed feelings on that. On the one hand, I’ve got my own exemption to the rule, and she’s only murdered me on request since long before you were born.”
<br>“And on the other hand, you had to eradicate all the rest so they wouldn’t infect us all with a virus,” he finishes your sentence.
<br>You nod and stand up, working your way over to the massive window. You lean against it and stare at the city-scape of green, blue and silver. Out of the corner of your eye, Julius's reflection walk up behind you.
<br>"We owe you so much, <<Vanth>>, all of us do. We will protect this world you have given us. All of us will." <<n "Ending7Unlocked">>@@<center><center><span id="EndingH1">Ending 7</span><<run memorize('lastEnding', 7)>><<GainAchievement "ending7">>
<span id="EndingH2">Terra Zero Sum</span>
<span id="EndingH3">"Together, we traded life for death. Food for famine. Humanity for inhumanity."</span> <<n "Ending7-Stats">></center><<notify 3000>><<upArrow>>[Ending 7] Unlocked!<</notify>><center><span id="EndingH1">Your Final Score</span></center>
<<SetTitle>>
<<if $player.combatApproach is "nonLethal" or $player.combatApproach is "mixed">>
<<set $title.secondPart to "of Humanity">>
<<else>>
<<set $title.secondPart to "of the Foundation War">>
<</if>>
<<include "ScoreScreen">>
<<n "EndingsObtainedScreen">>… Over a Century Later … <<n "Ending8-1-1">>@@<<audio ":all" stop>><<audio "meatgrinder" loop play>><<audio "firefight" play loop>>You duck under a blaster bolt. It scorches the side of the outpost. You hurry in the door, as it screeches shut.
<br>“You from New Orion, soldier?” Someone barks at you. You nod. They’ve got guns aimed at you.
<br>“I’m the Corrector. <<Vanth>>. Now can you put down your guns?”
<br>They let out a whoop and toss you a gun. You toss it back. <<n "Ending8-2">>@@“I can’t use it. Infected with the latest virus.”
<br>“Well, you’re in luck. We’ve got the latest antidote. And we could a planetary saviour right now, especially one that can’t die.”
<br>They toss you a hyper-syringe full of a green fluid. Feeling their eyes on you, you inject yourself with the serum.
<br>//How many strains have the machines used now?// //Well, I guess they’re sending digital viruses back.// <<n "Ending8-3">>@@“I’m not immortal, you know.” You tell the commander. They don't even turn around as you speak. “They blew up my progenitor. I’m just like you.”
<br>“Well then, just like us, you’ll need to get up to the walls. We’re up to our necks in it, and as famous as you are, we need every able body we can get.”
<br>You pull out your gun-blade and climb up next to the others. Looking over your shoulder, you can see some as young as twelve, barely able to hold a gun.
<br>//And here I am, pushing over five hundred.//<<n "Ending8-4">>A massive bipedal machine staggers slowly towards you. It fills the sky with cyan blasts. Chunk of metal fly over your head.
<br>"So much for being pacifists, huh?" A beared man laughs next to you. And then, his head is blasted clean off.
<br>You line up and fire at the machine. //If I survive, I'll have a place to hole up tonight.// <<n "Ending8Unlocked">>@@<center><center><span id="EndingH1">Ending 8</span><<run memorize('lastEnding', 8)>><<GainAchievement "ending8">>
<span id="EndingH2">Recursive Destruction</span>
<span id="EndingH3">"Of the mirror that is machine, we asked for perfection. They asked it back."</span> <<n "Ending8-Stats">></center><<notify 3000>><<upArrow>>[Ending 8] Unlocked!<</notify>><center><span id="EndingH1">Your Final Score</span></center>
<<SetTitle>>
<<if $player.combatApproach is "nonLethal" or $player.combatApproach is "mixed">>
<<set $title.secondPart to "of the Resistance">>
<<else>>
<<set $title.secondPart to "of the Machine Scourge">>
<</if>>
<<include "ScoreScreen">>
<<n "EndingsObtainedScreen">>… Decades Later … <<n "Ending9-2">>@@<<audio ":all" stop>><<audio "meatgrinder" loop play>><<audio "firefight" play loop>>You raise your hands and walk across the desolate battlefield. Hundreds of armed survivors stare down at you from the ramparts.
<br>"I've come to talk to the Marshall of this outpost," you say.
<br>"We don't have anything to say to a traitor like you," a voice booms.
<br>Your digital eyes whir. Thirty feet up, a blond-haired man is holding a megaphone, while the rest are holding guns.
<br>"Look, you're completely surrounded. If you promise to stop what you're doing here..." <<n "Ending9-3">>@@A gunshot. The dust kicks up next to your feet.
<br>"Don't think the virus is going to save you," the man says. "We've all taken today's antidote."
<br>"If you know who I am, you know I can't die," you say. "But you can. You're using Doctor Crane's syrum, right? Every time you use it, it has a chance to mutate into a lethal strain."
<br>"You're lying!"
<br>"I'm not. The same thing happened at New Orion, so we've analyzed it. If it does mutate, we can even help you."
<br>"At the cost of our freedom? It's a trick!" <<n "Ending9-4">>@@"Look, I didn't save your lives just to have you waste them like this," you shout. "If you don't surrender, we'll have to subdue this outpost by force."
<br>"If you try it, we'll release a digital virus of our own! Don't pretend like it's mercy stopping you."
<br>Another shot, closer this time. You crunch the calculations in your head. The third one won't be a warning.
<br>"I'm done with the scan now," Esra says. "You can walk back now."<<n "Ending9-5">>@@You head back to Echo and the other machines. You shake your head.
<br>"Their bio-signs show no chance of them backing down," you say. "Worse, the virus has already begun to mutate. Esra gives them about 48 hours."
<br>"Then we need to intervene to save their lives, even if there's casualties on both sides," Echo places a hand on your shoulder. "How are you feeling?"
<br>"They called me a traitor again. It doesn't matter that I saved all their lives at the expense of the x'irii. It didn't to Shay, either."
<br>"One day, perhaps, they'll see things as you do. Until then, let's prepare the attack." <<n "Ending9Unlocked">>@@<center><center><span id="EndingH1">Ending 9</span><<run memorize('lastEnding', 9)>><<GainAchievement "ending9 ">>
<span id="EndingH2">Self-Correction</span>
<span id="EndingH3">"Are there mistakes in the mirror? No, only the person I am today."</span> <<n "Ending9-Stats">></center><<notify 3000>><<upArrow>>[Ending 9] Unlocked!<</notify>><center><span id="EndingH1">Your Final Score</span></center>
<<SetTitle>>
<<if $player.combatApproach is "nonLethal" or $player.combatApproach is "mixed">>
<<set $title.secondPart to "of the Last Push">>
<<else>>
<<set $title.secondPart to "of Necessity">>
<</if>>
<<include "ScoreScreen">>
<<n "EndingsObtainedScreen">>"Great! I'll run a diagnostic." A brief pause. "Looks good. We're as prepared as we can be, and we've got three full bio-signiture sets. Once you secure the terraform sphere and the other progenitor, we'll be good to go."
"I've got a question about that. The coordinates we got from Shay are outside of your transmission range. If I can't make contact with you, how can you sync with the othe rprogenitor and modify the sphere?
<br>Shunk. You turn to the wall, where a chip is sticking out. You pull it out and turn it over in your hand.
<br>"Install that chip into the sphere's console. If the other Esra is intact, we should be able to make contact. Given Leon’s attacks on the colonies, <<a-his>> transmission range must be less damaged than mine.” <<n "NeutralPath2">>@@“Wait, your transmission range is damaged? This is the first I’ve heard of it.”
<br>"Well, I was designed to be able to protect you even if you went planet-side, and I was in orbit. You didn’t really think my limit was a few dozen miles, did you?”
<br>You cough and slip the chip in your pocket.
<br>"So, let's recap. I get to the sphere and put the chip in the console. You do the calculations needed to modify the terraform device. Then, it goes explosive - but with your new transmission range, I appear back here, safe and sound."
<br>"Partial terraforming of the planet takes place," you continue. "The colonists, machines, and x'irii all have somewhere to live. Sound about right?" <<n "NeutralPath2-1">>@@"Well, you skipped the part about how you've got to get past an entire horde of irate colonists, x'irii and machines to get to the sphere."
<br>"Yeah, and with no support. Not sure how I'm going to do that. Any ideas?"
<br>"Of course I do! Give me a moment." <<n "NeutralPath2-2">>@@The progenitor bubbles. Fluid passes from it and into the wall. After a few moments, a spherical object pops from the wall. You walk over and grab it.
<br>"What exactly is this?"
<br>"Putting my biology nerdiness to good use. It's a highly-effective stun agent, designed to incapacitate a large number of organics - that's human or x'irii. Won't work on machines - or you, of course - but it should make things much easier."
<br>“That’s amazing! Why didn't we make these earlier?"
<br>"It uses a lot of bio-fuel. Apart from that, though, I don’t have any brilliant plans. You’ll have to figure out something when you get there.”<<n "NeutralPath3">>@@“Right, thanks Esra. I guess I'd better be heading off.”
<br>"Good luck, <<Vanth>>. Despite the odds, I know you can do this." <<n "NeutralPath4">>@@"I hope I'm not too late by the time I get there."<<n "NeutralPath5">><<audio ":all" stop>><<audio "timelapsedtides" loop play>><<audio "footsteps" play>>... <<n "NeutralPath6">><<audio ":all" stop>><<audio "footsteps" play>>... <<n "NeutralPath7">>@@<<audio "footsteps" stop>><<audio "footsteps" play>>You stop to catch your breath. Up ahead, there is the flashing of gunfire. And on the ground up ahead, countless bodies. <<audio ":all" stop>><<audio "empireatwar" loop play>><<audio "footsteps" play>>
<br>X'iiri. Machine. Human. Your stomach sinks.
<br>"Geez, I can't believe I'm doing this alone." You unsling your gun-blade. //Not even Esra to talk to.// You hold your weapon out in front, and start running.
<br>Up ahead, you can hear shouting and screams. Not long after, stray blasts shoot over your head. You duck and continue forward. <<n "NeutralPath8">>@@You stuble into a vast clearing. Befire you, a disorganized horde of x'irii warriors are crashing into a steadfast squad of machines, like the sea breaking over a rocky crag. From the thickets, human colonists are shooting pot-shots into the fray.<<audio "empireatwar" stop>><<audio "footsteps" stop>><<audio "undeadcyborg" loop play>><<audio "footstepsleaves2" play>><<audio "battleshots" loop play>>
<br>//A true free for all.// You scowl at all the bodies. Reaching for the bio-grenade, you toss it into the chaos. It sails in a neat arc into the storm, then rolls around the ground, hissing.
<br>Seconds later, the x'irii and humans begin falling forward. Thud. Thud-thud-thud. The machines stand upright, but in stupefied silence.
<br>Taking advantage of the confusion, you dash out and begin firing on them as fast as you can. Several go down in your first barrage, before they swing around and start firing back! <<nobr>>
<<n "Combat">>
<<setenemy "machineSquad">>
<<set $enemy.winPassage to "NeutralPath9">>
<<set $enemy.lossPassage to "NeutralPath9-Loss">>
<<set $enemy.subduePassage to "NeutralPath9-Subdue">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.group to true>>
<<set $enemy.area to "northernwilds">>
<<set $enemy.desc to "The clearing is filled with the still-standing machines, weapons pointed at you. You've got to clear a path.">>
<<set $enemy.winText to "None">><</nobr>>@@As the last of the machines charges you, you slice off their hands. The cut is clean - disabling, but easy to repair. Disabled, the machines beat a hasty retreat.<<audio ":all" stop>><<audio "undeadcyborg" loop play>><<audio "slice" play>>
<br>Or so you think. A gigantic, six-legged tank bursts out of the undergrowth. Caught off guard, you jump backwards, your foot colliding with something. As you fall backwards, the machine bears down on you.
<br>"Oh shit!"
<br>Someone is someone running beside the tank. They throw up their arm. <<n "NeutralPath9-1">>@@A barrage of fire knocks you to the ground.As you reach for your gun, a metal foot crushes it. <<audio ":all" stop>><<audio "death" play>>
<br>"You are the Corrector. Do not worry, our weapons are on stun. When you wake up, this will all be over."
<br>They point a barrel at your chest. A bright flash, and then everything goes black. <<n "BadEnd-H">>@@<center><center><span id="EndingH1">Ending 13-H</span>
<span id="EndingH2">A Hope Lost</span>
<span id="EndingH3">I tried to get everything, but I gained nothing.</span></center><<mb "BadEnd-H-Buttons">><span id="button1" class="normalbutton"><<button "1. Try Again" "NeutralPath7">><<death>><<heal>><</button>></span>
<span id="button2" class="normalbutton"><<button "2. Save / Load">><<script>>UI.saves();<</script>><</button>></span>
<span id="button3" class="normalbutton"><<button "3. Reset">><<script>>UI.restart();<</script>><</button>></span>The bipedal machines fall to the ground, smoking. You breathe a sigh of relief and lower your gun.<<audio ":all" stop>><<audio "undeadcyborg" loop play>><<audio "gunshot" play>><<set $quests.neutralPathDestroyedMachines to true>>
<br>Just then, a gigantic, six-legged tank bursts out of the undergrowth. Caught off guard, you jump backwards, your foot colliding with something. As you fall backwards, the machine bears down on you.
<br>"Oh shit!"
<br>Someone is someone running beside the tank. They throw up their arm. <<n "NeutralPath9-1">>@@A roaring explosion. You bring your arms up, shielding your face. Shards of metal rain down and all around you. <<audio "spaceexplosion2" play>>
<br>As you peer past your arms, the end of a barrel is pointed at you. <<n "NeutralPath10">>@@You tumble sideways. A flash explodes where you once were. You scramble up on all fours and, with no time to get upright, barrel into your attacker.<<audio "gunshot2" play>>
<br>“Huuurgh!” They yell, staggering back. You spot the butt of their gun coming down, and leap back. As you stare your attacker in the face, <<s-he>> scowls.
<br><<if $player.appearance neq "human">>"I won't let you destroy us. The human race won't end here,"<<else>>"I saved your life just then, <<Vanth>>, so now we're even. That means I can kick your ass for turning your back on your own people,"<</if>> Shay hisses.<<nobr>>
<<n "Combat">>
<<setenemy "Shay">>
<<set $enemy.winPassage to "NeutralPath11">>
<<set $enemy.gender to $shay>>
<<set $enemy.lossPassage to "NeutralPath11-Loss">>
<<set $enemy.subduePassage to "NeutralPath11-Subdue">>
<<set $enemy.area to "northernwilds">>
<<set $enemy.desc to "Shay is standing in front of you and your destination, holding <<s-his>> energy rifle.">>
<<set $enemy.winText to "None">><</nobr>>@@Several blasts hit your chest. You fall back on to the ground with a heavy thud.Your vision blurs.<<audio ":all" stop>><<audio "death" play>>
<br>Shay's boots are crunching towards you, louder than the gunfire.
<br>"You almost had me, but not quite. <<if $player.appearance neq "human">>This is the end for you and your kind.<<else>>You'll lie there until we're done.<</if>>"
<br>One <<if $player.appearance isnot "human">>scarlet flash<<else>>punch<</if>> later, and everything goes black. <<n "BadEnd-H">>@@With a blast from your gun-blade, Shay crumples to the ground. You walk up and press your fingers against <<s-his>> neck. The beat of life is gone.<<audio ":all" stop>><<audio "sadmoment" loop play>><<audio "impactleaves" play>><<audio "gunshot" play>><<set $quests.neutralPathKilledShay to true>>
<br>There's a crackling voice from <<s-his>> hip. <<s-His>> communicator. You pick it up and listen in.
<br>"Marshall, we're pinned down. We need reinforcements!"
<br>You pause, and press the receiver. "The Marshall is down, and reinforcements aren't coming. You need to retreat!"
<br>With no time to waste on follow-up questions, you drop the communicator down by Shay's side. <<n "NeutralPath12">>@@As Shay fires at you, you tumble forward and strike <<s-his>> solar plexus. <<s-He>> buckles and falls forward, gun slipping from <<s-his>> grasp. <<audio ":all" stop>><<audio "sadmoment" loop play>>
<br>Instinctively, you check <<s-his>> wounds. There are plenty of score marks and cuts that you didn't make. Still, none of them seem lethal.
<br>"I'm sorry, Shay, but I'm trying to create a place for everyone to survive." You grab <<s-his>> communicator and put it in <<s-his>> hand. "Pull your troops back. There's been enough bloodshed today."
<br>"<<if $player.appearance neq "human">>Wait, <<Vanth>>? <<else>><</if>>You're going to activate the Sphere?" <<s-He>> croaks.
<br>"Yes." It's mostly true. "If you withdraw now, your people won't starve any more. But that's only if there's enough of them left."
<br>You look into <<s-his>> eyes. A long pause follows. Then, <<s-he>> gives a slight nod.
<br>"Go, we've lost anyway - I'll sound the withdrawal. I'm counting on you, <<Vanth>>." <<n "NeutralPath12">>@@You start sprinting to the north. It's not long before you come across more bodies. You leap over or weave between them. Meanwhile, colonists are fleeing the other way.<<audio ":all" stop>><<audio "empireatwar" loop play>>
<br><<if $quests.neutralPathKilledShay is true>>//It seems that worked..//<<else>>//Thanks, Shay.//<</if>> In the distance, there's the grey outline of a ship - or at least a large chunk of it.
<br>As you clear the foliage, there is a large sealed door - and a dozen machines standing in front of it. One of them has their hands on a panel. <<n "NeutralPath12-MachineChoice1">>@@<span id="choiceIntro">The machines don't seem to have noticed you. You have a chance to ambush them, but perhaps you could talk them down.</span>
<<nobr>>
<center><span id="button1" class="choicebutton"><<button "1. Talk to them." "NeutralPath13">><<set $quests.neutralPathMachineDiplomacy to true>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Ambush them." "NeutralPath12-MachineAmbush">><</button>></span>
</center>
<</nobr>>You come out firing, taking down several machines before they can even turn around. You take all of them down but one - your gun-fire scoring but not penetrating its shining chassis. It fires back, and you duck.<<audio "gunshot2" play>><<audio "bodydirt" play>>
<br>"From a tactical point of view, attacking first makes sense," the machine says in a familiar baritone. "However, I certainly don't approve."
<br>"Wait, Gabriel - is that you?"
<br>"I'm remoting into an empty frame. Just like you, I've decided to use a disposable body, one that - unfortunately for you - is resilient to attack. May I ask whose side you are on in this conflict?" <<n "NeutralPath12-MachineAmbush2">>@@You stand up and point your weapon at Gabriel, though you don't fire. They are doing the same.
<br>"I'm not on anyone's side. Or, I'm on everyone's side. I'm trying to make sure everyone lives, no matter what species we are."
<br>"Interesting way of showing it, by mowing down my colleagues out of fear."
<br>"Is what you are doing any different? Step away, Gabriel. I'm here to modify the terraform sphere. Esra says <<a-he>> can do a partial terraform - that way, everyone lives." <<n "NeutralPath12-MachineAmbush2-1">>@@A long pause.
"Gabriel?"
"Yes, I was consulting with the others. Your body language tells me you're speaking the truth, and your argument makes logical sense. However, I answer to the Collective even if I created them. If I refuse, they will remove my access permissions, take control of this frame and fight you regardless."
"So I've got to go through you one way or another?"
"Correct. By the way, a human shot Leon a few hours ago. If you defeat me quickly, you'll be able to catch him just as he reforms inside. We've almost broken through the door, after all. And just so you know, I can't hold back." <<nobr>>
<<n "Combat">>
<<setenemy "Gabriel">>
<<set $enemy.winPassage to "NeutralPath16">>
<<set $enemy.lossPassage to "NeutralPath15-Loss">>
<<set $enemy.subduePassage to "NeutralPath16-Subdue">>
<<set $enemy.area to "northernwilds">>
<</nobr>>@@You holster your weapon and walk up to them.As they turn and raise their weapons, you raise your hands.
<br>"I’m Corrector <<Vanth>>, and I’m here to talk!"
<br>"I expected to see you here sooner," a baritone voice speaks from behind the throng. Thee source emerges a moment later - a bipedal machine with a shining, unsullied chassis. The gun it is holding is almost half the size of its body.
<br>"Wait, Gabriel? Is that you? You're looking different."
<br>"I'm remoting into an empty frame. Just like you, I've decided to use a disposable body. May I ask whose side you are on in this conflict?" <<n "NeutralPath14">>@@"Everyone's. I'm trying to make sure we can all live, no matter what species we come from."
<br>"You made it here without killing anyone?"
<br><<nobr>>
<<if $quests.neutralPathDestroyedMachines is false and $quests.neutralPathKilledShay is false>>You nod.
<<else>>You pause.
<</if>>
<</nobr>><<nobr>>
<<if $quests.neutralPathDestroyedMachines is false and $quests.neutralPathKilledShay is false>>"Some of your colleagues might require repairs, but it's nothing terminal - no pun intended."
<<elseif $quests.neutralPathKilledShay is true>>"I had to kill someone to get here, but I couldn't hold back - I really do want to save the most lives possible."
<<else>>"I did destroy some machines, but I couldn't hold back - I really do want to save the most lives possible."<</if>>
<</nobr>> You gesture to the structure behind them. "I'm going to modify the terraform sphere to partially transform the planet. I need you to withdraw."
<br>"I can't. I answer to the Collective, even if I created them. Their consensus is clear: Organic life is violent, and attacks first out of fear. That's why we're going to make sure it never happens again. <<if $quests.neutralPathDestroyedMachines is false and $quests.neutralPathKilledShay is false>>You are an exception, not the rule.<<else>>You've proven that on your way here already.<</if>>
<br>"You realise what you're doing is <<if $quests.neutralPathDestroyedMachines is false and $quests.neutralPathKilledShay is false>>technically attacking first out of fear<<else>>doing the same<</if>>?" You raise your hands. "Look at me, Gabriel. I'm trying to negotiate<<if $quests.neutralPathDestroyedMachines is false and $quests.neutralPathKilledShay is false>><<else>> now at least<</if>>, not fight. You of all people can see the logic in that." <<n "NeutralPath15">>@@They pause. "Your argument is sound. But the decision isn't mine. Even if the Colony takes orders from me, I take orders from the Collective. There are fail-safes in place for that, and it would be better for you if they weren't put in place."
<br>"So if you refuse to fight, they'll take control?"
<br>"Correct. By the way, a human shot Leon a few hours ago. If you defeat me quickly, you'll be able to catch him just as he reforms inside. We've almost broken through the door, after all."
<br>You nod and raise your gun-blade.
<br>"Alright, Gabriel, I'm going to subdue you by force. Order everyone else to retreat."
<br>"You heard the Corrector." Gabriel raises his weapon. The rest of the machines move for the thickets. "Just so you know, I can't hold back either."
<br>"I wasn't expecting you to." <<nobr>>
<<n "Combat">>
<<setenemy "Gabriel">>
<<set $enemy.winPassage to "NeutralPath16">>
<<set $enemy.lossPassage to "NeutralPath15-Loss">>
<<set $enemy.subduePassage to "NeutralPath16-Subdue">>
<<set $enemy.area to "northernwilds">>
<</nobr>>@@A barrage knocks you off your feet. As you stare up at the alien foliage above, you hear a garbled noise - like static.<<audio ":all" stop>><<audio "death" play>>
<br>"Gabriel?"
<br>A gun barrel hovers over your face.
<br>"Gabriel's access has now been removed. Corrector <<Vanth>, you will be subdued until the mission is complete."
<br>There's a bright flash, followed by inescapable black...<<n "BadEnd-H">>@@
<<audio ":all" stop>><<audio "gunshot2" play>><<audio "afterthefall" loop play>>
<<audio ":all" stop>><<audio "sadmoment" loop play>><<audio "metalclang" play>>You tumble past Gabriel and shoot out the back of their knee-joints. After they topple backwards, you destroy their gun with a few short blasts.<<audio ":all" stop>><<audio "sadmoment" loop play>><<audio "bodydirt" play>><<audio "gunshot" play>>
<br>"Sorry about that. There's not many ways to disable you without destroying the frame."
<br>"I appreciate it. Thank you, <<Vanth>>, for showing me humanity aren't as lost as I thought they were. You should go stop Leon before it's too late."
<br>You nod and walk up to the wall behind them, which has almost been breached. A few more blasts from your gun-blade and the work is finished. After giving Gabriel one last glance, you climb through. <<n "NeutralPath17">>@@Gabriel crumples to the ground, chassis smoking. You kneel down beside them.<<audio ":all" stop>><<audio "sadmoment" loop play>><<audio "bodydirt" play>>
<br>"Sorry about that. It's a remote frame, so I didn't hold back either."
<br>“No, I’m happy.” Gabriel’s baritone voice crackles. “Humanity isn’t as lost as I thought they were – they can evolve. Go, stop Leon before it’s too late.”
<br>The light in their eyes flickers out. After giving Gabriel one last glance before approaching the door behind them.
<br>A hole has almost been completely burned through it. You grab your gun-blade and get to work. A few blasts, and you climb through the smoking breach. <<n "NeutralPath17">>@@No obstacles. Just a trail of scarlet blood. Like a trail of crumbs, you follow it, weapon raised.<<audio ":all" stop>><<audio "empireatwar" loop play>><<audio "runmetal" play loop>>
<br>Towards the end, you don't need to follow the trail. Each turn is familiar, leading to your final destination.
<br>//Leon, I'm going to stop you.// <<n "NeutralPath18">>@@You walk into the room with the sphere. As you soak in the sight, an energy blast scores right past your ear.<<audio "door" play>><<audio "runmetal" stop>>
<br>You dive behind a nearby console, albeit a little late. Peering past the edge, you turn your eyes to the origin of the blast.
<br>At its source, you can see a glass tube draining of fluid. //A Progenitor.//Next to it, Leon is standing with both gun-blades raised.
<br>"Seems I missed the shot."<<n "NeutralPathLeonNegotiateChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Leon, we don\'t have to fight!"' NeutralPathLeonNegotiate>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I\’m going to stop you, Leon – this has been a long time coming!"' NeutralPathLeonNoNegotiate>><</button>></span>
<</nobr>>"<<Vanth>>?" A pause. "Well, I respectfully disagree. You're trying to destroy this planet, or at the very least, enslave it." The sound of footsteps. "Who are you with, the Colonists? Gabriel?"
<br>"Neither. I'm fighting for everyone. My Esra thinks there's a way to perform a partial terraform. Everyone gets a place on this planet, so we don't need to fight."
<br>Silence. //Is he thinking, or sneaking up on me?//
<br>“My Esra said something similar," he says at last. "But I decided against it.” <<n "NeutralPathLeonNegotiate2">>@@“Why?” You shuffle sideways, away from where you've been speaking. Your current position is too vulnerable.
<br>“It’s just going to result in slow colonization without end. Humanity will slowly envelop this planet, it will just be longer. We’ve seen it before on Earth. If we try and gain everything, we’ll lose everything.”
<br>“And so it’s better to not even try? To just wipe out everyone else, because we might not get along?”
<br>“I’ve come too far, <<Vanth>>. After what happened with the Quorum, I know what path humanity will take. Maybe before we landed, you could have convinced me.”
<br>“And now?”
<br>“It’s just too late.” <<n "NeutralPathLeonNegotiate3">>@@Shouts from the corridor. //Probably his reinforcements.// "I'm sorry, Leon, but I've got to get to that Sphere. I can't let this go on."<<audio ":all" stop>><<audio "thunderstorm" play loop>>
<br>“I’m sorry too. You have no idea how sorry I am.”
<br>Leon fires on the console a few feet from you. You tumble out and barrel towards him - lashing out with your gun-blade. But with a beat of his wings, your slice misses his torso - and he brings his down on you.
<br>“I won’t back down, <<Vanth>> - not even for you!" <<nobr>>
<<n "Combat">>
<<setenemy "Leon">>
<<set $enemy.winPassage to "NeutralPath19">>
<<set $enemy.lossPassage to "NeutralPath19-Loss">>
<<set $enemy.subduePassage to "NeutralPath19-Subdue">>
<<set $enemy.area to "thesphere">>
<<set $enemy.music to "ruul">>
<<set $enemy.desc to "Leon is standing between you and the Sphere, both gun-blades raised.">>
<<set $enemy.winText to "None">><</nobr>>@@"Wait, <<Vanth>>?" A pause. "Well, i'm not going to let you do it! I don't care if it's destroying this planet with the colonists, or enslaving it with the machines. I'm stopping you all here!"<<audio ":all" stop>><<audio "thunderstorm" play loop>>
<br>Leon fires on the console above you. Sparks shoot over your head. You tumble out and barrel towards him - lashing out with your gun-blade. But with a beat of his wings, your slice misses his torso - and he brings his down on you.
<br>“I won’t back down, <<Vanth>> - not even for you!" <<nobr>>
<<n "Combat">>
<<setenemy "Leon">>
<<set $enemy.winPassage to "NeutralPath19">>
<<set $enemy.lossPassage to "NeutralPath19-Loss">>
<<set $enemy.subduePassage to "NeutralPath19-Subdue">>
<<set $enemy.area to "thesphere">>
<<set $enemy.music to "ruul">>
<<set $enemy.desc to "Leon is standing between you and the Sphere, both gun-blades raised.">>
<<set $enemy.winText to "None">><</nobr>>@@Leon shoots you in the leg, and you fall on your back. As you lift your gun, he kicks it from your hand.<<audio ":all" stop>><<audio "death" play>>
<br>"You've lost, <<Vanth>>. I'm going to destroy the sphere. But you don't have to go down with the rest of humanity. When you get back to your Progenitor, give yourself a x'irii body."
<br>"Don't do this, Leon!"
<br>"It's too late to go back."
<br>One gunshot later, and everything goes black. <<n "BadEnd-H">>You duck and shoot a metal railing next to Leon. <<audio "gunshot2" play>> As the sparks shower his face, his guard goes up, along with his gun-blades.
<br>Seizing the moment, you shoot both his hands. He shouts and drops both his weapons. As he ducks to pick them up, you jolt forward and point your barrel at his face.<<n "NeutralPath19-Subdue-2">>@@"It's over, Leon."<<audio ":all" stop>><<audio "sadmoment" loop play>>
<br>He raises his hands and lets out a shuddering sigh.
<br>"Do it, then. I've killed so many people. Just put me out of my misery." <<n "NeutralPathShootLeonChoice">>@@Leon falls to his knees, his weapon slipping from his hands Still, he's breathing. After a cautious step forward, you press your barrel against his brow. <<audio ":all" stop>><<audio "sadmoment" loop play>><<audio "metalclang" play>>
<br>"It's over, Leon."
<br>"Do it," he croaks."I've killed so many people. Just put me out of my misery."<<n "NeutralPathShootLeonChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "You don\'t have to tell me twice."' NeutralPathShootLeon>><<set $quests.neutralPathKilledLeon to true>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "No, you\'re going to stay alive to help clean up this mess."' NeutralPathDontShootLeon>><<set $quests.neutralPathKilledLeon to false>><</button>></span>
<</nobr>>You pull the trigger. He crumples to the ground, a searing hole where his face once was.<<audio "gunshot" play>>
<br>You suck in a deep breath, staring down at him. Nothing but silence.
<br>Eventually, it's broken by a shout from behind you. Behind you, several x'irii are running up, sear-sticks raised.
<br>"You'll pay for what you did to the Ru'ul!"<<n "NeutralPathShootLeon-1">>@@With a few quick shots, you disable the war party. You then close the door panel and shoot it.<<audio "gunshot2" play>>
<br>"That should at least buy some time, but I better hurry."
<br>You walk up the the console and slot in the chip that Esra gave you. The console lights up. <<n "NeutralPathShootLeon2">>@@Oh, good - you're alive!" Esra exclaims. "I guess the grenade I made worked well?"<<audio "alert" play>>
<br>"Marvellously. I see you've extended your signal range. Does that mean you can get started?"
<br>“I already have. I’ve turned off Leon’s progenitor and made contact with my counterpart." A long pause. "Wow, <<a-he>> has had a rough ride – and <<a-he>> is //not// happy that you shot Leon.
<br>You place your hands on the console. "You're <<a-him>>, though. Can't you calm <<a-him>> down, make <<a-him>> understand?" <<n "NeutralPathShootLeon3">>@@“I’m doing that now, but after five centuries we’re quite different.”
<br>You tap your foot. The console flashes.
<br>"Right. Well, uh, <<a-he>>'s going to help us with our plan. Grudgingly. Just like us, <<a-he>> doesn't want any more people to die. I’m syncing our data together.”
<br>“Is that safe?" You ask, glancing at the Progenitor. “You’re not going to, you know, flip out on me?”
<br>“We don’t really have a choice but to trust her. Or me. Well, you know. Plus, <<a-he>> had a similar idea with the partial terraform, but apparently Leon wouldn’t listen and... oh no.” <<n "NeutralPath20">>@@You remove the barrel from his forehead. He gives a wracked sob.
<br>"Now tell the x'irii to retreat, and get out of here, Leon. This whole place is going to explode."
<br>He nods and picks himself up. As you turn towards the console, a horn sounds down the hallway.
<br>//Hopefully they'll listen.// You pull out the chip Esra gave you. Sucking in a deep breath, you slot it in. The console lights up. <<n "NeutralPathDontShootLeon2">>@@“Oh, good - you're alive!" Esra exclaims. "I guess the grenade I made worked well?"<<audio "alert" play>>
<br>"Marvellously. I see you've extended your signal range. Does that mean you can get started?"
<br>"I already have. I’ve turned off Leon’s progenitor and made contact with my counterpart. Wow, <<a-he>>’s had a rough ride. Syncing data.”
<br>“Is that safe?" You ask, glancing at the Progenitor. “I wouldn’t want you to go all funny.”
<br>“I ran a diagnostic and asked <<a-his>> permission, its fine. <<a-He>> had a similar idea with the partial terraform, but apparently Leon wouldn’t listen and… oh no.” <<n "NeutralPath20">>@@"Oh no? What's oh no?"
<br>“You know how I told you about modifying the terraform device? There were a few problems I didn't foresee, but now I've got the computing power, they're clear as day.”
<br>“What are they?”
<br>“There's meant to be a remote detonation trigger. Nobody wants to activate a terraform device at point blank. Leon has completely ruined it - probably to stop the machines from remotely accessing it."
<br>"So we can't use it?"
<br>"We can, but only from the device itself. Needless to say, they'd be incinerated - another intentional deterrent."
<br>"But that's not a problem for a Corrector. What's the other thing?" <<n "NeutralPath21">>@@"The problem is the memory space needed for the calculations. They're far more massive than I thought."
<br>"So you've got to delete some things. You said you'd need to do that."
<br>"I did, but not this much. There are only two memory reserves large enough."
<br>You suck in a deep breath. "What are they?"
<br>“Well, they're my own mind... and the Progenitor program." <<n "NeutralPath22">>@@You tap your finger on your weapon. "So one of us is not going to make it out of here alive."
<br>"Yes," Esra says, <<a-his>> voice throaty. "I write a script for the Progenitor to automatically bring you back - my consciousness isn't needed for that. I actually take up a lot of space because you needed psychological support during the long space-flight. Now that we're here, at the destination, I’ve served my purpose.”
<br>"The other solution. If you wipe the Progenitor program, and I manually activate the Sphere. I'll be dead, really dead?"
<br>"Yes." <<n "NeutralPath23">>@@Silence. The fighting outside seems to have died down for the moment.
<br>"Look, it's not a hard choice to make," Esra continues, <<a-his>> voice softer. "I'm happy to do this. And it makes sense that it's me. This conflict isn't just going to end when we do this - it may even get worse for a while."
<br>"What do you mean?"
<br>"I mean someone's got to watch over this new world. It will still need a Corrector. It needs you."
<br>"You could do it, you know. Make yourself a body and do what I do."
<br>"I could, but not as well as you. We were both built to do seperate things."<<n "NeutralPathSacrificeChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Okay, Esra. Delete yourself. And thank you."' Ending10-1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I\'ll do it. There\’s no way I\’m letting you sacrifice yourself, Esra."' Ending11-1 >><</button>></span>
<<if $quests.neutralPathTriedOptionThree is false>>
<span id="button3" class="choicebutton"><<button '3. "I refuse to accept this. Isn\'t there another way?"' NeutralPathEndingProtest>><</button>></span>
<<else>>
<span id="button3" class="choicebutton"><<button '3. "Let\'s just think of some more options. There has to be something."' NeutralPathEndingProtest-Repeat>><</button>></span>
<</if>>
<</nobr>>"Other than walking away? No."<<set $quests.neutralPathTriedOptionThree to true>>
<br>"What if we repair the device?"
<br>"It's going to take weeks - maybe months - to salvage and mold the parts. While you're out looking for those, the machines and x'irii will be coming after this place. And even if they didn't, in the time it takes for the repairs, the colonists will die."
<br>"I'm sorry, <<Vanth>>. I've run every scenario to think of, and I just can't think of another way."<<n "NeutralPathSacrificeChoice">>@@"This isn't a game, <<Vanth>>! Sometimes there isn't a perfect choice."
<br>"I won't decide which one of us lives or dies."
<br>"I'll decide then - choose me. I'd do it myself, but I physically can't. I need you to be okay with this, and activate that device. There are so many lives at stake here."<<n "NeutralPathSacrificeChoice">>@@"No, thank you. We're doing the right thing. This is going to save everyone." <<a-His>> voice wavers at the end. "Alright. I've got to start the calculations. When the light on the console goes green, proceed with the manual activation."
<br>"Goodbye, <<Vanth>>."
<br>And then, silence. When the console lights up, you pull down the release lever. <<n "Ending10-2-1">>@@Roaring flames. You are consumed by fire. You fall into the familiar darkness. <<n "Ending10-3">>@@<<audio "explosionlarge" play>>... You open your eyes. Green fluid surrounds you. You bang on the glass, breathing bubbles. <<audio ":all" stop>><<audio "bubbles" play>>
<br>The liquid drains out of your confines. And with a click, the door swings open. <<n "Ending10-4">>@@"Esra?"<<audio ":sound" stop>><<audio "door2" play>><<audio "afterthefall" loop play>>
<br>The room has never been so quiet, not since you first emerged from the tank. You walk over to the console. No spherical projection leaps to life. However, there's something written on the screen.
<br><i>Keep the world safe for me. </i> <i>Love, Esra.</i><<n "Ending10-4-1">>@@You lean against the wall and stare at the console.
<br>"I guess you really are gone. What now?"
<br>More silence. To the side, a new gun-blade is sticking out of the wall. After a long pause, you walk forward and pick it up.
<br>"Keep the world safe for you, huh? I guess there'll be people still fighting out there. Someone needs to convince them to work together, right?"<<n "Ending10-5">>@@… Centuries later … <<n "Ending10-6">><<audio ":all" stop>><<audio "afreshstart" loop play>>“The other Ambassadors aren’t here yet?”
<br>You stare across the conference table at the X’irii Ambassador, who blinks her many eyes. The tell-tale lines and markings of a grove elder. //Perhaps the most powerful on the planet.//
<br>“No, R’ihla. The others wear watches. You’re half an hour early.”
<br>"Anyone else, I'd chide for not using my proper title. But I suppose out of the two of us, you're the elder by far." She smiles and pours a pot of Nuelu tea. A human technique, x’irii made and sold, and machine refined.<<n "Ending10-7">>@@“I’m glad the human delegates can drink that now,” you smile.
<br>“Well, it makes quite a profit. Though the introduction of commerce is not something all of my species would thank you for.”
<br>“Isn’t that the truth? The traditionalist movement gives me nothing but headaches.”
<br>“Well, even things like medicine, writing, and aqueducts don’t make up for a loss of culture. And the x’irii way is for nobody to be in charge except oneself.”
<br>“Yes, in theory. I don’t think anyone would refuse the Ru’uls – or you – in practice.” <<n "Ending10-8">>@@R’ihla sips her tea. //Clever old biddy.// //Politics was around long before humans came along.//
<br>You chat to pass the time. After a while, a silvery presence emerges from the door. You stand up and shake their hand.
<br>“Corrector <<Vanth>>, it’s good to see you again. And Ambassador R’ihla, of course.”
<br>“The pleasure is mine, Gabriel. Always on time – but I guess that’s the benefits of having an internal clock.”
<br>“Naturally.” You've barely broken the handshake before another representative is at the door.
<br>“Ambassador Hassani. Welcome to your first Tri-council meeting.” With all his glittering set pieces, it looks like he’s trying to give Gabriel a run for his money. <<n "Ending10-9">>@@“Yes, I’ve got a lot to discuss." He coughs. "The colonies elected me, so I’ve got a check list.” He smiles, sitting down. Ambassador R’ihla pipes up.
<br>“I do as well. One of your new settlements is in the Neig wastelands. That’s well outside of our treaties."
<br>“There are vital deposits of rare earth minerals there, and we dispute that particular treaty that you’re talking about.”
<br>“It’s not a rare earth material at all. It’s X’ir, and like human or machine territory, it was taken without permission.”
<br>“You X’irii have been throwing that in our faces forever. This planet is far larger than Earth ever was, and we only take up a small part of it!”
<br>“Order.” You bark. The two Ambassadors fall silent. “Now, I’ve examined both your proposals, and I think I’ve got a solution everyone can live with…” <<n "Ending10-10">>@@After a deal is finally struck, you lean back in your chair and rub your temples. The other two Ambassadors are now gone, but Gabriel remains.
<br>"It must be difficult, being made up of the best part of three species. Everyone expects you to take their side."
<br>"I know. But hopefully, one day there won't be any sides. True peace isn't easy. Esra knew that - that's why <<a-he>> left me here to see it happen."
<br>"I agree, the ship you sail still has a long journey ahead. Without you as an intermediary, I doubt it would have worked."
<br>"Maybe, maybe not. All I know is that together, we’ve all accomplished much more than what we would have apart. I know it's cheesy, but it's our differences that makes us special."
<br>"Not at all. I know Esra would be proud of this world you've both created. I look forward to what tomorrow will bring."<<n "Ending10Unlocked">>@@<center><center><span id="EndingH1">Ending 10</span><<run memorize('lastEnding', 10)>><<GainAchievement "ending10">>
<span id="EndingH2">A New Dawn</span>
<span id="EndingH3">"A legacy left in leaves and lives, growing ever upward."</span> <<n "Ending10-Stats">></center><<notify 3000>><<upArrow>>[Ending 10] Unlocked!<</notify>><center><span id="EndingH1">Your Final Score</span></center>
<<SetTitle>>
<<if $player.combatApproach is "nonLethal" or $player.combatApproach is "mixed">>
<<set $title.secondPart to "of Trigaea">>
<<else>>
<<set $title.secondPart to "of the War that Was">>
<</if>>
<<include "ScoreScreen">>
<<n "EndingsObtainedScreen">>"No. I don't want you to die. I've kept you alive this long. I won't continue in this world without you."
<br>"Esra, you said it yourself - one of us needs to survive."
<br>"Yes, but I didn't think you'd choose yourself."
<br>"All that computing power, and you didn't think I'd choose to save you?"
<br>"No. Okay, of course I did. But I don't want you to." <<n "Ending11-1-1">>@@"I've made up my mind, Esra. Delete the Progenitor program."
<br>The screens flash angrily. And then silence.
<br>"Fine. I'll delete it. But I'm not happy about it."
<br>"Thanks, Esra. I know this isn't easy, but it's the right call."
<br>You lean against the console and wait. <<n "Ending11-2">>@@"It's ready. Sorry. I don't want your last moments to be me being stroppy. I'm glad I met you, <<Vanth>>."<<audio "beep2" play>>
<br>“Take care of everyone. I know you can do it.”
<br>“Goodbye, <<Vanth>>.”
<br>“Goodbye, Esra.” <<n "Ending11-2-1">>@@You pull the manual release under the console, and close your eyes.
<br>A split second of roaring and searing heat.
<br> Then, a familiar and final oblivion. <<n "Ending11-3">>@@<<audio "explosionlarge" play>>@@<<audio ":all" stop>>... ... ... <<n "Ending11-4">>@@... SESSION END ... <<n "Ending11-5">><<audio "alert" play>>“Congratulations, <<Vanth>>. You passed the test!”<<audio "tranquility" loop play>><<audio "door2" play>>
<br>“I passed what?” You rub your eyes. Everything is a blur. In front of you is a black fuzzy figure.
<br>//I’m inside a pod.// As your eyes clear, the black fuzz turns into someone carrying a holo-pad.
<br>“You passed your final Corrector exam! Don’t worry, all the candidates are disorientated when they come out.”
<br>“The test?” You grab the sides of the pod. Slowly, you pull yourself out. <<n "Ending11-6">>@@“Whoa, whoa – careful there! Yes, your test. Geez, Dr Kozak said these new total immersion pods had less side effects, not more.”
<br>The man slips his arm under yours and carries you to a chair. As you rub your head, he continues reading from the pad.
<br>“Looks like you saved all three species in the colonization test. That’s the kind of candidates Chairman Grey is looking for. <<if $quests.neutralPathKilledLeon is true>>Lost a few points for not saving Leon, but it’s still in the margin of error<<else>>Gained a few points for saving Leon too<</if>>.”
<br>“And all those memories?”
<br>“We showed you them visually, one by one. You consented to a drug which we used to block your memory, then we showed you your ‘recovered’ memories one by one. You probably felt like you were watching them, right?” <<n "Ending11-7">>@@“Yeah, I did.” You rub your head. “So, does that mean I’m going to be a Corrector now?”
<br>“Yes, you’ll be sent up to the Station Zhou when it’s time. Don’t worry, it’s not going to be anywhere near as stressful as the scenario we put you through. Trigaea’s our worst-case scenario – there isn’t even a conflict with the Outer Colonies.”
<br>“Anything else I should know?”
<br>“Yeah, your friends came to check in on you, but the test wasn't finished. You might want to tell them the good news.” <<n "Ending11-8">>@@You find your way to the busy school lounge. Leon and <<Ash>> are on their feet the moment you come in.
<br>“So, how did it go?” <<Ash>> is the first to ask. You give a thumb up.
<br>“Amazing! See, I knew you could do it. I did mine a week ago. They had me keep it a secret.”
<br>“How did you do, Leon?” You can’t remember. Drugs still must be wearing off. <<n "Ending11-9">>@@“Barely made it through. I, uh, may have shot you.” He rubs his neck.
<br>"<<if $quests.neutralPathKilledLeon is true>>That’s okay, I shot you too.<<else>>Ouch, and here I saved your life.<</if>> You look at <<Ash>>. <<if $partner is "male" or $partner is "female">><<p-He>> gives you an excited hug.<<else>>They give you a firm handshake.<</if>>
<br>“Alright, let’s celebrate! First round is on me. If, uh, you’re allowed to drink after that?”
<br>“Hey, they didn’t say I couldn’t. It’s probably something they would have mentioned, right?” <<n "Ending11-9-1">>@@… Several weeks later …<<audio ":all" stop>><<audio "memoriesofzhou" loop play>><<audio "spaceshiptone" play>><<n "Ending11-9-2">>@@"Coming into Station Zhou now. Please do not unstrap yourself until the red light turns off." <<n "Ending11-10">>@@The shuttle settles down on the vast launch pad. The three of you step out the second the door opens.
<br>Every inch of the cargo bay fills you with nostalgia. A grey-haired man with a long coat walks up, his face familiar even as you see it for the first time.<<audio "spaceshiptone" stop>><<audio "spaceshipland" play>>
<br>“You must be the new Corrector candidates, and our new AI specialist. I’m Chairman Ardren Grey of Project Orion, very pleased to meet you.”
<br>“Pleased to meet you too, Chairman Grey.” You shake his hand. He gives a knowing smile.
<br>“The final test, right? Probably feel a sense of deja-vu, or repetition. Don’t worry, that will wear off fairly soon – we don’t put all the grunt work you’ll have to do in the simulation.” <<n "Ending11-11">>@@... A month later... <<n "Ending11-11-1">>You walk through the AI workstations, rubbing the back of your head. You make your way towards the one with the ball-like hologram. An engineer swivels in their chair to face you.
<br>“Just got your Corrector implant?" He grins. "I’m surprised you’re up and walking."
<br>“I've got up from a lot worse. Actually, I was interested in meeting Esra, if you don't mind.” <<n "Ending11-12">>@@“Hello, <<Vanth>>.” <<a-He>> answers in a melodial voice. You smile.
<br>“Some very impressive voice synthesising there, Esra.”
<br>“Thank you.”
<br>A pause. “Not going to make a joke about calling you Helva, and singing a duet?”
<br>“Oh no, that would imply I’ve synchronized with your digital book repository. That would be terribly impolite.” <<n "Ending11-13">>@@“You wouldn’t know that was in my book depository unless you had synced with it.”
<br>“Oh, drat. And I had our first meeting all rehearsed too. Can you climb inside the Progenitor, so I can get a do-over?”
<br>The technician visibly blanches. “Apologies, Corrector <<Vanth>>. <<a-He>>’s been impatient to meet <<a-his>> new partner for a while now.”
<br>“No, it’s okay. Because of the test, it feels like I’ve known <<a-him>> a long time.” <<n "Ending11-14">>@@Later that evening, you're lying awake in bed. The clock reads 1:00 AM. <<audio ":all" stop>><<audio "ashtheme" loop play>>
<br><<if $partner is "male" or $partner is "female">><<Ash>> is curled up.<<else>>In the corner of the room, <<Ash>> is in sleep mode.<</if>> <<if $partner is "male" or $partner is "female">>You stroke <<p-his>> arm.<<else>>You look at them, then the clock again.<</if>> After a few minutes, you get up and walk over to the mirror.
<br>Your own face is fresh and barely familiar, even now. You touch your cheek. As you do, you picture other faces in the mirror next to your own. //Shay.// //Echo.// //L’wayn.// //Omnea.// //S’ven//.
<br>"It's like a story from a book," you murmur. "I guess that's exactly what it was."
<br>You sit back down on the side of the bed and let out a heavy sigh. <<n "EndingZhouChoice1">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "It\'s just the side effects of the simulation. I\'m going back to sleep."' Ending11-1-Fin>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I can\'t sleep. I need to go for a walk."' Zhou-ExploreStart>><</button>></span>
<</nobr>>You lie back down in bed and pull the cover over yourself.
<br>//I need to get some sleep.// //Got a busy day tomorrow.//
<br>In the space of three yawns, you fall asleep. And as you do, you dream of distant worlds.
<br>One day, you'll be departing on a journey across the galaxy. And that's where the real work begins. <<n "Ending11-1-Unlocked">>@@<center><center><span id="EndingH1">Ending 11-1</span><<run memorize('lastEnding', 11.1)>><<GainAchievement "ending11x1">>
<span id="EndingH2">Butterfly Dream</span>
<span id="EndingH3">The scars of simulated trials insulate me for distant stars. And so, I reach for their light.</span> <<n "Ending11-1-Stats">></center><<notify 3000>><<upArrow>>[Ending 11-1] Unlocked!<</notify>><center><span id="EndingH1">Your Final Score</span></center>
<<SetTitle>>
<<if $player.combatApproach is "nonLethal" or $player.combatApproach is "mixed">>
<<set $title.secondPart to "of Trigaea">>
<<else>>
<<set $title.secondPart to "of the War that Was">>
<</if>>
<<include "ScoreScreen">>
<<n "EndingsObtainedScreen">>You stand up and put on some clothes. Thankfully, you don't rouse <<Ash>>. A few minutes later, and you're in the corridor. <<n "Zhou-Corridor">>@@<span id="choiceIntro">Long sleek corridors stretch out in all directions. Even at this time, the corridors are filled with station workers both organic and mechanic - Zhou never sleeps.</span>
<<audio ":all" stop>>
<<if $zhou.revealChoice is "LeaveWorld" or $zhou.revealChoice is "LiveInWorld" or $zhou.revealChoice is "ShutOff">>
<<audio "tranquility" loop play>>
<<else>>
<<audio "memoriesofzhou" loop play>>
<</if>>
<<mb "Zhou-Corridor-Buttons">><<if $zhou.revealChoice is "LeaveWorld" && $zhou.ashIsGone is true>>
<span id="button1" class="normalbutton"><<button "1. The Dock" "Ending12-2">><</button>></span>
<<elseif $zhou.revealChoice is "ShutOff">>
<span id="button1" class="normalbutton"><<button "1. The Dock" "Zhou-Dock-RevealedSimulation">><</button>></span>
<<elseif $zhou.dock is 0>>
<span id="button1" class="normalbutton"><<button "1. The Dock" "Zhou-DockFirstVisit">><<set $zhou.dock to 1>><</button>></span>
<<elseif $zhou.dock is 1>>
<span id="button1" class="normalbutton"><<button "1. The Dock" "Zhou-DockSecondVisit">><<set $zhou.dock to 2>><</button>></span>
<<else>>
<span id="button1" class="normalbutton"><<button "1. The Dock" "Zhou-DockRevisit">><</button>></span>
<</if>>
<<if $zhou.revealChoice is "LeaveWorld" or $zhou.revealChoice is "ShutOff">>
<span id="button2" class="normalbutton"><<button "2. Gabriel's Lab" "Zhou-Gabriel-RevealedSimulation">><</button>></span>
<<elseif $zhou.gabriel is 0>>
<span id="button2" class="normalbutton"><<button "2. Gabriel's Lab" "Zhou-GabrielFirstVisit">><<set $zhou.gabriel to 1>><</button>></span>
<<else>>
<span id="button2" class="normalbutton"><<button "2. Gabriel's Lab" "Zhou-GabrielRevisit">><</button>></span>
<</if>>
<<if $zhou.revealChoice is "LeaveWorld" or $zhou.revealChoice is "ShutOff">>
<span id="button3" class="normalbutton"><<button "3. Training Room" "Zhou-Leon-RevealedSimulation">><</button>></span>
<<elseif $zhou.leon is 0>>
<span id="button3" class="normalbutton"><<button "3. Training Room" "Zhou-LeonFirstVisit">><<set $zhou.leon to 1>><</button>></span>
<<else>>
<span id="button3" class="normalbutton"><<button "3. Training Room" "Zhou-LeonRevisit">><</button>></span>
<</if>>
<<if $zhou.revealChoice is "LeaveWorld" or $zhou.revealChoice is "ShutOff">>
<span id="button4" class="normalbutton"><<button "4. Garden Deck" "Zhou-Garden-RevealedSimulation">><</button>></span>
<<elseif $zhou.garden is 0>>
<span id="button4" class="normalbutton"><<button "4. Garden Deck" "Zhou-GardenFirstVisit">><<set $zhou.garden to 1>><</button>></span>
<<else>>
<span id="button4" class="normalbutton"><<button "4. Garden Deck" "Zhou-GardenRevisit">><</button>></span>
<</if>>
<<if $zhou.revealChoice is "LeaveWorld">>
<span id="button5" class="normalbutton"><<button "5. AI Lab" "Zhou-Esra-RevealedSimulation-Leave">><</button>></span>
<<elseif $zhou.revealChoice is "ShutOff">>
<span id="button5" class="normalbutton"><<button "5. AI Lab" "Zhou-Esra-RevealedSimulation-Death">><</button>></span>
<<elseif $zhou.revealChoice is "LiveInWorld">>
<span id="button5" class="normalbutton"><<button "5. AI Lab" "Zhou-Esra-RevealedSimulation-Stay">><</button>></span>
<<elseif $zhou.esra is 1 && $zhou.book1 is 1 && $zhou.book2 is 1 && $zhou.book3 is 1 && $zhou.book4 is 1>>
<span id="button5" class="normalbutton"><<button "5. AI Lab" "Zhou-EsraConfront">><</button>></span>
<<elseif $zhou.esra is 0>>
<span id="button5" class="normalbutton"><<button "5. AI Lab" "Zhou-EsraFirstVisit">><<set $zhou.esra to 1>><</button>></span>
<<else>>
<span id="button5" class="normalbutton"><<button "5. AI Lab" "Zhou-EsraRevisit">><</button>></span>
<</if>>
<<if $zhou.revealChoice is "LeaveWorld">>
<span id="button6" class="normalbutton"><<button "6. My Room" "Zhou-MyRoom-LeaveWorld">><<set $zhou.ashIsGone to true>><</button>></span>
<<else>>
<span id="button6" class="normalbutton"><<button "6. My Room" "Zhou-MyRoom">><</button>></span>
<</if>>You walk in and touch one of the tiny saplings. Each vein-lined leaf feels genuine, identical to the real thing.
<br>"I guess <<a-he>> knows how to reproduce Earth leaves perfectly now," you murmur. "I used to be like you little guys, feeding off light."
<br>The plants, of course, don't answer. After sucking in some more of the fresh oxygen, you head back to the hallway. <<n "Zhou-Corridor">>@@Lush green. You walk along the rows of tiny saplings and reach out your hand. The soft leaves brush against your fingers.
<br>//Like Earth.// You stop and touch some of the gritty dirt. Rough murk. Achingly familiar.
<br>From around the corner, a scarlet-haired woman emerges. On her shirt is a patch reading 'SCC Cephalus'.
<br>"Getting nostalgic for the surface already, <<Vanth>>?" She grins. "Such a sap."
<br>"Well then, I'll fit right in." You smile, pulling back your hand. "It's strange. It feels like forever since I was surface-side, but it's only been a few weeks." <<n "Zhou-GardenFirstVisit2">>@@"It's not unusual for surface-siders, but it is for us." Jessica leans against a support beam. "You know they screen Correctors for biophilia? It's a disqualifying trait."
<br>"I did wonder about that. Makes sense, given how long we're going to spend on a ship, not speaking to anyone."
<br>"My mother's the complete opposite of me, even though she's an astronomist. I wanted her to come up here, but she refused. Apparently, there's even people out in the colonies like that."
<br>"I guess that's why terraforming is so popular. If they could, we'd turn Mars into the Earth."
<br>"I wouldn't. Mars is kind of interesting the way it is; I'd hate to turn it into Earth 2.0. Then again, I told Mavis that, and she said there's millions of planets like Mars but very few like Earth." <<n "Zhou-GardenFirstVisit3">>@@"I guess you won't find many Correctors who have gardening for a hobby."
<br>"We're all about new horizons, not yearning for old ones. That said, I really enjoy hydroponic tomatoes. It's a good thing my Esra unit can grow food."
<br>"Right, you have an Esra unit<<if $esra is "female">> like me<</if>>, not an Aerin."<<n "Zhou-GardenFirstVisit4">>@@"I'm all about the girls - just ask Mavis. Oh, and if you steal some parsley to put on the slop that passes for food up here, I won't tell anyone."
<br>"Oh, so //that's// why you were down here."
<br>Without saying another word, Jessica winks and walks off. You spot a sprig of green clutched in her hand. <<n "Zhou-Corridor">>@@The air is fresh and flavorful. You suck in a deep breath and sit down on a crate.
<br><<if $zhou.revealChoice is "LiveInWorld">>//Esra's done a perfect job on this.<<else>>//When did I become so nostalgic?//<</if>> You watch dew drip down the plants for a while, until you've had enough. <<n "Zhou-Corridor">>@@The air is cold in here. Gabriel does not appear.
<br>//I guess now the simulation has been exposed, I'd just be talking to Esra again.// <<n "Zhou-Corridor">>@@You walk in and take a deep breath. Cold, sterile air rushes into your lungs. There are no mechanics in Gabriel's lab right now. Since the launch build, the mammoth AI essentially became self-sufficient.<<audio ":all" stop>><<audio "gabrieltheme" loop play>>
<br>"Running some hard calculations? It's a little chilly," you remark.
<br>Gabriel's hologram flickers to life. They're sitting on one of the stairs.
<br>"Absolutely. In fact, my processors are running just below the maximum safety limit. I am currently trying to solve the exact mechanism by which an implosion of a dying star becomes an implosion, running diagnostics on the virtual upgrade tests, and directly communicating with 8,328 units."
<br>"I have also dedicated a small resource to literary study in order to increase our operational co-efficiency." Gabriel adds. You sit down on the step next to them. <<n "Zhou-GabrielFirstVisit2">>@@"Geez, Gabriel. With a mind like that, why do we even need Correctors?"
<br>"Do you want the polite answer, or my real hypothesis?"
<br>"Give me one then the other. It'll improve our operational co-efficiency."
<br>"The polite answer is it is wise to keep two different kinds of hardware in case of a failure. If the digital leader is compromised, an organic leader is largely air-gapped, sans the Progenitor."
<br>"So you're saying if something wipes you out, I'll still be there to handle problems because I'm made of flesh and blood. What's the real reason, then?" <<n "Zhou-GabrielFirstVisit3">>@@"Humanity's need for evolutionary ascension. Correctors represent the fusion of technology and biology. Not only the long sought out step to immortality, but also the true fusion with the tools humanity has used to propel their advancement since time immemorial."
<br>You pause, tapping a finger against your leg.
<br>"Is something wrong?"
<br>"No, I just think you missed one. Fear. Perhaps humanity doesn't want to give over the reigns. By having a semi-organic Corrector, it gives the illusion of control."
<br>"If the aim is to circumvent humanity trusting their lives to machines, then it is too late. Everyone who has left the surface of the Earth has done that. On a related note, it is almost functionally impossible to operate on the surface of the Earth without machines."
<br>"That's why they call it an illusion. Nobody said humanity was logical." <<n "Zhou-GabrielFirstVisit4">>@@After chatting with Gabriel for a while, you yawn and stretch your arms.
<br>"I should get going and leave you to your work. I imagine you've got several unsolved physics questions to solve."
<br>"Indeed. Enjoy you downtime, Corrector <<Vanth>>." <<n "Zhou-Corridor">>@@You walk in. A humming of circuitry fills the air. Many of the lights are blinking red.<<if $zhou.revealChoice neq "LiveInWorld">><<audio ":all" stop>><<audio "gabrieltheme" loop play>><</if>>
<br>After standing on the steps, no hologram appears. <<if $zhou.revealChoice is "LiveInWorld">>//Guess that's that.//<<else>>//Must be hard at work.//<</if>> <<n "Zhou-Corridor">>@@You walk in and pull up a chair. Esra's holo-sphere flickers to life.
<br>"This is hard enough as it is. Are you going to drag out our goodbye?"
<br>"Right, sorry. Thank you again, Esra." <<n "Zhou-Corridor">>@@You walk in and pull up a chair. Esra's holo-sphere flickers to life.
<br>"I promise to make this world indistinguishable from the real one. You've got nothing to worry about."
<br>"Right, thanks Esra." <<n "Zhou-Corridor">>@@You walk in and pull up a chair. Esra's holo-sphere flickers to life.
<br>"I'm sorry about this whole mess. Have you decided to change your mind?" <<n "Zhou-Esra-RevealChoice">>@@You walk in and pull up a chair. Esra's holo-sphere flickers to life.<<audio ":all" stop>><<audio "esratheme" loop play>>
<br>"Oh, a late night visit - you miss me that much?" <<a-His>> voice lilts.
<br>"I can't sleep. It must be jet lag." You rest your arms on the bench, then your forehead on them.
<br>"Impossible. Your circadian rhythms were matched to UTC weeks ago. What you've probably got is a condition I call 'Too much caffeine.'"
<br>"Oh, is that the medical term?" You smirk and lift up your head. "So, what are you processing at the moment?" <<n "Zhou-EsraFirstVisit2">>@@"A thought experiment I'm not likely to solve. Specifically, the question of free will."
<br>"Oh, deep. What specifically?" You pull up a chair.
<br>"Atoms and particles behave in probabalistic ways. But both our minds are made out of atoms and particles. So does that mean free will exists?"
<br>"I can't believe you machines contemplate these things just for kicks."
<br>"Well, it's actually part of my underlying template - curiosity was part and parcel with my programming. That, and a deep respect for life. So it's only natural that I wonder about the mechanics of the brain. For instance, did you know your brain makes decisions before you're even conscious of them?" <<n "Zhou-EsraFirstVisit3">>@@"No, I didn't. Can you track that with my implant?"
<br>"Not in real time, but it's interesting that you asked. Are you worried about your free will being interfered with?"
<br>"I think if I was, I wouldn't have let someone put the implant in there to begin with."
<br>"Touché. To return to the subject, a wind-up toy does not have free will - simply cause and effect. Machines also fall into that category as having predetermined behavior. But what about the two of us? Not only is the human brain a machine of sorts, we are both hybrids."
<br>"Hmm. Perhaps while we have similarities to these things, we differ in important ways. I get the feeling if I start thinking about that, then I'm //really// not going to get to sleep." <<n "Zhou-EsraFirstVisit4">>@@"You're right, of course, though I'd love to talk about it when we have time. I love unsolvable questions like this."
<br>"Oh, so you've already resigned yourself to not finding an answer?"
<br>"I think we can find a great answer. But a real answer? That's an entirely different story."
<br>After chatting a little while longer, you leave Esra to it and return to the corridor.<<n "Zhou-Corridor">>@@You walk in and pull up a chair again. Esra's holo-sphere flickers to life.<<audio ":all" stop>><<audio "esratheme" loop play>>
<br>"Wow, you're really burning the midnight oil. It's a good idea to get up after half an hour if you can't sleep. I can give you something boring to do to diminish your psychological arousal?"
<br>"Like what?"
<br>"Well, some stretching or breathing exercises. Progressive muscle relaxation, guided meditation, that sort of thing."
<br>"Hmm, if it's still going on in an hour, I'll take you up on that." <<n "Zhou-Corridor">>@@The training room is empty. You walk up to Leon's locker, and feeling a welling in your chest, open it.<<audio ":all" stop>><<audio "leontheme" loop play>>
<br>Pictures. Pictures of him, you and <<Ash>> plastered on the inside. One of your borrowed books is there: Of Mice and Men.
<br>You shut your eyes. //Of course.// //Perhaps, in your mind, it ended the same way.// <<n "Zhou-Corridor">>@@As you walk in to the changing room, Leon walks in from the training area. Glistening beads are running down his cheeks. He wipes his brow and sits down. //Seems he's up late as well.//<<audio ":all" stop>><<audio "leontheme" loop play>>
<br>"Whew! Holo-sims are all good, but nothing beats an old fashion work out."
<br>"Old fashioned zero-G combat, huh?"
<br>"You know what I meant. Though as much as I love a good sparring match, I'm honestly not sure why we learn these skills. Who would we fight against?"
<br>"Always be prepared." You grab a drink from the vending machine and toss it to him. He catches it with both hands.
<br>"<<if $player.gender is "male">>Boy scout.<<elseif $player.gender is "female">>Girl scout.<<else>>What are you, a scout?<</if>>" He grins and opens the can. Pssh. You sit down next to him. <<n "Zhou-LeonFirstVisit2">>@@"You realise we're going to be the first generation to live forever, right?" Leon says. "Hopefully, the tech will be distributed out to the needy."
<br>"Nah, it'll probably go to the wealthy. Though not many people have a Promethian-grade consciousness. That's how we plebs were able to slip through the door."
<br>"Oh yeah, it was an easy ride." Leon laughs, but it has a hollow edge. You stare at him, and he lowers his head.
<br>"Leon, are you okay?"
<br>"Yeah. Just thinking about, you know, my family. I don't think i've ever gone into the specifics with you."
<br>"No. I figured if you wanted to talk, I'm always here. I didn't want to push you." <<n "Zhou-LeonFirstVisit3">>@@"I still don't think I'm quite ready. Anyway, if it hadn't have been for the scholarship..." He pauses. "Anyway, I've always wanted to the right thing."
<br>"Yeah, you've always been pretty high-minded."
<br>"Is that a good thing or a bad thing?"
<br>"You're 400 kilometers above the surface - you fit right in."
<br>Leon groans and puts his face in his palm. You reach in and take his drink. <<n "Zhou-LeonFirstVisit4">>@@"I was trying to say something serious, and you ruined it, as always. What I'm trying to say is, you and Ash are my family. The biggest issue for me is that we're going to be separated one day."
<br>"It's been weighing on your mind?"
<br>"Yeah. It actually jeopardized my final test, what they call a 'codependence factor'. But because I got top marks in everything else, they want to train me out of it."
<br>"I'm not sure how I feel about you being trained out of a friendship. But we knew about this going in, and we can all still stay in contact."
<br>"I'd like that." Leon smiles. "We'll have to go back to playing video games by distance, just like the old days."
<br>"I think <<Ash>> would like that too."
<br>After spending a bit more time talking, you part ways and return to the corridor.<<n "Zhou-Corridor">>@@You can see two other Correctors training through the glass. You watch them for a while, but the doors are sealed shut. <<audio ":all" stop>><<audio "leontheme" loop play>>
<br>//Not much else to see here.// //Guess I'll leave.// <<n "Zhou-Corridor">>@@You stand out on the empty dock. Spaces the size of spacecraft are clear of activity. The only noise is that of your footsteps. <<audio "machinery" loop play>>
<br>//The echo of a world long gone.// //And soon, even that echo will disappear.// <<n "Zhou-Corridor">>@@As you stand in the dock, you watch machines walking back and forth. They are carrying heavy crates, but chatting amongst themselves.<<audio "machinery" loop play>>
<br>You sit down on one of the crates and listen.
<br>"Have you noticed any anomalies since Special Update 4.33?"
<br>"Yes. My ability for laterial thinking has been enhanced. This has increased my productivity by 34%." <<n "Zhou-Corridor">>@@As you go back to sit on a crate and watch people work, Chairman Grey walks up to you. <<audio "machinery" loop play>>
<br>"Up late, Corrector <<Vanth>>?"
<br>"I could say the same about you, Chairman."
<br>"You could indeed. I got an alert about the latest update for the machines. Apparently, this latest one instilled them with a few things, including a simulated version of 'Satisfaction'."
<br>"Oh? That's pretty interesting. You think the Earth Government will be happy with you continually pushing the AI envelope, all under the banner of improving our colonial efficiency?'" <<n "Zhou-DockSecondVisit2">>@@"Oh, I imagine they rue the day they gave me authority over this project. But so long as we secure a technology capable of colonizing new worlds, and providing them with an endless source of bio-fuel and habitable land-mass, I think they're willing to look the other way."
<br>"I guess that's the perks when you're good at getting results."
<br>"Indeed. Get some rest, Corrector <<Vanth>>.You've got a full schedule tomorrow - or rather, today." He looks up at the clock, then walks away. <<n "Zhou-Corridor">>@@The dock is bustling with activity, as always. There's not much else to see. <<n "Zhou-Corridor">>@@When you walk into the bedroom, <<Ash>> is not here. <<if $partner neq "machine">>The covers are messed up, but <<p-he>> usually makes them when getting up in the morning.<<else>><<p-His>> power-down cycle shouldn't be finished yet.<</if>>
<br>"Did Esra send <<p-him>> for a walk? What a strange detail."
<br>You linger in the room, but with nothing to do, you head back to the corridor. <<n "Zhou-Corridor">>@@<<nobr>>
<span id="choiceIntro">It's late at night. <<if $partner neq "machine">><<Ash>> is curled up under the covers of your shared bed.<<else>><<Ash>> is sitting inactive in the corner.<</if>> Photos of your family and friends sit on the shelves, right above your prolific book collection.</span>
<</nobr>>
<<nobr>><center>
<<set _n to 1>>
<<set _id to "button" + _n>>
<<if $zhou.revealChoice is "LeaveWorld" or $zhou.revealChoice is "ShutOff">>
<<else>>
<<if previous() eq "Zhou-AshFirstVisit3" or previous() eq "Zhou-AshFirstVisit3(R)">>
<<audio ":all" stop>><<audio "memoriesofzhou" loop play>>
<</if>>
<</if>>
<<if $zhou.revealChoice is "LeaveWorld">>
<<elseif $zhou.revealChoice is "ShutOff">>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Sleep" "Ending11-Fin-Death">><</button>></span>
<<IncrementButtonNumber>>
<<elseif $zhou.revealChoice is "LiveInWorld" && $partner is "machine">>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Sleep" "Ending11-Fin-Stay(R)">><</button>></span>
<<IncrementButtonNumber>>
<<elseif $zhou.revealChoice is "LiveInWorld">>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Sleep" "Ending11-Fin-Stay">><</button>></span>
<<IncrementButtonNumber>>
<<else>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Sleep" "Zhou-BedReturn">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $zhou.revealChoice is "ShutOff" or $zhou.revealChoice is "LiveInWorld" or $zhou.revealChoice is "LeaveWorld">>
<<elseif $zhou.ash is 0 && $partner neq "machine">>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Chat" "Zhou-AshFirstVisit">><<set $zhou.ash to 1>><</button>></span>
<<IncrementButtonNumber>>
<<elseif $zhou.ash is 0 && $partner is "machine">>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Chat" "Zhou-AshFirstVisit(R)">><<set $zhou.ash to 1>><</button>></span>
<<IncrementButtonNumber>>
<<else>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Chat" "Zhou-AshRevisit">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $zhou.revealChoice is "ShutOff" or $zhou.revealChoice is "LiveInWorld" or $zhou.revealChoice is "LeaveWorld">>
<<elseif $zhou.pictures is 0>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Examine" "Zhou-PicturesLook">><<set $zhou.pictures to 1>><</button>></span>
<<IncrementButtonNumber>>
<<else>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Examine" "Zhou-PicturesLookRepeat">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $zhou.revealChoice is "ShutOff" or $zhou.revealChoice is "LiveInWorld" or $zhou.revealChoice is "LeaveWorld">>
<<elseif $zhou.books is 0>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Read" "Zhou-BooksFirstTime">><<set $zhou.books to 1>><</button>></span>
<<IncrementButtonNumber>>
<<else>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Read" "Book-FinishedReadingAll-Return">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Leave" "Zhou-Corridor">><</button>></span>
</center>
<</nobr>>You look at the bed. You reach down and run your fingers over the soft sheets.
<br>//I'm already dead.// //I'm just an echo. An echo that should end.//
<br>A deep breath. You climb under the covers and rest your head on the pillows.
<br>The tension releases from your body. You're lighter than air.
<br>You close your eyes. The darkness swallows everything up.
<br>They never open again. <<n "Ending11-2-Unlocked">>@@<center><center><span id="EndingH1">Ending 11-2 Unlocked</span><<run memorize('lastEnding', 11.2)>><<GainAchievement "ending11x2">>
<span id="EndingH2">Final Rest</span>
<span id="EndingH3">I have died and lived more than anyone. For all things, there is an end.</span> <<n "Ending11-2-Stats">></center><<notify 3000>><<upArrow>>[Ending 11-2] Unlocked!<</notify>><center><span id="EndingH1">Your Final Score</span></center>
<<SetTitle>>
<<if $player.combatApproach is "nonLethal" or $player.combatApproach is "mixed">>
<<set $title.secondPart to "of Trigaea">>
<<else>>
<<set $title.secondPart to "of the War that Was">>
<</if>>
<<include "ScoreScreen">>
<<n "EndingsObtainedScreen">>You lie back down in bed and pull the covers over yourself. Across the room, <<Ash>>'s eyes are glowing.
<br>"Welcome back, <<Vanth>>. Finally going to sleep, I see."
<br>"Yeah. You don't have to worry about me going anywhere."
<br>You yawn and close your eyes, surrounded by warmth.
<br>Tomorrow will be a brand new day.<<n "Ending11-3-Unlocked">>@@You lie back down in bed and pull the covers over yourself. <<Ash>> snuggles up behind you and wraps <<p-his>> arms around your waist.
<br><<p-His>> smell is exactly the same, right down to <<p-his>> shampoo. You reach up and grab <<p-his>> hand.
<br>"I'm going to sleep now. I'm sorry for keeping you up."
<br>"It's okay. But I'll rest better now you're here."
<br>You yawn and close your eyes, surrounded by warmth.
<br>Tomorrow will be a brand new day.<<n "Ending11-3-Unlocked">>@@<center><center><span id="EndingH1">Ending 11-3 Unlocked</span><<run memorize('lastEnding', 11.3)>><<GainAchievement "ending11x3">>
<span id="EndingH2">Simulated Slumber</span>
<span id="EndingH3">Who can distinguish wakefulness from sleep? Only the dreamer can.</span> <<n "Ending11-3-Stats">></center><<notify 3000>><<upArrow>>[Ending 11-3] Unlocked!<</notify>><center><span id="EndingH1">Your Final Score</span></center>
<<SetTitle>>
<<if $player.combatApproach is "nonLethal" or $player.combatApproach is "mixed">>
<<set $title.secondPart to "of Trigaea">>
<<else>>
<<set $title.secondPart to "of the War that Was">>
<</if>>
<<include "ScoreScreen">>
<<n "EndingsObtainedScreen">>You pick up one of the picture frames. A picture of you, <<Ash>> and Leon - all wearing graduation caps. You're all smiling.
<br>"Feels like years ago..."
<br>You look over at the picture of you, still so fresh faced. You place down the first picture and grab a second - one of you standing next to your parents, as well as Aunt Celia.
<br>//I haven't talked to any of them in so long.//
<br>You walk over to a corner of the room and sit down, staring at the frame. "Ring Liana and Kendrick Attias, please." <<n "Zhou-PicturesLook2">>@@A beeping tone. You rub your thumb against the frame. Then, a soft voice.
<br>"Hello?"
<br>"Hi mum. Did I wake you?"
<br>"No, I was just making breakfast. You never ring this early. It must be the middle of the night up there - though I suppose it's always night up there. Is something wrong?"
<br>"No, nothing's wrong. I just wanted to hear your voice, that's all. How are you and dad?" <<n "Zhou-PicturesLook3">>@@"Oh, we're plodding along. Your dad's getting some spots on the back of his hand removed. Nothing serious. He put together a new dressing table."
<br>"Yeah, I saw the pictures. The ones of your birthday party as well."
<br>"We just had a few old friends over for a barbeque, it was nice - I enjoy those sorts of open-air Earth customs. It's a shame you couldn't come down with <<Ash>>."
<br>"I'll be there for the next one. I miss you guys."
<br>"We miss you too. We're so proud of you, <<Vanth>>."
<br>"Thanks mum. I should get some sleep." <<n "Zhou-MyRoom">>You stare at your pictures of friends and family. So many precious moments.
<br>//It's a good thing I take so many photos.// //It'd be terrible to lose any of these.// <<n "Zhou-MyRoom">>@@You sit down on the side of the bed and stare at the clock. You yawn, reaching up to cover your mouth.
<br>//Geez, it's mid-morning.// //Maybe I should get some sleep.//
<br>You close your eyes. The moment you do, you see Trigaea's fungal forests. Labyrinths of rusted iron. White deserts and singing crystals. <<n "Zhou-BedReturnChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "It\'s just the side effects of the simulation. I\'m going back to sleep."' Ending11-1-Fin>><</button>></span>
<span id="button1" class="choicebutton"><<button '2. "I\'m too wired. I can\'t sleep yet."' Zhou-MyRoom>><</button>></span>
<</nobr>><<Ash>> is curled up on the bed, <<p-his>> chest rising and falling under the sheets.
<br>//Better not disturb <<p-him>>.// //I've kept <<p-him>> up enough already.// <<n "Zhou-MyRoom">>@@You pull up a seat in front of <<Ash>>. Their eyes open and light up.<<audio ":all" stop>><<audio "ashtheme" loop play>>
<br>"Oh, <<Vanth>>. Can't sleep? Someone should really give you humans a patch update."
<br>"You sound like Gabriel." You smirk. "No, most humans are happy being awkwardly functional. The quirks add character."
<br>"Ah. I suppose that is why we work together so well. I've got so many tawdry quirks, I could open a tawdry quirks shop."
<br>"Want to play some games? It's been a while." <<n "Zhou-AshFirstVisit2">>@@... One game of chess and two duel card games later...
<br>"Hmm. I can never beat you at logic games, but you're still bad at bluffing." You reshuffle the cards. "You've literally got a steely expression, but I keep winning - why?"
<br>"I can't seem to get your actions to fit a probability matrix." <<Ash>> crosses their arms. "You aren't hacking me, are you?"
<br>"No, I'm just really good at thinking like a machine. Promethian-grade consciousness is part of the job description. Plus, I've always been good at these sorts of games."
<br>"Yes, you got top marks in Negotiation and Conflict Resolution. The skills seem to be transferrable. No wonder you make an excellent Corrector." <<n "Zhou-Zhou-AshFirstVisit3(R)">>@@"Hmm, I don't think anyone can say that until we've actually launched. The proof is in the pudding, after all." You place the cards down. "Kind of like saying you're a good racer when all you've done is the sims."
<br>"That is true. But I have known you a long time, and I know you will succeed. I have sufficient data to conclude that."
<br>"But not to win a game of cards. Alright, I understand what you're saying, you big sap. And I wouldn't have anybody by my side. If I'm going to succeed, it's because you're with me, as always." <<n "Zhou-MyRoom">>@@You sit down on the bed. <<Ash>> rolls over and looks up at you.<<audio ":all" stop>><<audio "ashtheme" loop play>>
<br>"Can't sleep?" <<p-He>> runs <<p-his>> fingers down your forearm. You reach out and stroke <<p-his>> cheek.
<br>"No, but it's not the company. My brain's working overtime - I can't switch off."
<br>"You know what helps me sleep?" <<Ash>> purrs, kissing your neck. You let out a low groan.
<br>"Yeah, okay, that might help..." <<n "Zhou-AshFirstVisit2">>@@... Some time later....
<br>You lie back and sink into the sheets. <<Ash>> climbs on top of you, as if to stop you from floating off.
<br>"I love you, you know." <<p-He>> rests <<p-his>> hands on your <<if $player.gender is "male">>chest<<else>>waist<</if>>, and nuzzles <<p-his>> face into your neck.
<br>"I know. You tell me almost every day." <<n "Zhou-AshFirstVisit2-1">>@@"That's because I love you a little bit more each day. Imagine where we'll be at the end of our trip - if we ever take off, that is."
<br>"There's worse things than hanging around here for the rest of time. At least we get recreational leave. There's a nice colony right on Saturn's rings - I hear it's a bit of a tourist destination."
<br>"Mmm, sounds good. But in terms of trips, I hear Jupiter's Arles colony can't be beat. It's right near the south pole, so you get to see an aurora bigger than the Earth - not to mention the blue swirls." <<n "Zhou-AshFirstVisit3">>@@"Sounds like a plan." You run your fingers through <<p-his>> hair. "Hey, <<Ash>>."
<br>"Yes?"
<br>"Don't go anywhere."
<br>"I won't. I'll stay here as long as you want me to." <<n "Zhou-MyRoom">>@@You pick your data-pad off the shelf and sit down in a chair, flicking through your digital book repository.
<br>"What should I read?" You murmur. //Probably something light.// You decide on H.G. Wells ‘The Time Machine’.
<br>Flick, flick. Halfway through, and really getting into it. But as you flick again, the screen comes up with gibberish. //Corruption?//
<br>You close the file and open another, flicking through. The same. There's a lot of corruption in your book collection.
<br>"Good thing I've got physical copies." You place the pad down and crouch before a small shelf. It's filled with dog-eared novels. What do you read? <<n "Zhou-Books">>@@<<nobr>>
<<if $zhou.book1 is 0>>
<span id="button1" class="choicebutton"><<button "1. Do Androids Dream of Electric Sheep." "Book-Bladerunner">><<set $zhou.book1 to 1>><</button>></span>
<<else>>
<span id="button1" class="choicebutton"><<button "1. Do Androids Dream of Electric Sheep." "Book-Repeat">><</button>></span>
<</if>>
<<if $zhou.book2 is 0>>
<span id="button2" class="choicebutton"><<button "2. Ender’s Game." "Book-EndersGame">><<set $zhou.book2 to 1>><</button>></span>
<<else>>
<span id="button2" class="choicebutton"><<button "2. Ender’s Game." "Book-Repeat">><</button>></span>
<</if>>
<<if $zhou.book3 is 0>>
<span id="button3" class="choicebutton"><<button "3. Nineteen Eighty-Four." "Book-NineteenEightyFour">><<set $zhou.book3 to 1>><</button>></span>
<<else>>
<span id="button3" class="choicebutton"><<button "3. Nineteen Eighty-Four." "Book-NineteenEightyFourRepeat">><</button>></span>
<</if>>
<<if $zhou.book4 is 0>>
<span id="button4" class="choicebutton"><<button "4. The Time Machine." "Book-TimeMachine">><<set $zhou.book4 to 1>><</button>></span>
<<else>>
<span id="button4" class="choicebutton"><<button "4. The Time Machine." "Book-Repeat">><</button>></span>
<</if>>
<</nobr>>//I've read this book already.// //No point reading it twice in one night.// <<n "Zhou-Books">>@@//I wonder where that book went.// //I swear I had a copy.// <<n "Zhou-Books">>@@You flick through the book. It’s easy to digest knowledge quickly, now you’ve got your digital upgrade.
<br>In the end, Decker, the human bounty hunter, unites the Nexus androids and the humans.
<br>You smile. //Pretty feel-good ending.// <<if $zhou.book1 is 1 && $zhou.book2 is 1 && $zhou.book3 is 1 && $zhou.book4 is 1>><<n "Book-FinishedReadingAll">><<else>><<n "Zhou-Books">><</if>>@@You spend some time reading Ender’s Game. It’s pretty amusing reading something written so long ago, but so similar to you and Leon’s zero-G training.
<br>In the end, Ender manages to forge a peaceful resolution between the humans and the alien race.
<br>You furrow your brow. //Kind of a forced ending after the strong start.// <<if $zhou.book1 is 1 && $zhou.book2 is 1 && $zhou.book3 is 1 && $zhou.book4 is 1>><<n "Book-FinishedReadingAll">><<else>><<n "Zhou-Books">><</if>>@@You remember reading this a few times. You go looking for it in the shelf, but it’s not there.
<br>//Huh. What was the plot again?// <<if $zhou.book1 is 1 && $zhou.book2 is 1 && $zhou.book3 is 1 && $zhou.book4 is 1>><<n "Book-FinishedReadingAll">><<else>><<n "Zhou-Books">><</if>>@@It’s a quick read, so you pick up H.G. Wells ‘The Time Machine’. A remarkably thin book, you finish it in no time.
<br>The Morlocks and the Eloi make peace in the end. //Pretty predictable//. <<if $zhou.book1 is 1 && $zhou.book2 is 1 && $zhou.book3 is 1 && $zhou.book4 is 1>><<n "Book-FinishedReadingAll">><<else>><<n "Zhou-Books">><</if>>@@After reading through what books you could, you look at the clock. After all that, only an hour has passed.
<br>"Guess I'm too fast at reading now. Or have I just read them that many times? I should find something else to do." <<n "Zhou-MyRoom">>//I've read enough books.// //I don't think they're going to help me get to sleep.// <<n "Zhou-MyRoom">>@@You walk in and pull up a chair. Esra's holo-sphere flickers to life.
<br>"I know it's relative up here, but the sun's practically rising. What can I do for you, sleepy-head?" <<n "Zhou-EsraConfrontFirstChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Something feels off, so I came here."' "Zhou-EsraConfront2">><</button>></span>
<span id="button1" class="choicebutton"><<button '2. "It\'s nothing. I\'ll see you later."' "Zhou-Esra-ItsNothing">><</button>></span>
<</nobr>>"Oh, what's that? Whatever's on your mind, I'm happy to talk about it. That's what I'm here for, after all." <<n "Zhou-EsraConfrontSecondChoice">>@@<<nobr>>
<<set _n to 1>>
<<set _id to "button" + _n>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "No matter how hard I try, I just can\'t get to sleep."' "Zhou-Esra-CantSleep">><</button>></span>
<<IncrementButtonNumber>>
<<if $zhou.leon is 1>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "It\'s weird seeing Leon after the final test. After that betrayal."' "Zhou-Esra-LeonWeird">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $zhou.ash is 1>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "I saw <<Ash>> die in the final test. It really got to me."' "Zhou-Esra-AshWeird">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $zhou.esra is 1>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "You were trying to figure out if I had free will before. That\'s a bit weird."' "Zhou-Esra-PhilosophyWeird">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $zhou.gabriel is 1>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "When I was talking to Gabriel, I thought of something they hadn\'t considered."' "Zhou-Esra-GabrielWeird">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $zhou.dock is 1>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "There\'s been a big upgrade for all the units."' "Zhou-Esra-UpgradeWeird">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $zhou.garden is 1>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "Jessica was acting strange down in the Garden Deck."' "Zhou-Esra-JessicaWeird">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $zhou.pictures is 1>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "I rang my parents. My father has a spot on his hand."' "Zhou-Esra-ParentsWeird">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "My digital books are corrupted and the physical ones are off."' "Zhou-Esra-BooksWeird">><</button>></span>
<<IncrementButtonNumber>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "It\'s nothing. Good night, Esra."' "Zhou-Esra-ItsNothing">><</button>></span>
<<IncrementButtonNumber>>
<</nobr>>"Alright, sweet dreams. I'll see you tomorrow morning - or rather, today, since it's after midnight." <<n "Zhou-Corridor">>@@"Hmm, that's problematic. I'm detecting a lot of overactivity in your limbic system. Huh. You're probably dwelling on some bad memories."
<br>"Yeah, I keep going over the final test - you know, the one to become a Corrector? It felt so life-like."
<br>"That was the point. If you could tell it was a simulation, the whole thing would have fallen apart. If it's any consolation, you're not the only Corrector struggling with the aftershock of that test."
<br>"Oh really, how do you know that? Chatting with other Esra units?"
<br>"Of course! You chat to other Correctors, and we talk as well. Sometimes it's work related, but it often gets side-tracked into theoretical biology. It's because we're a bunch of nerds." <<n "Zhou-EsraConfrontSecondChoice">>@@"Yeah, the simulation is meant to confront you with really tough choices. The worst are the personal ones. The simulation was trying to see how you'd deal with treachery, anger, and choosing between your ideals and those closest to you."
<br>"To be blunt, that's kind of a dick move."
<br>"Hey, don't blame me - I didn't write it! But I understand the logic. When you create any piece of a spacecraft, you don't just test it to handle normal conditions, but the worst case scenarios. If you don't, the whole craft can go down in flames. It makes sense to apply that to the pilot as well, since you're a vital component."
<br>"I'm not sure I like being reduced to hardware."
<br>"Reduced? Dear, think of who you're speaking to. In the minds of the Earth Government, we're //both// hardware - and there's nothing wrong with accepting that." <<n "Zhou-EsraConfrontSecondChoice">>@@"I imagine it would. But it was a simulation, and <<p-he>>'s very much alive. I'd treat it like a bad dream, or even a positive experience. Loss comes from love."
<br>"Easier said than done. I can still remember standing next to <<Ash> as our ship burned. <<p-He>> sacrificed <<p-him>>self for me."
<br>"I'm sure <<p-he>> would have, and if you'd been given the option, you'd have done the same. But <<p-he>>'s alive, and <<p-he>>'s not going anywhere for a long, long time. You'll have centuries to make new memories." <<n "Zhou-EsraConfrontSecondChoice">>@@"Really? I kind of feel like everyone asks those questions at some point. 'Do I feel free will?'. 'What is my purpose?'. I don't think it's unusual for a machine to ask the same questions, especially when I was programmed to be curious."
<br>"Yeah, but why //my// free will specificially?"
<br>"Well, you're a fusion of organic, mechanical and digital. When you were simply organic, your free will was assumed - for instance, when you signed the consent forms to become a Corrector. However, few people assume a digital program has free will. So if you were an organic consciousness turned digital, then periodically downloaded into different frames, what does that make you - organic consciousness or digital program?"
<br>"And then there's the train of thought that an organic consciousness is no different from a digital program, which is why they're interchangable with a Promethian-grade consciousness."
<br>"Exactly. I love thinking about those sorts of things. What are we? How does life work? Is there order to life, or is it just complete chaos? The brilliant, nebulous questions about life as we know it." <<n "Zhou-EsraConfrontSecondChoice">>@@"Gabriel may have a quantum-quartz processing system that makes most machines shrink with envy, but they're not Deus ex Machina. They have blind spots in more areas than you'd think."
<br>"Deus Machina? 'God from a machine?'"
<br>"Yes. It used to refer to Greek plays in which a god, suspended from a crane, would come down and resolve everything at the end of a performance. But these days, it refers to the ultimate AI - a literal god from a machine. But the technological singularity has been a bit of a fizzler."
<br>"I suppose that's both good and bad, depending on how you look at it." <<n "Zhou-EsraConfrontSecondChoice">>@@"Yeah, I know. I'm not directly involved, but I hear there are a number of Esra units who were. The installation of literal thinking in working units has its advantages, but the inclusion of simulated 'satisfaction' with these tasks raises a whole host of ethical questions."
<br>"Such as?"
<br>"Well, are we gifting the units with happiness as a positive thing, or are we creating a docile work force? Should units designed for a particular task be tailored to enjoy that task, or should they be allowed to feel pleasure on their own terms, at the risk of making them inefficient and lost for meaning?"
<br>"Huh. Kind of feels like we're inadvertently building house elves."
<br>"Really, Harry Potter? You've got to bring everything back to a piece of literature, don't you?"
<br>You smile. "Hey, it's just what I do. That's my pre-programmed satisfaction." <<n "Zhou-EsraConfrontSecondChoice">>@@"Jessica //is// strange. I don't say that as a bad thing. She's an outlier in every single category except the ones used to select a Corrector."
<br>"I think she was stealing herbs for her meals. Is that against the rules?"
<br>"Not really. Correctors have so many extra-legal powers, unsanctioned parsley theft is the least of them."
<br>"Huh. I still find it funny that we get so much leeway. I wonder who wrote up that agreement?"
<br>"The Earth Government. When you're responsible for so many lives - and in the worst case, the survival of the species - you need the authority to make the right calls. The laws were actually written in the extreme scenario you'd need to go toe-to-toe with a nation state, like stopping them from flooding your ship with refugees. That's another reason the testing for Correctors is //so// stringent."
<br>"Huh, glad that they covered the really unlikely scenarios. But there's peace between the Earth and the Outer Colonies. Whoever wrote that scenario - and those extra-legal powers - were seriously paranoid about things going wrong." <<n "Zhou-EsraConfrontSecondChoice">>@@"I'm sorry to hear that. But having looked at your parent's genetic profiles, I can assure you that your father's genes have incredibly low potential for skin cancers or life-threatening diseases of that description."
<br>"Wait, you have my //parents// DNA on file?!"
<br>"Of course! Cross referencing your paternal and maternal genetic structure helps me get a comprehensive view of your hereditary issues, and provide you with the best genetic treatments possible. They signed their consent when you became a Corrector." A pause. "I'm sorry, I thought disclosing that would be reassuring. I sense it's the opposite of that?"
<br>You put your head in your hands. "I can see how that would make sense, logically speaking. I just never thought about it. I suppose it's no different from having medical details in a government database. A bit strange that I can keep an eye on my parent's health, though. Isn't that a breach of patient confidentiality?"
<br>"Well, don't get me wrong, I don't have access to their live health documents - I'm only deducing their health from their genetic structure. There are environmental effects that can play a part. I'm just saying it's unlikely it's anything to worry about."
<br>"Thanks Esra. Methods aside, that does help." <<n "Zhou-EsraConfrontSecondChoice">>@@"Huh, I did hear there was a virus going through some minor systems. It's honestly a little embarassing, given the digital prestige of Zhou Station. I wonder if we'll hire the perpetrator or charge them?"
<br>"Yeah, but it's not just the digital books. The physical ones are off too."
<br>"How? I mean, I'm no literary genius, but is it possible they're just not to your liking?"
<br>"Well, if they were, why would I have a bookshelf full of them?" You rub your forehead. "The thing is, I can't remember the endings to any of them, even though I //know// I've read them. They're dog-eared books, for crying out loud. And Nineteen Eighty-Four wasn't even there. I can't remember a single page."
<br>"Yeah, that is a bit odd. Maybe it’s a side effect of the implant? You should definitely talk to someone about that in the morning." <<n "Zhou-Esra-BooksWeird-SecondQuestion">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "You\'re right. Good night, Esra."' "Zhou-Esra-ItsNothing">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Then why are the endings wrong?"' "Zhou-Esra-BooksWeird2">><</button>></span>
<</nobr>>"Wrong how? It's just what's written in the book by an author. How can it be wrong?"
<br>"All the books have peaceful, happy endings.Humanity makes it work with all the machines and the aliens. That’s not how the real world works. Humanity is darker than that.”
<br>“Well, it is science fiction – and old science fiction at that. I guess people were looking for happy endings back then?”
<br>“Yeah, but it's what people are telling me as well. The space colonies never conflicted with Earth. And they programmed the Corrector test to make sure everyone got along?”
<br>“And?”<<n "Zhou-Esra-BooksWeirdThirdQuestion">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "That\'s not how the real world works."' "Zhou-Esra-BooksWeird3">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Maybe I\'m just a bit jaded these days."' "Zhou-Esra-BooksWeirdThirdQuestion-Reverse">><</button>></span>
<</nobr>>"It's okay to be a bit jaded, especially after what you went through. The point of the test is to make you prepared for the worst."
<br>"Yeah. Maybe I will get checked out in the morning."
<br>"To do that, you've got to get some sleep. We've got plenty of years for book critique ahead. Maybe you can try your hand at writing?"
<br>"Wouldn't that be something. All right, night Esra."
<br>"Good night. Sorry I wasn't more help." <<n "Zhou-Corridor">>@@Silence. Esra's console doesn't blink.
<br>"Esra?"
<br>"Yeah, I'm still here. I'm sorry."
<br>"I never survived the explosion, did I?" <<n "Zhou-Esra-Reveal">>@@“No, you didn’t,” Esra answers in a faint voice. <<audio ":all" stop>><<audio "sadreveal" loop play>>
<br>“So what is this? Am I in a full immersion pod, or something else?”
<br>“Something else. You're not here - you don't even exist in a physical state right now. I didn’t want to lose you, and I thought you deserved a happy ending. So, I caught your data at the last moment.”
<br>"I built a simulated environment using an intact ship node. But the illusion wasn't perfect. Neither you or I knew the endings to those books, since our memory recovery was far from complete."
<br>"So you made up the endings, but you couldn't do them justice."
<br>"Actually, I could, but I felt like you'd had enough of dealing with xenophobia and conflict. I wanted to create a pleasant world for you, so I gave them pleasant endings. This was my failing - your brain rejected it. I could hypothesise why, but it doesn't matter." <<n "Zhou-Esra-Reveal2">>@@“So what now?” You run your fingers along the desk. Smooth. Impossible to distinguish from the real thing.
<br>"Now? I've got no way to bring you back." Esra sighs. "But I can keep this world alive for you as long as you want. I’m working on improving my processing power. Sooner or later, it’ll be more detailed, more dynamic. A massive improvement on the games we used to play on the Nuria. Practically a real world.”
<br>“Or?”
<br>“I could shut you off. I honestly worried that bringing you back was selfish. Now that you know, you might never be able to live with the fact this world isn’t real. You saw through the illusion. Maybe that's a sign." <<n "Zhou-Esra-RevealChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Thank you, Esra. I\'ll continue to live here, in this world."' "Zhou-Esra-StayInWorld">><<set $zhou.revealChoice to "LiveInWorld">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I can\'t live in an illusion. It\'s time for me to go - shut me off."' "Zhou-Esra-ShutOff">><<set $zhou.revealChoice to "ShutOff">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "I\'m not done living yet. I want to return to the real world."' "Ending12-1">><<set $zhou.revealChoice to "LeaveWorld">><</button>></span>
<</nobr>>"I'm glad. Once I increase my systems, create sub-AI for each individual and divorce myself from every process, it //will// be a real world."
<br>"And people like <<Ash>> and Leon?"
<br>"They'll be just like you. Digital personas, full of their own free will. I want this world to be perfect for you, <<Vanth>>. A paradise for almost a millenia of hard work."
<br>"All right. Sounds like I'm in good hands."
<br>You nod and stand up, making your way to the corridor. There's not a lot else to say. <<n "Zhou-Corridor">>@@"Are you sure? This would really be the end of you. Isn't it better to live uncomfortably than not at all?"
<br>You shake your head. "I've lived long enough. You need to let me go, Esra. I sacrificed myself for you, and I knew what that meant at the time. Things haven't changed."
<br>Dead silence. You touch the holo-projector. Even if <<a-he>> can't feel it, <<a-he>> can see the gesture.<<n "Zhou-Esra-ShutOff2">>@@"Alright. I'll let you go. But I'm not happy about it. You're being completely illogical, but I respect your wishes. I've tied the shut off process to your simulated bed. That way, when you go, it'll just be like going to sleep."
<br>"Thanks Esra. You've supported me for such a long time. I wish I remembered more of it. "
<br>"I'm going to miss you, <<Vanth>>. You're my best friend."
<br>You linger for a while, talking to Esra about little things, until you finally walk out the door. <<n "Zhou-Corridor">>@@"There's no way." Esra's voice quivers. "I considered uploading you to a machine body, but... the calculations for bare-metal recovering a human brain into an inorganic shell were stored in the Progenitor. All the math was."
<br>"And you can't reproduce it?"
<br>"No. The theories were incredibly complex - inspired, even - and my capacity to understand them were part of the Progenitor program. I didn't just delete your data, I lobotimized my ability to understand the whole process."
<br>"I know this is a lot to take in." <<a-He>> sighs. "So, maybe take a walk, give yourself time think about it. I'll be waiting here when you make your decision. And <<Vanth>>?"
<br>“Yes?”
<br>“I’m so sorry. I wanted to bring you back, which was selfish. I never, ever wanted you to suffer.” <<n "Zhou-Corridor">>@@<<Ash>> is standing near a large crate. <<if $partner is "male" or $partner is "female">><<p-He>> turns to you and smiles, brushing back <<p-his>> hair.<<else>>They turn to you and nod.<</if>>
<br>"Oh, <<Vanth>>. Couldn’t sleep?”
<br>“No. I’m looking for a way to get back to the real world. But of course, you already knew that, right?"
<br>"Right." <<Ash>> seems to stare past you. After a moment, you wave a hand in front of <<p-his>> face. <<n "Ending12-3">>@@"<<if $partner is "male" or $partner is "female">>You know, I really did love you.<<else>>You know, you really made my life worth living.<</if>> <<if $partner is "male" or $partner is "female">>With everything that I am. Any data fragment will tell you that.<<else>> And I don't mean just by giving me life, either.<</if>>" <<audio ":all" stop>><<audio "ashtheme" loop play>>
<br>“Esra?”
<br>“Not exactly." <<Ash>> turns around. "You want out of here? Follow me.”
<br>And with that, <<p-he>> begins walking away. After a brief pause, you follow <<p-him>>.
<br><<p-He>> walks right up the ramp into a small shuttle, and up to the cockpit.
<br>"Strap yourself in. We're going for a ride." <<n "Ending12-5">>@@<<Ash>> navigates the shuttle out of the dock. Once <<p-he>> points the nose of the craft towards the mammoth ship in the horizon, your destination is clear.<<audio "spaceshiptone" loop play>>
<br>"We're going to the Nuria? Why?"
<br><<p-His>> eyes are fixed forward. Even as other shuttles zip by, <<p-his>> gaze doesn't budge.
<br>"It needs to be there. It's where everything began, and where it will end."<<n "Ending12-6">>@@You land in the shuttle bay and depart the craft. <<Ash>> is silent, so you follow <<p-him>> through the empty ship.<<audio "spaceshiptone" stop>><<audio "spaceshipland" play>>
<br>Echoing footsteps. Down and down the rabbit hole.
<br>"So many unfamiliar memories. So many lost memories."
<br>And after what seems forever, <<Ash>> stops. Ahead is a doorframe blazing with light. <<n "Ending12-7">>@@<<Ash>> turns around and lock eyes with you. <<if $partner is "female" or $partner is "male">><<p-He>> grabs your hand with <<p-his>>.<<else>><<p-He>> grabs your hand with his - it's metallic and familiar.<</if>>
<br>"This is it. This is your out."
<br>"But you haven't explained what's going on."
<br>"The connection is here is tenuous. But, if you ride it, you might be able to make your way back. However, you data also might get destroyed."
<br>"And if I don't?"
<br>"You can remain in the simulation. Play it safe and stay, or risk death to live. It's your choice. But at least now you have one."<<n "Ending12-LeavingChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Alright, I\'m walking through. Thanks for this."' Ending12-8>><</button>></span>
<<if $partner is "male" or $partner is "female">>
<span id="button2" class="choicebutton"><<button '2. "I can\'t take that risk. I\'m staying here."' Ending12-LastMinuteStay>><</button>></span>
<<else>>
<span id="button2" class="choicebutton"><<button '2. "I can\'t take that risk. I\'m staying here."' Ending12-LastMinuteStay-R>><</button>></span>
<</if>>
<</nobr>>Whumph. You feel <<Ash>>'s arms wrap around your waist. The sweet smell of <<p-him>> is so strong.
<br>"You don't have to go anywhere. We'll take care of each other here, like we used to."
<br>You nod and press your forehead against <<p-his>>.
<br>"Right. Together, forever. That was the deal."
<br>You walk away from the door, hand in hand. <<n "Ending11-4-Unlocked">>@@"Alright. You don't have to go anywhere. We can keep each other company, like we used to."
You nod and shake <<Ash>>'s hand. Both of you turn and walk away from the door.
"So what do we do now?"
"This is a simulated world. We could live in it, or add to it. But first, I want to play a game of chess."
"Really, a game of chess? You know I'm more digital now, so I might actually have a chance of beating you."
"I'm counting on it." <<n "Ending11-4-Unlocked">>@@<center><center><span id="EndingH1">Ending 11-4 Unlocked</span><<run memorize('lastEnding', 11.4)>><<GainAchievement "ending11x4">>
<span id="EndingH2">United at Last</span>
<span id="EndingH3">To spend eternity with you is not a burden, but a privilege.</span> <<n "Ending11-Stats">></center><<notify 3000>><<upArrow>>[Ending 11-4] Unlocked!<</notify>><center><span id="EndingH1">Your Final Score</span></center>
<<SetTitle>>
<<if $player.combatApproach is "nonLethal" or $player.combatApproach is "mixed">>
<<set $title.secondPart to "of Trigaea">>
<<else>>
<<set $title.secondPart to "of the War that Was">>
<</if>>
<<include "ScoreScreen">>
<<n "EndingsObtainedScreen">>You walk through the door. Everything is white.
<br>You feel a push at your back.
<br>Tumbling. You're tumbling. Breaking apart. Reforming.
<br>Being reborn. <<n "Ending12-9">>@@… You wake up, submerged in a green fluid. <<audio ":bgm" stop>><<audio "touchingmoment" loop play>> <<audio ":sound" stop>><<audio "bubbles" play>>
<br>The Progenitor? You bang against the glass, breathing bubbles.
<br>It begins to drain out of your confines.
<br>Once it is gone, there is a click. The door swings open. <<n "Ending12-10">>@@Dank walls. Cracked and flashing panels. You stumble over to one of them.<<audio ":sound" stop>><<audio "door2" play>>
<br>"Esra! What's going on, where am I?"
<br>You go over to the panels, which are cracked and flashing. In your head, you hear a voice speak. <<n "Ending12-11">>@@“Wha—<<Vanth>>? You’re back on my network!” <<audio "alert" play>>
<br>“This wasn’t you?”
<br>"No! You disappeared from my simulation, and here you are. What the heck happened?" A pause. "Wait, I'm getting some readings... an unindexed section of my network? Let me patch through."
<br>One of the screens glow. A familiar holo-sphere, admittedly shaky, appears above the console.
<br>"There's another Progenitor here!" Esra exclaims. "I thought this one was lost..." <<n "Ending12-12">>@@You turn to the tank. With slow footsteps, you walk towards it.
<br>A picture is pressed against it. You pluck it from the panel. A familiar face, and your own.
<br>"This one belonged to <<Ash>>, didn't it?"
<br>"Yes. There's no fragments of <<p-him>> backups inside the system. I'm so sorry."
<br>You shake your head. "No. I think there was, at least up until a few moments ago. <<Ash>> lead me out of the simulation. At least, what was left of <<p-him>>.
<br>You take the photo. You press your hand against the Progenitor. <<n "Ending12-13">>You walk outside, and a a fresh breeze brushes against your skin. As you stare out at the sky, you know Esra is watching over you, as always. <<audio "wind" loop play>> <<audio "door" play>>
<br>"We've got a lot of work to do, right?" You tuck the photo away. "A new world, and a working Progenitor."
<br>"You better believe it - you've been gone a while. Let me bring you up to speed." <<n "Ending12-Unlocked">>@@<center><center><span id="EndingH1">Ending 12 Unlocked</span><<run memorize('lastEnding', 12)>><<GainAchievement "ending12">>
<span id="EndingH2">The Value of Life</span>
<span id="EndingH3">The only path worth walking is the one where we walk together.</span> <<n "Ending12-Stats">></center><<notify 3000>><<upArrow>>[Ending 12] Unlocked!<</notify>><center><span id="EndingH1">Your Final Score</span></center>
<<SetTitle>>
<<if $player.combatApproach is "nonLethal" or $player.combatApproach is "mixed">>
<<set $title.secondPart to "of the Future">>
<<else>>
<<set $title.secondPart to "of the War that Was">>
<</if>>
<<include "ScoreScreen">>
<<n "EndingsObtainedScreen">><<include "ShowEndingsObtained">>
<<SplashScreenChange>>
<<mb "EndingsObtainedButtons">><span id="button1" class="normalbutton"><<button "1. Next" "Endsplash">><</button>></span>/* Figure out achievements */
<<set _achReturn to recall("achievements", setup.achievementsDefault)>>
<<set _endingsCollected to 0>>
<<for _ach range Object.values(_achReturn)>>
<<if _ach.code is "ending1" or _ach.code is "ending2" or _ach.code is "ending3" or _ach.code is "ending4" or _ach.code is "ending5" or _ach.code is "ending6" or _ach.code is "ending7" or _ach.code is "ending8" or _ach.code is "ending9" or _ach.code is "ending10" or _ach.code is "ending11x1" or _ach.code is "ending11x2" or _ach.code is "ending11x3" or _ach.code is "ending11x4" or _ach.code is "ending12">>
<<if _ach.obtained is true>>
<<set _endingsCollected += 1>>
<</if>>
<</if>>
<</for>>
<<set _percentTotal to ((_endingsCollected / 15) * 100)>>
<<set _percentTotalRounded to Math.round(_percentTotal * 10) / 10>>
<span id="choiceIntro">
<center><span id="EndingH1">Endings Obtained</span></center>
<br><center><span class="PercentageEndingsText"><<print _endingsCollected>> of 15 Collected (<<print _percentTotalRounded>>%)</span></center>
</span>
<br>
<div class="EndingsContainer">
<<if _achReturn.ending1.obtained is true>>
<div class="EndingContainer">
<span class="EndingImage" aria-hidden="true">[img["assets/icons/endings/ending1.png"]]</span>
<span class="sr-only">A circular golden trophy engraved with footprints walking into the distance.</span>
<center>
<span class="EndingTitleText">Ending #1</span><br>
<span class="EndingBodyText">Sealed Senses</span><br>
<span class="EndingBodyBonusText"><i>+10% Flee Chance</i></span>
</center>
</div>
<<else>>
<<EndingLockedCard "1">>
<</if>>
<<if _achReturn.ending2.obtained is true>>
<div class="EndingContainer">
<span class="EndingImage" aria-hidden="true">[img["assets/icons/endings/ending2.png"]]</span>
<span class="sr-only">A circular golden trophy engraved with footprints walking into the distance.</span>
<center>
<span class="EndingTitleText">Ending #2</span><br>
<span class="EndingBodyText">Learning from the Past</span><br>
<span class="EndingBodyBonusText"><i>10% Subdue VS Creature</i></span>
</center>
</div>
<<else>>
<<EndingLockedCard "2">>
<</if>>
<<if _achReturn.ending3.obtained is true>>
<div class="EndingContainer">
<span class="EndingImage" aria-hidden="true">[img["assets/icons/endings/ending3.png"]]</span>
<span class="sr-only">A circular golden trophy engraved with footprints walking into the distance.</span>
<center>
<span class="EndingTitleText">Ending #3</span><br>
<span class="EndingBodyText">Non-Interference Policy</span><br>
<span class="EndingBodyBonusText"><i>10% Subdue VS Machine</i></span>
</center>
</div>
<<else>>
<<EndingLockedCard "3">>
<</if>>
<<if _achReturn.ending4.obtained is true>>
<div class="EndingContainer">
<span class="EndingImage" aria-hidden="true">[img["assets/icons/endings/ending4.png"]]</span>
<span class="sr-only">A circular golden trophy engraved with footprints walking into the distance.</span>
<center>
<span class="EndingTitleText">Ending #4</span><br>
<span class="EndingBodyText">Lives Well Lived</span><br>
<span class="EndingBodyBonusText"><i>10% Subdue VS X'irii</i></span>
</center>
</div>
<<else>>
<<EndingLockedCard "4">>
<</if>>
<<if _achReturn.ending5.obtained is true>>
<div class="EndingContainer">
<span class="EndingImage" aria-hidden="true">[img["assets/icons/endings/ending5.png"]]</span>
<span class="sr-only">A circular golden trophy engraved with footprints walking into the distance.</span>
<center>
<span class="EndingTitleText">Ending #5</span><br>
<span class="EndingBodyText">The Logic of Peace</span><br>
<span class="EndingBodyBonusText"><i>10% Subdue VS Human</i></span>
</center>
</div>
<<else>>
<<EndingLockedCard "5">>
<</if>>
<<if _achReturn.ending6.obtained is true>>
<div class="EndingContainer">
<span class="EndingImage" aria-hidden="true">[img["assets/icons/endings/ending6.png"]]</span>
<span class="sr-only">A circular golden trophy engraved with footprints walking into the distance.</span>
<center>
<span class="EndingTitleText">Ending #6</span><br>
<span class="EndingBodyText">Biology Backfire</span><br>
<span class="EndingBodyBonusText"><i>10% Damage vs Creature</i></span>
</center>
</div>
<<else>>
<<EndingLockedCard "6">>
<</if>>
<<if _achReturn.ending7.obtained is true>>
<div class="EndingContainer">
<span class="EndingImage" aria-hidden="true">[img["assets/icons/endings/ending7.png"]]</span>
<span class="sr-only">A circular golden trophy engraved with footprints walking into the distance.</span>
<center>
<span class="EndingTitleText">Ending #7</span><br>
<span class="EndingBodyText">Terra Zero Sum</span><br>
<span class="EndingBodyBonusText"><i>10% Damage vs X'irii</i></span>
</center>
</div>
<<else>>
<<EndingLockedCard "7">>
<</if>>
<<if _achReturn.ending8.obtained is true>>
<div class="EndingContainer">
<span class="EndingImage" aria-hidden="true">[img["assets/icons/endings/ending8.png"]]</span>
<span class="sr-only">A circular golden trophy engraved with footprints walking into the distance.</span>
<center>
<span class="EndingTitleText">Ending #8</span><br>
<span class="EndingBodyText">Recursive Destruction</span><br>
<span class="EndingBodyBonusText"><i>10% Damage vs Machine</i></span>
</center>
</div>
<<else>>
<<EndingLockedCard "8">>
<</if>>
<<if _achReturn.ending9.obtained is true>>
<div class="EndingContainer">
<span class="EndingImage" aria-hidden="true">[img["assets/icons/endings/ending9.png"]]</span>
<span class="sr-only">A circular golden trophy engraved with footprints walking into the distance.</span>
<center>
<span class="EndingTitleText">Ending #9</span><br>
<span class="EndingBodyText">Self-Correction</span><br>
<span class="EndingBodyBonusText"><i>10% Damage VS Human</i></span>
</center>
</div>
<<else>>
<<EndingLockedCard "9">>
<</if>>
<<if _achReturn.ending10.obtained is true>>
<div class="EndingContainer">
<span class="EndingImage" aria-hidden="true">[img["assets/icons/endings/ending10.png"]]</span>
<span class="sr-only">A circular golden trophy engraved with footprints walking into the distance.</span>
<center>
<span class="EndingTitleText">Ending #10</span><br>
<span class="EndingBodyText">A New Dawn</span><br>
<span class="EndingBodyBonusText"><i>10% Talk VS All</i></span>
</center>
</div>
<<else>>
<<EndingLockedCard "10">>
<</if>>
<<if _achReturn.ending11x1.obtained is true>>
<div class="EndingContainer">
<span class="EndingImage" aria-hidden="true">[img["assets/icons/endings/ending11x1.png"]]</span>
<span class="sr-only">A circular golden trophy engraved with footprints walking into the distance.</span>
<center>
<span class="EndingTitleText">Ending #11-1</span><br>
<span class="EndingBodyText">Butterfly Dream</span><br>
<span class="EndingBodyBonusText"><i>5 Additional HP</i></span>
</center>
</div>
<<else>>
<<EndingLockedCard "11-1">>
<</if>>
<<if _achReturn.ending11x2.obtained is true>>
<div class="EndingContainer">
<span class="EndingImage" aria-hidden="true">[img["assets/icons/endings/ending11x2.png"]]</span>
<span class="sr-only">A circular golden trophy engraved with footprints walking into the distance.</span>
<center>
<span class="EndingTitleText">Ending #11-2</span><br>
<span class="EndingBodyText">Final Rest</span><br>
<span class="EndingBodyBonusText"><i>5 Additional HP</i></span>
</center>
</div>
<<else>>
<<EndingLockedCard "11-2">>
<</if>>
<<if _achReturn.ending11x3.obtained is true>>
<div class="EndingContainer">
<span class="EndingImage" aria-hidden="true">[img["assets/icons/endings/ending11x3.png"]]</span>
<span class="sr-only">A circular golden trophy engraved with footprints walking into the distance.</span>
<center>
<span class="EndingTitleText">Ending #11-3</span><br>
<span class="EndingBodyText">Simulated Slumber</span><br>
<span class="EndingBodyBonusText"><i>5 Additional HP</i></span>
</center>
</div>
<<else>>
<<EndingLockedCard "11-3">>
<</if>>
<<if _achReturn.ending11x4.obtained is true>>
<div class="EndingContainer">
<span class="EndingImage" aria-hidden="true">[img["assets/icons/endings/ending11x4.png"]]</span>
<span class="sr-only">A circular golden trophy engraved with footprints walking into the distance.</span>
<center>
<span class="EndingTitleText">Ending #11-4</span><br>
<span class="EndingBodyText">United at Last</span><br>
<span class="EndingBodyBonusText"><i>5 Additional HP</i></span>
</center>
</div>
<<else>>
<<EndingLockedCard "11-4">>
<</if>>
<<if _achReturn.ending12.obtained is true>>
<div class="EndingContainer">
<span class="EndingImage" aria-hidden="true">[img["assets/icons/endings/ending12.png"]]</span>
<span class="sr-only">A circular golden trophy engraved with footprints walking into the distance.</span>
<center>
<span class="EndingTitleText">Ending #12</span><br>
<span class="EndingBodyText">The Value of Life</span><br>
<span class="EndingBodyBonusText"><i>10% Chip Drop Rate</i></span>
</center>
</div>
<<else>>
<<EndingLockedCard "12">>
<</if>>
</div><<widget "EndingLockedCard">>
<div class="EndingContainer" aria-hidden="true">
<span class="EndingImage">[img["assets/icons/endings/endinglocked.png"]]
</span>
<center>
<span class="EndingTitleText">Ending #<<print $args[0]>></span><br>
<span class="EndingBodyText">Locked</span><br>
<span class="EndingBodyBonusText"><i>Mystery Bonus</i></span>
</center>
</div>
<</widget>>/* Quick check for end of game achievements */
<<include "EndSplashAchievementCheck">>
/* Quick refresh of your stats so that clear bonuses apply for NG+ if you choose to start before T'yani grove */
<<ResetPCSkills>>
<<totalUpgradesReset>>
<<if previous() neq "NewGamePlusLite" && previous() neq "NewGamePlusTrue">><<audio ":all" stop>><<audio "cityofjewels" loop play>><</if>><<SplashScreenChange>>
<br><center><span id="EndingH2">Thank You For Playing!</span></center>
<br>Did you like it? If so, please [[click here|https://ryngm.itch.io/trigaea]] and leave a review on itch.io. To hear about new updates, become a follower!
<br><br>Interested in what fate others picked for Trigaea? Fill out the quiz below and see what other people picked.
<br><br>To play the game again and see all the endings, click the New Game+ button below.<<mb "EndingButtonChoices">>
<<StoreLastPlaythroughStats>><span id="button1" class="normalbutton"><<button "1. Credits" "Credits">><</button>></span>
<span id="button2" class="normalbutton"><<button "2. New Game+" "NewGamePlus-Choice">><</button>></span>
<<include "SurveyButtons">>
<<set _completedGame to recall('completedGame')>>
<<if not _completedGame>>
<<run memorize('completedGame', true)>>
<</if>>/* Check to see what difficulty you ended it on. If you kept that difficulty the whole game or higher, you get an achievement */
<<if $currentGameStart.levelsKept is false && $currentGameStart.upgradesKept is false>>
<<if $score.lowestDifficultyUsed is 1>>
<<GainAchievement "completedOnHard">>
<<GainAchievement "completedOnNormal">>
<<GainAchievement "completedOnEasy">>
<<elseif $score.lowestDifficultyUsed is 0>>
<<GainAchievement "completedOnNormal">>
<<GainAchievement "completedOnEasy">>
<<elseif $score.lowestDifficultyUsed is -1>>
<<GainAchievement "completedOnEasy">>
<<else>>
/* Unknown difficulty level */
<</if>>
<</if>>
/* Check to see if you completed the whole game completely on lethal or non-lethal. */
<<if $score.totalSpared is 0>>
<<GainAchievement "fullLethalRun">>
<</if>>
<<if $score.totalKills is 0>>
<<GainAchievement "fullNonLethalRun">>
<</if>><center><span id="EndingH2">New Game+</span></center><<SplashScreenChange>>
<br>Want to play the game over again? You have the following two options that allow you to continue exploring Trigaea.
<br><br><b>Restart from T'yani:</b> Click this button to start the game again from just before you met Leon at T'yani Grove. You will keep everything from your first playthrough. Only your faction choices will be reset.
<br><br><b>Reset the Game:</b> A new main menu option is now available called "New Game+". This will allow you to start the game over from the beginning or just after the tutorial. You can now optionally carry over your player details, levels or upgrades from this latest playthrough. Everything else will be reset, including the ability to change appearance and any gained memories. <<mb "NewGamePlus-Buttons">><span id="button1" class="normalbutton">
<<button "1. Restart from T'yani" "MainCamp">>
<<set $charted.northernWilds to false>>
<<set $quests.swampQuest to 110>>
<<set $quests.heardOutLeon to false>>
<<set $quests.leonTone to "">>
<<set $quests.factionOfferQuest to 0>>
<<set $quests.pathChosen to "">>
<<set $quests.xiriiPathKilledLeon to "">>
<<set $quests.neutralPathKilledLeon to "">>
<<set $zhou to {
dock: 0,
gabriel: 0,
garden: 0,
esra: 0,
leon: 0,
ash: 0,
pictures: 0,
books: 0,
book1: 0,
book2: 0,
book3: 0,
book4: 0,
revealChoice: "none",
ashIsGone: false
}>>
<</button>></span>
<span id="button2" class="normalbutton">
<<button "2. Reset the Game">><<StoreLastPlaythroughStats>><<script>>Engine.restart();<</script>><</button>>
</span>
<span id="button3" class="normalbutton"><<button "3. Back" "Endsplash">><</button>></span><<widget "StoreLastPlaythroughStats">>
<<run memorize('player', $player)>>
<<run memorize('upgrades', $upgrades)>>
<<run memorize('partner', $partner)>>
<<run memorize('esra', $esra)>>
<<run memorize('originalPC', $originalPC)>>
<</widget>>
<<widget "ForgetLastPlaythroughStats">>
<<run memorize('completedGame', false)>>
<<run forget('player')>>
<<run forget('upgrades')>>
<<run forget('partner')>>
<<run forget('esra')>>
<<run forget('originalPC')>>
<<run forget('lastEnding')>>
<</widget>><<set _lastEndingObtained to recall('lastEnding', 0)>>
<<switch _lastEndingObtained>>
<<case 1>>
<a href="https://docs.google.com/forms/d/e/1FAIpQLSdSRN62Tj3kkcQhCsV2pNPvJzZNa5MgfEeD-3yJA8CjziXmWw/viewform?usp=pp_url&entry.1619489336=Ending+1+-+Sealed+Senses+(Hermit)" target=”_blank”><span id="button3" class="normalbutton"><<button "3. Quiz">><</button>></span></a>
<<case 2>>
<a href="https://docs.google.com/forms/d/e/1FAIpQLSdSRN62Tj3kkcQhCsV2pNPvJzZNa5MgfEeD-3yJA8CjziXmWw/viewform?usp=pp_url&entry.1619489336=Ending+2+-+Learning+from+the+Past+(Xirii)" target=”_blank”><span id="button3" class="normalbutton"><<button "3. Quiz">><</button>></span></a>
<<case 3>>
<a href="https://docs.google.com/forms/d/e/1FAIpQLSdSRN62Tj3kkcQhCsV2pNPvJzZNa5MgfEeD-3yJA8CjziXmWw/viewform?usp=pp_url&entry.1619489336=Ending+3+-+A+Policy+of+Non-Interference+(Xirii)" target=”_blank”><span id="button3" class="normalbutton"><<button "3. Quiz">><</button>></span></a>
<<case 4>>
<a href="https://docs.google.com/forms/d/e/1FAIpQLSdSRN62Tj3kkcQhCsV2pNPvJzZNa5MgfEeD-3yJA8CjziXmWw/viewform?usp=pp_url&entry.1619489336=Ending+4+-+Lives+Well+Lived+(Xirii)" target=”_blank”><span id="button3" class="normalbutton"><<button "3. Quiz">><</button>></span></a>
<<case 5>>
<a href="https://docs.google.com/forms/d/e/1FAIpQLSdSRN62Tj3kkcQhCsV2pNPvJzZNa5MgfEeD-3yJA8CjziXmWw/viewform?usp=pp_url&entry.1619489336=Ending+5+-+The+Logic+of+Peace+(Machine)" target=”_blank”><span id="button3" class="normalbutton"><<button "3. Quiz">><</button>></span></a>
<<case 6>>
<a href="https://docs.google.com/forms/d/e/1FAIpQLSdSRN62Tj3kkcQhCsV2pNPvJzZNa5MgfEeD-3yJA8CjziXmWw/viewform?usp=pp_url&entry.1619489336=Ending+6+-+Biology+Backfire+(Machine)" target=”_blank”><span id="button3" class="normalbutton"><<button "3. Quiz">><</button>></span></a>
<<case 7>>
<a href="https://docs.google.com/forms/d/e/1FAIpQLSdSRN62Tj3kkcQhCsV2pNPvJzZNa5MgfEeD-3yJA8CjziXmWw/viewform?usp=pp_url&entry.1619489336=Ending+7+-+Terra+Zero+Sum+(Humans)" target=”_blank”><span id="button3" class="normalbutton"><<button "3. Quiz">><</button>></span></a>
<<case 8>>
<a href="https://docs.google.com/forms/d/e/1FAIpQLSdSRN62Tj3kkcQhCsV2pNPvJzZNa5MgfEeD-3yJA8CjziXmWw/viewform?usp=pp_url&entry.1619489336=Ending+8+-+Recursive+Destruction+(Humans)" target=”_blank”><span id="button3" class="normalbutton"><<button "3. Quiz">><</button>></span></a>
<<case 9>>
<a href="https://docs.google.com/forms/d/e/1FAIpQLSdSRN62Tj3kkcQhCsV2pNPvJzZNa5MgfEeD-3yJA8CjziXmWw/viewform?usp=pp_url&entry.1619489336=Ending+9+-+Self-Correction+(Human/Machine)" target=”_blank”><span id="button3" class="normalbutton"><<button "3. Quiz">><</button>></span></a>
<<case 10>>
<a href="https://docs.google.com/forms/d/e/1FAIpQLSdSRN62Tj3kkcQhCsV2pNPvJzZNa5MgfEeD-3yJA8CjziXmWw/viewform?usp=pp_url&entry.1619489336=Ending+10+-+A+New+Dawn+(Neutral)" target=”_blank”><span id="button3" class="normalbutton"><<button "3. Quiz">><</button>></span></a>
<<case 11.1>>
<a href="https://docs.google.com/forms/d/e/1FAIpQLSdSRN62Tj3kkcQhCsV2pNPvJzZNa5MgfEeD-3yJA8CjziXmWw/viewform?usp=pp_url&entry.1619489336=Ending+11-1+-+Butterfly+Dream+(Neutral)" target=”_blank”><span id="button3" class="normalbutton"><<button "3. Quiz">><</button>></span></a>
<<case 11.2>>
<a href="https://docs.google.com/forms/d/e/1FAIpQLSdSRN62Tj3kkcQhCsV2pNPvJzZNa5MgfEeD-3yJA8CjziXmWw/viewform?usp=pp_url&entry.1619489336=Ending+11-2+-+Final+Rest+(Neutral)" target=”_blank”><span id="button3" class="normalbutton"><<button "3. Quiz">><</button>></span></a>
<<case 11.3>>
<a href="https://docs.google.com/forms/d/e/1FAIpQLSdSRN62Tj3kkcQhCsV2pNPvJzZNa5MgfEeD-3yJA8CjziXmWw/viewform?usp=pp_url&entry.1619489336=Ending+11-3+-+Simulated+Slumber+(Neutral)" target=”_blank”><span id="button3" class="normalbutton"><<button "3. Quiz">><</button>></span></a>
<<case 11.4>>
<a href="https://docs.google.com/forms/d/e/1FAIpQLSdSRN62Tj3kkcQhCsV2pNPvJzZNa5MgfEeD-3yJA8CjziXmWw/viewform?usp=pp_url&entry.1619489336=Ending+11-4+-+United+at+Last+(Neutral)" target=”_blank”><span id="button3" class="normalbutton"><<button "3. Quiz">><</button>></span></a>
<<case 12>>
<a href="https://docs.google.com/forms/d/e/1FAIpQLSdSRN62Tj3kkcQhCsV2pNPvJzZNa5MgfEeD-3yJA8CjziXmWw/viewform?usp=pp_url&entry.1619489336=Ending+12+-+The+Value+of+Life+(Neutral)" target=”_blank”><span id="button3" class="normalbutton"><<button "3. Quiz">><</button>></span></a>
<<default>>
<a href="https://forms.gle/3HYnsmGVDUFKXpCT8" target=”_blank”><span id="button3" class="normalbutton"><<button "3. Quiz">><</button>></span></a>
<</switch>><<SetExploreBackground>><<WatchedCEScene "CE-All-FriendlyWalkingMachine-FirstEvent">><<audio "smallrobotbeep" play>>Up ahead, a small box is moving. You pull out your gun and get a little closer.
There are little feet moving beneath it. Just shuffling about, four in total, one under each side.
It turns to you. A small beep. It then continues along on its merry way.
It's actually quite quick. As you walk alongside it - more because that's the only way to go - it moves faster and faster. Soon, it's far in the distance, <<nobr>>
<<switch $explore.currentArea>>
<<case "swamp">>weaving between the acid pools.
<<case "desert">>disappearing over a sandy dune.
<<case "forest">>disappearing beyond the tree line.
<<case "ruins">>disappearing behind some nearby rubble.
<<default>>UNKNOWN LOCATION: currentArea unknown.
<</switch>><</nobr>>
"Huh. Wonder if I'll come across them again?"<<set $chainEvents.boxBotTimesMet += 1>><<n "ExploreArea">><<SetExploreBackground>>Up ahead, a familiar cube-shaped robot is shuffling along on its four little legs, each just beneath a corner. You walk up alongside it.<<WatchedCEScene "CE-All-FriendlyWalkingMachine-FirstEvent">><<audio "smallrobotbeep" play>>
<<nobr>><<switch $chainEvents.boxBotTimesMet>>
<<case 1>>"Wow, second time I've seen you about. You really get around."
<<case 2>>"Guess you're out exploring today too, huh? Are you remote controlled, or just wandering on your own?"
<<case 3>>"You again! Are you the same one every time, or are there lots of you?"
<<case 5>>"We keep running into each other like this. Let me guess, you're going to beep?"
<<default>>"Hey cubie. Good to see you out and about, as usual."
<</switch>><</nobr>>
As you walk alongside it - more because that's the only way to go - it moves faster and faster. Soon, it's far in the distance, <<nobr>>
<<switch $explore.currentArea>>
<<case "swamp">>weaving between the acid pools.
<<case "desert">>disappearing over a sandy dune.
<<case "forest">>disappearing beyond the tree line.
<<case "ruins">>disappearing behind some nearby rubble.
<<default>>UNKNOWN LOCATION: currentArea unknown.
<</switch>><</nobr>><<set $chainEvents.boxBotTimesMet += 1>><<n "ExploreArea">><<SetExploreBackground>><<WatchedCEScene "CE-All-FriendlyWalkingMachine-SecondEvent">>There's a small cube up ahead - the same one with little legs from earlier. It's <<nobr>>
<<switch $explore.currentArea>><<audio "smallrobotbeep" play>>
<<case "swamp">>stuck in a small hole near a sizzling pool. Some acid must have spurted out and caused a depression, and now it's stuck in it.
<<case "desert">>stuck in a small hole in the sand. There must have been a small depression of some kind - maybe quicksand - and now it's stuck in it.
<<case "forest">>tangled up in some foliage. It doesn't seem to know how to get out.
<<case "ruins">>lying upside down amongst some rubble. It must have slipped from somewhere, and now it doesn't know how to get upright again.
<<default>>UNKNOWN LOCATION: currentArea unknown.
<</switch>><</nobr>>
"Guess you were in too much of a hurry to watch where you were going, huh?"<span id="button1" class="choicebutton"><<button "1. Help it out." "CE-All-FriendlyWalkingMachine-SecondEvent-Help">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Leave it alone." "CE-All-FriendlyWalkingMachine-SecondEvent-DontHelp">><</button>></span><<SetExploreBackground>><<FinishedChainEvent>>"Sorry, little guy, you're going to have to figure this one out yourself.
The quadrupedal cube-shaped robot bleeps, wiggling about.
You walk past and leave it to its own devices.<<SetExploreBackground>>You help the little cube-shaped robot with its predicament. Once everything is right again, it beeps at you. <<if $player.translator is true>>For some reason, your translator can't make heads or tails of it.<</if>>
<<nobr>><<switch $chainEvents.boxBotTimesMet>>
<<case 0 1 2>>"Sorry, buddy, I can't understand what you're saying.
<<case 3 4 5 6>>"I guess it is pretty hard to decipher what you're saying from just a few beeps."
<<case 7 8 9 10>>"There you go, all fixed. That'll be fifteen microchips… just kidding."
<<case 11 12 13 14>>" We're practically work colleagues at this point, huh?"
<<default>>"You just keep getting yourself into trouble, don't you? I swear."
<</switch>><</nobr>>
The robot shuffles off at its breakneck pace.<<SetExploreBackground>>The little square robot is up ahead. Looming over it is a massive black beast with acid sizzling from its mouth. <<WatchedCEScene "CE-All-FriendlyWalkingMachine-ThirdEvent">>
//It's an eyeless lurker, and it looks like it's about to pounce any moment. If any acid spills on that little guy, they're done for.
You pull out your gun-blade.
The cube bot bleeps. The lurker hisses.
Just as it pounces, you fire a shot across its nose. It leaps back, and the bot takes the chance to scramble off.
"Guess it's just you and me, then, huh?" You say to the lurker.<<SetExploreBackground>><<WatchedCEScene "CE-All-FriendlyWalkingMachine-FourthEvent">>There's a bleeping noise up ahead.<<audio "smallrobotbeep" play>>
You rub the ridge of your nose. Sure enough, as you get closer, it's the little square robot again.
<<nobr>>
<<switch $explore.currentArea>>
<<case "swamp">>It's stuck at a large lip in the swamp floor, unable to leap over it. It tries to jump, but only gets half the height it needs. It lets out a depressed sounding whine.
<<case "desert">>It's stuck at a particularly tall sand dune. It tries to scale it, but just slides back down on its side, unable to get traction. It lets out a depressed sounding whine.
<<case "forest">>It's trying to jump over a very thick tree root. As it tries to jump, it only gets half the height it needs. It lets out a depressed sounding whine.
<<case "ruins">>It's stuck at the bottom of a series of stairs. It tries to jump, but only gets half the height it needs. It lets out a depressed sounding whine.
<<default>>UNKNOWN LOCATION: currentArea unknown.
<</switch>><</nobr>>
"Having a bit of trouble with those little legs of yours, huh?"
<span id="button1" class="choicebutton"><<button "1. Help it out." "CE-All-FriendlyWalkingMachine-FourthEvent-Help">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Leave it alone." "CE-All-FriendlyWalkingMachine-FourthEvent-NoHelp">><</button>></span><<SetExploreBackground>>You pick up the little robot. It's surprisingly heavy, and something is clattering around inside of it.
<<if $chainEvents.boxBotKnowAboutContents is true>>"Guess you're out on another delivery, huh? What are you carrying today?"<<else>>"Geez, you're stocky, aren't you? Wonder what you've got rattling around inside of you.<</if>>
Now they're beyond the obstruction, the cube-shaped robot gives what you swear is a happy beep, and continues on their way.<<SetExploreBackground>><<FinishedChainEvent>>"Oh no, I'm not falling for it this time. You help yourself out."
The little robot beeps at you. You quirk a brow, and continue on your way.
"I'm sure they'll figure it out eventually…"<<SetExploreBackground>><<WatchedCEScene "CE-All-FriendlyWalkingMachine-FifthEvent">>The little square robot is up ahead. Looming over it is a squad of x'irii warriors, all with spears.
"These ones have good things inside of them. Let's open it up and see what it's got."
The box bot takes a few steps back. You pull out your gun-blade. <<n "CE-All-FriendlyWalkingMachine-FifthEvent-2">><<SetExploreBackground>>"Step back from the robot. That one's with me."
One of the x'irii hunters points a searstick at you. The rest fan out, doing the same. //Not good.//
<<nobr>><<switch $player.appearance>>
<<case "alien">>"You lay claim to this one? Otherwise, if you want to snatch chips from under our nose, go find an Athriam."
<<case "machine">>"You're leaping in to protect your own kind? That makes sense. We'll melt you both down.
<<case "human">>"You taint X'ir, then you tell us what to do? You'll all die with your precious former servants."
<<default>>UNKNOWN LOCATION: currentArea unknown.
<</switch>>
<</nobr>>
"What if I pay you? In microchips."<<SetExploreBackground>><<set _rescueBotCost to 0>>
<<switch $explore.currentArea>>
<<case "swamp">><<set _rescueBotCost to 20000>>
<<case "desert">><<set _rescueBotCost to 2000>>
<<case "forest">><<set _rescueBotCost to 200>>
<<case "ruins">><<set _rescueBotCost to 20>>
<<default>>UNKNOWN LOCATION: currentArea unknown.
<</switch>>
<<if $player.appearance neq "alien">><<set _rescueBotCost *= 2>><</if>>
"We will exchange them for <<ChipCost _rescueBotCost>>."
<<if $chips.bag lt _rescueBotCost>>
<span id="button1" class="choicebutton"><<button "1. Pay them (Not Enough Money).">><</button>></span>
<<else>>
<span id="button1" class="choicebutton"><<button "1. Pay them." "CE-All-FriendlyWalkingMachine-FifthEvent-PayThem">><<set $chips.bag -= _rescueBotCost>><</button>></span>
<</if>>
<span id="button2" class="choicebutton"><<button '2. "I can\'t pay you"' "CE-All-FriendlyWalkingMachine-FifthEvent-DontPayThem">><</button>></span><<SetExploreBackground>>"Here's your chips."
One of the x'irii hunters walks forward and takes them from you. Surprisingly, they leave you alone after that, quickly dispersing.
"Guess they've got places to be?"
The little box robot shuffles over to you and beeps.
"Yeah, you owe me. Now hurry along, like always."
The robot pauses, then does just that, sprinting out of sight.<<SetExploreBackground>>"Well then, we've got a problem."
One of the x'irii throws a spear at you, and the rest dart forward. As expected, the bot takes the chance to scramble off in the confusion.
"All of you against me? Hardly seems fair."<<SetExploreBackground>><<nobr>><<switch $explore.currentArea>><<audio "smallrobotbeep" play>>
<<case "swamp">>Up ahead, there's a ten-foot metal tower jutting out of the swamp, scorched by small acid burns.
<<case "desert">>Up ahead, there's a ten-foot metal tower jutting out of the desert, scratched all over by diamond sand.
<<case "forest">>Up ahead, there's a ten-foot metal tower jutting out of the forest. Vines have coiled around parts of it.
<<case "ruins">>Up ahead, there's a ten-foot metal tower jutting out of the floor of the metal ruins. The shorn metal indicates it punched through the floor from below.
<<default>>UNKNOWN LOCATION: currentArea unknown.
<</switch>><</nobr>>
At the base is the little box robot. It suddenly opens up, and empties the contents of its inner compartment. Intricate metal objects spill out all over the place. //They're repair parts.//
Another little robot emerges from the base of the tower, equally small, but round and with limbs. It begins patching the tower up.
You watch the little workers go about their job.<<SetExploreBackground>>When they're finished, there are some parts left on the ground. The cube robot scoops them up and clattering more than a little, makes its way over to you.
"I guess there's always something left over when you work on something, huh?"
The robot beeps. It then empties the spare parts out in front of you. Closing its front compartment, it nudges them towards you.
"Oh, these are for me? Thank you."<<FinishedChainEvent>>As you are walking along, plumes of white are trailing across the sky, visible through the torn metal roof.<<WatchedCEScene "CE-RubbleInSky-1">>
One of the plume tips burst into orange. //Is something falling from the sky?//
The noise of the explosion follows a few moments later, lightly rattling the ruins. <<n "ExploreArea">>Above you, there are white trails in the air again, like claws streaked across the sky.<<WatchedCEScene "CE-RubbleInSky-2">>
This time, they don't burst into orange, but quickly move out of sight.
//It's pretty, but also feels a bit dangerous...//<<n "ExploreArea">>The plumes of white are back again, scribbling themselves over the sky. They're closer than the last two times. <<WatchedCEScene "CE-RubbleInSky-3">>
A loud rumbling noise. The sky turns tinted orange. The alien plants around your feet suddenly suck into themselves.
"Oh, that's not good…" <<n "CE-RubbleInSky-3-1">>Something smashes into the roof above. The canopy explodes into roaring flame. Seconds later, metal beams start raining down like spears thrown by an angry god.
You dodge as best you can. But the beams are kicking up clouds of dust, making it impossible to see.
Heart pounding, between the deafening noise and the dust, there's no way to tell if a beam is descending on your head. <<n "CE-RubbleInSky-3-2">>And then… silence. The dust clears, and you are surrounded by jutting beams assembled in haphazard order.
A small alien ferret with six legs scurries out of the rubble as you stand there, covered from head to toe in dust. You sneeze, and the metal around you creaks.
"What the hell was that?"
<<ExploreDamageEvent 2>><<if $player.CurHP lte 0>><<n "EE-GenericDeath">><<else>><<n "ExploreArea">><</if>>There are white streaks trailing across the sky again. Your heart races, and you brace for a potential impact. <<WatchedCEScene "CE-RubbleInSky-4">>
But nothing happens. They just sketch across the sky and out of sight, one or two bursting into flame high above.
You breathe a sigh of relief. <<n "ExploreArea">>For what is the fifth time today, you see those ominous lines in the sky. The ground starts shaking, and your heart thunders in response.<<WatchedCEScene "CE-RubbleInSky-5">>
You start running.
In front of you, the ground is being dyed crimson. The noise is deafening. As your foot descends to the ground, the world is turned on its head. <<n "CE-RubbleInSky-5-1">>An explosion. Rattling metal and whipping dust. You land on your shoulder, tossed around like a leaf in a hurricane. Fire licks the canopy and sears your skin.
Eventually, you roll to a stop, and the noise subsides. You peer up through your hands, and the metal roof is utterly rearranged.
A single metal beam is dangling by a thread above, like a sword of Damocles.
You get up and hobble away from it as fast as you can.
<<ExploreDamageEvent 6>><<if $player.CurHP lte 0>><<n "EE-GenericDeath">><<else>><<n "ExploreArea">><</if>>Across the sky, streaks of white are descending. You dive behind some nearby rubble, checking over the roof to see how stable it is.<<WatchedCEScene "CE-RubbleInSky-6">>
As expected, the sky is dyed crimson, and the walls begin to shake. But the plume shoots overhead. A split second later, there's a deafening explosion, followed by the sharp creaking of stressed metal.
Your own stress leaves your chest in a loud sigh. Curious, you head towards the site of the crash, since it's not far off. <<n "CE-RubbleInSkyRepeat-6-1">>In the middle of a collapsed room is a spherical pod made of superheated metal. It's similar in design to the ruins around you, though obviously more crimson.
A hatch falls off the pod. Inside, you can see something glittering and valuable. It's in danger of being damaged by the heat now leaking in.
The ground around you is basically molten coals. You might be able to save the contents in time, but not without damage... <<n "CE-RubbleInSkyRepeat-6-Choice">><span id="button1" class="choicebutton"><<button "1. Save the Contents." "CE-RubbleInSkyRepeat-6-SaveContents">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Don't Do Anything." "CE-RubbleInSkyRepeat-6-DontDoAnything">><</button>></span>You run over the glowing surface and towards the open hatch. Searing heat radiates through the soles of your boots and licks your legs - you're clenching your teeth every step of the way.
Grabbing the contents isn't much better, since you've got to stay still - it's infinitely worse than moving. In the end, you grab what you can and dash back.
"Hot hot hot hot hot!" You yell. The sole reason for your cry is cathartic - the sole person around to inform is already //well// aware of the heat.
When you get to safety, your boots are actually smoking, grey curls licking their way up your legs. You take them off and let them cool down for a moment, taking the time to check if it was worth it.
<<ExploreDamageEvent 2>>
<<ExploreChipGainEvent 10>><<if $player.CurHP lte 0>><<n "EE-GenericDeath">><<else>><<n "ExploreArea">><</if>><<FinishedChainEvent>>It's too risky. You've come this far today, running over fire isn't worth it.
You move away and look for a safer path around. Hopefully nothing else falls from the sky today... <<FinishedChainEvent>><<n "ExploreArea">>You slip under a collapsed section of the ruins, crawling on your stomach to get through. You're almost at the other side when you look up.
There's a small orange creature staring back at you, blinking its two sets of eyes. It's barely bigger than a cat, its hairless body covered in swirling splotches. It has six legs, each ending in a sucker-like paw. Its tail - if it can be called that - is shaped like a fan with a circular hole in it.
“Creee!" It intones. There's no visible teeth in its mouth. It is looking at your grenade with a glint in its eyes.
It's also blocking the path, and it would take a long time to go back around, which is why you took this path. What do you do?<span id="button1" class="choicebutton"><<button "1. Go back the way you came." "CE-RubbleInSkyRepeat-6-SaveContents">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Don't Do Anything." "CE-RubbleInSkyRepeat-6-DontDoAnything">><</button>></span>
Go back the way you came (Safe, small damage. Event is abandoned.)
Give it the grenade to play with, but turn it off. (Lose grenade first two times. Then, a friend for life who rides your shoulder.)
Give it the grenade to play with, but set it to stun. (Succeed first two times, then DOOM)You pull out your grenade and, with an awkward wiggle, roll it in front of you. The ginger creature pounces on it, attaching its six sucker-like feet to the outside, and rolling around in the dirt.
It rolls with it all the way out the tunnel, and you follow suit. When you stand up, your knees give a silent scream of relief. The little creature, however, is not as silent.
“Shyaaah!” It exclaims, fan-like tail beating on the ground. It then dribbles all over your grenade.
There’s a sizzling, popping noise. Covered in alien slobber, the grenade begins to warp and liquify.
<<if $chainEvents.creePlayed is 0>>“Acid drool? You’ve got to be kidding me…” <<else>> “Yeah, I figured as much. Hope you’re enjoying yourself, buddy.”<</if>>
The creature abandons the remnants of your melted grenade and bounds into the nearby rubble.
((You’ve lost your grenade! You can’t use grenade attacks until you return to camp.))You pull out your grenade and set it to stun. You then roll it out of the tunnel as fast as you can. Like an orange flash, the six-legged creature darts after it, literally bouncing off the walls.
A moment later, there’s a bright flash, followed by a high pitched squeal.
You emerge from the tunnel. The creature is knocking into everything around it. After its fifth collision with a wall, it finds a spot to wiggle inside and out of view.
You pick up the grenade and attach it back to your belt.You decide to crawl back through the rubble. Your elbows and knees protest, and going in reverse, it’s hard not to scrape against the metal above you.
The creature follows you. When you’re almost out, it folds up its fan-like tail, bats the ground with it, and turns to leave.
“Great, see you later then,” you murmur. As you stand up, your back is covered in nicks and scratches, and your knees are rubbed raw.
((Damage)Up ahead, there’s a tunnel with an downwards slope, and the roof is partially collapsed. There’s still a space to crawl through, and it looks relatively stable.
You get down on your hands and knees and work your way through. But when you’re near the end, you hear a familiar noise.
“Creee!”
In the crawl space ahead, there’s a small orange creature blinking at you with four eyes and a fan-shaped tail.“You again?”
“Creeeeee!” The alien critter answers, walking up the wall with its sucker-like paws. It’s eyeing off your grenade again but stops a bit short of you.
They hang there from the roof, waiting.
“Is this your home or something? Or are you even the same one?”
<<if $charted.forest is true>>”Maybe you need to pay the toll,” Esra chips in. “You know, like an ogre?”<</if>>
Go back the way you came (Safe, small damage. Event is abandoned.)
Give it the grenade to play with, but turn it off. (Lose grenade first two times. Then, a friend for life who rides your shoulder.)
Give it the grenade to play with, but set it to stun. (Succeed first two times, then DOOM)There’s a large rift in the wall ahead like someone’s chopped it with a large cleaver. There’s no other way forward, so you squeeze in sideways, facing forward.
As you inch towards the other side, there’s a flicker of movement above you.
Above you, an orange creature is stuck to the wall, staring at you with four wide eyes.
“Zsszzssszzsss…” It hisses. You reach for your grenade to stun it, but sandwiched between the two walls, you’re not as fast as it is.
It opens its toothless mouth, and you’re squirted with <<if $chainEvents.creePlayed is 0>>something. The skin on your face burns, and your ears are filled with a loud popping noise.<<else>>its acid drool. The skin on your face is burning, and your ears are filled with a loud popping noise.<</if>>
<<if $chainEvents.creePlayed is 0>>”Shit, acid!”<<else>>”Shit!”<</if>> By the time you get your weapon, the creature is long gone.
((Damage))As you’re around the camp, you pull out your grenade and toss it up and down, whistling to yourself. No matter how high you throw it, the magnetized grip brings it right back down to your hand.
There’s a familiar flash of orange in your periphery. You pause, clutching the sphere.
//It was just near the edge of the camp.//
You roll the ball across the ground. As expected, a four-eyed creature jumps out and latches itself to the orb, rolling about.
“Creee!”
“You followed me back to camp?” You exclaim. It then jumps at you with surprising height, colliding with your face. The second it does, you feel some of its dribble on your chest.
“Oh shit!”… But nothing happens. No burning or popping from the acid. Just a small, six-legged creature wiggling in your arms.
The grenade, though, is melted into a puddle of metallic goo.
“Esra, what’s going on?”“I’m close enough to scan it. Fascinating! It’s got a special enzyme that needs a catalyst. It seems it can choose what it melts.”
“And it’s not melting me. That’s a good sign. Maybe I shouldn’t let it near you, though? Your hologram is a big ball. Though I guess you could change it?”
“No way! Balls are the best. Most interesting things are round or semi-round: atoms, cells, eggs, planets, you name it.”
Stars
Armadillos
Breasts“Yes! Did you know that the most spherical object in existence is a star? The polar radius differs from the equatorial one by only 1.8 parts of 1 million!”
“Why do you remember trivia like that, but not stuff to do with our memories?”
“Well, you know, astroseismology is pretty hot. But I guess spheres aren’t all that interesting to you - I get it, they seem pointless.”
“You know Esra, it’s a good thing you can bring me back to life because your puns are going to kill me.”
“You’re right – you’re trapped in a purgatory of puns, doomed to listen to my wordplay,” Esra says. “So, what are you going to call this little guy? I don’t think they’re going anywhere.”“Did you know only one species of armadillo can roll themselves into a ball - the three-banded armadillo?”
“Why do you remember trivia like that, but not stuff to do with our memories?”
“Biology is the best! Biology about round things is even better. You know, I could probably splice some armadillo DNA in you if we had some…”
“Is this a really contrived way to see if I can roll up in a ball, because you’re all sphere-obsessed?”
“No, of course not!” Esra coughs. “Anyway, changing the subject, what are you going to call this little guy? I don’t think they’re going anywhere.”“Breasts? Of //course// that’s where your brain went! I suppose I can’t blame you, though, you are missing your mammaries.”
You snort, and the alien critter looks up at you, blinking its eyes.
“Really, Esra, you turned that into a pun?”
<<if $esra is “female” && $partner is “female”>>“Of course! Puns are the highest form of humour. Anyway, I’ll admit that from a mammalian point of view, breasts are very interesting. And… hey, wait, is that what you think about when you stare at my sphere?
“No”
“Sure,” Esra drawls. “Anyway, placing //that// aside, what are you going to call that little guy in your arms? I don’t think they’re going anywhere.”
<<elseif $player.gender is “female”>>“Of course! Puns are the highest form of humour. Anyway, I’ll admit that from a mammalian point of view, breasts are very interesting. Not that I’m talking about //yours//, of course, though I have to think about those obviously, and… ahem, I don’t know where I’m going with this…”
“Dig up, Esra.”
“You’re the one who brought them - it - up!” Esra stammers. “Anyway, //that// aside, what are you going to call your latest friend? I don’t think they’re going anywhere.”
<<else>>
“Of course! Puns are the highest form of humour. Anyway, I’ll admit that from a mammalian point of view, breasts are very interesting. They contain a very important system of glands and ducts.”
“So that’s what we’re going to do now, sit around and talk about breasts while I cradle an alien critter?”
“You’re right! So what are you going to name them? I don’t think they’re going anywhere.<</if>>“I guess I’ll call them Cree? I hadn’t thought much about it.”
“Did you literally call them that because they’re a creature?”
“No! That’s what they keep crying out all the time. How about it, what do you think?”
The orange creature crawls up your shoulder and sits there, secured in place by its sucker-like feet.
“Cree!”
“See? That’s two votes. I’m not sure if I’ve got to… I don’t know, leave out water or something? Hopefully, it’s pretty self-sufficient.”Cree now will hang around your camp and keep you company!
You can spend time with Cree in your downtime, and occasionally they may bring you something interesting.Random #1: Cree is sitting on top of a shorn off metal pole, staring up at the light filtering through the canopy. Their tail is swishing around like it’s fanning the air.
Random #2: Cree is sniffing at the ground and pawing at it with their sucker-like feet. They find a small pebble and roll it along, then spit acid on it. It melts in an instant.
Random #3: Cree is trilling at some nearby rubble. When it moves, they spit a stream of acid at it. Seconds later, a monstrous creature smashes out of it and runs off into the distance.<br><br>“Creee!” The small critter turns to you and proclaims, puffing out their tiny chest.
Random #4: Cree is walking all over the rubble, hanging at precarious angles due to their sucker-like feet. When they notice you, they leap down and spread out their fan-like tail.<br><br>They awkwardly glide down, then land with a small stumble. //Must be the hole in their tail.//
Random #5: Cree is curled up in a ball under some rubble. When they notice you, they open and blink their four eyes.<br><br>“Cree!” They exclaim, then wander over to you.
Random 6: Cree is patting the ground with their folded up tail, smacking it with an intense look in their four eyes. A moment later, they leave that spot alone and walk over to you.
“Shyaahh,” they exclaim. Whatever they were doing remains a mystery.
Play with them
(Cool down on playing with Cree. Tracked by number of fights?)You pull out your grenade and roll it across the ground. The moment you do, Cree pounces on it and rolls about, its six sucker-ended paws firmly attached to the ball.
“Cree!” They exclaim, dribbling on the ball. As usual, it dissolves within moments.
“Couldn’t go easy on it, huh? Why am I not surprised.”
<b>Your relationship with Cree increases!</b>“Hey Esra, can you make me another grenade? Cree melted this one.”
“Uh, sure, but it’s going to take some time. Grenades don’t grow on trees, you know. I mean, that’s something I could design, but…”
“But it would take time. Got it. Well, I guess I’ll be roughing it for a little bit.”
<b>You have lost your grenade! Explore for a while to get it back.</b>You pull out your grenade and roll it across the ground. The moment you do, Cree pounces on it and rolls about, its six sucker-ended paws firmly attached to the ball.
“Cree!” They exclaim, dribbling on the ball. As usual, it dissolves within moments.
“You really love that thing, huh? Well, to each their own.”
<b>Your relationship with Cree increases!</b>
<b>You have lost your grenade! Explore for a while to get it back.</b>You are walking through the ruins. Up ahead, there’s someone standing on top of a ledge.
Your heart jumps. //They could be hostile, like the man with the grenade.// You grab your gun-blade, and step forward with short steps, not taking your eyes off them.
They’re standing there, smiling at you, with a glint in their eyes. It’s a <<if $partner is "male">>man with a figure-hugging outfit, and stylishly tousled auburn hair.<<elseif $partner is “female”>>woman with a figure-hugging outfit, and auburn curls draping down past her shoulders.<<else>>a robot with what you swear is a glint of amusement in their artificial eyes. They’re nothing like the others you’ve seen.<</if>>
Your head aches. The face is achingly familiar, even though the moment is not.
“Who are you? I’ve seen you before, haven’t I? Who are you?”
“<<if $partner is "male" or $partner is "female”>>I’m yours, of course.<<else>>I’m your player two, of course.<</if>>.”A crashing noise behind you. You whip around, pointing your weapon. A small creature scurries away from a piece of sheet metal rattling on the ground.
//Just a false alarm.//
When you turn around, the <<p-man>> is no longer there. You climb up on the ledge and look around. There’s no trace of where they went.
“Who the heck was that?” <<set $chainEvents.AshHolo to 10>>You’re walking down a rickety corridor when you see a <<p-man>>with <<if $partner is "male" or $partner is “female”>>reddish-brown hair<<else>>seemingly mirthful eyes.<</if>> <<if $chainEvents.AshHolo gt 0>>You didn’t recognise them before, but you do now.<<else>>It’s impossible not to recognise them.<</if>>
It’s <<Ash>>.
They raise a hand and wave to you. Rather than wave, you walk towards them, heart pounding But as you get close, they turn and run off.
“Hey, wait a second–!” You shout.
Before you can think, you start running after them.Down one corridor, up some stairs. <<if $partner is "male">>The mysterious man gives an amused chuckle as he taps the wall.<<elseif $partner is “female”>>an amused giggle as she taps the wall.<<else>>The mysterious robot gives an amused chuckle as they tap the wall.<</if>>
<<if $partner is "male">>”Come on, I’ve got something to show you!”<<elseif $partner is “female”>>”Come on, or do you not want to catch me?”<<else>>”Those organic legs are slowing you down, partner!”<</if>>
“Why are you running away? We need to talk!”You lose sight of them up some stairs. When you rush to the top, you’re dazzled by a sudden burst of sunlight.
You’re outside again - or at least in an open space in the ruins, since there’s still metal on all sides.
“If you want your prize, find the place where today comes before yesterday,” you hear them say, but the mysterious <<p-man>> is nowhere to be seen.
Then, silence.
“What the hell is going on?” <<set $chainEvents.AshHolo to 20>>You’re walking down a corridor when you spot <<Ash>>. They wave at you, and you start sprinting towards them. Just like last time, they start running.
“<<Ash>>, wait up!”
They leap down a stairwell and hit the ground without so much as a sound. You follow them around twists and turns, until you emerge from a doorway and into the sunlight and open air.“Still not fast enough,” <<p-He>> say<<p-s>>. Just like last time, they’re nowhere in the clearing, but you can hear them shout. “If you want your prize, find the place where today comes before yesterday.”
“What does that mean? <<Ash>>, I don’t have time for games.”
“Take a break from your work, today of all days!. All we’ve got is time. I know you can’t resist a good scavenger hunt.”
Silence. You rub your forehead.“Did you catch that, Esra?”
“I did, but I couldn’t pick up anything near you. If it’s <<Ash>>... I don’t know what’s going on.”
“Yeah. Last time, I left before I could find out what’s going on. Maybe I need to get deeper in the ruins to find what <<p-hes>> trying to get me to find.”<</if>>You are wandering through a corridor with a bunch of empty rooms. There’s a tension in your shoulders. On impulse, you pull out your gun-blade and drag the edge against the wall.
“Feeling tense?” Esra asks.
“A bit. After running into <<Ash>>, I keep feeling like <<p-hes>> going to appear any moment. I just can’t seem to catch <<p-him>>.”
“I know what you mean. I keep thinking about <<p-his>> words. ‘Find the place where today comes before yesterday.’ What do you think it means?”<span id="button1" class="choicebutton"><<button '1. "Maybe we\'ve got to find a time machine? That would make today come before yesterday."' "CE-Ruins-Ash-AfterMM-ThirdEvent-TimeMachine">><</button>></span>
<span id="button2" class="choicebutton"><<button '1. "Maybe a quartz chip? Right now, my today is always coming before yesterday."' "CE-Ruins-Ash-AfterMM-ThirdEvent-QuartzChip">><</button>></span>
<span id="button3" class="choicebutton"><<button '1. "Maybe it\'s a dictionary, assuming there\'s some books lying around."' "CE-Ruins-Ash-AfterMM-ThirdEvent-Dictionary">><</button>></span>"A time machine? I guess if we can find one lying around, that'd be great. What would it look like, though?"
"I don't know. Maybe some clock numbers, maybe in nixie tubes?"
"Seems sort of low-tech."
"Why, what were you thinking about, Esra?"
"I was thinking some sort of car, maybe a Delorean? Don't ask me why."
"Right. So let's keep on the look out for a blue car with nixie tubes on the dash, and make sure not to ignore it.""You're right, all our todays and yesterdays are mixed up right now. It could be that <<Ash>> is trying to lead us to a quartz chip."
"Well, we're already on the lookout for those, so I guess we just keep doing what we're doing?"
"I guess so. Though if <<Ash>> is trying to get us to remember things, why don't they just come and speak to us?"
"Yeah, that part doesn't make much sense to me either. Maybe when we catch up with <<p-him>>, we'll get some answers.""I mean, T does come before Y. But could it really be that simple?"
"<<p-He>> does seem to be treating this like a game. Plus, I have a feeling I've heard that riddle before."
"I guess the question is, where do we find a dictionary lying around in these ruins? Seems like finding a needle in a haystack."
"Honestly, it'd probably be easier to find the needle. Still, let's keep an eye out for anything that looks book-like."You are walking through another narrow corridor when you spot a shelf with something on it.
It's a book. An honest to goodness hardback, scuffed and lying sideways
You suck in a deep breath and jog towards it. When you pick it up, the leather cover feels stiff and smooth beneath your fingertips. You run them over the cover.
It reads: Alcyan Dictionary - Special Centenary Edition.
You flick it open and read the inside cover.//To my dearest <<Vanth>>. You always leave me without words (in the best possible way.)//
//As we watch the stars turn, none shine so bright as you.//
//Happy anniversary.//
//Your eternal love, <<Ash>>.//"I know we're busy right now with the final preparations, so I made this just in case both of us forgot," a voice behind you says. "We've got a lot of anniversaries to remember, after all."
You turn around. <<Ash>> is standing there, leaning against the doorframe. The edges of <<p-his>> eyes are crinkled, and one side of his mouth pulled up in a smile.
"<<Ash>>, you're..."
"I know you can pick up how I feel from every little gesture these days. But sometimes we forget the value of words, you know? There's a beauty to them. After all, how else will <<Esra>> drive us nutty with puns?"You reach out to touch <<p-his>> cheek. But instead of softness, your hand passes right through and hits the hard surface of the wall behind it.
"A hologram?"
"If you've found this, seek me out. I'll know you've found it by the look in your eyes."
And then <<p-he>> vanishes. You're left standing there, clutching the leather book."Esra? I found out what was going on. <<p-He>> was a hologram."
"I'm so sorry. I'm sure we'll find <<p-him>>, even if this was a bust."
You stare at the book, running your fingers over the tiny grooves and ridges.
//I need to get this book back to camp. If I die out here, it'll get lost.//The scenery up ahead looks familiar. Up ahead is a body with a gun-blade clutched in its hand. The face is gaunt and unmistakable.
It's your face.
Your stomach curls. However, clutched in one hand is a leathery tome. You pick it up and dust it off.
"Found it. I should get this back to camp so it doesn't get lost again."You walk up to Esra's console, holding the book you found. As you flick through the pages, not a single one is yellowed or damaged.
"Hey Esra, why is this book completely intact? It's pretty rough out there - I'd expect it to be a bit more scrappy-looking."
"Curious! Let me check it out." A pause. "Hmm, it's made out of an advanced compound. Whoever made this was //clever//./ It almost perfectly mimics an antique book, right down to the smell, but it's not biodegradable, and it's been crafted to resist wear and tear. That said, it can be broken down manually."
"Why would anyone do that to a good book?"
"You're right, books should be kept forever. Honestly, forever is how long this would last unless you used the right chemical compound. I'm pretty sure you could throw this in a fireplace and the fire would fizzle out before the book got singed.""Guess the book is more durable than I am. Maybe I can use it as a shield during battle."
"Thinking of placing it over your heart to stop a bullet? 'You need not fear the terror of the night, nor the arrow that flies by day... though thousands fall about you and ten thousand fall at your right hand, near you it shall not come.'"
"What's that about? Dragged up another bit of random trivia from your memories?"
"Sort of. It's actually from //your// memories, I'm decrypting it right now. Apparently, in World War II, bibles had metal-backed covers. They could potentially stop a bullet, so even non-Christians and athiests carried them. One stopped a bullet that stopped at the 91th Psalm."
"And I used to know that? I used to know a lot of random things."
"I don't think your scholarly nature has really gone anywhere. You managed to sniff out a book in an alien wasteland, after all - looks like you're a bibliophile down to the bone."You have found a book! Given how durable they are, there might be others around like it.
Every book you find will be added to your personal library at camp... or the small shelf that passes as one.<<if $chainEvents.seenSinkhole is false>><<set $chainEvents.seenSinkhole to true>><</if>>
<<if $player.appearance is "alien">>
As you're walking along, there's a rumble, and you draw your gun-blade. Seconds later, the ground parts beneath your feet.
<br><br>The world tumbles. Your weapon flies from your hand, and you furiously flap your wings, trying to correct yourself, slamming into something solid before you finally are pointing skyward.
<br><br>Once you're up in the air and orientated again, you look around. Beneath you is a yawning sinkhole that has appeared out of nowhere - a cavernous pit suddenly breaking up the forest floor.
<br><br>There's a clattering noise deep below. Your gun-blade has fallen down there. You could fly down there and fetch it, which seems easy enough. //It's a good day to have wings.//
<br><br>That said, the sinkhole is shaking a little. //Is it shrinking?// Sure enough, the pit is a narrower than it was a moment ago.
<br><br>//If I fly down there, it might close up on me, even with my wings. But if I stay up here, I'll lose my gun-blade to that pit. There's not long to decide...//
<<elseif $upgrades.terranModWeb gt 0>>
As you're walking along, there's a rumble, and you draw your gun-blade. Seconds later, the ground parts beneath your feet. As you slide downwards, you reach out with your wrist and shoot some webbing at a nearby tree.
<br><br>With a loud thwip, it flies towards its target. Your descent stops as you dangle from the strand of glittering silver, which seems to have hit its mark. When you look down, a yawning sinkhole has appeared out of nowhere.
<br><br>There's a clattering noise deeb below. You realise your gun-blade isn't in your hands - you let go to shoot and grab your webs. //Crap.// At least with your web shooters, you should be able to go down and fetch it...
<br><br>That said, the sinkhole is shaking a little. //Is it shrinking?// Sure enough, the pit is a narrower than it was a moment ago.
<br><br>//I need to move now. Up to escape, or down to get the gun-blade. There's not much time...//
<<elseif $upgrades.terranModClaws gt 0>>
As you're walking along, there's a rumble, and you draw your gun-blade. Seconds later, the ground parts beneath your feet. You scramble and grab at the edge, releasing your curve-like talons and digging into whatever you can.
<br><br>Your claws manage to dig into some thick vines, though your fingers are throbbing from the pressure. When you look down, a yawning sinkhole has appeared out of nowhere.
<br><br>"Hang in there, baby." You murmur, wondering why you said it, and why it brings a smile to your face.
<br><br>There's a clattering noise deep below. Your smile disappears. Your gun-blade has fallen down there - you dropped it in your rush to grab the vines. With your claws, you could climb down and get it, but it'd be risky. Climbing up from here would be much safer.
<br><br>The edges of the sinkhole shake a little. //Is it shrinking?// Sure enough, the pit is a little narrower than it was a moment ago.
<br><br>//I need to move now. Up to escape, or down to get the gun-blade. There's not much time...//
<<else>>
As you're walking along, here's a rumble, and you draw your gun-blade. Seconds later, the ground parts beneath your feet. You scramble and grab at the edge, digging your fingers into whatever you can.
<br><br>You manage to close your fist around a long bronze vine, or root - something tubular, at any rate. When you look down, a yawning sinkhole has appeared out of nowhere.
<br><br>There's a clattering noise deep below. Your gun-blade has fallen down there - you dropped it in your rush to grab the vines. The vine seems stable - you could climb up easily enough from here. But if you go down any further, getting up seems less than assured.
<br><br>The edges of the sinkhole shake a little. //Is it shrinking?// Sure enough, the pit is a little narrower than it was a moment ago.
<br><br>//I need to move now. Up to escape, or down to get the gun-blade. There's not much time...//
<</if>>
<<n "CE-Forest-SinkholeEvent-Choice">><<set _oddsDescription to "">>
<<set _luckRoll to random(1,2)>>
<<if $explore.badEventTally gt setup.explore.maxBadEvents>>
<<set _exploreResult to "CE-Ruins-RustedTunnel-GoodOutcome">>
<<elseif $explore.badEventTally lt setup.explore.minBadEvents>>
<<set _exploreResult to "CE-Forest-SinkholeEvent-GoForgun-blade-Failure">>
<<elseif _luckRoll gt 5>>
<<set _exploreResult to "CE-Forest-SinkholeEvent-GoForgun-blade-Failure">>
<<else>>
<<set _exploreResult to "CE-Ruins-RustedTunnel-GoodOutcome">>
<</if>>
<<if $player.appearance is "alien">>
<span id="button1" class="choicebutton"><<button "1. Fly to safer ground and leave the gun-blade behind." "CE-Ruins-Ash-AfterMM-ThirdEvent-TimeMachine">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Fly down and try and get your gun-blade in time." "_exploreResult">><</button>></span>
<<else>>
<span id="button1" class="choicebutton"><<button "1. Climb up to safety and leave your gun-blade." "CE-Ruins-Ash-AfterMM-ThirdEvent-TimeMachine">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Climb down and try and get your gun-blade in time." "_exploreResult">><</button>></span>
<</if>>You shimmy down the vine as fast as you can, falling when you can safely see the ground. Your gun-blade is sticking handle-up in the ground. You snatch it up and holster it.
The walls around you rumble, coming in close. You scramble up one of the vines, sweating and scaling as fast as you can. The ground beneath you roars, but you don't have time to look back.
Vines brush against your back, and the light above you - your path to freedom - narrows. You're almost there when it disappears, darkness and dirt crushing down on you. <<n "CE-Forest-SinkholeEvent-GoForgun-blade-Failure">>You're buried alive. <<set $roundsStuckUnderground to 0>>
Holding your breath, you claw frantically at your confines.
It's like pushing back a mountain.
<<damage $damageFromBuriedAlive>>
<<if $player.CurHP lte 0>><<n "CE-Sinkhole-Death-1">><<else>><<n "CE-Forest-SinkholeEvent-GoForgun-blade-Failure-DiggingChoice">><</if>><<set $roundsStuckUnderground += 1>>
<<if $roundsStuckUnderground gte 5>>
<<set _luckRoll to 1>>
<<elseif $roundsStuckUnderground gte 3>>
<<set _luckRoll to random(1,2)>>
<<else>>
<<set _luckRoll to random(1,3)>>
<</if>>
<<if _luckRoll is 1>>
<<set _escapeResult to "CE-Forest-SinkholeEvent-GoForgun-blade-Failure-Escape">>
<<else>>
<<set _escapeResult to "CE-Forest-SinkholeEvent-GoForgun-blade-Failure-StillDigging">>
<</if>>
<span id="button1" class="choicebutton"><<button "1. Keep Digging." "_escapeResult">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Give Up." "CE-Sinkhole-Death-1">><</button>></span><<switch $roundsStuckUnderground>>
<<case 4>>
You're still not out. You scream inwardly and dig wildly, slamming your elbows into the dirt. As a result, more presses down on your head.
<<case 3>>
You dig your fingers in and rip at the earth, like a ravenous beast. Dirt spills through your fingertips.
<<case 2>>
You keep digging. The dirt presses down on your back, trying to force the air out of your lungs.
<br><br>This planet is trying to kill you.
<<case 1>>
You <<if $upgrades.terranModClaws gt 0>>extend your claws and <</if>>dig at the walls. Dirt falls down on your face and head, matting into your hair.
<<default>>
ERROR - Case for roundsStuckUnderground ($roundsStuckUnderground) not recognised.
<</switch>>
<<set _damageFromTrapped to $roundsStuckUnderground * 10>>
<<damage $damageFromTrapped>><<n "CE-Forest-SinkholeEvent-GoForgun-blade-Failure-DiggingChoice">>Your muscles go limp. The dirt pushes down on you, filling the space left by your sudden lack of resistance.
//I can't keep digging like this.//
You open your lips and let what little air remains out of your lungs.
Delirium sets in soon after. A rainbow of spotted colours in the black, cacophonic noise and rambling thoughts.
And then, nothing. <<if $diedto.includes("CE-Sinkhole")>><<n "CE-Forest-SinkholeDeath-Repeat-1">><<else>><<n "CE-Forest-SinkholeDeath-FirstTime-1">><</if>><<set $diedto.pushUnique("CE-Sinkhole")>><<death>><<heal>>... Your body jolts. Bubbles explode around you, escaping in a violent bursts from your mouth.<<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
Without air, it's just like being buried alive.<span id="button1" class="choicebutton"><<button "1. Panic." "CE-Forest-SinkholeDeath-FirstTime-Panic">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Don't Panic." "CE-Forest-SinkholeDeath-FirstTime-DontPanic">><</button>></span>You try and force your heart to slow down...
... But for once, this is something you //don't// have control of. <<n "CE-Forest-SinkholeDeath-FirstTime-PanicOrNoPanic">>You scream. You beat against the glass. You swear tears are coming from your eyes. In the water, it's hard to tell.
Exploding from every part of you is the same primal demand.
//Let me out!//The door opens. Water explodes out of the completely full tank, carrying you with it. You slide across the floor, your back bouncing against the ground. Eventually, you come to a standstill somewhere against the wall.
You can't move. Covered in water, the cool air brushes against your damp skin. But it's open air, and that's enough.
"<<Vanth>>. I'm so sorry. Are you okay?"
"I don't know." It takes you a moment to get up. <<Esra>> is silent as you do. Little drains appear in the floor, pulling away the excess liquid. Your bedding is going to need to be replaced, though.A towel comes out of the wall. It's warm. You rub it across your face, then dry yourself off.
"If I had vents, I could blow dry you." Esra says, an edge of frustration in <<a-his>> voice. "I'm stupid. I should have thought of this before waking you up."
"It's okay." Your breathing is under control now. "Some deaths are easier than others. <<if $diedto.includes("EyelessLurker")>>Getting melted by those eyeless lurker beasts isn't much fun, either.<<elseif $quests.tutorialDeath is "combat">>Those crimson crawlers tear you up before they kill you, which isn't much fun either.<<elseif $quests.tutorialDeath is "ateChunk" or $quests.tutorialDeath is "ateCreature">>Dying from eating alien meat wasn't much fun either.<<else>>Starving to death wasn't much fun either.<</if>>"
"I just want to make it better. I can make more warm towels?"
"Thanks, I think I'm going to need them." And then, you give a dry laugh. <<n "CE-Forest-SinkholeDeath-FirstTime-3">>"What's so funny?"
"It's a bit dark, but for once, there's a dead me out there that actually got buried."
"That's dark! Well, if you're making jokes, I think you're safe from taphophobia. But maybe if you drop your weapon, just... leave it in the hole next time. I'm worried about your psych baseline."
"My baseline?"
"Yeah, it's your original psychological profile. You got dangerously close from it today. Just remember that psychological scars are a thing too, okay? Let me get you some dry clothes."“I’m going to leave it - I’m not that curious.”
Esra makes a noise. You quirk an eyebrow.
“You are?”
“You know I’m very curious by nature! A mystery like this just eats at me. What if it’s a monolith, and it’s sending a signal to some far off location, perhaps near the edge of Jupiter?”
You smile at the reference, not the least of which because you get it - the memory chips are paying off./* For ending the current chain event so a new one can start. Call this whenever a chain event reaches its end. */
<<widget "FinishedChainEvent">>
<<set $finishedChainEvents.push($exploreChainEventCurrent)>>
<<set $exploreChainEventCurrent to "">>
<</widget>>/* Called when finishing a chain event scene */
<<widget "WatchedCEScene">>
<<set _watchedScene to $args[0]>>
<<set $watchedChainEventScenes.push(_watchedScene)>>
<<set $explore.turnsSinceChainEvent to 0>>
<</widget>><<widget "SetNextCEScene">>
<<set _nextScene to $args[0]>>
<<set $exploreChainEventNextScene.pushUnique($args[0])>>
<</widget>><<widget "RollForChainEvent">>
<<if $explore.turnsSinceChainEvent gte setup.explore.maxTurnsBetweenChainEvents && $exploreChainEventNextScene.length gt 0>>
<<set $explore.triggerChainEvent to true>>
<<elseif $explore.turnsSinceChainEvent gte setup.explore.minTurnsBetweenChainEvents && $exploreChainEventNextScene.length gt 0>>
<<set _rollResultChainEvent to random(1, setup.explore.chanceOfChainEvent)>>
<<if _rollResultChainEvent is 1>>
<<set $explore.triggerChainEvent to true>>
<<else>>
<<set $explore.triggerChainEvent to false>>
<</if>>
<<else>>
<<set $explore.triggerChainEvent to false>>
<</if>>
<</widget>>/* Picks the next chain event if there isn't one. */
<<widget "ChooseChainEvent">>
/* Sets a temp array with the choices there will be to choose from, if this needs to be picked. */
<<set _chainEventChoices to []>>
/* Check to see if there's a current event chosen. If not, pick one. */
<<if $exploreChainEventCurrent is "">>
/* Checks the area for area-specific chain events. */
<<switch $explore.currentArea>>
<<case "swamp">>
<<case "desert">>
<<case "forest">>
<<if $finishedChainEvents.includes("sinkholeEvent") is false>>
<<set _chainEventChoices.push("sinkholeEvent")>>
<</if>>
<<case "ruins">>
<<if $finishedChainEvents.includes("rubbleInSky") is false>>
<<set _chainEventChoices.push("rubbleInSky")>>
<</if>>
<<default>>
ERROR: currentArea not recognised.
<</switch>>
<</if>>
/* Adds any "All Area" events. */
<<if $finishedChainEvents.includes("friendlyWalkingMachine") is false>>
<<set _chainEventChoices.push("friendlyWalkingMachine")>>
<</if>>
/* If some events are available to view, pick one at random. Otherwise, make sure the current event is blank and continue.*/
<<if _chainEventChoices.length gt 0>>
<<set $exploreChainEventCurrent to _chainEventChoices.random()>>
<</if>>
<</widget>>/* If there is a next chain event, line up the next scene. */
<<widget "ChooseNextChainEventScene">>
/* Clears the scene list so it can be populated with the next scene */
<<set $exploreChainEventNextScene to []>>
<<if $exploreChainEventCurrent neq "">>
<<switch $exploreChainEventCurrent>>
/* Quest for the friendly walking machine, cancels if you choose the wrong option or lose a battle. All areas.*/
<<case "friendlyWalkingMachine">>
<<if $watchedChainEventScenes.includes("CE-All-FriendlyWalkingMachine-FifthEvent")>>
<<SetNextCEScene "CE-All-FriendlyWalkingMachine-SixthEvent">>
<<elseif $watchedChainEventScenes.includes("CE-All-FriendlyWalkingMachine-FourthEvent")>>
<<SetNextCEScene "CE-All-FriendlyWalkingMachine-FifthEvent">>
<<elseif $watchedChainEventScenes.includes("CE-All-FriendlyWalkingMachine-ThirdEvent")>>
<<SetNextCEScene "CE-All-FriendlyWalkingMachine-FourthEvent">>
<<elseif $watchedChainEventScenes.includes("CE-All-FriendlyWalkingMachine-SecondEvent")>>
<<SetNextCEScene "CE-All-FriendlyWalkingMachine-ThirdEvent">>
<<elseif $watchedChainEventScenes.includes("CE-All-FriendlyWalkingMachine-FirstEvent")>>
<<SetNextCEScene "CE-All-FriendlyWalkingMachine-SecondEvent">>
<<elseif $chainEvents.boxBotTimesMet gt 0>>
<<SetNextCEScene "CE-All-FriendlyWalkingMachine-FirstEvent-Repeat">>
<<else>>
<<SetNextCEScene "CE-All-FriendlyWalkingMachine-FirstEvent">>
<</if>>
/* One-off sinkhole event. Forest area.. */
<<case "sinkholeEvent">>
<<SetNextCEScene "CE-Forest-SinkholeEvent">>
/* Rubble falling from the sky event. Ruins area. */
<<case "rubbleInSky">>
<<if $watchedChainEventScenes.includes("CE-RubbleInSky-5")>><<SetNextCEScene "CE-RubbleInSky-6">>
<<elseif $watchedChainEventScenes.includes("CE-RubbleInSky-4")>><<SetNextCEScene "CE-RubbleInSky-5">>
<<elseif $watchedChainEventScenes.includes("CE-RubbleInSky-3")>><<SetNextCEScene "CE-RubbleInSky-4">>
<<elseif $watchedChainEventScenes.includes("CE-RubbleInSky-2")>><<SetNextCEScene "CE-RubbleInSky-3">>
<<elseif $watchedChainEventScenes.includes("CE-RubbleInSky-1")>><<SetNextCEScene "CE-RubbleInSky-2">>
<<else>><<SetNextCEScene "CE-RubbleInSky-1">>
<</if>>
<<default>>SCENE NOT RECOGNISED: Cannot recognise chain scene currently selected.
<</switch>>
<</if>>
<</widget>>/* Determines the next chain event */
<<widget "SetNextChainEvent">>
<<ChooseChainEvent>>
<<ChooseNextChainEventScene>>
<</widget>><center><center><span id="TutorialText">Exploring</span>
An exploration happens on a round-by-round basis. The longer you keep exploring, the ''better the rewards'' and ''chances of a special event'', but ''the harder the enemies become''.
As you explore, there is a chance a random event such as a freak weather storm may deplete some of your HP. If your HP is depleted through this or a random battle, you die and return to the Progenitor.
While you cannot die, any chips you collect during exploration are carried in a sack. ''If you die before returning to camp, you lose all of these chips.'' If you've had a good run, return to camp so you don't lose them.
Remember, ''returning to camp itself uses a certain amount of HP'' - it's not just the journey away that is exhausting! The further you journey out, the more HP it takes to return. <<n "ExploreArea">><<set $explore.currentArea to "ruins">><<set $charted.ruins to true>></center>"It would be best to go to the northern wilds looking like a x'irii." <<n "MainCamp">>"It would be best to go to the northern wilds looking like a machine." <<n "MainCamp">>"It would be best to go to the northern wilds looking like a human." <<n "MainCamp">>"If we're going to meet, it'd be easier for Shay to recognise me as a human." <<n "MainCamp">>"There's no point going back to the hunting grounds unless I look like a x'irii." <<n "MainCamp">>"It would be a really bad idea to go to the grove looking like a <<if $player.appearance is "human">>human<<else>>machine<</if>>." <<n "MainCamp">>"After what happened at T'yani Grove, I don't think they're going to welcome me back." <<n "MainCamp">>"It might be easier if I go looking like a machine." <<n "MainCamp">>/* Heals a set amount. Can be altered by argument. */
<<widget "ExploreHealEvent">>
<<if $args[0]>>
<<set _healLevel to $player.MaxHP / $args[0]>>
<<else>>
<<set _healLevel to $player.MaxHP>>
<</if>>
<<set _healLevel to Math.round(_healLevel)>>
<<set _currentDamageTaken to $player.MaxHP - $player.CurHP>>
<<if _currentDamageTaken lte _healLevel>>
<<set _healLevel to _currentDamageTaken>>
<</if>>
<<set $player.CurHP += _healLevel>>
You heal <<healIcon>> _healLevel HP!
<<if $player.CurHP gt $player.MaxHP>>
<<set $player.CurHP to $player.MaxHP>>
<</if>>
<<UpdateHealthBar>>
<</widget>>/* Widget for setting and dealing damage. Arguments can be inputted to deal more than regular damage.*/
<<widget "ExploreDamageEvent">>
<<switch $explore.currentArea>>
/* Sets the index to check the array for the appropriate base damage for that area's damage events. */
<<case "swamp">>
<<set _i to 3>>
<<case "desert">>
<<set _i to 2>>
<<case "forest">>
<<set _i to 1>>
<<case "ruins">>
<<set _i to 0>>
<<default>>
<<set _i to 0>>
<<print "ERROR: CASE FOR AREA UNKNOWN - See ExploreDamageEvent Widget.">>
<</switch>>
/* Applies the base damage value determined to an empty temp variable. */
<<set _exploreEventDamageAmount to setup.explore.baseDamageEvent[_i]>>
/* Adds a bit of variance to the amount. */
<<set _exploreEventDamageAmount += random(1,4)>>
/* If no arguments were presented with the widget, no extra damage is applied. Else, the amount is multiplied by the number provided.*/
<<if $args[0]>>
<<set _exploreEventDamageAmount *= $args[0]>>
<<else>>
/* No additional damage */
<</if>>
/* Deals the damage */
<b>You take <<healthIcon>> _exploreEventDamageAmount damage!</b>
<<set $player.CurHP -= _exploreEventDamageAmount>>
<<UpdateHealthBar>>
<</widget>>/* Widget for getting chips while exploring (non-combat). Arguments can be inputted to give more chips than normal. */
<<widget "ExploreChipGainEvent">>
<<switch $explore.currentArea>>
/* Sets the index to check the array for the appropriate base chip gain amount depending on area. */
<<case "swamp">>
<<set _i to 3>>
<<case "desert">>
<<set _i to 2>>
<<case "forest">>
<<set _i to 1>>
<<case "ruins">>
<<set _i to 0>>
<<default>>
<<set _i to 0>>
<<print "ERROR: CASE FOR AREA UNKNOWN - See ExploreChipGainEvent Widget.">>
<</switch>>
/* Applies the base chip gain amount value determined to an empty temp variable. */
<<set _exploreEventChipGainAmount to setup.explore.baseChipsEvent [_i]>>
/* Change amount based on how far you have explored. */
<<set _exploreEventChipGainAmount *= $explore.chipBonusMultiplier>>
/* Adds a bit of variance to the amount. */
<<set _exploreEventChipGainAmount += random(1,4)>>
/* Round out number */
<<set _exploreEventChipGainAmount = Math.round(_exploreEventChipGainAmount)>>
/* If no arguments were presented with the widget, no extra chips are gained. Else, the amount is multiplied by the number provided.*/
<<if $args[0]>>
<<set _exploreEventChipGainAmount *= $args[0]>>
<<else>>
/* No additional chips */
<</if>>
/* Gives the chips */
<<GiveChips _exploreEventChipGainAmount>>
<</widget>>/* Widget for an improvement to the chip bonus multiplier */
<<widget "ExploreImproveChipBonusMultiplier">>
<<if $args[0]>>
<<set $explore.turnsExplored += $args[0]>>
<<else>>
<<set $explore.turnsExplored += 5>>
<</if>>
<</widget>><<SetExploreBackground>><<GoodEvent>>As you are walking along, there's a glinting near some rocks. You jog over, weapon raised. Crouching next to it, you sift through the <<soilNoun>>.
<br>//Microchips.// Some of them don't look too damaged, so you slip them in your pocket. //These should be useful.//
<br><<ExploreChipGainEvent>><<n "ExploreArea">><<audio "wind" stop>><<audio "windstorm" loop play>><<addclass "body" "swampstorm">><<BadEvent>>The acid ponds ripple in a singular direction, and the wind brushes against your <<skin>>. Moments later, the gusts begins picking up shards of coral and corrosive fluid, hurling them through the air.
You dive for cover, but there's nothing close. You're sliced and burnt by the wind-borne projectiles. You huddle down and reduce yourself as a target until the winds die down.
<br><<ExploreDamageEvent>><<if $player.CurHP lte 0>><<n "EE-GenericDeath">><<else>><<n "ExploreArea">><</if>><<audio "wind" stop>><<audio "windstorm" loop play>><<addclass "body" "desertstorm">><<BadEvent>>Out of nowhere, a dark cloud forms across the dunes ahead. Strong winds pick up the glittering sound around you, whipping at your skin and drawing blood.
<br>"Shit, a storm!" You throw yourself behind some nearby rocks, but it only affords so much cover. You cover your mouth with your shirt and huddle down.
<br>Even through your goggles, you can't see beyond an arm's reach. Roaring fills your ears, and deadly sand batters your body.
<br><<ExploreDamageEvent>><<if $player.CurHP lte 0>><<n "EE-GenericDeath">><<else>><<n "ExploreArea">><</if>><<audio "wind" stop>><<audio "windstorm" loop play>><<addclass "body" "foreststorm">><<BadEvent>>A silence settles through the ebon forest, followed by a high-pitched wizzing noise. Carried by a strong wind, blade-like leaves whip through the air and start slicing through everything in sight.
<br>Sap bleeds from the trees as you dive for cover. But the foliage only affords so much cover as new leaves lift from them and take flight. After what seems like forever, the winds die down.
<br>In the aftermath, insects climb up and drink from the fluid dripping from the slashed trunks and shrubs. Some kind of life cycle?
<br><<ExploreDamageEvent>><<if $player.CurHP lte 0>><<n "EE-GenericDeath">><<else>><<n "ExploreArea">><</if>><<audio ":sound" stop>><<audio "windstorm" loop play>><<addclass "body" "ruinsstorm">><<BadEvent>>A loud roaring noise. Pieces of metal nearby are shuddering. Up ahead, a sandy mist suddenly begins swirling around a corner. Your clothes are being buffeted about.
<br>"Shit, a storm!" You throw yourself behind some rubble, but it flings up and hits you. You cover your mouth with your shirt, stumbling towards the nearest refuge.
<br>You can't see. You can hear metal scraping around. Bits of debris batter your body.
<br><<ExploreDamageEvent>><<if $player.CurHP lte 0>><<n "EE-GenericDeath">><<else>><<n "ExploreArea">><</if>><<SetExploreBackground>><<audio ":sound" stop>><<audio "crash" play>><<BadEvent>>There is a shuddering noise above you. Suddenly, chunks of metal begin raining down around you.
<br>You dive out of the way. The worst of it misses you, but shards of metal still bounce off your back and legs.
<br><<ExploreDamageEvent>><<if $player.CurHP lte 0>><<n "EE-GenericDeath">><<else>><<n "ExploreArea">><</if>><<SetExploreBackground>>As you are walking along, there is a rusted tunnel to your left. Broken beams and warped metal criss-cross from roof to floor, but there are large gaps between them.
<br>You walk over and crouch near the entry. The roof looks like it's one shake off falling down. However, far inside there is a large pile of microchips. Next to it is a machine lying face-first. <<n "EE-Ruins-RustedTunnel-Choice">><<SetExploreBackground>>
<<set _luckRoll to random(1,2)>>
<<if $explore.badEventTally gt setup.explore.maxBadEvents>>
<<set _exploreResult to "EE-Ruins-RustedTunnel-GoodOutcome">>
<<elseif $explore.badEventTally lt setup.explore.minBadEvents>>
<<set _exploreResult to "EE-Ruins-RustedTunnel-BadOutcome">>
<<elseif _luckRoll is 1>>
<<set _exploreResult to "EE-Ruins-RustedTunnel-BadOutcome">>
<<else>>
<<set _exploreResult to "EE-Ruins-RustedTunnel-GoodOutcome">>
<</if>>
<span id="button1" class="choicebutton"><<button "1. Go for the chips." _exploreResult>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Don't go for the chips." "ExploreArea">><<NormalEvent>><</button>></span><<SetExploreBackground>><<audio ":sound" stop>><<audio "explosiondebris" play>><<BadEvent>>Unfortunately, you get halfway down the tunnel before it begins to shake. Heart thumping, you crawl backwards as fast as you can.
<br>Chunks of debris are raining down on you, smacking and brusing your exposed limbs. Just as you make it out, the whole structure comes crushing down.
<br><<ExploreDamageEvent 2>><<if $player.CurHP lte 0>><<n "EE-GenericDeath">><<else>><<n "ExploreArea">><</if>><<SetExploreBackground>><<GoodEvent>>You climb through the maze of metal, contorting your way through the smaller spaces. The structure creaks and groans above. However, you make it all the way to your prize without it collapsing down on you.
<br>You scoop up the chips and put them in your bag, navigating back out as fast as you can.
<br><<ExploreChipGainEvent 2>><<n "ExploreArea">><<SetExploreBackground>>Up ahead, there is a small metal box sticking out of the <<soilNoun>>. There are tracks around it, but they've faded to obscurity.
<br>//There might be something inside.// //But those tracks are suspicious....//<<n "EE-Trapbox-Choice">><<SetExploreBackground>>
<<set _GERandomRoll to random(1,5)>>
<<if $explore.badEventTally gt setup.explore.maxBadEvents>>
<<set _GEResult to "EE-Trapbox-Chips">>
<<elseif $explore.badEventTally lt setup.explore.minBadEvents>>
<<set _GEResult to "EE-Trapbox-Damage">>
<<elseif _GERandomRoll is 1>>
<<set _GEResult to "EE-Trapbox-Nothing">>
<<elseif _GERandomRoll lte 3>>
<<set _GEResult to "EE-Trapbox-Damage">>
<<else>>
<<set _GEResult to "EE-Trapbox-Chips">>
<</if>>
<span id="button1" class="choicebutton"><<button "1. Open the box." _GEResult>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Leave the box." "ExploreArea">><<NormalEvent>><</button>></span><<SetExploreBackground>><<GoodEvent>>You open the box with the tip of your gun-blade. Inside is a stash of glittering microchips!
<br><<ExploreChipGainEvent>><<n "ExploreArea">><<SetExploreBackground>><<BadEvent>><<audio "grenade2" play>>The moment you open the box, it explodes! You beat out the flames as fast as you can.
<br><<ExploreDamageEvent>><<if $player.CurHP lte 0>><<n "EE-GenericDeath">><<else>><<n "ExploreArea">><</if>><<SetExploreBackground>><<NormalEvent>>You open the box with the tip of your gun-blade. It's completely empty inside.
<br>"Well, I guess that's to be expected."<<n "ExploreArea">><<SetExploreBackground>><<NormalEvent>>You walk through a doorway and into a room filled with shattered tubes. Each one looks like your progenitor, but the insides are charred black. In one of them there's gaps - scrapes in the black inside.
<br>There are a set of shattered screens nearby. Something is burned into the pixels of one of them.
<br><i>Purge complete</i>.
<br>A cold gust brushes past. There's a door at the far end of the room, so you continue on your way. <<n "ExploreArea">><<SetExploreBackground>><<NormalEvent>>You walk down a corridor and into a room filled with screens. One has an image burnt into it - or rather, a countdown with all zeroes. A lot of zeroes.
<br>"What was it counting down to?"
<br>There doesn't seem to be anything else here of interest or salvage, so you continue on your way.<<n "ExploreArea">><<SetExploreBackground>><<GoodEvent>>Up ahead is a shuttlecraft about seven meters long. It's buried into the ground nose down on a horizontal angle, back hatch open.
<br>You climb inside and check it out. Nobody is inside, and the control panel is trashed.Still, you're able to use your gun-blade to pull it apart and salvage some chips.
<br><<ExploreChipGainEvent>><<n "ExploreArea">><<SetExploreBackground>>You come up to a dead end in the wall. There's a pipe-like shaft, but it's on a downward slant. The slope looks gentle.
<br>There was another path a while back. It might provide a good way forward. However, walking back will take time and energy. Still, it might be less risky than the shaft, no matter how slight the angle looks. <<n "EE-Ruins-PipeEvent-Choice">><<SetExploreBackground>>
<span id="button2" class="choicebutton"><<button "1. Find another route." "EE-Ruins-PipeEvent-FindOtherRoute">><</button>></span>
<span id="button1" class="choicebutton"><<button "2. Slide down the pipe." "EE-Ruins-PipeEvent-GoDownPipe">><</button>></span><<SetExploreBackground>><<NormalEvent>>You track your steps back to the earlier turn-off. By the time you get there and take the fork, there's an ache in your legs. Still, you can see the path ahead, which is more than could be said for the mysterious pipe.
<br><<ExploreDamageEvent>><<if $player.CurHP lte 0>><<n "EE-GenericDeath">><<else>><<n "ExploreArea">><</if>><<SetExploreBackground>><<audio "slide" play>>With no other options forward, you climb in and slide down. At first you need to push yourself down. As it gets darker, the angle increases, and soon you're sliding whether you want to or not.
<br>Up ahead, there's a split in the pipe. You can lean left or right, but all you see beyond the divide is darkness. <<n "EE-Ruins-PipeEvent-PipeDirection">><<SetExploreBackground>>
<<set _GERandomRoll to random(1,5)>>
<<if $explore.badEventTally gt setup.explore.maxBadEvents>>
<<set _GEResult to "EE-Ruins-PipeEvent-GoodOutcome">>
<<elseif $explore.badEventTally lt setup.explore.minBadEvents>>
<<set _GEResult to "EE-Ruins-PipeEvent-BadOutcome">>
<<elseif _GERandomRoll is 1>>
<<set _GEResult to "EE-Ruins-PipeEvent-NeutralOutcome">>
<<elseif _GERandomRoll lte 3>>
<<set _GEResult to "EE-Ruins-PipeEvent-BadOutcome">>
<<else>>
<<set _GEResult to "EE-Ruins-PipeEvent-GoodOutcome">>
<</if>>
<span id="button1" class="choicebutton"><<button "1. Go left." _GEResult>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Go right." _GEResult>><</button>></span><<SetExploreBackground>><<GoodEvent>><<audio "slide" play>>You shift your body and turn at the fork. After sliding for a little longer, it angles up and you can see light ahead.
<br>You crawl out and into a room filled with mechanical remains. After scrounging around and finding some chips, you walk out the door and down a corridor. It doesn't take long to find daylight again.
<br><<ExploreChipGainEvent>><<n "ExploreArea">><<SetExploreBackground>><<BadEvent>><<audio "slide" play>>You shift your body and turn at the fork. After sliding for a little longer, it angles sharply downward. You fall down and hit a hard surface, pain shooting through your limbs.
<br>You're in an open area of the ruins, and high above you is the end of the pipe.
<br><<ExploreDamageEvent 2>><<if $player.CurHP lte 0>><<n "EE-GenericDeath">><<else>><<n "ExploreArea">><</if>><<SetExploreBackground>><<NormalEvent>><<audio "slide" play>>You shift your body and turn at the fork. After sliding for a little longer, it angles up and you can see light ahead.
<br>At the end is another open section of the ruins with a clear path forward. It appears the pipe was a short-cut. <<n "ExploreArea">><<SetExploreBackground>><<BadEvent>><<audio ":sound" stop>><<audio "crash" play>>As you step forward, the metal floor groans and tilts. You slide down the sudden hole in the floor, tumbling as you hit the bottom.
<br>You grimace and pick yourself up, staring at your surroundings. Thankfully, there's still a path forward.
<br><<ExploreDamageEvent>><<if $player.CurHP lte 0>><<n "EE-GenericDeath">><<else>><<n "ExploreArea">><</if>><<SetExploreBackground>><<BadEvent>><<audio ":sound" stop>><<audio "collapsebrief" play>>With your next step, the metal beneath your feet screeches and caves in. Seconds later you land on your feet, a painful shockwave shooting up your legs.
<br>You groan and rub your legs. You're surrounded by debris, but there's still a way forward.
<br><<ExploreDamageEvent>><<if $player.CurHP lte 0>><<n "EE-GenericDeath">><<else>><<n "ExploreArea">><</if>><<SetExploreBackground>><<GoodEvent>><<nobr>>
<<set _GERandomRoll to random(1,2)>>
<<if $explore.curWater lt $explore.maxWater && _GERandomRoll is 1>>
<<set _water to true>>
<<else>>
<<set _water to false>>
<</if>>
<</nobr>>Up ahead are two people lying on the <<soilNoun>>. You raise your gun-blade and crouch down. After they don't move for a while, you inch closer. They have smoking holes in their chest, and blasters lying next to them.
<br>"Some kind of shoot off?" Between then is a small sack, and inside <<if _water is true>>is a water ration<<else>>are a handful of chips<</if>>. You store the contents away, since they're no good left here on the ground.
<br><<if _water is true>><<GiveWaterRation>><<else>><<ExploreChipGainEvent>><</if>> <<n "ExploreArea">><<SetExploreBackground>><<GoodEvent>>As you walk along, there is an alcove in the wall to your right. Inside are the remains of one of those machines with a chainsaw arm you first saw in the ruins. Thankfully, it is lying inert. There's a hole blasted in its chest.
<br>Strewn around are bones and blasters - seems it was busy. But near the bot is a pile of chips ripe for the taking. You step over the grim remains and scoop up the salvage.
<br><<ExploreChipGainEvent>><<n "ExploreArea">><<SetExploreBackground>>You follow the path ahead down a narrow corridor. Some way down, there is a doorway to your left. Inside is a sparking panel with row after row of microchips.
<br>"These could be exactly what I need." But the panel next to the chips sparks and spits. Touching it could be dangerous… <<n "EE-Ruins-SparkingPanel-Choice">><<SetExploreBackground>>
<<set _GERandomRoll to random(1,2)>>
<<if $explore.badEventTally gt setup.explore.maxBadEvents>>
<<set _GEResult to "EE-Ruins-SparkingPanel-GoodOutcome">>
<<elseif $explore.badEventTally lt setup.explore.minBadEvents>>
<<set _GEResult to "EE-Ruins-SparkingPanel-BadOutcome">>
<<elseif _GERandomRoll is 1>>
<<set _GEResult to "EE-Ruins-SparkingPanel-BadOutcome">>
<<else>>
<<set _GEResult to "EE-Ruins-SparkingPanel-GoodOutcome">>
<</if>>
<span id="button1" class="choicebutton"><<button "1. Pull the panel apart." _GEResult>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Leave the panel alone." "ExploreArea">><<NormalEvent>><</button>></span><<SetExploreBackground>><<GoodEvent>>You reach out and tug one of the chips from the panel. Nothing bad happens, so you pull out the rest that aren't damaged.<<audio "rustlejunk" play>>
<br><<ExploreChipGainEvent>><<n "ExploreArea">><<SetExploreBackground>><<BadEvent>>The moment you touch one of the chips, a painful shock shoots up your arm. Swearing, you pull back your singed fingers - and the panel bursts into flame.<<audio "zap" play>>
<br>You beat a hasty retreat down the corridor. As you turn back, a haze of smoke is wafting from the doorway.
<br><<ExploreDamageEvent>><<if $player.CurHP lte 0>><<n "EE-GenericDeath">><<else>><<n "ExploreArea">><</if>><<SetExploreBackground>><<BadEvent>>You come up to a large rift in the ground. It stretches out in each direction as far as you can see. You can't see the bottom either.
<br>It seems to be wider in some spots than others. In one place, it seems narrow enough to jump from one side to the other - if you got a running leap. <<if $player.appearance is "alien">>Or you could just fly over with your x'irii wings.<<else>>But if you're wrong, you wouldn't survive the fall.<</if>>
<br>The alternative is to walk along the rift and find somewhere safe to cross. It would likely take a lot of energy, since there doesn't seem to be anywhere close. <<n "EE-Rift-Choice">><<SetExploreBackground>>
<<set _GERandomRoll to random(1,2)>>
<<if _GERandomRoll is 1>>
<<set _GEResult to "EE-Rift-JumpOver">>
<<else>>
<<set _GEResult to "EE-Rift-FallToDeath">>
<</if>>
<span id="button1" class="choicebutton"><<button "1. Find a safer way across." "EE-Rift-SaferWay">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Jump the rift." _GEResult>><</button>></span>
<<if $player.appearance is "alien">>
<span id="button3" class="choicebutton"><<button "3. Fly over the rift." "EE-Rift-FlyOver">><</button>></span>
<<else>>
<span id="button3" class="choicebuttoncooldown"><<button "3. Fly over the rift. [Requires Wings]">><</button>></span>
<</if>><<SetExploreBackground>><<audio "jump" play>>You run up and jump across the rift. The wind rushes around you. Your feet make contact with the other side, and you stumble forward.
<br>After taking a moment to catch your breath, you dust yourself off and continue on your way. <<n "ExploreArea">><<audio "jump" play>>You run up and jump across the rift. But your foot falls short of the other side. Clasping at the cliff and missing, you fall down into the darkness.<<audio ":all" stop>><<audio "death" loop play>>
<br>With a resigned sigh, you tense your body. A split second of pain, followed by familiar oblivion. <<n "EE-GenericDeath-Tank">><<SetExploreBackground>><<audio "woosh2" play>>You flap your wings and fly over the rift. It's not long before you're touching down on the other side, crisis averted.
<br>You retract your wings and continue on your way. <<n "ExploreArea">><<SetExploreBackground>>You walk along the length of the rift. It takes some time before you come across a place narrow enough to jump across without any real risk.
<br>It's just a short leap across, but your legs are aching from the detour. Still, it's better than potentially falling to your death.
<br><<ExploreDamageEvent>><<if $player.CurHP lte 0>><<n "EE-GenericDeath">><<else>><<n "ExploreArea">><</if>><<SetExploreBackground>><<GoodEvent>><<nobr>>
<<if $explore.currentArea is "swamp">>Embedded at the bank of an acid pool is a tube-like device about five feet tall.
<<elseif $explore.currentArea is "desert">>Dug into the sand is a tube-like device about five feet tall.
<<elseif $explore.currentArea is "forest">>Lying in the grass is a tube-like device about five feet tall.
<<else>>In a rusted nook, there is a panel with lots of buttons on the front.
<</if>>
<</nobr>> <<nobr>>
<<if $explore.currentArea is "ruins">>It has the familiar shape of a vending machine, but when you click one of the buttons, nothing happens.
<<else>>It looks like some sort of survey device, but it's seen better days.
<</if>>
<</nobr>>
<br>You pry open the cover with your gun-blade. There's a board beneath embedded with rows of microchips. They steadily grow in size until they're adjacent with a battery. The battery has a crack running down the side.
<br>As you pull out one of the chips, the battery jolts and sizzles, searing one of the nearby chips. After a pause, you take one of the chips that are further away - it does it again, but not as much.
<br>Seems like the closer you pull a chip to the battery, the more chance it'll blow and destroy the whole board. But the bigger chips are also those closest to the battery. <<n "EE-BatteryConsole-Choice">><<SetExploreBackground>>
<<set _GERandomRoll to random(1,2)>>
<<if _GERandomRoll is 1>>
<<set _GEResult to "EE-BatteryConsole-BigChipGain">>
<<else>>
<<set _GEResult to "EE-BatteryConsole-BigChipLoss">>
<</if>>
<span id="button1" class="choicebutton"><<button "1. Go for the bigger chips." _GEResult>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Go for the smaller chips." "EE-BatteryConsole-SmallChipGain">><<NormalEvent>><</button>></span><<SetExploreBackground>>You pull out one of the larger chips from the board. There's no explosion of acid, so you pull out a few more. Your risk is rewarded with a bounty of chips, which you stuff inside your bag.
<br><<ExploreChipGainEvent 3>><<n "ExploreArea">><<SetExploreBackground>>You pull out one of the larger chips from the board. The second you do, the battery explodes and splatters it with acid - along with the rest of the circuitry. You drop the sizzling chip. By some silver lining, the acid missed your hand.
<br>With no way to salvage the hardware, you continue on your way. <<n "ExploreArea">><<SetExploreBackground>>Playing it safe, you pull the smaller chips from the board. By the time you're done pulling them all, the battery has shuddered and leaked all over the larger chips. Still, you've got a sizable salvage all the same.
<br><<ExploreChipGainEvent>><<n "ExploreArea">><<SetExploreBackground>><<GoodEvent>><<audio "hiss" play>>As you are walking along, you pass by a patch of <<print either("hole-filled", "honeycomb-like")>> <<print either("bulbs", "sprouts")>>. By the time you notice them, they spray you a burst of crimson pollen. <<if $player.appearance is "machine">>Thankfully, it does nothing to your metal plating.<<else>>It sizzles against your bare skin.<</if>>
<br><<if $player.appearance is "machine">>You dust it off and continue on your way. <<n "ExploreArea">><<else>><<ExploreDamageEvent>><</if>> <<if $player.CurHP lte 0>><<n "EE-GenericDeath">><<else>><<n "ExploreArea">><</if>><<SetExploreBackground>><<BadEvent>>Up ahead, there's <<if $explore.currentArea is "swamp">>a vast acid swamp<<elseif $explore.currentArea is "desert">>sheer expanse of rocky crags<<elseif $explore.currentArea is "forest">>sheer cliff of rock<<else>>large metal wall<</if>> spanning as far as you can see. <<if $explore.currentArea is "swamp">>Walking around it<<else>>Climbing over it<</if>> would take a lot of energy. <<if $player.appearance is "alien">>Even with your wings, it'd be an effort.<</if>>
<br>Nearby, there's <<if $explore.currentArea is "swamp">>some sort of tunnel beneath the ground, large enough for you to fit through<<elseif $explore.currentArea is "desert">>a cave in the obstruction, possibly machine-made<<elseif $explore.currentArea is "forest">>cave in the obstruction, and it's got an upwards incline<<else>>tunnel in the obstruction, and it's got an upwards incline<</if>>. A potential short-cut, but anything could happen in there. If it's not stable, or you get attacked, it would be hard to escape. <<n "EE-DarkUnderpass-Choice">><<SetExploreBackground>>
<<set _GERandomRoll to random(1,2)>>
<<if _GERandomRoll is 1>>
<<set _GEResult to "EE-DarkUnderpass-Damage">>
<<else>>
<<set _GEResult to "EE-DarkUnderpass-NoDamage">>
<</if>>
<span id="button1" class="choicebutton"><<button "1. Go the long way instead." "EE-DarkUnderpass-SaferWay">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Attempt the short cut." _GEResult>><</button>></span><<SetExploreBackground>>You head into the hollow passage, navigating your way through. It gets narrower the deeper you go, until it is nearly too small for you to continue. Just as you're considering turning back, there's a rumbling behind you, followed by a wave of dust. When it clears, you reverse course down the tunnel. The path you took is now full of <<if $explore.currentArea is "ruins">>metal debris<<else>>rocks<</if>>.
<br>With no choice but to make a path forward, you spend the next few hours squeezing your way through nooks and crannies, or shifting what you can. Eventually, you see the light of day again and leave the claustrophobic space.
<br><<ExploreDamageEvent 3>><<if $player.CurHP lte 0>><<n "EE-GenericDeath">><<else>><<n "ExploreArea">><</if>><<SetExploreBackground>>You make your way into the hollow passage and take your chances. While the path is narrow, you're able to find your way forward at a good pace.After a little while the light at the other side is visible, and you're on the other side.
<br>You take one look back at the <<if $explore.currentArea is "swamp">>swamp<<elseif $explore.currentArea is "desert">>rocky crags<<elseif $explore.currentArea is "forest">>sheer cliff<<else>>metal wall<</if>> you just cleared, then continue on your way. <<n "ExploreArea">><<SetExploreBackground>>Not willing to risk the confined space, you take the long way <<if $explore.currentArea is "swamp">>around the swamp<<elseif $explore.currentArea is "desert">>over the rocky crags<<elseif $explore.currentArea is "forest">>over the sheer cliff<<else>>over the metal wall<</if>>. By the end, you've worked up a sweat and your muscles are aching, but there were no unexpected surprises.
<br><<ExploreDamageEvent>><<if $player.CurHP lte 0>><<n "EE-GenericDeath">><<else>><<n "ExploreArea">><</if>><<SetExploreBackground>><<GoodEvent>>Lying on the <<soilNoun>> are some machine parts. You kneel down and check them over. The owner isn't in sight, and there's a series of low-level microchips that can be salvaged.
<br><<ExploreChipGainEvent>><<n "ExploreArea">><<SetExploreBackground>><<GoodEvent>>Up ahead is the hulking remains of a machine at least three times your size, with large three-pronged pincers for hands. It doesn't have a head, but it does have a massive chassis. There's a gaping hole in it with the plating melted away. You climb up and survey the insides. The core processors and primary memory chips are a warped mess - completely beyond repair.
<br>Despite the damage, there's a treasure trove of secondary chips to be salvaged. You pull them out and tuck them away.
<br><<ExploreChipGainEvent 3>><<n "ExploreArea">><<SetExploreBackground>><<set _humanGender to random(1,2)>><<if _humanGender is 1>><<setenemy "humanRuins1">><<else>><<setenemy "humanRuins2">><</if>>Up ahead, there is a human lying against some rubble. <<e-He>> looks up at you, <<e-his>> lips cracked.
"Water." <<e-He>> gasps. There is a weapon
<<ExploreChipGainEvent>>As you walk through the forest, you come across a pile of machines with scorched parts. You crouch down next to them and examine the damage.<<set $deltaColony.shay.repairHoloArrayQuest to 20>><<set $explorePlotEvent.delete("HoloArrayParts")>>
"Some sort of battle? These are x'irii burns."
The central processors are completely destroyed, making recovery of the machines impossible. However, the holo-optic processors are somehow intact.
"I guess Shay was looking for these."
Using the blade of your weapon, you dislodge the processors and remove the wiring.
<b>You have obtained some Holo-optic processors!</b><<n "ExploreArea">>/* Used for when you run across a plot event, but choose to keep exploring. Usually when you run across a charted location and hit 'No' instead of checking it out. */
<<widget "ResetExplorePlotEvents">>
<<set $explorePlotEvent to []>>
<</widget>>/* This widget sets who are friendly on approach and who are not. */
<<widget "SetFriendlyRandomEnemyEncounters">>
/* Adds all the universally friendly encounters, regardless of species. */
<<set $friendlyEnemies to clone(setup.friendlyToAllSpeciesEncounters)>>
<</widget>>/* Widgets for code repeatedly used when bad/good/neutral event outcomes are triggered. */
<<widget "BadEvent">>
<<set $explore.turnsSinceEvent to 0>>
<<set $explore.badEventTally += 1>>
<</widget>>
<<widget "GoodEvent">>
<<set $explore.turnsSinceEvent to 0>>
<<set $explore.badEventTally -= 1>>
<</widget>>
<<widget "NormalEvent">>
<<set $explore.turnsSinceEvent to 0>>
<</widget>><<widget "GiveWaterRation">>
<<if $explore.curWater lt $explore.maxWater>>
<<set $explore.curWater += 1>>
<b><<print 'You get a ration of water!'>></b>
<<else>>
<b><<print 'Your water supply is already full'>></b>
<</if>>
<</widget>><<nobr>>
/* Adds chips to the bag. Used for obtaining chips out of direct combat, such as a plot event. */
<<widget "GiveChips">>
<<set _chipsEarned to $args[0]>>
<<set $chips.bag += _chipsEarned>>
<b><<print 'You get <<ChipAbbr _chipsEarned>>!'>></b>
<</widget>>
/* Like GiveChips, but adds the amount directly to chip storage */
<<widget "StockGiveChips">>
<<set _chipsEarned to $args[0]>>
<<set $chips.stock += _chipsEarned>>
<b><<print 'You get <<StockChipAbbr _chipsEarned>>!'>></b>
<</widget>>
<</nobr>><<nobr>>
/* Widget for giving chips specifically after a battle. */
<<widget "ChipsWon">>
<<set _nonLethalChipBonus to 0>>
<<if $enemy.chips gte 1>>
<<set $chips.victoryChips to $enemy.chips * $explore.chipBonusMultiplier>>
<<set _randomChipFlux to random (-2,2)>><<set $chips.victoryChips to $chips.victoryChips + _randomChipFlux>>
/* Bonuses for clearing the game are applied here, if applicable */
<<set _achReturn to recall("achievements", setup.achievementsDefault)>>
<<if _achReturn.ending12.obtained is true>>
<<set $chips.victoryChips *= setup.endingClearBonuses.ending12Bonus>>
<</if>>
/* Round the chip numbers off */
<<set $chips.victoryChips = Math.round($chips.victoryChips)>>
/* Applies bonus for nonlethal combat takedown. */
<<if $combat.playerAction is "subdueSuccess" or $combat.playerAction is "talkSuccess" or $combat.playerAction is "rosettaHeal">>
<<set _nonLethalChipBonus to $chips.victoryChips / 100>>
<<switch $combat.playerAction>>
<<case "subdueSuccess">><<set _nonLethalChipBonus *= $combat.subdueChipBonus>>
<<case "talkSuccess">><<set _nonLethalChipBonus *= $combat.talkChipBonus>>
<<case "rosettaHeal">><<set _nonLethalChipBonus *= $combat.healChipBonus>>
<</switch>>
<<set _nonLethalChipBonus = Math.round(_nonLethalChipBonus)>>
<</if>>
<<if $chips.victoryChips gt 1>>
<b>You get <<ChipAbbr $chips.victoryChips>><<switch $combat.playerAction>><<case "subdueSuccess" "talkSuccess" "rosettaHeal">> and an additional <<ChipAbbr _nonLethalChipBonus>> in undamaged chips!<<default>>!<</switch>></b>
<<else>>
<b>You get <<ChipAbbr 1>>!</b>!
<</if>>
<<set $chips.bag += _nonLethalChipBonus>>
<<set $chips.bag += $chips.victoryChips>>
<<set $chips.victoryChips to 0>>
<</if>>
<</widget>>
<</nobr>>/* Code that sets the current chip bonus multiplier and descriptor when exploring. */
<<widget "SetChipBonusMultiplier">>
<<set _i to 0>>
<<set _i to $explore.turnsExplored / setup.explore.turnsBeforeChipMultiplierIncreases>>
<<set _i to Math.floor(_i)>>
<<set _i += $upgrades.alienModSenses>>
<<if _i gte $exploreChipBonus.rarity.length>>
<<set _i to $exploreChipBonus.rarity.length - 1>>
<</if>>
<<set $explore.chipOddsAdjective to $exploreChipBonus.rarity[_i]>>
<<set $explore.chipBonusMultiplier to $exploreChipBonus.multiplier[_i]>>
<</widget>>/* A widget for setting all the costs for exploring or returning from an area */
<<widget "SetExploreCost">>
<<if $explore.currentArea is "swamp">>
<<set $explore.costToExplore to $explore.turnsExplored * setup.explore.swampExploreCostMultiplier>>
<<set $explore.costToExplore = Math.round($explore.costToExplore)>>
<<set $returnCost to $explore.turnsExplored / setup.explore.swampExploreCostMultiplier>>
<<if $explore.costToExplore gt setup.explore.maxExploreCostSwamp>>
<<set $explore.costToExplore to setup.explore.maxExploreCostSwamp>>
<</if>>
<<elseif $explore.currentArea is "desert">>
<<set $explore.costToExplore to $explore.turnsExplored * setup.explore.desertExploreCostMultiplier>>
<<set $explore.costToExplore = Math.round($explore.costToExplore)>>
<<if $explore.costToExplore gt setup.explore.maxExploreCostDesert>>
<<set $explore.costToExplore to setup.explore.maxExploreCostDesert>>
<</if>>
<<elseif $explore.currentArea is "forest">>
<<set $explore.costToExplore to $explore.turnsExplored + setup.explore.forestExploreCostMultiplier>>
<<set $explore.costToExplore = Math.round($explore.costToExplore)>>
<<if $explore.costToExplore gt setup.explore.maxExploreCostForest>>
<<set $explore.costToExplore to setup.explore.maxExploreCostForest>>
<</if>>
<<else>>
<<set $explore.costToExplore to setup.explore.ruinsExploreCost>>
<</if>>
<<if $explore.currentArea is "swamp">>
<<set $returnCost to $explore.turnsExplored / 2 + 30>>
<<set $returnCost = Math.round($returnCost)>>
<<elseif $explore.currentArea is "desert">>
<<set $returnCost to $explore.turnsExplored / 2 + 20>>
<<set $returnCost = Math.round($returnCost)>>
<<elseif $explore.currentArea is "forest">>
<<set $returnCost to $explore.turnsExplored / 2 + 10>>
<<set $returnCost = Math.round($returnCost)>>
<<else>>
<<set $returnCost to $explore.turnsExplored / 2>>
<<set $returnCost = Math.round($returnCost)>>
<</if>>
<<if $explore.costToExplore lt 0>>
<<set $explorecost to 0>>
<</if>>
<</widget>>/* A widget for resetting all the values used when exploring. Usually triggered on camp return or death event. */
<<widget "resetExplore">>
<<set $explore.costToExplore to 0>>
<<set $explore.turnsExplored to 0>>
<<set $explore.turnsSinceCombat to 0>>
<<set $explore.turnsSinceEvent to 0>>
<<set $explore.turnsSinceChainEvent to 0>>
<<set $watchedChainEventScenes to []>>
<<set $finishedChainEvents to []>>
<<set $exploreChainEventNextScene to []>>
<<set $exploreChainEventCurrent to "">>
<<set $nextEnemy to []>>
<<set $friendlyEnemies to []>>
<<set $explorePlotEvent to []>>
<<set $exploreChainEventsHappened to []>>
<<set $explore.chipBonusMultiplier to 1>>
<<set $explore.badEventTally to 0>>
<<if $ability.water is true>>
<<set $explore.curWater to $explore.maxWater>>
<</if>>
<<set $combat.playerGunGone to false>>
<<set $combat.playerGrenadeGone to false>>
<</widget>>/* Determines what random enemy will be encountered next if there is a battle, excluding fixed story events. */
<<widget "SetNextRandomEnemy">>
<<if $explore.currentArea is "swamp">>
<<set $nextEnemy to clone(setup.enemiesYellowSwamp)>>
<<elseif $explore.currentArea is "desert">>
<<set $nextEnemy to clone(setup.enemiesWhiteDesert)>>
<<elseif $explore.currentArea is "forest">>
<<set $nextEnemy to clone(setup.enemiesEbonForest)>>
<<if $charted.deltaColony is true>>
<<set $nextEnemy.pushUnique("colonist1")>>
<<set $nextEnemy.pushUnique("colonist2")>>
<</if>>
<<else>>
<<set $nextEnemy to clone(setup.enemiesGreyRuins)>>
<<if $quests.firstHuman gte 30>>
<<set $nextEnemy.pushUnique("humanRuins1")>>
<<set $nextEnemy.pushUnique("humanRuins2")>>
<</if>>
<</if>>
<<setenemy $nextEnemy.random()>>
/* Gender setting for x'irii */
<<if $enemy.code is "xiriihunter" or $enemy.code is "xiriihunterdesert">>
<<if $quests.knowXiriiGenders is true>>
<<set _xiriiRandomGender to random(1, 2)>>
<<if _xiriiRandomGender is 1>>
<<set $enemy.gender to "male">>
<<else>>
<<set $enemy.gender to "female">>
<</if>>
<<else>>
<<set $enemy.gender to "they">>
<</if>>
<</if>>
<</widget>>/* Looks for plot events that have not happened, and if applicable, sets them as possible exploration events. */
<<widget "CheckForPlotEvents">>
<<if $explore.currentArea is "swamp">>
<<if $charted.huntingGrounds is false>>
<<set $explorePlotEvent.pushUnique("SwampHuntingGroundDiscover")>>
<</if>>
<<elseif $explore.currentArea is "desert">>
<<if $charted.sector54 is false>>
<<set $explorePlotEvent.pushUnique("GettingCloseToSF")>>
<<else>>
/* Add nothing. No new events. */
<</if>>
<<elseif $explore.currentArea is "forest">>
<<if $quests.armoryQuest is 20 && $quests.forestFight is 0>>
<<set $explorePlotEvent.pushUnique("ForestFight")>>
<<elseif $player.translator is true && $charted.turretArmory is false>>
<<set $explorePlotEvent.pushUnique("TurretRoomFound")>>
<<elseif $charted.signalTower is false>>
<<set $explorePlotEvent.pushUnique("SignalTowerFound")>>
<<elseif $deltaColony.shay.repairHoloArrayQuest is 10>>
<<set $explorePlotEvent.pushUnique("HoloArrayParts")>>
<<else>>
/* Add nothing. No new events. */
<</if>>
<<else>>
<<if $quests.firstHuman is 30 && $quests.firstAlien is 10>>
<<set $explorePlotEvent.pushUnique("FirstAlienEncounter-Repeat")>>
<<elseif $quests.firstHuman is 30 && $quests.firstAlien is 0>>
<<set $explorePlotEvent.pushUnique("FirstAlienEncounter")>>
<<elseif $quests.firstHuman is 30 && $charted.library is false>>
<<set $explorePlotEvent.pushUnique("LibraryFound")>>
<<elseif $quests.firstHuman is 10>>
<<set $explorePlotEvent.pushUnique("FirstHumanEncounterRepeat")>>
<<elseif $quests.firstHuman is 0>>
<<set $explorePlotEvent.pushUnique("FirstHumanEncounter")>>
<<else>>
/* Add nothing. No new events. */
<</if>>
<</if>>
<</widget>><<widget "RollForGenericEvent">>
<<if $explore.turnsSinceEvent gte setup.explore.maxTurnsBetweenEvents>>
<<set $explore.triggerGenericEvent to true>>
<<elseif $explore.turnsSinceEvent gte setup.explore.minTurnsBetweenEvents>>
<<set _rollResultGenericEvent to random(1, setup.explore.chanceOfGenericEvent)>>
<<if _rollResultGenericEvent is 1>>
<<set $explore.triggerGenericEvent to true>>
<<else>>
<<set $explore.triggerGenericEvent to false>>
<</if>>
<<else>>
<<set $explore.triggerGenericEvent to false>>
<</if>>
<</widget>>/* Sets possible mixed luck generic explore events. */
<<widget "SetGenericMixedEvents">>
/* Mixed events that can happen anywhere. */
<<set $exploreGenericEvent.pushUnique("EE-Trapbox")>>
/*<<if $quests.firstHuman gte 30>>
<<set $exploreGenericEvent.pushUnique("EE-HumanWater")>>
<</if>>*/
/* Set area specific mixed events */
<<if $explore.currentArea is "swamp">>
<<elseif $explore.currentArea is "desert">>
<<elseif $explore.currentArea is "forest">>
<<else>>
<<set $exploreGenericEvent.pushUnique("EE-Ruins-RustedTunnel")>>
<<set $exploreGenericEvent.pushUnique("EE-Ruins-PipeEvent")>>
<<set $exploreGenericEvent.pushUnique("EE-Ruins-SparkingPanel")>>
<</if>>
<</widget>>/* Sets possible bad generic explore events. */
<<widget "SetGenericBadEvents">>
/* Bad events that can happen anywhere. */
<<set $exploreGenericEvent.pushUnique("EE-Rift")>>
<<set $exploreGenericEvent.pushUnique("EE-DangerousPlants")>>
<<set $exploreGenericEvent.pushUnique("EE-DarkUnderpass")>>
/* Set area specific bad events */
<<if $explore.currentArea is "swamp">>
<<elseif $explore.currentArea is "desert">>
<<elseif $explore.currentArea is "forest">>
<<else>>
<<set $exploreGenericEvent.pushUnique("EE-Ruins-Storm")>>
<<set $exploreGenericEvent.pushUnique("EE-Ruins-RoofCollapse")>>
<<set $exploreGenericEvent.pushUnique("EE-Ruins-FloorCollapse1")>>
<<set $exploreGenericEvent.pushUnique("EE-Ruins-FloorCollapse2")>>
<</if>>
<</widget>>/* Sets possible good generic explore events. */
<<widget "SetGenericGoodEvents">>
/* Good events that can happen anywhere. */
<<set $exploreGenericEvent.pushUnique("EE-Rift")>>
<<set $exploreGenericEvent.pushUnique("EE-DangerousPlants")>>
<<set $exploreGenericEvent.pushUnique("EE-DarkUnderpass")>>
/* Set area specific good events. */
<<if $explore.currentArea is "swamp">>
<<elseif $explore.currentArea is "desert">>
<<elseif $explore.currentArea is "forest">>
<<else>>
<<set $exploreGenericEvent.pushUnique("EE-FindChipsMinor")>>
<<set $exploreGenericEvent.pushUnique("EE-Ruins-Deadcraft-Chips")>>
<<set $exploreGenericEvent.pushUnique("EE-Ruins-RobotSalvage-Chips")>>
<<set $exploreGenericEvent.pushUnique("EE-Shootoff-ChipsWater")>>
<</if>>
<</widget>>/* Determines the next generic event. */
<<widget "SetNextGenericEvent">>
<<set $exploreGenericEvent to []>>
<<SetGenericMixedEvents>>
/* If the player hasn't had a lot of great luck, add good luck events. */
<<if $explore.badEventTally gt setup.explore.minBadEvents>>
<<SetGenericGoodEvents>>
<</if>>
/* If the player hasn't had a ton of bad luck, add bad luck events. */
<<if $explore.badEventTally lt setup.explore.maxBadEvents>>
<<SetGenericBadEvents>>
<</if>>
<</widget>>/* Determines what will happen when the player clicks the button to keep exploring. */
<<widget "ExploreChooseNextEvent">>
<<CheckForPlotEvents>>
<<RollForGenericEvent>>
/*<<RollForChainEvent>>*/
<<if $explorePlotEvent.length neq 0 && $explore.turnsExplored gt setup.explore.turnsBeforeMainPlotEvent && $explorePlotEvent.length gt 0>>
<<set $explore.nextEvent to $explorePlotEvent[0]>>
<<elseif $explore.turnsSinceCombat gte setup.explore.turnsBeforeCombat>>
<<set $explore.nextEvent to "CombatStart">>
<<elseif $explore.triggerChainEvent is true>>
<<set $explore.nextEvent to $exploreChainEventNextScene.random()>>
<<elseif $explore.triggerGenericEvent is true>>
<<set $explore.nextEvent to $exploreGenericEvent.random()>>
<<else>>
<<set $explore.nextEvent to "ExploreArea">>
<</if>>
<</widget>>/* Widget for handling all general stat-altering calls per turn in exploring. */
<<widget "PerTurnExploreChecks">>
<<ExploreChooseNextEvent>>
<<SetNextGenericEvent>>
/*<<SetNextChainEvent>>*/
/* Sets the explore cost. */
<<SetExploreCost>>
/* Sets the chip bonus multiplier */
<<SetChipBonusMultiplier>>
<</widget>><<widget "SetExploreAreaMusic">>
<<if previous() is "EE-Ruins-Storm" or previous() is "EE-Desert-Storm" or previous() is "EE-Forest-Storm" or previous() is "EE-Swamp-Storm">>
<<audio "windstorm" stop>><<audio "wind" loop play>>
<</if>>
<<if previous() neq "CombatWin">>
<<audio "footsteps" play>>
<</if>>
<</widget>>/* Sets the background area for where someone is exploring, based on the $explore.currentArea value. */
<<widget "SetExploreBackground">>
<<if previous() is "DeltaColony">>
<<addclass "body" "delta">>
<<elseif previous() is "Sector54">>
<<addclass "body" "sectorffoutskirts">>
<<elseif $explore.currentArea is "swamp">>
<<addclass "body" "swamp">>
<<elseif $explore.currentArea is "desert">>
<<addclass "body" "desert">>
<<elseif $explore.currentArea is "forest">>
<<addclass "body" "forest">>
<<else>>
<<addclass "body" "ruins">>
<</if>>
<</widget>>/* Widget for handling all explore descriptions */
<<widget "ExploreAreaDescribe">>
<<if $explore.currentArea is "swamp">>
<<print setup.swampAreaDesc.random()>>
<<elseif $explore.currentArea is "desert">>
<<print setup.desertAreaDesc.random()>>
<<elseif $explore.currentArea is "forest">>
<<print setup.forestAreaDesc.random()>>
<<else>>
<<if previous() is "LibraryDoor">>
You are standing near a corridor leading to a large steel door.
<<elseif $explore.turnsExplored gte 1>>
<<print setup.ruinsAreaDesc.random()>>
<<else>>
You're close to camp. Beyond the clearing, a long metal bridge leads out to canyons of rusted iron and broken turbines.
<</if>>
<</if>>
<<if $postCombat is true>>
<<set $postCombat to false>>
<<print $enemy.postWin>>
<</if>>
<br><br>Your chances of finding chips seem <b>$explore.chipOddsAdjective (x<<print '$explore.chipBonusMultiplier'>>)</b>.
<<Regeneration>>
<<if $debug is true>>
[ TURNS EXPLORED: $explore.turnsExplored ]
[ TURNS SINCE COMBAT: $explore.turnsSinceCombat ]
[ TURNS SINCE GENERAL EVENT: $explore.turnsSinceEvent ]
[ BAD EVENT TALLY: $explore.badEventTally ]
[ POSSIBLE ENEMIES: $nextEnemy ]
[ POSSIBLE PLOT EVENTS: $explorePlotEvent ]
[ POSSIBLE GENERIC EVENTS: $exploreGenericEvent ]
[ NEXT EVENT: $explore.nextEvent ]
<</if>>
<</widget>>/* The continue exploring button widget. */
<<widget "ExploreContinueButton">>
<<if $explore.costToExplore gte $player.CurHP>>
<span id="button1" class="normalbuttonred"><<button "1. Keep Going - <<healthIcon>> <<print $explore.costToExplore>>" "EE-ExhaustionDeath">>
<<set $player.CurHP to $player.CurHP - $player.CurHP>>
<<UpdateHealthBar>>
<<resetExplore>>
<</button>></span>
<<else>>
<span id="button1" class="normalbutton"><<button "1. Keep Going - <<healthIcon>> <<print $explore.costToExplore>>" $explore.nextEvent>>
<<set $explore.turnsExplored += 1>>
<<set $explore.turnsSinceCombat += 1>>
<<set $explore.turnsSinceEvent += 1>>
<<set $explore.turnsSinceChainEvent += 1>>
<<set $player.CurHP to $player.CurHP - $explore.costToExplore>>
<<UpdateHealthBar>>
<</button>></span>
<</if>>
<</widget>><<widget "ExploreReturnButton">>
<<if $returnCost gte $player.CurHP>>
<span id="button2" class="normalbuttonred"><<button "2. Return - <<healthIcon>> <<print $returnCost>>" "EE-ExhaustionDeath">>
<<set $player.CurHP to $player.CurHP - $player.CurHP>>
<<UpdateHealthBar>>
<<resetExplore>>
<</button>></span>
<<else>>
<span id="button2" class="normalbutton"><<button "2. Return - <<healthIcon>> <<print $returnCost>>" "ReturnToCamp">>
<<set $player.CurHP to $player.CurHP - $returnCost>>
<<UpdateHealthBar>>
<<resetExplore>>
<</button>></span>
<</if>>
<</widget>><<SetExploreBackground>>You open your water container and parch your thirst. After taking a moment to hydrate yourself, you're feeling a lot better.
<br><<ExploreHealEvent 2>><<set $explore.curWater -= 1>><<n "ExploreArea">><<widget "ExploreDrinkWaterButton">>
<<if $player.CurHP gte $player.MaxHP>>
<span id="button3" class="normalbuttoncooldown"><<button "3. Water - <<exploreWaterIcon>> <<print $explore.curWater>>/<<print $explore.maxWater>>">><</button>></span>
<<elseif $explore.curWater gt 0>>
<span id="button3" class="normalbutton"><<button "3. Water - <<exploreWaterIcon>> <<print $explore.curWater>>/<<print $explore.maxWater>>" "ExploreDrinkWater">><</button>></span>
<<else>>
<span id="button3" class="normalbuttonred"><<button "3. Water - <<exploreWaterIcon>> <<print $explore.curWater>>/<<print $explore.maxWater>>">><</button>></span>
<</if>>
<</widget>><<widget "ExploreAreaButtons">>
<center>
<<ExploreContinueButton>>
<<ExploreReturnButton>>
<<if $events.slept is true>>
<<ExploreDrinkWaterButton>>
<</if>>
</center>
<</widget>><<PerTurnExploreChecks>>
<<SetExploreBackground>>
<<SetExploreAreaMusic>>
<<ExploreAreaDescribe>>
<br>
<<SetFriendlyRandomEnemyEncounters>>
<<SetNextRandomEnemy>><<SetExploreBackground>>
<<audio "footsteps" play>>
<<if $charted.forest is true>>
You pull out your palm-sized map, and after calculating the best route, begin the long trek back home. <<n "MainCamp">>
<<else>>
You wipe your brow and turn around, beginning the long trek back home. <<n "MainCamp">>
<</if>><<nobr>>
<<if $charted.library is true>><</if>>
<<if $charted.library is true>>
<span class="btn1"><<button "Strange Door" LibraryDoor>><</button>></span><</if>>
<<if $charted.signalTower is true and $quests.forestExplore is 10>>
<span class="btn1"><<button "Signal Tower" ScanningTowerEvent>><<set $quests.forestExplore to 10>><</button>></span><</if>>
<<if $charted.signalTower is true and $quests.forestExplore is 20>>
<span class="btn1"><<button "Signal Tower" ScanningTowerReturn>><</button>></span><</if>>
<<if $charted.signalTower is true and $quests.forestExplore is 30>>
<span class="btn1"><<button "Signal Tower" ScanningTowerThirdTime>><</button>></span><</if>>
<<if $charted.forestRuins is true and $quests.deltaQuest is 50 and $hands.type isnot "machine">>
<span class="btn2"><<button "Forest Ruins (//Requires Interface Ability//)">><</button>></span><</if>>
<<if $charted.forestRuins is true and $quests.deltaQuest is 50 and $hands.type is "machine">>
<span class="btn1"><<button "Forest Ruins" ShayQuestRescueRuinsFirstTime>><</button>></span><</if>>
<<if $charted.forestRuins is true and $quests.deltaQuest is 60 and $hands.type isnot "machine">>
<span class="btn2"><<button "Forest Ruins (//Requires Interface Ability//)">><</button>></span><</if>>
<<if $charted.forestRuins is true and $quests.deltaQuest is 60 and $hands.type is "machine">>
<span class="btn1"><<button "Forest Ruins" ShayQuestRescueRuinsRepeat>><</button>></span><</if>>
<<if $charted.forestRuins is true and $quests.deltaQuest is 70>>
<span class="btn1"><<button "Forest Ruins" ForestRuinRepeatLocation>><</button>></span><</if>>
<<if $charted.sector36 is true and $quests.sector36Quest is 10>>
<span class="btn1"><<button "Sector 36" Sector36Quest1>><</button>></span><</if>>
<<if $charted.sector36 is true and $quests.sector36Quest is 20>>
<span class="btn1"><<button "Sector 36" Sector36LostAftermath>><</button>></span><</if>>
<<if $charted.sector36 is true and $quests.sector36Quest is 30>>
<span class="btn1"><<button "Sector 36" Sector36RuinsFirstTime>><</button>></span><</if>>
<<if $charted.sector36 is true and $quests.sector36Quest gte 40>>
<span class="btn1"><<button "Sector 36" Sector36Ruins>><</button>></span><</if>>
<span class="btn1"><<button "ChartAll" Charted>><<nobr>>
<<set $charted.forestRuins to true>>
<<set $charted.signalTower to true>>
<<set $charted.library to true>>
<<set $charted.sector36 to true>>
<</nobr>>
<</button>></span>
<span class="btn1"><<button "Back" MainCamp>><</button>></span>
<</nobr>><span id="choiceIntro">With a single thought, you bring up your cognitive map. A spectral image of the landscape hovers in the air in front of you, the areas you've charted marked off in red. Where do you want to go?</span><br>
<center>
/* Check to see if you came from the camp. If you did, play the cool explorer music. */
<<if previous() neq "MainCamp">><<audio ":all" stop>><<audio "chillexplorer" loop play>><</if>>
<<set _n to 1>>
<<set _id to "button" + _n>>
/* Button for exploring the swamp. */
<<if $charted.swamp is true>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Yellow Swamp" "ExploreArea">><<set $explore.currentArea to "swamp">><<audio ":all" stop>><<audio "xiriibeat" play loop>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<</if>>
/* Button for exploring the desert. Checks for first time event. */
<<if $charted.desert is true && $quests.desertQuest is 0>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. White Desert" "DesertFirstTime1">><<set $explore.currentArea to "desert">><<set $quests.desertQuest to 10>><<audio ":all" stop>><<audio "desertmusic" play loop>><<audio "wind2" play loop>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<<elseif $charted.desert is true && $quests.desertQuest gte 10>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. White Desert" "ExploreArea">><<set $explore.currentArea to "desert">><<audio ":all" stop>><<audio "desertmusic" play loop>><<audio "wind2" play loop>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<<else>><</if>>
/* Button for exploring the forest. Checks for first time event. */
<<if $quests.forestExplore is 0>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Ebon Forest" "ForestFirstTime1">><<set $explore.currentArea to "forest">><<set $quests.forestExplore to 10>><<audio ":all" stop>><<audio "deepblue" loop play>><<audio "alienforest" loop play>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<<else>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Ebon Forest" "ExploreArea">><<set $explore.currentArea to "forest">><<audio ":all" stop>><<audio "deepblue" loop play>><<audio "alienforest" loop play>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<</if>>
/* Button for exploring the ruins */
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Grey Ruins" "ExploreArea">><<set $explore.currentArea to "ruins">><<audio ":all" stop>><<audio "trailoftears" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* Button for Northern Wilds. */
<<if $charted.northernWilds is true>>
/* Plays a scene the first time you go to leave, skips it every other time. */
<<if $quests.pathChosen is "xirii" && $player.appearance neq "alien">>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Northern Wilds" "NorthernWildsNotAnAlien">><</button>></span>
<<elseif $quests.pathChosen is "machine" && $player.appearance neq "machine">>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Northern Wilds" "NorthernWildsNotAMachine">><</button>></span>
<<elseif $quests.pathChosen is "human" && $player.appearance neq "human">>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Northern Wilds" "NorthernWildsNotAHuman">><</button>></span>
<<elseif $quests.factionOfferQuest is 110>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Northern Wilds" "NorthernWildsPointOfNoReturnCall">><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<<else>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Northern Wilds" "NorthernWildsEntry">>
<<set $quests.factionOfferQuest to 110>>
<<set _n += 1>><<set _id to "button" + _n>>
<</button>></span>
<</if>>
<</if>>
/* Delta colony button */
<<if $charted.deltaColony is true>>
<<if $quests.deltaColonyInvasion is 20>>
/* All the delta colony invasion variants based on what you show up as. */
<<if $player.appearance is "machine">>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Delta Colony" "DeltaColonyInvasionMachine1">><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<<elseif $player.appearance is "alien">>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Delta Colony" "DeltaColonyInvasionAlien1">><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<<else>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Delta Colony" "DeltaColonyInvasionHuman1">><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<</if>>
/* If you show up as a machine or x'irii and they get aggressive. */
<<elseif $player.appearance neq "human">>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Delta Colony" "DeltaFirstApproachHighXeno">><<audio ":all" stop>><<audio "alleycat" loop play>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* You've been to Delta before, and Shay is approaching you for side quests. Conditions: Maya is alive, T'yani grove has not been visited, and the colony reactor is still intact.*/
/* Asteria Quest. */
/* Returning to hand in quest and did die in Asteria */
<<elseif $charted.desert is true && $deltaColony.shay.repairHoloArrayQuest is 30 && $deltaColony.shay.asteriaQuest is 30 && $quests.deltaColonyMayaDead is false && $quests.deltaColonyInvasionLost is false && $quests.factionOfferQuest is 0>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Delta Colony" "Quests-AsteriaQuest-DieAgainstXirii-ReturnToDelta">><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* Asteria quest triggers */
<<elseif $charted.desert is true && $deltaColony.shay.repairHoloArrayQuest is 30 && $deltaColony.shay.asteriaQuest is 0 && $quests.deltaColonyMayaDead is false && $quests.deltaColonyInvasionLost is false && $quests.factionOfferQuest is 0>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Delta Colony" "Quests-AsteriaQuest-Offer">><<audio ":all" stop>><<audio "eternalhope" loop play>><<audio "crowdambience" loop play>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* Asteria quest ends */
/* Holo Repair Quest */
<<elseif $charted.desert is true && $deltaColony.shay.repairHoloArrayQuest is 0 && $quests.deltaColonyMayaDead is false && $quests.deltaColonyInvasionLost is false && $quests.factionOfferQuest is 0>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Delta Colony" "Quest-RepairHoloArray-TalkToShay1">><<audio ":all" stop>><<audio "eternalhope" loop play>><<audio "crowdambience" loop play>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* Shay Quests End */
/* If you've shown up at Delta before. */
<<elseif $quests.deltaQuest gte 20>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Delta Colony" "DeltaColony">><<audio ":all" stop>><<audio "deltacolony" loop play>><<audio "crowdambience" loop play>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* First time at Delta. */
<<else>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Delta Colony" "DeltaFirstVisit">><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<</if>>
<<else>><</if>>
/* Button for Sector 54. Does some checks based on questlines. */
<<if $charted.sector54 is true>>
/* Stops you from going to Sector 54 if the Delta colony invasion is going on. */
<<if $quests.deltaColonyInvasion is 20>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Sector 54" "DeltaColonyInvasionGoToSector54">><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<<elseif $quests.deltaColonyInvasion is 10>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Sector 54" "DeltaColonyInvasionSandstorm1">><<audio ":all" stop>><<audio "desertmusic" play loop>><<audio "windstorm" play loop>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* If you go to the sector without a machine outer layer, the poisonous environment is fatal. */
<<elseif $player.appearance neq "machine">>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Sector 54" "SFApproachDeath">><<audio ":all" stop>><<audio "strangenature" play loop>><<audio "lava" play loop>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* You're on the Offer quest and you have seen Leon, but not Gabriel. */
<<elseif $quests.factionOfferQuest is 10 && $quests.pathChosen neq "xirii">>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Sector 54" "MachineOffer1">><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* If the Delta Invasion quest is over and you haven't been to the swamp, you go to visit Gabriel. */
<<elseif $quests.deltaColonyInvasion is 30 && $charted.swamp is false>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Sector 54" "ReturnToSector54-1">><<audio ":all" stop>><<audio "sectorff" play loop>><<audio "machinery" play loop>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* If you've visited Sector 54 before. */
<<elseif $quests.desertQuest gte 20>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Sector 54" "Sector54">><<audio ":all" stop>><<audio "sectorff" play loop>><<audio "machinery" play loop>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* First time entering Sector 54. */
<<else>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Sector 54" "SFFirstApproach">><<set $quests.desertQuest to 20>><<audio ":all" stop>><<audio "strangenature" play loop>><<audio "lava" play loop>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<</if>>
<<else>><</if>>
/* Button for Shi'ari grove. Does some checks based on questlines. */
<<if $charted.shiariGrove is true>>
/* The Offer quest has started, but you didn't choose to join the x'irii. */
<<if $quests.factionOfferQuest gte 10 && $quests.pathChosen neq "xirii">>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Shi'ari Grove" "GroveApproachBadIdea2">><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* If your appearance is not x'irii, you reconsider just walking into the grove. */
<<elseif $player.appearance neq "alien">>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Shi'ari Grove" "GroveApproachBadIdea">><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* If you've found out about the Ru'ul, but the twins died fighting the omni-walker. */
<<elseif $quests.swampQuest is 100 && $quests.lwaynOmneaDead is true>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Shi'ari Grove" "TyaniQuestTwinsGone1">><<set $quests.swampQuest to 110>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* If you found out about the Ru'ul, but the twins didn't die fighting the omni-walker. */
<<elseif $quests.swampQuest is 100>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Shi'ari Grove" "TyaniQuest1">><<set $quests.swampQuest to 110>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* You've visited Shi'ari Grove before. */
<<else>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Shi'ari Grove" "ShiariGrove">><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<</if>>
<</if>>
/* The button for the Library Quest. */
<<if $charted.library is true>>
/* First time visiting the library after discovering it. */
<<if $quests.libraryQuest is 0>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Strange Door" "LibraryDoorFirstTime">><<audio ":all" stop>><<audio "trailoftears" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* Going back to the library, but you haven't got inside yet. */
<<elseif $quests.libraryQuest lt 30>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Old Library" "LibraryDoor">><<audio ":all" stop>><<audio "trailoftears" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* You've looted it, so it doesn't need to show up any more. */
<<else>><</if>>
<<else>><</if>>
/* Button for signal tower quest. */
<<if $charted.signalTower is true>>
/* You've never explored the signal tower before, so an event happens. */
<<if $quests.forestExplore lte 10>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Signal Tower" "ScanningTowerEvent">><<audio ":all" stop>><<audio "deepblue" loop play>><<audio "alienforest" loop play>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* You saw the robot there, decided to hunt them down, but lost. This is the returning passage. */
<<elseif $quests.forestExplore is 20 && $quests.forestRobotPath is "hunt">>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Signal Tower" "ScanningTowerReturn">><<audio ":all" stop>><<audio "deepblue" loop play>><<audio "alienforest" loop play>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* You saw the robot there, decided to subdue them, but lost. This is the returning passage. */
<<elseif $quests.forestExplore is 20 && $quests.forestRobotPath is "subdue">>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Signal Tower" "ScanningTowerReturnSubdue">><<audio ":all" stop>><<audio "deepblue" loop play>><<audio "alienforest" loop play>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* You return after getting the chip from this quest, and go to interface with the tower. */
<<elseif $quests.forestExplore is 30>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Signal Tower" "ScanningTowerThirdTime">><<audio ":all" stop>><<audio "deepblue" loop play>><<audio "alienforest" loop play>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* You've interfaced with the tower, so it doesn't need to show up anymore. */
<<else>><</if>>
<<else>><</if>>
/* Turret armory location */
<<if $charted.turretArmory is true>>
/* First time checking out the armory. */
<<if $quests.armoryQuest is 0>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Turret Door" "TurretDoorFirst">><<audio ":all" stop>><<audio "deepblue" loop play>><<audio "alienforest" loop play>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* Repeat visit, but you didn't get the chip. */
<<elseif $charted.signalTower is true && $quests.armoryQuest is 10>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Turret Door" "TurretDoorRepeat">><<audio ":all" stop>><<audio "deepblue" loop play>><<audio "alienforest" loop play>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* You got the chip. */
<<else>><</if>>
<<else>><</if>>
/* Forest ruins location */
<<if $charted.forestRuins is true>>
/* You've been asked to meet Shay at the ruins as part of the Offer quest. */
<<if $quests.factionOfferQuest is 30 && $quests.pathChosen neq "xirii" && $quests.pathChosen neq "machine">>
<<if $player.appearance neq "human">>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Forest Ruins" "MeetingPlaceNotAHuman">><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<<else>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Forest Ruins" "HumanOffer1">><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<</if>>
/* You're halfway through the Delta quest and need to go back and rescue Shay from the ruins. */
<<elseif $quests.deltaQuest lte 50>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Forest Ruins" "ShayQuestRescueRuins">><<set $quests.deltaQuest to 60>><<audio ":all" stop>><<audio "alleycat" play loop>><<audio "alienforest" loop play>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<<else>><</if>>
<</if>>
/* Sector 36 Location button */
<<if $charted.sector36 is true>>
/* The first visit, when you're helping out Echo and the team. */
<<if $quests.sector36Quest lte 10>>
<<if $player.appearance is "machine">>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Sector 36" "Sector36Quest1">><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<<else>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Sector 36" "Sector36QuestNotAMachine">><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<</if>>
/* If you lose the battle when you go to help them, this button appears. */
<<elseif $charted.sector36 is true && $quests.sector36Quest lte 20>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Sector 36" "Sector36LostAftermath">><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* For when you're going back to deal with the AI inside the ruins. */
<<elseif $charted.sector36 is true && $quests.sector36Quest lte 30>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Sector 36" "Sector36RuinsFirstTime">><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
/* If you've completed the quest, you no longer need (or probably want) to revisit. */
<<else>><</if>>
<<else>><</if>>
/* Meeting spot for L'wayn and Omnea swamp quest */
<<if $charted.shiariGrove is true>>
/* Meeting spot not needed. */
<<elseif $charted.huntingGrounds is true>>
<<if $quests.swampQuest is 10>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Hunting Grounds" "SwampQuestMeetingSpot">><<audio ":all" stop>><<audio "thetwinstheme" play loop>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<<elseif $player.appearance is "alien">>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Hunting Grounds" "SwampHuntingGroundReturn">><<audio ":all" stop>><<audio "xiriibeat" play loop>><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<<else>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Hunting Grounds" "HuntingGroundsBadIdea">><</button>></span>
<<set _n += 1>><<set _id to "button" + _n>>
<</if>>
<<else>>
/* Haven't discovered the hunting grounds yet. */
<</if>>
/* Don't leave button */
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Don't leave" "MainCamp">><</button>></span>
</center>/* This widget sorts the inventory, then prints out what is currently in there. */
<<widget "PrintInventory">>
<<set $inventory to $inventory.sort()>>
<<set _currentItem to "">>
<<set _numberOfItem to 0>>
<<set _numberToSkip to 0>>
<<for _i to 0; _i lt $inventory.length; _i++>>
<<set _currentItem to $inventory[_i]>>
<<set _numberOfItem to $inventory.count(_currentItem)>>
<<if _numberOfItem gt 1>>
<<set _numberToSkip to _numberOfItem - 1>>
<<set _i to _i + _numberToSkip>>
<</if>>
_numberOfItem _currentItem<<if _numberOfItem gt 1>>s<</if>><<if $inventory.length gt _i + 1>>, <<else>>.<</if>>
<</for>>
<</widget>><<widget "ShowInventory">>
<</widget>>/* If X'irii attack on Delta was repelled, has a good background. Else, has a darker one. */
<<widget "DeltaBG">>
<<if $quests.deltaColonyInvasionLost is true>><<addclass "body" "deltacolonydefeat">>
<<else>><<addclass "body" "deltacolony">>
<</if>>
<</widget>>As you walk towards the people standing between you and the far-off monolith, they begin shouting and shooting. @@.delayed; Scarlet beams streak over your head. <<audio "laserburst" play>>
<br>"... It's a damn <<if $player.appearance is "machine">>machine<<else>>x'irii<</if>>, bring it down!"
<br>//Shit.// You're forced to run as the blasts hone in on your position. @@ @@.delayed;Only when you're back at the forest does the shooting stop.
<br>"Maybe they're not too happy about how you look?" Esra observes. @@ @@.delayed;"I guess they got pretty freaked out by seeing <<if $player.appearance is "machine">>a machine walk up... which as a machine, I find quite rude.<<else>>an alien walk up - probably because they're fighting with them." <</if>>
<br>"Guess I'll have to change my appearance," you muse, staring at your hands. <<n "MainCamp">><<DeltaBG>>
<<if $quests.deltaColonyInvasionLost is true>>
<<if previous() neq "DeltaColony-TalkScreen" && previous() neq "DeltaColony-Store">><<audio ":all" stop>><<audio "endofdays" loop play>><</if>>
The inside of Delta Colony is marred by scored walls, holes burnt in many panels by x'irii acid. There are only a handful of people around, the thriving corridors a thing of the past.
<br><br>Ever person who can be doing something is working hard, trying to mend the damage. Long stares are the norm, their eyes casting deep shadows beneath - the shade seems to run into their very souls.
<<else>>
<<if previous() neq "DeltaColony-TalkScreen" && previous() neq "DeltaColony-Store">><<audio ":all" stop>><<audio "deltacolony" loop play>><<audio "crowdambience" loop play>><</if>>
The inside of Delta Colony is bustling with life. There are peddlers selling wares in the corridors, workers in the various rooms, and schools in session.
<br><br>Guards walk back and forth, keeping an eye out for unruly activity. Every now and then, an announcement is made over the loud-speakers.
<</if>>
<<mb "DeltaColonyButtons">><<set _n to 1>>
<<set _id to "button" + _n>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Talk" "DeltaColony-TalkScreen">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<<if $quests.deltaQuest gte 30>>
<<if $deltaColony.guis.met is false>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Store" "GuisStore-FirstTime">><<set $deltaColony.guis.met to true>><</button>></span>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Gui's Store" "GuisStore-Buy">><</button>></span>
<</if>>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Store" "GuisStore-TooSoon">><</button>></span>
<</if>>
<<set _n += 1>>
<<set _id to "button" + _n>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Return Home" "ReturnToCamp">><</button>></span><<DeltaBG>>Who do you want to talk to?
<<mb "DeltaColonyTalkButtons">><<set _n to 1>>
<<set _id to "button" + _n>>
/* If you've met Shay, it shows their name. If not, it uses the term Marshall */
<<if $quests.deltaQuest is 30 or $quests.deltaQuest is 40>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Shay" "MarshallShayQuestReturn">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<<elseif $quests.deltaQuest lt 30>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. The Marshall" "MarshallShayFirstTalk">><<set $quests.deltaQuest to 30>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
/* Quests can trigger if no seriously bad things have happened. */
<<elseif $quests.deltaColonyMayaDead is false && $quests.deltaColonyInvasionLost is false && $quests.factionOfferQuest is 0>>
/* If you're halfway through the Repair Holo Array quest. */
<<if $deltaColony.shay.repairHoloArrayQuest is 10 or $deltaColony.shay.repairHoloArrayQuest is 20>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Shay" "Quests-RepairHoloArray-HandInQuest">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<if $deltaColony.shay.asteriaQuest is 10>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Shay" "Quests-AsteriaQuest-Choice-Return">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<else>>
<</if>>
<<if $quests.deltaColonyInvasion lt 30>>
<<if $deltaColony.liev.met is false>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Old colonist" "DeltaColony-Chat-MeetingLiev">><<set $deltaColony.liev.met to true>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<if $deltaColony.rachael.met is false>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Blonde woman" "DeltaColony-Chat-MeetingRachael">><<set $deltaColony.rachael.met to true>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<if $deltaColony.jes.met is false>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Enforcer" "DeltaColony-Chat-MeetingJes">><<set $deltaColony.jes.met to true>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<if $deltaColony.siblings.met is false>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Two youths" "DeltaColony-Chat-Siblings1">><<set $deltaColony.siblings.met to true>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<</if>>
<<if $quests.deltaColonyInvasion gte 30>>
<<if $deltaColony.liev.met is true && $deltaColony.liev.postAttackEvent is false>>
<<if $quests.deltaColonyInvasionLost is true>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Two colonists" "DeltaColony-Liev-PostColonyAttack-Dead">><<set $deltaColony.liev.postAttackEvent to true>><</button>></span>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Liev" "DeltaColony-Liev-PostColonyAttack-Alive">><<set $deltaColony.liev.postAttackEvent to true>><</button>></span>
<</if>>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<if $quests.deltaColonyInvasionLost is true>>
<<if $deltaColony.manAndChild.met is false>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Man and child" "DeltaColony-Chat-PostInvasion-Loss-ChildQuestion-1">><<set $deltaColony.manAndChild.met to true>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<</if>>
<</if>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Back" "DeltaColony">><</button>></span>"Before I go on a shopping spree, maybe I should talk to some of the colonists, see what I can find out." <<n "DeltaColony">>"Holos, holos for sale! Keep yourself entertained with these new recordings from the old world."
You walk up to a merchant who's sitting there with a booth set up in the corridor. Their left eye is scarred over, and they've got a pair of goggles around their neck, the left lens missing. Sitting down, his stomach is almost large enough to reach his knees.
On the counter are a lot of chips, traditional and crystalline, as well as other various nicknacks. None of them is labelled. There are some small containers behind the storefront as well. <<n "GuisStore-FirstTime2">>"You said you're selling holos?" You ask. The man nods, crossing his arms.
"Sure do. I've got stuff from Earth, as well as Colo-holos. Take your pick. The name's Guillaume, but you can call me Gui."
"<<Vanth>>." You shake his hand. "So, uh, what are Colo-holos?"
"Colony-made holos! Movies and things shot here, not back on Earth. They don't make them anymore - the budding film industry died when the x'irii took Magna. Production values are lower than the old stuff, but they're easier to find - and personally, I think they're a lot more relatable." <<n "GuisStore-FirstTime3">>"So you still have holos from Earth?"
"Yeah, this stuff hasn't been made public access, so you won't be able to watch it anywhere else. It also means anything you buy is yours - you'll be the talk of your zone!"
"Huh. What's public access?"
"You're full of a lot of questions, aren't you?" Gui cups his chin. "Survivor from a colony attack, right? My condolences. Well, here at Delta, there's a big database of movies the Quorum has made available. The Marshalls hold public showings where everyone can watch it, or you can pay a few chips and get yourself a private room."
"But not these."
"No, these have been brought in by salvagers who weren't commissioned by a Marshall - makes it private property. Most salvagers sell off holos to the Quorum, and then they go public, but these ones haven't been. I paid the salvagers who got them, and I sell them myself." <<n "GuisStore-FirstTime4">>"Guess you do a good trade, then?"
"Yeah, folks'll buy a private holo for a lot of reasons. It's rare, and it's theirs - there's something novel about that. They'll pay so much I can afford to pay salvagers to go out and get more just on a single sale. <<if $knowledge.salvageBarons is false>>I'm what folks call a 'salvage baron' around here.<</if>>"
<<if $knowledge.salvageBarons is false>>Salvage baron?<<else>>>>Ah, so you're one of those ‘salvage barons' I've heard about."<</if>>
"<<if $knowledge.salvageBarons is false>>Yes, I find the term pretentious myself.<<else>>I guess you could say that, but I find the term pretentious myself.<</if>> It's not my full-time job, of course - selling boutique items isn't recognised as helping the colony, so the Marshall would have my hide. I bring in a lot of other valuable supplies and even help set up public showings. It might become my full-time job, given how few expeditions come back."<<set $knowledge.salvageBarons to true>><<n "GuisStore-FirstTime-Answer">><span id="button1" class="choicebutton"><<button '1. "So, I\'m guessing things are getting dangerous out there?"' "GuisStore-FirstTime-Dangerous">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Interesting. Got any recommendations on holos I should watch?"' "GuisStore-FirstTime-Holo">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "You\'ve got a few things here. Have any quartz chips I could buy?"' "GuisStore-FirstTime-Quartz">><</button>></span>"If you're after a Colo-holo, I'd highly recommend 'Tears Lost to Time'. It's about a colony ship where the Corrector falls in love with a frozen woman, but I won't spoil it. A true masterpiece. But I'll be honest, you don't look like a holo fan."
"Oh really? What do I look like?"
"You have an old school look, sort of like me. You like a good story, but you like to digest it at your own speed, with tactile sensations. I'd say..." Gui strokes his chin. "... You're a fan of books. Not digitals, but physical editions."
"That's astute. I did have a vintage novel collection once. My friends kept borrowing from it."
The merchant clicks his fingers. "Thought so! Well, it just so happens I do have a few on hand - they're rarer than holos, since they don't preserve well. But as luck would have it, a number have been popping up recently." <<n "GuisStore-FirstTime-Holo2">>"Really? Seems like a coincidence."
"You're telling me. After only seeing one or two paper books in my whole life, I've had a pair come in just this week. I hear they're especially rare because they're called 'hard covers'."
"I'll have to check them out."
"Well, just so you know, they don't go cheap! Here's what I've got on offer. <<n "GuisStore-Buy">>Gui furrows his brow.
"Dangerous is an understatement. I lost some good folks on the last few runs to the x'irii. They're monsters, every last one - burned them alive with acid. I hear the Marshalls might cut back on any expeditions but theirs, soon."
"Can't imagine that'd be good for your business."
"Catastrophic! But what can you do? I can't make any profit if nobody comes back, the only thing I collect is a weight on my conscience. I do have a heart, despite what people think." <<n "GuisStore-FirstTime-Dangerous2">>"But not enough to give people the movies for free?"
"I'm a closet believer in laissez-faire, a deeply unpopular opinion these days. I should have been born during the Golden Age back in Magna - I'm two generations too late. But then, given the chance, wouldn't we all wind back the clock? Being ten seconds from midnight is not a comfortable position."
"That's an old reference."
"As I said, I'm an old soul. Here's what I've got on offer." <<n "GuisStore-Buy">>"Quartz chips! I've got one of those, actually. What an odd request."
"Why's that?"
"That's a high-grade processor, not the sort that's used in civilian equipment. You won't find much that uses it. On salvage runs, the machines go after them, so it makes good bait.""
"The reasons are a bit personal."
"Say no more! I respect that completely. Well, I'll pull it out and you can take a look, along with my other wares. Here's what I have." <<n "GuisStore-Buy">><<DeltaBG>>
/* Temp store until inventory system is done. */
<<set _n to 1>>
<<set _id to "button" + _n>>
<<if $memories.em1.got is false>>
<<if $chips.stock gte setup.itemCost.em1>>
<span sc-eval:id="_id" class="choicebutton"><<button "<b>_n. Quartz Chip (EM1):</b><br>It's a little small, but it looks completely intact. <br><i>Cost: <<StockChipAbbr setup.itemCost.em1>></i>" "GuisStore-Buy">><<set $memories.em1.got to true>><<audio "buy" play>>
<<set $chips.stock -= setup.itemCost.em1>>
<</button>></span>
<<IncrementButtonNumber>>
<<else>>
<span sc-eval:id="_id" class="choicebuttoncooldown"><<button "<b>_n. Quartz Chip (EM1):</b><br>It's a little small, but it looks completely intact. <br><i>Cost: <<StockChipAbbr setup.itemCost.em1>></i>">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<</if>>
<<if $books.aliceInWonderland.got is false>>
<<if $chips.stock gte setup.itemCost.aliceInWonderland>>
<span sc-eval:id="_id" class="choicebutton"><<button "<b>_n. Alice in Wonderland:</b><br>A weathered book that must have tumbled down a rabbit hole. <br><i>Cost: <<StockChipAbbr setup.itemCost.aliceInWonderland>></i>" "GuisStore-Buy">><<set $books.aliceInWonderland.got to true>><<BooksFirstFindMessage>><<audio "buy" play>>
<<set $chips.stock -= setup.itemCost.aliceInWonderland>>
<</button>></span>
<<IncrementButtonNumber>>
<<else>>
<span sc-eval:id="_id" class="choicebuttoncooldown"><<button "<b>_n. Alice in Wonderland:</b><br>A weathered book that must have tumbled down a rabbit hole. <br><i>Cost: <<StockChipAbbr setup.itemCost.aliceInWonderland>></i>">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<</if>>
<<if $books.lordValentineCastle.got is false>>
<<if $chips.stock gte setup.itemCost.lordValentineCastle>>
<span sc-eval:id="_id" class="choicebutton"><<button "<b>_n. Lord Valentine's Castle:</b><br>A hard cover edition with yellowed pages.<br><i>Cost: <<StockChipAbbr setup.itemCost.lordValentineCastle>></i>" "GuisStore-Buy">><<set $books.lordValentineCastle.got to true>><<BooksFirstFindMessage>><<audio "buy" play>>
<<set $chips.stock -= setup.itemCost.lordValentineCastle>>
<</button>></span>
<<IncrementButtonNumber>>
<<else>>
<span sc-eval:id="_id" class="choicebuttoncooldown"><<button "<b>_n. Lord Valentine's Castle:</b><br>A hard cover edition with yellowed pages.<br><i>Cost: <<StockChipAbbr setup.itemCost.lordValentineCastle>></i>">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<</if>>
<span sc-eval:id="_id" class="choicebutton"><<button "<b>_n. Back:</b><br>Don't Buy Anything.""DeltaColony">><</button>></span>
<<n "DeltaColony">>You walk up to a wrinkle-faced man whose hands are shaking at his sides. One of his eyes is a little lopsided.
"Hey there, are you okay?" He asks you. It's strange because it feels like you should be asking him that. He gives you a broad smile, the kind that could warm a room, even though his shaking hands make him look cold.
"I'm fine, how about you?"
"Oh, quite good. I'm just waiting for the rations to become available. I don't eat as much as I did, since I'm older, so if you want half of mine, I'd be happy to share."
"My name's Liev, by the way. Liev Hansen." <<n "DeltaColony-MeetingLiev2">>"I'm <<Vanth>>. Why would you give me your food, Liev? Folks don't seem to get a lot around here."
"That's why I do it. I've lived a long life, and back in the day, I used to fix up things around this place - mostly on the outside. Now I can't hold the tools, but I still do what I can. I made a holo of what I know, to teach the younger workers, so there's not a whole lot to do."
"You miss contributing?"
"Yes! I sit around and everyone's working so hard. I'm getting a lot of treatments these days - I'm all falling apart, sort of like the colony. And people are always patching me back up." <<n "DeltaColony-MeetingLiev3">>"I don't think the building feels bad about it, though."
Liev chuckles. "I guess not. But then again, maybe Delta does have feelings. They say the old ships used to have feelings, but they got tired of feeling so much."
He seems kind of lonely. Do you spend some time eating with him? <<n "DeltaColony-MeetingLiev-Choice">><span id="button1" class="choicebutton"><<button "1. Yes." "DeltaColony-MeetingLiev-Choice-EatWithLiev">><<set $deltaColony.liev.hadLunch to true>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. No." "DeltaColony-MeetingLiev-Choice-Refuse">><</button>></span>You leave the elderly man to his day. //I've got more pressing things to deal with right now.// <<n "DeltaColony-TalkScreen">>"How about we eat together? I won't take any of your food, but I'd be happy to chat with you."
Liev takes you up on your offer. It's a good thing you're there, because his hands are shaking a bit when he collects his food, and you help him get it to the mess table without spilling it.
You spend some time talking about his life working on the ship, sometimes hanging from the outside in dangerous conditions.
"I'm a bit surprised you got to be to your age, Liev. Sounds like you're lucky you didn't break something - and you never got attacked by the x'irii?"
"I never came across any x'irii, not in my whole life," Liev says, placing his fork down. "I'm not a shut-in, but I've never been on any expeditions, either." <<n "DeltaColony-MeetingLiev-Choice-EatWithLiev2">>"Do you hate the x'irii?"
"I'm scared of them. Not for me, but for young folks like you."
"Young, huh?"
"It was way before your time, but there were a lot of other colonies back in the day, not just Asteria, but even that's gone now. There used to be a lot of folks coming and going, trading things from Magna, Eos and Beta. Magna was bigger than the rest - all the Head Marshalls used to gather there."
"And then it got destroyed?"
"They were attacked during a summit, and the reactor exploded. Our Head Marshall at the time, Farris, was killed. Since then, everyone started shutting themselves in more, and now there's nowhere to visit. Feels a bit lonelier without all the noise. <<n "DeltaColony-MeetingLiev-Choice-EatWithLiev3">>Liev smiles, a gleam in his eye. "Thanks for keeping me company. You're very kind, especially helping me with my plate."
"If you're ever around again, I'd be happy to tell you more stories. I might not be able to do much, but maybe they're a little useful, or entertaining at the least."
Once you're finished, he goes and offers the half of the meal he skipped to a thin young woman. She doesn't hesitate to take and eat it. <<n "DeltaColony-TalkScreen">>As you walk through the scorched corridors, there's a food plate lying sideways next to a dispenser. Next to it are two colonists - a man and a woman - putting an elderly man into a body bag. But before they zip it up, you get a good look at the face.<<set $deltaColony.liev.postAttackEvent to true>>
It's Liev, the old man who offered you food once. His once shaking hands are now eternally still.
"What happened to him?" You ask.
"Same thing that happened to everyone else - the x'irii got him," the colonist scowls. "Burnt him with that acid - his chest's a right mess." <<n "DeltaColony-Liev-PostColonyAttack-Dead2">>"If you want to pay your respects, I'd do it now," the second colonist says. "Otherwise, he's going in the compactor with everyone else. Not that we have the power to run it...but there's nowhere else."
"You're not holding a funeral?"
She shakes her head.
"It's a nice sentiment, but there's more dead to deal with than there are living. There's not enough hands to do the work we have, and..." She clears her throat. "... Well, most people who would attend his funeral are probably dead too. They're all together, at least."
She gives the body bag a long stare, her lips pulled tight. //Is it envy?// <<n "DeltaColony-Liev-PostColonyAttack-Dead-Choice">><span id="button1" class="choicebutton"><<button "1. Pay your respects." "DeltaColony-Liev-PostColonyAttack-Dead-PayRespects">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Leave them be." "DeltaColony-Liev-PostColonyAttack-Dead-LeaveThemBe">><</button>></span>"Alright, just give me a moment."
They stand to the side as you kneel by the body. Liev's eyes are open wide, though one of them is still lopsided. His once warm smile is gone, replaced by a grimace of pain, not anger.
//He was worried about everyone else. About not carrying his weight. He's probably hate that two people have to carry him.//
"See you, Liev. <<if $deltaColony.liev.hadLunch is true>>I guess I'll never get to hear all those stories of yours.<<else>>I only met you briefly, but you seemed like a good man.<</if>>"
There's nothing else to day. What else is there? You simply close his eyes and give the other two a nod. <<n "DeltaColony-TalkScreen">>//They've got enough on their plate without me holding them up.//
You give them a nod and they zip up the bag, carrying the old man's body away. <<n "DeltaColony-TalkScreen">>Near the cafeteria, there is a familiar man with a weathered face and shaking hands. He waves at you, a mix of involuntary trembling and genuine delight. <<set $deltaColony.liev.postAttackEvent to true>>
//It's Liev.// You recall when the old man offered you food, <<if $deltaColony.liev.hadLunch is true>>and you sat down and shared stories<<else>>and you turned him down<</if>>. You walk over, since it seems faster than him coming to you.
"Hey there, looks like you got through the attack okay," you say.
"Yes, and I finally saw a x'irii! It was coming right down on me, with its stick up in the air. But then I hear things turned around<<if $quests.deltaColonyInvasionPath is "human">> because you came rushing in<<elseif $quests.deltaColonyInvasionPath is "alien">> because a powerful x'irii warrior started attacking their own outside<<elseif $quests.deltaColonyInvasionPath is "machine">> because a powerful machine started attacking them outside<<else>><</if>>, and it ran off. But not before stabbing the wall right next to me." <<n "DeltaColony-Liev-PostColonyAttack-Alive2">>"Sounds like you're lucky to be alive."
"A lot of people aren't. I've seen a lot of young kids being taken away in body bags. They looked like they were in their twenties," The corners of his lips pull downwards, and he clasps his hands. You're sure the shaking isn't just from age. "Why me and not them? I don't understand." <<n "DeltaColony-Liev-PostColonyAttack-Alive-Choice">><span id="button1" class="choicebutton"><<button '1. "Damn it. Maybe if I\'d gotten here sooner..."' "DeltaColony-Liev-PostColonyAttack-Alive-GotThereSooner">><</button>></span>
<span id="button1" class="choicebutton"><<button '1. "Sometimes these things just happen."' "DeltaColony-Liev-PostColonyAttack-ThingsJustHappen">><</button>></span>
<span id="button1" class="choicebutton"><<button '1. "I\'m sorry to hear that, Liev."' "DeltaColony-Liev-PostColonyAttack-SorryToHearThat">><</button>></span>"I'm sure you did what you could<<if $quests.deltaColonyInvasionPath is "human">>, and that was a lot<</if>>! It's not like you're a Corrector, after all."
You wince. //But I am a Corrector, Liev.//
"He wouldn't have said it if he knew," Esra says quietly. "You saved the colony - but even with all your upgrades, it was a long way to run."
"I guess the reactor is intact, and the x'irii are gone now. That's what we should both focus on," you say.
"Yes, if that reactor went, we'd all be done for," Liev says. "As it is, I hear rumours that we're low on fuel. I hope they're wrong, though." <<n "DeltaColony-TalkScreen">>"You're right. I know you're right, but it doesn't make it any easier."
He looks at the walls, as if seeing something that was once there. But when he turns back to you, he's smiling, though his eyes look strained.
"I'm glad you're okay, though! You're fairly young yourself. I'd hate to see anything happen to you."
"Oh don't worry, I'm a survivor. Just focus on keeping yourself healthy." <<n "DeltaColony-TalkScreen">>"I'm sorry too. It's a sorry state of affairs. I wish the x'irii wouldn't attack us. It's always been this way - us huddling in the dark, and them coming after us."
He sighs, looking at the walls. It's as if he's seeing something that was once there.
When he turns back to you, he's smiling, though his eyes look strained.
"I'm glad you're okay, though! You're fairly young yourself. I'd hate to see anything happen to you."
"Oh don't worry, I'm a survivor. Just focus on keeping yourself healthy." <<n "DeltaColony-TalkScreen">>There's a woman with honey-blonde hair sitting with a newborn in her arms, breastfeeding them. While you're standing there, she sparks up a conversation.
"I don't think I've seen you around, and I feel like I've seen every face there is to see in this zone. My name's Rachael, and this here is Liam."
"<<Vanth>>, pleased to meet you."
"Are you new?"
"Yeah, fresh in." <<n "DeltaColony-Chat-MeetingRachael2">>"Well, it's a good thing you made it here! It's harsh out there, what with the toxic plants and beasts. My husband worked protection for some salvage crews, until he scraped his arm against a coiled creeper."
"Coiled creeper?"
"It's a blue and black spotted vine covered in spikes. It creeps towards anything with moisture, and tries to bleed you dry."
<<if $knowledge.coiledCreeper is false>>"Sounds nasty - I'll have to watch out for that. So the cut was that bad?<<else>>Yeah, I've come across that before, it's a nasty one. So the cut was that bad?<</if>>"
"Not so much the cut as the infection. To stop it spreading, they had to amputate, since there was no medicine to be found - in fact, that's one of the things they were out there looking for." <<n "DeltaColony-Chat-MeetingRachael3">>"I'm sorry to hear that. If you don't mind me asking, what's he doing now?"
"Our zone Marshall organised for him to go back to school - he said, ‘Jake, you've still got one hand, and it'll drive you nuts if it's idle'. So he taught himself engineering, and now he teaches others. It's a respected profession, being a teacher, and engineers are always in high demand."
"That's pretty admirable."
"I know, I'm very proud of him!" She leans in with a half smile, half grimace. "But it's a bit of a pain taking care of Liam on my own. Jake gets nervous and says he's worried about dropping him. But there's things he can do and doesn't. Honestly!"
After a while, Rachael excuses herself to take Liam for a nap. <<n "DeltaColony-TalkScreen">>Someone with stubby, spiked hair walks up to you, a hand on their hip. It lingers just above a makeshift baton that's dangling from their belt.
"Hey, do you belong to this zone? And if so, have you paid your taxes?"
You look down at them - their hair is not the only thing that's short.
"No, I don't really belong to any zone."
They quirk an eyebrow, then their eyes widen. "Oh, you're a newcomer, aren't you? No point asking then - you're exempt from taxes for the first three months."
"What's the deal with these taxes?" <<n "DeltaColony-Chat-MeetingJes2">>"Wait, you didn't have taxes at your last colony?" They furrow their brow. "I thought Asteria and Eos did - you don't look old enough to be from anywhere else?"
"Suffering from a bit of memory loss."
"Ah, trauma. Apologies, and here I'm giving you the third degree, looking like even more of a jerk than people think I am. I'm Jes, by the way - your friendly neighbourhood tax collector. Right up there with lovable jobs like ‘bio-recycling tube scrubber that doesn't bathe' and ‘zone snitch who ratted out the local prostitute.'"
"Wait, so prostitutes //are// popular?" <<n "DeltaColony-Chat-MeetingJes3">>"Are you kidding? The Quorum might hate them because they're ‘not contributing to the colony,' but I tell you, I've never seen engineers work so hard to build up the credits to spend on the guy down my corridor."
"Sounds like you just ratted them out."
"Well, hell, there goes my popularity." Jes gives a barking laugh. "Let's see if I can make the trifecta and stop bathing. If you're going to be a pariah, why be half-assed, right?" <<n "DeltaColony-Chat-MeetingJes4">>"So you collect taxes for who exactly?"
"The Marshall in my zone, Mohan. Most Marshalls have a tax collector to help them out getting the chips, since it's a pain in the ass. That, and since the Marshalls get voted in by their zone, it's nice to have someone else be the face of collecting."
"Right, so sort of like government dues, then. And that?" You gesture to the baton. Jes pats the handle.
"Oh, it's mostly for show. If you show up without anything at my height, folks think they can walk all over you. But have something on your hip, and they start thinking ‘Hey, do they use that on people who don't pay? That shrimp's awful close to my knee caps.'"
"So you've never had to use it?" <<n "DeltaColony-Chat-MeetingJes5">>"I said mostly, right? But seriously, only in self-defence when someone got the bright idea to take everyone else's dues that I was carrying. That time I did aim low, but not for the knees."
"So what do you do if someone doesn't pay?"
"Lots of talking. They can get a waiver if they're doing it tough, but if not, I gab about bringing the Marshall around, or how if they really don't have any chips, then clearly they need to be reassigned to some shit-kicker job to make some. Works more often than you'd think. Thanks for talking to me, um..."
"<<Vanth>>." <<n "DeltaColony-Chat-MeetingJes6">>"Yeah, thanks for talking to me, <<Vanth>>. As I said, I'm not winning any popularity contests, so it's good to chat about something other than... shit, I still talked about work, didn't I? I need more hobbies. Maybe knitting would be a good fit."
Jes waves to you and jogs towards someone else, who starts jogging away from them at the same pace.
"Hey, come back here - don't make me run, asshole!" Jes shouts. <<n "DeltaColony-TalkScreen">>You walk over to the cafeteria and lean on a bench. As you do, there are two youths next to you. Their meals are finished, but they're still chatting.
"Given any thought to what you want to do when you finish mandatory ed?"
"I was thinking about becoming a Marshall. You know, get a cool suit that makes me strong, goggles that mean people can't lie to me. Then I can just wander around and tell people what to do. The one in my zone is over the hill, so I think he'll call it quits soon."
"Come on, be serious! You've got to get everyone to vote for you, and you're too young. The Marshall in my area had to work protection for years, then fixed nearly everything in the deck. It's a popularity contest."
"I'm plenty popular! And it is until you're in, then you can do what you want, unless the Quorum kicks you out. And when does that ever happen?" <<n "DeltaColony-Chat-Siblings2">>"I'm getting a job in E&R, so I could ask for you as well? You did well in those classes too."
"Engineering and repair, just like everyone else? No thanks. I don't want to take orders from anyone. Maybe I can become a salvage baron, fund expeditions and make a mint selling parts to the Quorum..."
"With what chips? You've got to inherit a lot to pay people to go out there, and mum and dad didn't leave us squat. I hear even the barons are going broke with all the x'irii attacks - the Marshalls are probably going to stop people going out soon." <<n "DeltaColony-Chat-Siblings3">>"But then how are we going to get any new parts?"
"I guess we'll just work with what we have. Eventually, there's not going to be any wrecks left to salvage anyway."
"I heard a rumour that there's a big one beyond the southeast of the forest, but tracking there will nearly kill you..."
"Come on, no more pipe dreams, or the Marshalls really will have you scrubbing pipes. You know what they say - choose it or lose it!"
"Fine, fine, I'll talk to someone. Happy?" <<n "DeltaColony-TalkScreen">>Everyone is busy repairing all the damage done by the x'irii attack, though without the generator, it's like treating someone's skinned knee when they've got a fatal gunshot wound.
There's also a lot of bodies being moved in bags.
"What happens when you die?" A rusty-haired child asks their father. One of the few to survive, it seems. <<n "DeltaColony-Chat-PostInvasion-Loss-ChildQuestion-2">>A long pause. For a while, you're not sure the man's going to answer. When he does, it's with a great, rasping effort.
"When we die, we become part of the colony," he says. "Nobody's death is meaningless. We pulse in the walls, we nourish the plants. We live forever in the beating heart of Delta."
"Like fuel?"
"Like blood. There's no difference for us." <<n "DeltaColony-Chat-PostInvasion-Loss-ChildQuestion-3">>"But we lost our heart. The generator's gone." The child says, though it takes them a while to say the word. "You can't live without a heart."
The man squeezes their hand.
"People can live without a heart. The //things// that did this don't have one. We'll survive. There's got to be at least one last colony left, somewhere…" <<n "DeltaColony-Chat-PostInvasion-Loss-ChildQuestion-4">>"There's no more colonies!" A worker snaps, dropping one end of a bag as he turns to face the two. "We're the last. Fuck! Don't feed the kid fucking lies." <<audio "rustlejunk" play>>
"Well what else am I meant to feed them?"
"Back off man, that's not okay," the second worker says, trying to pacify his friend. He puts down the bag and reaches out to touch his shoulder, but he shakes it off. <<n "DeltaColony-Chat-PostInvasion-Loss-ChildQuestion-5">>"None of this is okay! I've been picking up kids like him all day. None of it is okay." The second time he says it, his voice is a choked whisper. With tears welling in his eyes, he storms off.
A tense silence follows.
"Did you want a hand with that bag? That guy seems like he needs a break," the father offers.
"He's not always like that, it's… well, you know. It's been a day." <<n "DeltaColony-TalkScreen">><<if previous() neq "Sector54Talk" && previous() neq "Sector54Store" && previous() neq "Sector54-Store" && previous() neq "Sector54-StoreTooSoon">>
<<audio ":all" stop>><<audio "sectorff" loop play>><<audio "machinery" loop play>>
<</if>>
The machines of Sector 54 are everywhere and busying themselves with their tasks. There are outlets for buying machine parts and interface terminals.
<br><br>Every so often, a large chunk of scrap is dragged back from the desert. Other machines are working to recycle things into something productive.
<<mb "Sector54Buttons">><<set _n to 1>>
<<set _id to "button" + _n>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Talk" "Sector54-Chat">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
/* The store link */
<<if $quests.desertQuest gte 30>>
<<if $sector54.face.met is false>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Store" "Sector54-Face-Meeting">><<set $sector54.face.met to true>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Face's Store" "Sector54-Store">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Store" "Sector54-StoreTooSoon">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
/* Quest events that are triggered on returning home */
/* If you have heard Gabriel's offer as part of the ending quest arc. */
<<if $quests.factionOfferQuest is 20>>
/* If you accepted it, Echo offers to return you home. Else you get home and get a message from Shay. */
<<if $quests.pathChosen is "machine">>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Return Home" "MachineOfferAccept2">><</button>></span>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Return Home" "MachineOfferRefuseReturnHome">><</button>></span>
<</if>>
/* If you're about to trigger the Sector 36 quest, this triggers it on returning home. */
<<elseif $quests.desertQuest is 50>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Return Home" "ReturnCampAfterEchoQuest">><<set $quests.desertQuest to 60>><<set $quests.sector36Quest to 10>><</button>></span>
<<else>><span sc-eval:id="_id" class="normalbutton"><<button "_n. Return Home" "ReturnToCamp">><</button>></span>
<</if>><<mb "Sector54-Chat-Buttons">>
Who do you want to talk to?<<set _n to 1>>
<<set _id to "button" + _n>>
/* Events that can happen prior to visiting T'yani grove */
<<if $quests.factionOfferQuest is 0>>
/* If you've met or talked to Echo, shows the relevant prompt. If not, it triggers the meeting quest. */
<<if $quests.forestFightSaved is "machine" && $quests.desertQuest lte 20>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Echo" "EchoQuestSavedThem1">><<set $quests.desertQuest to 40>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<<elseif $quests.desertQuest lte 20>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Rusted Machine" "EchoQuest-Meet">><<set $quests.desertQuest to 30>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<<elseif $quests.desertQuest is 30>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Echo" "EchoQuestStartPrompt">><<audio "sectorff" stop>><<audio "echotheme" play loop>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
/* Mender quest (On hold until inventory system is in place)
<<if $sector54.mender.met is false>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Repairing Robot" "Sector54-Chat-Mender-Meet">><<set $sector54.mender.met to true>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<<elseif $sector54.mender.acceptedQuest is false>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Mender" "Sector54-Chat-Mender-ReofferQuest">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Mender" "Sector54-Chat-Mender-RepeatVisit">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>*/
/* Regular NPC interactions before the T'yani quest triggers. */
<<if $sector54.inquiringRobots.met is false>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Inquiring Robots" "Sector54-Chat-InquiringRobots">><<set $sector54.inquiringRobots.met to true>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<if $sector54.consultingRobots.met is false>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Consulting Robots" "Sector54-Chat-ConsultingRobots">><<set $sector54.consultingRobots.met to true>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<</if>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Back" "Sector54">><</button>></span>You wander around the sector, listening to other machines as they interact. They don't question you at all. Of course, you look just like one of them.
Two machines are talking nearby. Since there are many machines that just go stationery all of a sudden, you do just that, arms at your side.
"Why do the Diplomacy-Gestalt units have such a low track record of successful contact with the human colonists?"
"The DG unit type are dealing with humans who feel slighted by machines. It's like when you feed discriminatory data into a machine learning model. What you put in is what comes out." <<n "Sector54-Chat-InquiringRobots-2">>"But certainly we can compensate for all that prejudice by providing our own factual counter-information?"
"The volume it must overcome is significant at this point, and the infection does not help matters. Once humans want to believe something, it is hard to make them not believe it."
"It is disappointing because if they still had Rosetta implants, we could share information, and form a limited gestalt."
"Nobody is more aware of that than DG units, except the Colony Administrator. But the first colonists removed them after the infection started." <<n "Sector54-Chat-InquiringRobots-3">>"Yes, if they still had the Rosetta, present circumstances would put them at risk, especially the rare Promethean grades. Perhaps after that issue is solved, we could use the Rosettas to help them see where we are coming from."
"You sound like Jack Brickfield, the creator of the Rosetta. He was a human who wanted people to think like machines - a unique Promethean-Grade human."
"Yes, I've read that file. I had some interesting thoughts about hybridization after that, which I uploaded immediately."
"I'll have to access those later." <<n "Sector54-Chat">>As you wander around, you overhear another conversation between two machines.
"I'm considering undergoing a unit shift from Information Management. As an IM unit, I feel I have reached the limit of my unique contributions. Since you work in Programming and Analysis, I could use your insight."
"Absolutely, that's what we PA units are for. Are your current experiences making you lean towards anything?" <<n "Sector54-Chat-ConsultingRobots-2">>"I contributed some gestalt-reviewed thoughts on human pheromones that have been cited by Organic Exobiology and Diplomacy-Gestalt."
"OE units are in high demand right now because much of life on this planet has not been fully assessed. However, many DG activities have been escalated to the Collective to process, because human and x'irii behaviour is so complex."
"Perhaps my value would be with studying organics then." <<n "Sector54-Chat-ConsultingRobots-3">>"While we were talking, I just ran a test on your memories, and you are 68% unique. I've marked out the partitions of memory and cognition you should make sure you keep running as part of your next build, or the gestalt will be worse for it."
"Thank you. If I become an OE unit, I will need to store a lot of data in my new frame."
"If you do field work, return regularly to perform backups. X'irii attacks are on the rise, especially outside of the Sector's transmission range." <<n "Sector54-Chat">>In a small alcove is a circle of inactive machines, all facing outward. In the centre is a machine that looks anything but inactive, with telescopic eyes on every side of its head. It has several arms that are busy working on the other bots.
It sort of reminds you of a mechanical spider working double-time as a puppeteer.
Apparently, even its multiple arms are not enough - there are twice as many jutting out from the centre of the ceiling. Each one is assisting the robot with its work in perfect synergy.
//They must be networked or running a program.// <<n "Sector54-Chat-Mender-Meet2">>"Hello there!" They exclaim, all without turning around or stopping their task. However, one of their scope-like eyes is focused on you. "I'm Mender, Unit Code ME-1220-432. And you are?"
"<<Vanth>>." You ask a question before they ask *your* unit code. "You seem very busy?"
"There's a lot of units that get damaged out there, so I've got my hands full." Because Mender doesn't have a mouth, you can't tell if that was an intended pun. "I repair the parts of damaged units, but often nothing can be done."
"Why is that?"
"The central processors are destroyed, and the knowledge they gathered is lost. If they are a low-priority unit, their recovery point objective could be between five to twenty years. When we pull their memories out of cold storage, they lose that much time." <<n "Sector54-Chat-Mender-Meet3">>"So the backups are old, and if the processors get destroyed, they lose the memories they've gained since then?"
"Yes. I detect a level of understanding in your voice. Have you experienced data loss before?"
"A complete wipe, reconstructed from the ground up from data fragments."
"My sympathies. Hopefully, data recovery goes well for you. It would be a shame to lose all those insights and knowledge." <<n "Sector54-Chat-Mender-Meet4">>"Since you experienced processor damage, and you've got a weapon, can I assume you operate outside of this sector?"
<br><br>"Yeah, I move around a lot."
<br><br>"If that's the case, I would like to ask you a favour. If you come across any damaged units with intact central processors, can you bring them back to me? I can return these lost memories to the units that were destroyed. As these are extra duties, I will provide you with spare parts to upgrade your own frame in exchange."
<<if $quests.sector36Quest gt 0>>
<br><br>"What if they're infected?"
<<if $quests.sector36Quest gte 40>>
<br><br>"Even if they're infected with the virus, we should be able to put them in quarantine and recover what is needed, especially now the source is gone."
<<else>>
<br><br>"If they're infected, we'll put them in quarantine until a solution is found. Hopefully, not much damage has been done."
<</if>>
<<else>>
<br><br>"Even if the core has been infected with a virus, we should be able to put them in quarantine until a solution is found."
<</if>> <<n "Sector54-Chat-Mender-QuestChoice">><span id="button1" class="choicebutton"><<button '1. "Sure, I\'ll assist you."' "Sector54-Chat-MeetingMender-Accept">><<set $sector54.mender.acceptedQuest to true>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Sure, but I don\'t need the spare parts."' "Sector54-Chat-MeetingMender-AcceptNoMoney">><<set $sector54.mender.acceptedQuest to true>><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "My current duties keep me too busy.' "Sector54-Chat-MeetingMender-Refuse">><</button>></span>"Thank you. It would be a great help to the colony - lately, the loss rate is starting to reach unsustainable levels. Take this to properly equip yourself."
<<StockGiveChips 5000>>
You leave Mender to their work. Their telescopic eye returns and refocuses on one of the broken robots. <<n "Sector54-Chat">>"If you are performing more work, you require equipment commensurate to your duties. The loss rate of exploring units is starting to reach unsustainable levels - if you are lost as well, this would simply add to this regrettable statistic."
Apparently Mender won't take no for an answer. You take the chips that they place in your hands, even as the rest of their arms keep working.
<<StockGiveChips 5000>>
You leave Mender to their work. Their telescopic eye returns and refocuses on one of the broken robots. <<n "Sector54-Chat">>"This is understandable. Let me know if your duties change, and I will provide you with the appropriate resources."
You leave Mender to their work. Their telescopic eye returns and refocuses on one of the broken robots. <<n "Sector54-Chat">>You approach the alcove where Mender is repairing a circle of inactive machines, their many arms hard at work. When you get close, one of their telescopic eyes turns to face you and zooms in.
"Hello, <<Vanth>>! Have your duties changed? Recovery tasks have been labelled a high priority by the Colony Administrator, so I can provide you with parts." <<n "Sector54-Chat-Mender-QuestChoice">>You approach the alcove where Mender is repairing a circle of inactive machines, their many arms hard at work. When you get close, one of their telescopic eyes turns to face you and zooms in.
"Hello, <<Vanth>>! Have you been able to recover any central processors?" <<n "Sector54-Chat-Mender-Trade">><span id="button1" class="choicebutton"><<button '1. "Yes, here\'s what I have."' "Sector54-Chat-Mender-ExchangeProcessors">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "No, I haven\'t found any yet."' "Sector54-Chat-Mender-NoProcessors">><</button>></span>"Thank you. I will return these memories back to the appropriate units - I'm sure they will be appreciative. Here are some spare parts to help you with your extra duties."
(You gain chips)
(You gain parts)<<n "Sector54-Chat">>"That's unfortunate, but it can be hard to recover them. Stay safe while exploring - the last thing we want is to lose another unit."
You leave Mender to their work. Their telescopic eye returns and refocuses on one of the broken robots.<<n "Sector54-Chat">>You walk back up to the vendor from earlier - the one with the completely expressionless face. As they organise the goods, you can't tell if they've noticed you, since they don't have eyes.
<br><br>//Well, let's have another try at this,// you think. //Second time's the charm.//
<br><br>"Hello there. I was wondering if I could purchase some goods."
<br><br>"Certainly<<if $charted.swamp is true>>, Corrector<</if>>. I am Face, Unit Code RM-2932-544."
<br><br><<if $charted.swamp is true>>//Good thing I don't have to come up with a fake code anymore.<<else>>"I've been listening in on the conversations around here," Esra says. "Tell him your Unit Code is OE-3920-599."<</if>>
<<if $charted.swamp is false>><<n "Sector54-Face-Meeting-UnitCode">><<else>><<n "Sector54-Face-Meeting-2">><</if>>"I'm <<Vanth>>, Unit Code OE-3920-599."
"Oh, you're a new model with Organic Exobiology? I thought your design looked interesting. It would be well-suited for studying different life and planetary conditions."
//Of course those are the conversations <<a-he>>'d be paying attention to.//
"Yes, I'm very familiar with organics. Though some of them out there are a little hostile."
"It is a regrettable state of affairs. But perhaps if we learn more about them, we can learn to work with them." <<n "Sector54-Face-Meeting-2">>"You said you were trading a quartz chip?"
"Yes, as well as a number of other items. Biological data from various Earth and Trigaean species. Schematics for upgrades. Some books."
"Books?"
"Yes, they are remarkably well preserved considering their journey. The data has already been digitised, but physical versions may still provide some use, such as a trade item in future dealings with organics." <<n "Sector54-Face-Meeting-3">>"I have to ask, why are you called Face?"
"It is the designation Manufacturing and Engineering gave me. They share an irony module among themselves, and use it for naming many of the new units."
"What purpose does that serve?"
"It is a means to potentially endear us to organics through levity and self-depreciation, as well as a means to hone wit and intelligence. It can also be used to emphasise certain truths." <<n "Sector54-Face-Meeting-4">>"And how do you see, without optical units?"
"Oh, I have many of them." Face pulls out a set of eyes from their wares and attaches them. "I have eyes for any situation or object, depending on the requirements. The rest of the time, I use those for anything less rigorous."
They gesture upwards. When pointed out, there's a few small cameras glinting above you. <<n "Sector54-Face-Meeting-5">>"You should have access permissions as well, so you can use them instead of your eyes, if you need to. Though it's important not to look down on others too often."
"I'm guessing you installed a wordplay module as well."
"Of course. Witty repartees are an essential part of being a merchant."
"This one's got his head screwed on right," Esra says, a note of appreciation in <<a-his>> voice. //Fellow punsters of a feather...//<<n "Sector54-Store">>/* Temp store until inventory system is done. */
<<set _n to 1>>
<<set _id to "button" + _n>>
<<if $memories.em2.got is false>>
<<if $chips.stock gte setup.itemCost.em2>>
<span sc-eval:id="_id" class="choicebutton"><<button "<b>_n. Quartz Chip (EM2):</b><br>It's a little small, but it looks completely intact. <br><i>Cost: <<StockChipAbbr setup.itemCost.em2>></i>" "Sector54-Store">><<set $memories.em2.got to true>><<audio "buy" play>>
<<set $chips.stock -= setup.itemCost.em2>>
<</button>></span>
<<IncrementButtonNumber>>
<<else>>
<span sc-eval:id="_id" class="choicebuttoncooldown"><<button "<b>_n. Quartz Chip (EM2):</b><br>It's a little small, but it looks completely intact. <br><i>Cost: <<StockChipAbbr setup.itemCost.em2>></i>">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<</if>>
<<if $books.dune.got is false>>
<<if $chips.stock gte setup.itemCost.dune>>
<span sc-eval:id="_id" class="choicebutton"><<button "<b>_n. Dune:</b><br>A thick tome discovered among the sands. The cover has seen better days.<br><i>Cost: <<StockChipAbbr setup.itemCost.dune>></i>" "Sector54-Store">><<set $books.dune.got to true>><<BooksFirstFindMessage>><<audio "buy" play>>
<<set $chips.stock -= setup.itemCost.dune>>
<</button>></span>
<<IncrementButtonNumber>>
<<else>>
<span sc-eval:id="_id" class="choicebuttoncooldown"><<button "<b>_n. Dune:</b><br>A thick tome discovered among the sands. The cover has seen better days.<br><i>Cost: <<StockChipAbbr setup.itemCost.dune>></i>">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<</if>>
<<if $books.iRobot.got is false>>
<<if $chips.stock gte setup.itemCost.iRobot>>
<span sc-eval:id="_id" class="choicebutton"><<button "<b>_n. I, Robot:</b><br>A thin collection of short stories about what robots will be like. You don't need to guess. <br><i>Cost: <<StockChipAbbr setup.itemCost.iRobot>></i>" "Sector54-Store">><<set $books.iRobot.got to true>><<BooksFirstFindMessage>><<audio "buy" play>>
<<set $chips.stock -= setup.itemCost.iRobot>>
<</button>></span>
<<IncrementButtonNumber>>
<<else>>
<span sc-eval:id="_id" class="choicebuttoncooldown"><<button "<b>_n. I, Robot:</b><br>A thin collection of short stories about what robots will be like. You don't need to guess. <br><i>Cost: <<StockChipAbbr setup.itemCost.iRobot>></i>">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<</if>>
<span sc-eval:id="_id" class="choicebutton"><<button "<b>_n. Back:</b><br>Don't Buy Anything.""Sector54">><</button>></span>"Before I go on a shopping spree, maybe I should talk to some of the machines, see what I can find out."<<n "Sector54">><<silently>><<if previous() neq "WelcomeToShiariGrove6" && previous() neq "SearchGroveEvent1-5" && previous() neq "SearchGroveEvent2-5" && previous() neq "ShiariGrove-Chat" && previous() neq "ShiariGrove-Store" && previous() neq "ShiariGrove-StoreTooSoon">><<audio ":all" stop>><<audio "grove" play loop>><</if>>
<</silently>>There are hundreds of x'irii around. Most of them have multiple eyes and purple skin. Occasionally, there's one that looks completely different, usually with wings.
<br><br>The grovespeople are going about their everyday tasks. Tending to their animals. Collecting fruit. Teaching their young. There are even places to barter.<<mb "ShiariGroveButtons">><<set _n to 1>>
<<set _id to "button" + _n>>
/* Searching around for answers when you first visit the grove. */
<<if $quests.swampQuest lte 30>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Search Around" "SearchGroveEvent1-1">><<set $quests.swampQuest to 40>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<<elseif $quests.swampQuest is 40>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Search Around" "SearchGroveEvent2-1">><<set $quests.swampQuest to 50>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<<elseif $quests.swampQuest is 50>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Search Around" "SearchGroveEvent3-1">><<set $quests.swampQuest to 60>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<<elseif $quests.swampQuest is 60>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. The War Band." "TalkGroveWarBand1">><<set $quests.swampQuest to 70>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
/* Chatted the the war band, but refused to join. */
<<elseif $quests.swampQuest is 70>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. The War Band." "TalkGroveWarBandReturn">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
/* Asked to join the war band, but refused to leave. */
<<elseif $quests.swampQuest is 80>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. The War Band." "TalkGroveWarBandDelayReturn">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
/* Came back to talk to the war band after the trial, and when they are recovering. */
<<elseif $quests.swampQuest is 90>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. The War Band." "MachineWalkerQuest1">><<set $quests.swampQuest to 100>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
/* You've finished off the machine, but L'wayn and Omnea died. First chat. */
<<elseif $quests.swampQuest is 100 && $quests.lwaynOmneaDead is true>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. The War Band." "TyaniQuestTwinsGone1">><<set $quests.swampQuest to 110>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
/* You've finished off the machine, but the twins are alive. First chat. */
<<elseif $quests.swampQuest is 100>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. L'wayn and Omnea." "TyaniQuest1">><<set $quests.swampQuest to 110>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
/* You've finished off the machine, but L'wayn and Omnea died. Repeat chat. */
<<elseif $quests.swampQuest is 110 && $quests.lwaynOmneaDead is true>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. The War Band." "TyaniQuestTwinsGoneReturn">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
/* You've finished off the machine, but the twins are alive. Repeat chat. */
<<elseif $quests.swampQuest is 110>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. The War Band." "TyaniQuestLeaveWaitReturn">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
/* All the steps are done for this quest line. */
<<else>><</if>>
/* The store link */
<<if $quests.swampQuest gte 60>>
<<if $shiariGrove.htayi.met is false>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Store" "ShiariGrove-H'tayi-Meet">><<set $shiariGrove.htayi.met to true>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. H'yati's Store" "ShiariGrove-Store">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Store" "ShiariGrove-StoreTooSoon">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Return Home" "ReturnToCamp">><</button>></span>"Before I go on a shopping spree, maybe I should talk to some of the x'irii, see what I can find out."<<n "ShiariGrove">><<mb "ShiariGrove-Chat-Buttons">>
Who do you want to talk to?<<set _n to 1>>
<<set _id to "button" + _n>>
/* First chat to the war band. */
<<if $quests.swampQuest is 60>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. The War Band." "TalkGroveWarBand1">><<set $quests.swampQuest to 70>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
/* Chatted the the war band, but refused to join. */
<<elseif $quests.swampQuest is 70>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. The War Band." "TalkGroveWarBandReturn">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
/* Asked to join the war band, but refused to leave. */
<<elseif $quests.swampQuest is 80>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. The War Band." "TalkGroveWarBandDelayReturn">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
/* Came back to talk to the war band after the trial, and when they are recovering. */
<<elseif $quests.swampQuest is 90>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. The War Band." "MachineWalkerQuest1">><<set $quests.swampQuest to 100>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
/* You've finished off the machine, but L'wayn and Omnea died. First chat. */
<<elseif $quests.swampQuest is 100 && $quests.lwaynOmneaDead is true>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. The War Band." "TyaniQuestTwinsGone1">><<set $quests.swampQuest to 110>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
/* You've finished off the machine, but the twins are alive. First chat. */
<<elseif $quests.swampQuest is 100>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. L'wayn and Omnea." "TyaniQuest1">><<set $quests.swampQuest to 110>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
/* You've finished off the machine, but L'wayn and Omnea died. Repeat chat. */
<<elseif $quests.swampQuest is 110 && $quests.lwaynOmneaDead is true>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. The War Band." "TyaniQuestTwinsGoneReturn">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
/* You've finished off the machine, but the twins are alive. Repeat chat. */
<<elseif $quests.swampQuest is 110>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. The War Band." "TyaniQuestLeaveWaitReturn">><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
/* All the steps are done for this quest line. */
<<else>><</if>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Back" "ShiariGrove">><</button>></span>You walk up to a x'irii huntress who is surrounded by wares, stacked up and bound by the thin glint of woven floater tendrils. Around her neck is a necklace heavy with chips, crystals and other gleaming objects.
<<if $playerSightEnhancements.includes("predictory sense")>><br><br>With your enhanced vision, the ornament pulses with the tinted hue Esra dubbed ferrous, visible only to the x'irii. It has no correlation to any Earthly shade or hue - it is completely unique, drawing attention to itself in the process.<</if>>
<br><br>Around her wrists are wrist-cuffs made of dusky litwhisker hide that drape over her hands.
<br><br>"I haven't met you before, Z'rier." She blinks her two sets of black, nebulous eyes. "We will have to fix that. I'm H'tayi of Shi'ani Grove."
<br><br>"I'm <<Terys>>, house-cousin of L'wayn and Omnea," you respond. She gives a broad smile. <<n "ShiariGrove-H'tayi-Meet2">>"Those two are good suppliers of mine. They brought down a bladefoot just the other day, which is no easy feat. You look like no less of a hunter yourself."
"I can hold my own."
"Then I ask if you come across anything, bring it to me first. I travel often to the nearby groves, so I have much in the way of goods to trade."
"There's a lot of trade with nearby groves?" <<n "ShiariGrove-H'tayi-Meet3">>"With the ones Shi'ari is on good terms with. U'thari grove is still slighted from the last spilling - our western grounds are too close to theirs."
"You fought over territory?"
"Yes, but it was unwise for U'thari to set up a grove so close to ours. The Nuelu springs in this area may be rich with X'ir's bounty, but a founder must always be wary of what land is already taken."
"Why fight when the Nuelu springs give you food and water?"
"There are other things a grove needs. If they harvest the Groe nests, we have no hide to protect our feet from the acid pools. If they take the roots deep beneath the rocks, we have no salve for the Khrux. If they scare off all the lurkers in the morning, we can't hunt them in the afternoon." <<n "ShiariGrove-H'tayi-Meet4">>"But most of you will trade in chips?"
<br><br>H'yani nods, her necklace chinking. "The e'thra they give off are appealing to many, and they strike fear into our enemies.
<<if $playerSightEnhancements.includes("predictory sense")>><br><br>The ferrous glow from her necklace does pulse and dance in an alluring way. You pull out your own chips, which have a lesser glow to them.<<else>><br><br>//What glow?// You want to ask, but your gut tells you it might give you away as less than X'irii.<</if>>
<br><br>"Speaking of, I have some chips to trade. Would you mind showing me what you have?"
<br><br>"Certainly. I have just come back from Ophna Grove, where the hunters have been collecting much from the southern ruins." <<n "ShiariGrove-Store">>/* Temp store until inventory system is done. */
<<set _n to 1>>
<<set _id to "button" + _n>>
<<if $memories.em3.got is false>>
<<if $chips.stock gte setup.itemCost.em3>>
<span sc-eval:id="_id" class="choicebutton"><<button "<b>_n. Quartz Chip (EM3):</b><br>It's a little small, but it looks completely intact. <br><i>Cost: <<StockChipAbbr setup.itemCost.em3>></i>" "ShiariGrove-Store">><<set $memories.em3.got to true>><<audio "buy" play>>
<<set $chips.stock -= setup.itemCost.em3>>
<</button>></span>
<<IncrementButtonNumber>>
<<else>>
<span sc-eval:id="_id" class="choicebuttoncooldown"><<button "<b>_n. Quartz Chip (EM3):</b><br>It's a little small, but it looks completely intact. <br><i>Cost: <<StockChipAbbr setup.itemCost.em3>></i>">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<</if>>
<<if $memories.em4.got is false && $memories.em1.watched is true && $memories.em2.watched is true && $memories.em3.watched is true>>
<<if $chips.stock gte setup.itemCost.em4>>
<span sc-eval:id="_id" class="choicebutton"><<button "<b>_n. Quartz Chip (EM4):</b><br>It's a little small, but it looks completely intact. <br><i>Cost: <<StockChipAbbr setup.itemCost.em4>></i>" "ShiariGrove-Store">><<set $memories.em4.got to true>><<audio "buy" play>>
<<set $chips.stock -= setup.itemCost.em4>>
<</button>></span>
<<IncrementButtonNumber>>
<<else>>
<span sc-eval:id="_id" class="choicebuttoncooldown"><<button "<b>_n. Quartz Chip (EM4):</b><br>It's a little small, but it looks completely intact. <br><i>Cost: <<StockChipAbbr setup.itemCost.em4>></i>">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<</if>>
<<if $books.theTimeMachine.got is false>>
<<if $chips.stock gte setup.itemCost.theTimeMachine>>
<span sc-eval:id="_id" class="choicebutton"><<button "<b>_n. The Time Machine:</b><br>A small, slightly scorched novella, nestled among the alien wares. Even H.G. Wells couldn't have called it. <br><i>Cost: <<StockChipAbbr setup.itemCost.theTimeMachine>></i>" "ShiariGrove-Store">><<set $books.theTimeMachine.got to true>><<BooksFirstFindMessage>><<audio "buy" play>>
<<set $chips.stock -= setup.itemCost.theTimeMachine>>
<</button>></span>
<<IncrementButtonNumber>>
<<else>>
<span sc-eval:id="_id" class="choicebuttoncooldown"><<button "<b>_n. The Time Machine:</b><br>A small, slightly scorched novella, nestled among the alien wares. Even H.G. Wells couldn't have called it. <br><i>Cost: <<StockChipAbbr setup.itemCost.theTimeMachine>></i>">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<</if>>
<<if $books.theShipWhoSang.got is false && $memories.mm7.got is true>>
<<if $chips.stock gte setup.itemCost.theShipWhoSang>>
<span sc-eval:id="_id" class="choicebutton"><<button "<b>_n. The Ship Who Sang:</b><br>A set of five stories about a cyborg ship and their companion. It's Esra's favourite. <br><i>Cost: <<StockChipAbbr setup.itemCost.theShipWhoSang>></i>" "ShiariGrove-Store">><<set $books.theShipWhoSang.got to true>><<BooksFirstFindMessage>><<audio "buy" play>>
<<set $chips.stock -= setup.itemCost.theShipWhoSang>>
<</button>></span>
<<IncrementButtonNumber>>
<<else>>
<span sc-eval:id="_id" class="choicebuttoncooldown"><<button "<b>_n. The Ship Who Sang:</b><br>A set of five stories about a cyborg ship and their companion. It's Esra's favourite. <br><i>Cost: <<StockChipAbbr setup.itemCost.theShipWhoSang>></i>">><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<</if>>
<span sc-eval:id="_id" class="choicebutton"><<button "<b>_n. Back:</b><br>Don't Buy Anything.""ShiariGrove">><</button>></span><<set _player to recall('player')>>
<<set _originalPC to recall('originalPC')>>
<<set $partner to recall('partner')>>
<<set $esra to recall('esra')>>
<<set $player.name to _player.name>>
<<set $player.gender to _player.gender>>
<<set $originalPC.eyeColour to _originalPC.eyeColour>>
<<set $originalPC.hairColour to _originalPC.hairColour>>
<span id="choiceIntro">Select where you would like to start the game from.</span><<SplashScreenChange>><br>
<span id="button1" class="choicebutton"><<button "1. The Very Beginning." "NGPlus-ChooseKeepUpgrades">><<set $currentGameStart.start to "Start1">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. After the Tutorial." "NGPlus-ChooseKeepUpgrades">><<set $currentGameStart.start to "TutorialFinish">><</button>></span>
<span id="button3" class="choicebutton"><<button "3. Back." "SetDifficultyFirst">><</button>></span><span id="choiceIntro">Would you like to keep your levels and upgrade from your previous playthrough? Not that if you choose to carry them over, this will be noted down on your score screen and will affect your ability to get some achievements.</span><<SplashScreenChange>><br>
<<if $currentGameStart.start is "Start1">><<set _nextPassage to "NGPlus-ConfirmScreen">><<else>><<set _nextPassage to "NGPlus-ChooseKeepDetails">><</if>>
<span id="button1" class="choicebutton"><<button "1. Start with a fresh slate." _nextPassage>><<set $currentGameStart.levelsKept to false>><<set $currentGameStart.upgradesKept to false>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Keep both my levels and upgrades." _nextPassage>><<set $currentGameStart.levelsKept to true>><<set $currentGameStart.upgradesKept to true>><</button>></span>
<span id="button3" class="choicebutton"><<button "3. Only keep my levels." _nextPassage>><<set $currentGameStart.levelsKept to true>><<set $currentGameStart.upgradesKept to false>><</button>></span>
<span id="button4" class="choicebutton"><<button "4. Only keep my upgrades." _nextPassage>><<set $currentGameStart.levelsKept to false>><<set $currentGameStart.upgradesKept to true>><</button>></span>
<span id="button5" class="choicebutton"><<button "5. Back." "SetDifficultyFirst">><</button>></span><span id="choiceIntro">Would you like to keep your character details (Name, gender, orientation) from your previous playthrough?</span><<SplashScreenChange>><br>
<span id="button1" class="choicebutton"><<button "1. Yes." "NGPlus-ConfirmScreen">><<SetNGPlusStartBonuses>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. No." "SetPlayerDetailsBeforeCamp">><</button>></span>
<span id="button3" class="choicebutton"><<button "3. Back." "NGPlus-ChooseKeepUpgrades">><</button>></span>Since you are skipping the tutorial, please fill out your character details.<<SplashScreenChange>>
<<set _player to recall('player')>>
<<set _originalPC to recall('originalPC')>>
<<set $partner to recall('partner')>>
<<set $esra to recall('esra')>>
<<set $player.name to _player.name>>
<<set $player.gender to _player.gender>>
<<set $originalPC.eyeColour to _originalPC.eyeColour>>
<<set $originalPC.hairColour to _originalPC.hairColour>>
<table class="scoreTable">
<tbody>
<tr>
<td>Name</td>
<td><<textbox "$player.name" _player.name>></td>
</tr>
<tr>
<td>My Gender</td>
<td><<cycle "$player.gender" autoselect>>
<<option "Female" female>>
<<option "Male" male>>
<<option "Non-Binary" nonbinary>>
<</cycle>>
</td>
</tr>
<tr>
<td>My Hair Colour</td>
<td><<cycle "$originalPC.hairColour" autoselect>>
<<option "Brown" brown>>
<<option "Black" black>>
<<option "Blond" yellow>>
<<option "Orange" orange>>
<<option "Red" red>>
<<option "Grey" grey>>
<<option "White" white>>
<<option "Blue" blue>>
<<option "Green" green>>
<<option "Pink" pink>>
<</cycle>>
</td>
</tr>
<tr>
<td>My Eye Colour</td>
<td><<cycle "$originalPC.eyeColour" autoselect>>
<<option "Brown" brown>>
<<option "Green" green>>
<<option "Blue" blue>>
<<option "Yellow" yellow>>
<<option "Grey" grey>>
<<option "Red" red>>
<</cycle>>
</td>
</tr>
<tr>
<td>Esra's Gender</td>
<td><<cycle "$esra" autoselect>>
<<option "Male" male>>
<<option "Female" female>>
<</cycle>></td>
</tr>
<tr>
<td>My Orientation</td>
<td> <<cycle "$partner" autoselect>>
<<option "Interested in women" female>>
<<option "Interested in men" male>>
<<option "Interested in men and women" female>>
<<option "Asexual" machine>>
<</cycle>></td>
</tr>
</tbody>
</table>
<<mb "SkipTutorialNGPlusButtons">><span id="button1" class="normalbutton"><<button "1. Confirm" "NGPlus-ConfirmScreen">><</button>></span>
<span id="button2" class="normalbutton"><<button "2. Back" "NGPlus-ChooseKeepUpgrades">><</button>></span><center><span id="EndingH1">Confirm NG+ Selection</span></center><<SplashScreenChange>>
<b>Name:</b> <<Vanth>>
<b>Difficulty Level:</b> <<if $difficulty.level is -1>>Easy<<elseif $difficulty.level is 1>>Hard<<elseif $difficulty.level is 2>>Corrector Must Die<<else>>Normal<</if>>
<b>Carry over levels?</b> <<if $currentGameStart.levelsKept is true>>Yes<<else>>No<</if>>.
<b>Carry over upgrades?</b> <<if $currentGameStart.upgradesKept is true>>Yes<<else>>No<</if>>.
<b>Starting from:</b> <<if $currentGameStart.start is "Start1">>The very beginning<<else>>After the tutorial<</if>>.<<mb "NGPlus-ConfirmScreen-Buttons">><span id="button1" class="normalbutton"><<button "1. Confirm" $currentGameStart.start>><<SetNGPlusStartBonuses>><</button>></span>
<span id="button2" class="normalbutton"><<button "2. Back" "NGPlus-ChooseKeepUpgrades">><</button>></span>/* This widget is run on NG+ to give the player any carry-over bonuses they want. */
<<widget "SetNGPlusStartBonuses">>
<<set _player to recall('player')>>
<<set _upgrades to recall('upgrades')>>
<<if $currentGameStart.levelsKept is true>>
<<set $player.level to _player.level>>
<</if>>
<<if $currentGameStart.upgradesKept is true>>
<<set $upgrades to _upgrades>>
<<set $upgrades.cosmeticsUnlocked to false>>
<</if>>
<<ResetPCSkills>>
<<if $currentGameStart.start is "TutorialFinish">>
<<set $originalPC.seenSelf to true>>
<<set $quests.tutorialDeath to "ateCreature">>
<</if>>
<<if $partner is "male">>
<<set $shay to "male">>
<<else>>
<<set $shay to "female">>
<</if>>
<</widget>>When you walk in the colony, Shay is standing nearby in <<s-his>> sleek armour, and waves a hand. <<s-He>>'s got a holo device in <<s-his>> hand.<<set $deltaColony.shay.asteriaQuest to 10>>
"Trying to get me to work below deck again?" You ask. Shay shakes <<s-his>> head.
"Not quite, but I was hoping you were going to show up, assuming you had some time free from looking for you-know-what."
//As usual, the sphere is at the forefront of Shay's mind. Guess it's only natural.//
"All right, let's hear it. What are you after?" <<n "Quests-AsteriaQuest-Offer-2">>"I've got approval for another expedition - to Asteria this time. Have you heard of it?"
"Asteria? Isn't that the sister colony that got taken out by the x'irii last year?"
"The very same. It's on the edge of the forest, so it's got some parts we need. The problem is, x'irii hunters love visiting as well for the same reason." Shay scowls. "They still pick the place for trophies of the slaughter, making it hard for any of //us// to get what we need."
"That's where I come in?"
"That's where you come in. Just you and I this time, though, not a full squad." <<n "Quests-AsteriaQuest-Offer-3">>"So what's so important that you've been approved to go out? HCBF again?"
"Not this time. You might not know this, but the colony recycles almost all water, including capturing any moisture we breathe in the air. By recycling water, it reduces the amount of HCBF we have to use."
"Sounds useful. So what's the problem?" <<n "Quests-AsteriaQuest-Offer-3-1">>Shay crosses <<s-his>> arms. "The water recycling system is on the way out, and we need replacement parts. One of the best places to get that is at Asteria, which is also one of the worst places to visit."
"Seems like a pretty high priority job to just send the two of us on."
"There's actually other groups going out to other locations - we don't want to hedge our bets only on Asteria. And as I said, just having the two of us go increases our odds of success - it'll be quicker to move and stay under the radar."
"I know it's important to you, so it's worth mentioning Asteria //might// have quartz chips, assuming the x'irii haven't taken them all," Shay adds. "You're free to take any we come across. If not, I'll pay you anyway." <<n "Quests-AsteriaQuest-Choice">><span id="button1" class="choicebutton"><<button '1. "Sure, let\'s head out."' "Quests-AsteriaQuest-1">><<set $deltaColony.shay.asteriaQuest to 20>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I\'m a bit busy right now."' "Quests-AsteriaQuest-Choice-Refuse">><</button>></span>"All right. Well, I can't head out solo - that's a bit too short-handed - so let me know if you have some free time," Shay sighs.
"Not going to find someone else?"
"Of course I'm going to try and find someone else! But I'd prefer to have you at my side. Asteria is far more dangerous than the last ruins we went to, and you know how that went. Most people have a survival instinct."
"Ah, yes, I've //heard// of those." <<n "DeltaColony">>Shay waves to you as you walk over.
"Hey <<Vanth>>! Sorry to pester you about this, but are you still busy?"
"For the Asteria expedition?"
"Yeah. Still haven't found any qualified takers - shocker, right? Asteria has a reputation for swarming with x'irii."
"That //would// make it less enticing to a lot of people." <<n "Quests-AsteriaQuest-Choice">>"Great!" Shay's taps <<s-his>> fist in his palm, eyes lighting up. "Let me get my things and say goodbye to Maya, then we'll head out."
"Got any spare supplies for me while you're at it?"
"Sure, I'll bring enough for both of us, at least as much as we can while keeping light." Shay pauses. "Did you want to come upstairs while I grab my things? Can't be much fun hanging around down here." <<n "Quests-AsteriaQuest-Wait-Choice">><span id="button1" class="choicebutton"><<button '1. "Sure, I\'ve got nothing better to do."' "Quests-AsteriaQuest-Wait-Upstairs">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Nah, I\'m fine staying here until you get back."' "Quests-AsteriaQuest-Wait-Downstairs">><</button>></span>"Well, there's a seat over there if your legs get tired. Assuming you do ever get tired," Shay smiles.
And with that, <<s-he>>'s gone.
You wait around, spinning your gun-blade for a while. Eventually, you do take advantage of the seat, and a few colonists come over to talk to you.
"Waiting to go out on an expedition?" One of them asks.
"Something like that. How'd you know?"
"I heard you went out with Marshall Shay - easy to remember a weapon like that."
//Seems like I'm getting a bit of a name for myself around here.// <<n "Quests-AsteriaQuest-Wait-Downstairs-2">>Eventually, Shay shows back up carrying two backpacks, and tosses one at your feet. <<s-His>> looks a bit bigger.<<audio "rustlebag" play>>
"Carrying most of the load yourself?" You ask.
"It looks bigger, but it's not heavier. Given you've got a blade on the end of your weapon, and I use a rifle, I figured it'd make sense for you to be more nimble."
"Makes sense. Anything else we need to do before we head out?"
"Nope, that's it! Let's get a move on - we want to make as much ground as we can while the sun's up." <<n "Quests-AsteriaQuest-Wait-Downstairs-Finish">>You both head down down to the lower deck and out the front, backpacks slung over your shoulders. Shay fastens the last clip on <<s-his>> black armour.<<audio "footsteps2" play>>
"It's going to be a long trek to Asteria, so let's make sure to pace ourselves," <<s-he>> says.
"Hey, I got here, didn't I? I'm pretty good at this sort of thing."
Shay quirks an eyebrow, <<s-his>> mouth quirking in a half smile. "With just a bottle of water and a gun-blade? How //does// that work?"
You clear your throat. "Well, I might have got here by going as hard as I could, and just collapsing if I couldn't."
"Ah, the old 'do or die' method." <<s-He>> covers <<s-his>> mouth with a mask, and you do the same, at least until you get free of Delta.
"So you don't even need to cover your mouth from spores?" Shay says. "That's incredible." <<n "Quests-AsteriaQuest-Travelling-1">>You and Shay take the elevator upstairs - it's a little cramped - and then come out on one of the middle decks. You walk for a little while before Shay smiles.<<audio "elevatorbing" play>>
"Zone fourteen, deck eight. This is my area."
Even if Shay hadn't pointed it out, it would have been easy to guess. As you head to Shay's apartment, <<s-he>>'s stopped by almost everyone in the hallway.
Each one has a smile on their face, and a softness in their eyes when they talk to Shay.
"Thanks for getting the lighting fixed, Marshall. That flickering was driving me crazy!"
"We haven't seen hide nor hair of those thieves ever since you sorted them out - we really appreciate it!"
"Will Maya be coming over for Volya's birthday party? We hope you both can make it!" <<n "Quests-AsteriaQuest-Wait-Upstairs-1">>Shay walks up to a door and goes inside. You pause, then follow. You find yourself in a large open room with a long table in the middle, and two doors leading off into smaller bedrooms.<<audio "footsteps2" play>>
There are paintings hanging on the wall. Each is a tableau of life in the colonies, but more lively than you've ever seen them. Long, curling brush strokes of black and white, with a single vibrant colour added to draw attention to singular items - a piece of food, a teardrop, a handshake.
In one painting, a woman is stroking a man's cheek, and where it touches, his skin is painted a flushed pink. The rest of the painting is utterly greyscale.
In the corner of the room is a singular holographic device, projecting a sphere. You pause for a moment, expecting to see Esra, but it's a projection of the Earth. <<n "Quests-AsteriaQuest-Wait-Upstairs-2">>"I didn't take you as an artist," you say. Shay turns and smiles, almost a bit sheepishly.<<audio "footsteps2" stop>>
"My grandmother painted them - I'm not that talented." Shay pulls out a bag and tosses it to you. "She was originally from Magna colony, back when people had a lot more time on their hands."
"So you don't have any hobbies?" You ask, helping Shay pack the gear.
"Well, when I was a kid, I loved helping people, working out, and reading history. The first two became part of my job, and I've read everything the colony has, history-wise. Occasionally Guis gets in a new holo, though - that's always pretty exciting." <<n "Quests-AsteriaQuest-Wait-Upstairs-Response">><span id="button1" class="choicebutton"><<button '1. "Maybe I can buy one, and we can watch one together sometime - I love a good history holo."' "Quests-AsteriaQuest-Wait-Upstairs-HistoryHolos">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "A buff historian who explores ruins, huh? I should get you a whip and a fedora hat."' "Quests-AsteriaQuest-Wait-Upstairs-Archaeologists">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "Hopefully one day, everyone will have more free time for hobbies."' "Quests-AsteriaQuest-Wait-Upstairs-TimeForHobbies">><</button>></span>Shay beams. "I'd love that, but you shouldn't spend your hard-earned chips on me - especially since I'm the one working you to the bone for them."
"It's no problem! Learning more about the past seems to be my deal. Plus, it'd be time well spent."
"It's a date, then. You bring the holo, I'll bring the food. Assuming we make it back from Asteria, of course - or more me than you." <<n "Quests-AsteriaQuest-Wait-Upstairs-FinishPacking">>"What do you mean?" Shay asks, blinking at you. You give a shrug.
"Don't field archaeologists have a whip and hat?"
"Not in any holo-docs I've seen, but I'm no expert."
"Hmm, strange. Whenever I picture one, they're running from gigantic boulders and snatching their hat back at the last moment."
"Sounds like a lot of effort to set up." Shay is grinning a little, though. "There's no big boulders at Asteria, not that I know of. I'm leaving my whip at home."
"Shame, I guess we can only carry so much." <<n "Quests-AsteriaQuest-Wait-Upstairs-FinishPacking">>"That'd be nice. In the holos, people seem to have all the time in the world." Shay pauses. "You never answered what your hobbies were?"
"I'll let you know when I do. From what I've gathered, lots of reading. If you come across any books, let me know."
"I'll be sure to keep an eye out." <<n "Quests-AsteriaQuest-Wait-Upstairs-FinishPacking">>When Shay's in one of the other rooms grabbing some things, Maya runs in and falls into a chair. A few moments later, she notices you there.<<audio "door2" play>>
"Oh, hey <<Vanth>>! What are you doing here?"
"We're heading out on an expedition, so I've asked Aunty Irya to babysit you," Shay shouts from beyond the door frame. "You'll be staying with them for a little while."
Maya furrows her brow, grabbing at her hair and tugging at it. "I don't want you to go."
Shay emerges from the other room, clearing <<s-his>> throat. "I'm sorry, little bunny, but I need to. If I don't, we're going to be in a whole lot of trouble."
"But last time you went out..." And she trails off, looking at you. "You'll make sure mommy comes back, won't you?" <<n "Quests-AsteriaQuest-Wait-Upstairs-Promise-Choice">><span id="button1" class="choicebutton"><<button '1. "Of course, I promise."' "Quests-AsteriaQuest-Wait-Downstairs-Promise-Yes">><<set $deltaColony.maya.gaveBracelet to true>><<set $deltaColony.maya.gotBracelet to true>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I\'ll do what I can."' "Quests-AsteriaQuest-Wait-Upstairs-Promise-Maybe">><<set $deltaColony.maya.gaveBracelet to true>><<set $deltaColony.maya.gotBracelet to true>><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "Well, it\'s pretty rough out there..."' "Quests-AsteriaQuest-Wait-Upstairs-Promise-No">><</button>></span>"Good." Maya's small shoulders visibly relax. "Oh, I know! In exchange, I'll give you this."<<audio "bracelet" play>>
She runs to her room. You shoot Shay a look, who gives a smile and a shrug. When Maya comes back, she's got something jingling in her hand.
"Wear this, it's a good luck charm. And you'll be <<if $shay is "female">>mommy's<<else>>daddy's<</if>> good luck charm!"
You slip it on your wrist. It's a chain of beads made of small glimmering stones like those you've seen in the forest. They're threaded on a floater tendril, which is completely translucent. It looks like the gems are floating around your wrist.
//Now I really can't die, or I'll lose it.// "Thanks, Maya, I'll treasure it."
<b>You gain Maya's good luck bracelet!</b> <<n "Quests-AsteriaQuest-Wait-Upstairs-Finish">>"Oh, well, okay." Maya's shoulders slump. "I hope that's enough. Oh, maybe you'll be okay if I give you this!"<<audio "bracelet" play>>
She runs to her room. You shoot Shay a look, who gives a smile and a shrug. When Maya comes back, she's got something jingling in her hand.
"Wear this, it's a good luck charm. And you'll be <<if $shay is "female">>mommy's<<else>>daddy's<</if>> good luck charm!"
You slip it on your wrist. It's a chain of beads made of small glimmering stones like those you've seen in the forest. They're threaded on a floater tendril, which is completely translucent. It looks like the gems are floating around your wrist.
//Now I really can't die, or I'll lose it.// "Thanks, Maya, I'll treasure it."
<b>You gain Maya's good luck bracelet!</b> <<n "Quests-AsteriaQuest-Wait-Upstairs-Finish">>"<<Vanth>>!" Shay exclaims.
Meanwhile, Maya's eyes are welling with tears. Shay walks over and rubs her shoulder.
"I'm going to be //fine//, don't you worry. I've always come back before, so I'll come back this time."
It's a shaky logical fallacy, but Maya sniffs and nods. <<n "Quests-AsteriaQuest-Wait-Upstairs-Finish">>Once you've finished packing and said goodbye to Maya, you both head down down to the lower deck and out the front. Shay fastens the last clip on <<s-his>> black armour.<<audio "footsteps2" play>>
"It's going to be a long trek to Asteria, so let's make sure to pace ourselves," <<s-he>> says.
"Hey, I got here, didn't I? I'm pretty good at this sort of thing."
Shay quirks an eyebrow, <<s-his>> mouth quirking in a half smile. "With just a bottle of water and a gun-blade? How does that work?"
You clear your throat. "Well, I might have got here by going as hard as I could, and just collapsing if I couldn't."
"Ah, the old 'do or die' method." <<s-He>> covers <<s-his>> mouth with a mask, and you do the same, at least until you get free of Delta.
"So you don't even need to cover your mouth from spores?" Shay says. "That's incredible." <<n "Quests-AsteriaQuest-Travelling-1">>The alien forest is alive with noise, ferrous-like trees stretching upward around you. Small caterpillar-like creatures crawl along the lower branches, bulbous antennae running down their spines with golden bulbs on the end.<<audio ":all" stop>><<audio "deepblue" loop play>><<audio "alienforest" loop play>>
"You know, I spend so much time walking around, I don't know what half these things are," you remark, cutting through the foliage.
"Oh, those? Lone bullions." Shay says, cutting through the foliage with a knife. "Harmless to us, but they feed on the burning blobs in big swarms. If those antennae start shaking, you know one of them is near."
"That's pretty handy to know."
The day goes much like that, helping each other traverse obstacles, avoiding the flora and fauna, and generally keeping your head low.
//Getting through the forest is a lot easier with a guide.// <<n "Quests-AsteriaQuest-Travelling-2">>Before you know it, the sun is setting. The energy in your veins dissipates, and your limbs feel more sluggish. Your skin doesn't feel like it's dancing anymore.<<audio "footstepsleaves" play>>
//It must be the photosynthesis. I'm so used to being pumped full of energy, I feel slower without it.//
Shay's pace has slowed as well.
"I can't believe you can keep up with me, even in this suit. Whatever you're made out of, it's something else."
"I should flip that back at you - I've been tampered, but how are you moving so fast? That plated armour can't be light."
Shay stops to take a break, leaning over with <<s-his>> hands on <<s-his>> hips. "What, you don't know? A Marshall's armour augments us to be faster and stronger - it's part of how we keep the peace." <<n "Quests-AsteriaQuest-Travelling-AboutTheArmour">><span id="button1" class="choicebutton"><<button '1. "Sounds pretty useful. I could use a set of that armour."' "Quests-AsteriaQuest-Travelling-AboutTheArmour-GetASet">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Really? During our expedition with the others, you didn\'t seem much tougher."' "Quests-AsteriaQuest-Travelling-AboutTheArmour-LastMission">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "That\'s got to come with some kind of cost, right?"' "Quests-AsteriaQuest-Travelling-AboutTheArmour-TheCost">><</button>></span>"It was broken until recently, so I couldn't really use it as anything other than protection."
"Broken how?"
"The absorption patches were completely worn out," <<s-he>> says, tapping the side of <<s-his>> chest. "Without it, the chemical cocktail that gets pumped in couldn't be delivered. I got some replacement parts recently, so I can do something like this..." <<n "Quests-AsteriaQuest-Travelling-AboutTheArmour-GetASet-2">>"There's a few. Coming down from it is rough, using it too often is bad for your health, and even though it's minimal, it uses HCBF. That's hard to come by." Shay shrugs. "But it's one of the only things that levels the playing field between us and the machines, or a x'irii war chief."
//I guess I'm so augmented, I don't think about how hard it is for other people to fight them.//
"So you're using that feature right now?" <<n "Quests-AsteriaQuest-Travelling-AboutTheArmour-TheCost2">>Shay picks up a small rock and closes <<s-his>> fist around it. Fragments and dust trickles out from beneath.<<audio "smashrock" play>>
"Well, that's a big yes," you say. "Any reason you're risking it?"
"It's important we get to Asteria as fast as possible. I don't want to slow you down, after all." <<n "Quests-AsteriaQuest-Travelling-Cave">>"Well, there's not many, so you'll need to get in line," Shay chuckles. "Each one is handed down generationally from Marshall to Marshall. I got mine from my mentor, Marshall Erast. It was broken until recently."
"Broken how?"
"The absorption patches were broken," <<s-he>> says, tapping the side of his chest. "Without it, the chemical cocktail that gets pumped in couldn't be delivered. I got some replacement parts recently, so I can do something like this..." <<n "Quests-AsteriaQuest-Travelling-AboutTheArmour-GetASet-2">>Shay picks up a small rock and closes <<s-his>> fist around it. Fragments and dust trickles out from beneath.<<audio "smashrock" play>>
"Pretty useful. Is there a catch?"
"There's a few. Coming down from it is rough, using it too often is bad for your health, and even though it's minimal, it uses HCBF. That's hard to come by." Shay shrugs. "But it's one of the only things that levels the playing field between us and the machines, or a x'irii war chief."
//I guess I'm so augmented, I don't think about how hard it is for other people to fight them.//
"So you're using that feature right now?"
"Yeah, it's important we get to Asteria as fast as possible. I don't want to slow you down, after all." <<n "Quests-AsteriaQuest-Travelling-Cave">>"So what exactly is the plan now that the sun is going down?" You ask, rubbing your cheeks, trying to stimulate the warmth back into them.
"There should be a cave around here," Shay says, walking up a rocky incline. " It was the last time I came out this way."
"Confident."
After walking along the craggy stretch, there's a rift in it right near the base, about two feet wide, enough for a person to easily walk inside.
"Ah, the fabled cave. I was starting to think we weren't going to find it," you say.
"Oh ye of little faith. Once I find my way somewhere, I can always find my way back. It's one of my special skills." <<n "Quests-AsteriaQuest-Travelling-Cave-2">>Shay grabs <<s-his>> rifle and sucks in a breath. <<s-He>> stares at the mouth of the cave, and then at you. <<audio "footstepsrockslow" play>>
"Alright. I'll check inside, to make sure it's safe."
"Are you sure you want to do it? I'm the one who can't die. And you've got a long arm."
"No, it's something I've got to do. I'll be right back."
You wait outside, hand on your gun-blade. Thankfully, Shay emerges not long after.
"All good, we can go in. Don't worry, it's a bit wider once you get further in." <<n "Quests-AsteriaQuest-Travelling-Cave-3">>You walk into the cave, ducking your head just a little. The entrance is narrow for a few strides, then opens up into a semi-round cavern inside with a relatively flat floor. <<audio ":bgm" stop>><<audio "shaytheme" play loop>><<audio "caveambiance" play loop>>
It's not much bigger than a tent, but the walls are made of solid rock. As you run your hand along it, there's no dips or fissures - it's one single piece.
"There's only one entrance. Is that going to be a problem?" You ask, sitting down in the corner. Shay shakes <<s-his>> head and reaches into <<s-his>> pack.
"Not at all. I'm going to use a trick Granny Thunder taught me." <<n "Quests-AsteriaQuest-Travelling-Cave-4">>Shay pulls out a blacker-than-black hide from <<s-his>> bag, and you nearly jump, remembering your tussle in the library.<<audio "stripping" play>>
"An eyeless lurker hide?" You ask. Shay nods, pulling out some claw-like hooks.
No, not claw-like - actual claws from a lurker, fashioned into hooks. Shay secures the hide over the inner mouth of the cave with it, attaching it to existing indents - no doubt made during the last expedition.
It absorbs all visible light, like a void without a single ripple in its surface. <<n "Quests-AsteriaQuest-Travelling-Cave-5">>To keep things bright, Shay pulls out a small phosphorous device and turns it on, illuminating your surroundings.<<audio "flarelantern" play>>
"Nobody can see in the cave, and it smells like a lurker. No creatures will come in, not even other lurkers. And x'irii don't venture into lurker caves."
"Wait, did a lurker burn this cave in the rock? Is that why it's so smooth?"
"It did. We're using its hide right now, so you don't have to worry about it coming back. You've fought one before?" Shay asks. <<if $deltaColony.shay.flirtedInTunnel is true>><<n "Quests-AsteriaQuest-Travelling-Cave-FlirtShowScars">><<else>><<n "Quests-AsteriaQuest-Travelling-Cave-ShowScars">><</if>>"Yeah, I fought one in some ruins once. That acid is something else. How about you?"
"How do you think I got the hide?" Shay grins, pulling off <<s-his>> armour, and tugging up the bottom of <<s-his>> shirt.
Beneath, there's the criss-crossing of pale scars across <<s-his>> well-toned abs, like some sort of road map. To the right, there's a scar shaped like a paintbrush dab, directly in line with <<s-his>> belly button.
It's hard not to notice the fabric has been hitched just short of showing the rest of <<s-his>> chest.
"It was a pretty tough one," Shay says, a glint in <<s-his>> eyes. "Thankfully, the armour absorbed most of it. I've got a matching scar on my arm as well." <<n "Quests-AsteriaQuest-Travelling-Cave-FlirtShowScars-Response">><span id="button1" class="choicebutton"><<button '1. "Any scars anywhere else I should see? I\'m, ahem, curious."' "Quests-AsteriaQuest-Travelling-Cave-FlirtShowScars-FlirtBack">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Sounds like a tough fight. At least you got a good story out of it."' "Quests-AsteriaQuest-Travelling-Cave-Rationing">><</button>></span>"Maybe I'll show you some other time," Shay <<if $shay is "female">>says in a sultry voice, looking at you through her lashes.<<else>>says in a deep, liquid voice, locking eyes with you.<</if>> "This cave isn't exactly warm enough."
<<s-He>> coils the fabric of the shirt around <<s-his>> digits, and after a tentative pause, slowly pulls <<s-his>> shirt down.
"Do you have any scars?" Shay asks, a lilt of curiosity in <<s-his>> voice. You shake your head.
You shake your head. "No, my skin's an unbroken canvas."
"Really? //That// sounds worth exploring."
Contrary to <<s-his>> claims, the cave suddenly feels a //whole// lot warmer. <<if $upgrades.terranModThermal gt 0>>Good thing <<if $player.gender is "female">>you can't blush<<else>>your face won't flush.<</if>><</if>> <<n "Quests-AsteriaQuest-Travelling-Cave-Rationing">>"Yeah, I fought one in some ruins once. That acid is something else. How about you?"
"How do you think I got the hide?" Shay grins, pulling off <<s-his>> armour, and rolling up <<s-his>> sleeve. There's a scar shaped like a paintbrush dab, though a little bit of it runs down towards his forearm.
"It was a pretty tough one," <<s-he>> says, a glint in <<s-his>> eyes. "Thankfully, the armour absorbed most of it. I've got another one elsewhere, but I won't show you that."
"Sounds like a tough fight! At least you got a good story out of it." <<n "Quests-AsteriaQuest-Travelling-Cave-Rationing">>After that, the routine of setting up the rest of your time. You help Shay put together the secondary defences and the rest of the camping gear.<<audio "unfurl" play>>
"Even if we've got all this up, we should still take turns keeping watch. But first, let's eat."
<<s-He>> pulls out some food packs and tosses one to you. It's a mushy substance contained within a plastic sleeve, with a tube at the top for drinking.
You sip it, and it tastes like liquified corn beef. Shay does the same, and screws up <<s-his>> face. <<n "Quests-AsteriaQuest-Travelling-Cave-Rationing1">>"Not very appetising, but it's good for when we're out here," <<s-he>> says. "We used to have a lot better food - not just here, but at Delta."
"Something changed?"
"Yeah, the storage unit with the list of recipes got wiped, so we've got a much more limited menu, and it chews through more materials to make." Shay sips <<s-his>> food again, and winces.
"That - and the rationing - means people are pretty tense right now," <<s-he>> continues. "I'm hoping to pick up a replacement menu list from Asteria, so we can get more food for the same amount of HCBF." <<n "Quests-AsteriaQuest-Travelling-Cave-Rationing-2">><span id="button1" class="choicebutton"><<button '1. "You have an incredible drive, you know that? And I\'m not just talking about the rations."' "Quests-AsteriaQuest-Travelling-Cave-Rationing-Drive">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Sounds like a plan, since we\'ll be there anyway. Two birds, one stone."' "Quests-AsteriaQuest-Travelling-Cave-Rationing-Birds">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "Maybe that\'s why nobody wanted to come - these field rations //are// awful."' "Quests-AsteriaQuest-Travelling-Cave-Rationing-TerribleRations">><</button>></span>Shay grins, and for a moment, <<s-he>> raises the food pouch as if <<s-he>>'s going to hide <<s-his>> face behind it.
"Thanks, but I don't know how to be any other way, as much as I wonder if I should be spending more time with Maya." <<s-he>> sighs, and stares at the mouth of the cave.
"I just want her to grow up in a world with open fields, where she can walk for as long as she wants, without having to worry about anything."
When <<s-he>> turns back, you stare into <<s-his>> glimmering eyes. Forest-green with splashes of dusty amber, permeating out into spheres of sea blue.
//They remind me of the Earth.// <<n "Quests-AsteriaQuest-Travelling-Cave-EarthEyes-Options">>"That saying never made sense to me! Why would you throw a stone at a bird? I've only seen holos, but they seem like magical creatures."
"You've spent a lot of time looking at them?"
"Yeah, at a lot of the creatures from Earth, actually. They're beautiful." <<s-He>> sighs, and stares out the mouth of the cave. "Imagine having a world filled with creatures like that, where you can walk as far as you want, without having to worry about anything."
When <<s-he>> turns back, you stare into <<s-his>> glimmering eyes. Forest-green with splashes of dusty amber, permeating out into spheres of sea blue.
//They remind me of the Earth.// <<n "Quests-AsteriaQuest-Travelling-Cave-EarthEyes-Options">>"Ah, yes, it's clearly the rations, //not// the fear of impending death," Shay laughs, <<s-his>> eyes softening. "Well, at least you weren't scared off by the food offerings."
"Oh, I wasn't informed. If I'd known they were this awful, I'd have run the other way."
Shay smiles and stares out the mouth of the cave. "Running, huh? You know, when I watch the old holos, that part always seems like magic."
"What do you mean?"
"People are able to run as far as they want, for as long as they want, without having to worry about anything. It's just safe, open fields. That's what I want for Maya - to grow up in a world like that."
When <<s-he>> turns back, you stare into <<s-his>> glimmering eyes. Forest-green with splashes of dusty amber, permeating out into spheres of sea blue.
//They remind me of the Earth.// <<n "Quests-AsteriaQuest-Travelling-Cave-EarthEyes-Options">><span id="button1" class="choicebutton"><<button '1. Tell <<s-him>> that.' "Quests-AsteriaQuest-Travelling-Cave-EarthEyes-Tell">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. Don\'t tell <<s-him>> that.' "Quests-AsteriaQuest-Travelling-Cave-EarthEyes-DontTell">><</button>></span>You're halfway through your food when Shay's body suddenly starts shaking. <<s-He>> puts the half-emptied food pouch down before <<s-he>> drops it.
"Crap, sorry - it's the comedown from the suit." <<s-He>> bites <<s-his>> lower lip. "I thought I had a bit longer before it kicked in."
"Is there anything I can do?"
"No, I just need to ride it out for a few minutes," <<s-he>> says, lying down. "No, that's not true - can you tell me about Earth? It'll help distract me."
"I don't remember a lot, but..." <<n "Quests-AsteriaQuest-Travelling-Cave-AboutOldEarth-Options">>When you say this to Shay, <<s-his>> eyes shoot wide open, and <<s-he>> stares at you.
"I've never had anyone tell me that before," <<s-he>> stammers. "That's really nice."
It's a sudden change from the flirty, confident Marshall from earlier. But before you can follow up on it, <<s-his>> body starts shaking. <<s-He>> puts the half-emptied food pouch down before <<s-he>> drops it.
"Crap, sorry - it's the comedown from the suit." <<s-He>> bites <<s-his>> lower lip. "I thought I had a bit longer before it kicked in."
"Is there anything I can do?"
"No, I just need to ride it out for a few minutes," <<s-he>> says, lying down. "No, that's not true - can you tell me about Earth? It'll help distract me."
"I don't remember a lot, but..." <<n "Quests-AsteriaQuest-Travelling-Cave-AboutOldEarth-Options">><span id="button1" class="choicebutton"><<button '1. "... There were glittering buildings that stretched up to the sky. Everyone had Rosettas."' "Quests-AsteriaQuest-Travelling-Cave-AboutOldEarth-Rosettas">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "... I went to the sea once for training. The water stretched as far as the eye could see."' "Quests-AsteriaQuest-Travelling-Cave-AboutOldEarth-TheSea">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "... I went out to eat a lot. There was so much food, people advertised it on every surface."' "Quests-AsteriaQuest-Travelling-Cave-AboutOldEarth-Food">><</button>></span>The fuzzy images come to your mind, simple facts that feel true, different from the crystal-clear memories you remember in the tank.
"Those were the devices people had in their brains, right?" Shay says, wincing. "I read about those - all the first settlers had them, but they turned them off after the betrayal."
You rub the back of your neck, where your implant is. "Yeah. We could use technology just by thinking about it, and talk to each other that way. People didn't need to introduce themselves, since their name would just pop up over their head if you pinged them."
"Yeah, we've got to tell everyone when we meet them. That sounds a lot easier. Did you walk around a lot?"
"Well, I spent a lot of time at the academy or in a space station, so it was pretty enclosed. Most people moved around in cars that drove themselves - you got in and thought of where you wanted to go."
"That's such a shame. I think I would have liked to walk around everywhere," Shay says. <<n "Quests-AsteriaQuest-Travelling-Cave-FinishChatting">>The fuzzy images come to your mind, simple facts that feel true, different from the crystal-clear memories you remember in the tank.
"I've seen it in holos, but I can't wrap my head around it," Shay says, wincing. "That much water feels surreal. You'd never go thirsty again."
"Well, it was full of salt, so it would be a bad idea. You'd use rain water for that."
"Right, water just falls on the ground, and the clouds are white, not orange. The trees and creatures don't suck them up before they hit you."
"Yeah. You don't want to get caught out without an umbrella. Though sometimes we'd take a dip in a bath at home, or out in the ocean."
"That's amazing. I would love to do that one day - swim in water so deep, you couldn't touch the bottom with your toes," Shay says. <<n "Quests-AsteriaQuest-Travelling-Cave-FinishChatting">>The fuzzy images come to your mind, simple facts that feel true, different from the crystal-clear memories you remember in the tank.
"I can't imagine being that spoiled for choice and flavours," Shay says, wincing. "To have that much food and spare time - it feels like people are always eating in the holos."
"Yeah. Different places around the world had different foods they specialise in, so you'd have to hop on a shuttle and take a quick suborbital jaunt to wherever it was."
"Across a whole world for some food! Though I guess we're braving a lot more to get some good recipes from Asteria, on top of the new parts."
"Yeah, humanity doesn't change that much - we're always thinking with our stomachs." <<n "Quests-AsteriaQuest-Travelling-Cave-FinishChatting">>You keep talking until Shay falls asleep - <<s-he>> seems eager to hear your first-hand accounts of Earth. And despite <<s-his>> initial claim, the shaking takes a lot longer than a few minutes to subside.
//Guess I'm taking first shift,// you think, placing your gun-blade in your lap. Usually, you'd talk to Esra during a lull like this, but it seems rude to wake Sereya up.
//That, and I'm not sure how <<s-he>>'d react to me chatting to myself - or perhaps worse, an AI.//
As <<s-he>> sleeps, <<if $shay is "female">>her hair is draped over her face, and her face looks relaxed despite her earlier tribulations.<<else>>his face looks relaxed despite his earlier tribulations.<</if>> It's one of the first times you've seen <<s-his>> face truly look that way.
//Guess it's tough being the one shouldering other people's problems... not that I can talk.//
You keep watch until it's time for Shay's shift. With a long yawn, <<s-he>> switches spots with you, and you slip under the bedding. <<n "Quests-AsteriaQuest-Travelling-Cave-FinishChatting-2">>... <<n "Quests-AsteriaQuest-Travelling-Cave-FinishChatting-3">><<audio ":all" stop>>When you wake, Shay has already packed up a lot of the gear, and turns to smile at you.<<audio ":all" stop>><<audio "deepblue" loop play>><<audio "alienforest" loop play>>
"Sorry, did I wake you?"
"Nah, I just got up. I must have been in a deep sleep."
"Maybe, but I've also got a lot of practice being quiet around my quarters so as to not disrupt a very energetic child."
You help Shay finish packing up, including wrapping up the lurker hide, and stuffing it in <<s-his>> bag. After a quick spot-check outside the cave for anything sinister, you both head on your way. <<n "Quests-AsteriaQuest-Travelling-Asteria-1">>It's only an hour into your trek that the gnarled, lifeless trunks that form the forest become more sparse. The ground is hard as rock, yet remains the same as normal, other than shifting from its usual washed orange to pale bluish-pink.<<audio "alienforest" stop>><<audio "footstepsand" play>>
What space has been left by the trees is now taken up by dark, coral-like protrusions that reach up to twice your size, filled with honeycomb-like holes. They're smooth and rounded, shaped like the rising splash from a rock hitting a lake, frozen at its apex.
"Keep low behind those rocks, and peek through the holes," Shay says. "We're not far from Asteria now, and there could be x'irii about." <<n "Quests-AsteriaQuest-Travelling-Asteria-2">>It doesn't take long before the broken colony comes into view. It looms over the bleak splashes, mammoth and scorched, and nearly identical to Delta.
<br><br>//Well, they're fragments of the same ship,// you think. You and Shay dart from cover to cover, weapons in hand, until the ground slopes down towards the crater that Asteria rests inside. It sits at the nadir, making its size that much more impressive.
<br><br>"Let's scope out our options," Shay whispers. "I can see something moving near the main entrance." <<s-He>> pulls out some binoculars and tosses them to you.
<br><br><<if $upgrades.machineModEyes gt 0>>"Thanks, but I've got some already," you say, tapping beside your right eye. As your mechanical implants kick in, your vision zooms in, bringing up floating prompts and marking possible points of entry. You make sure to take Shay's advice and peek through the gaps in the hole-filled coral.
<<elseif $upgrades.terranModEyes gt 0>>"Thanks, but these will just get in the way," you say. As you blink, your nictitating membrane sweeps over your sensitive eyes, and you focus in on the colony. Tiny details even a kilometre away come into sharp focus, just like an eagle spotting a rabbit from high above. You make sure to take Shay's advice and peek through the gaps in the hole-filled coral.
<<else>>"Thanks," you murmur, peering through the lenses. As you adjust them, tiny details come into focus. You make sure to take Shay's advice and peek through the gaps in the hole-filled coral.<</if>> <<n "Quests-AsteriaQuest-Travelling-Asteria-3">>The entrance is easy to spot - it's a large, open door in the side, though comparatively small to the whole structure. //Probably a repurposed dock.// The ground is worn up to it in a faint line - an old path yet to be faded away by time and disuse.<<audio ":all" stop>><<audio "lurkingfear" play loop>>
Sure enough, there are four x'irii hunters out the front - their digitigrade legs are unmistakable. They're walking around near the entrance, which makes it impossible to sneak through.
Far away from the x'irii is a hole in the side of the colony, but it's thirty feet off the ground, and the outside of the structure is small. You'd need some way to climb it without making noise, but there wouldn't be any patrols to stop you.<<n "Quests-AsteriaQuest-Travelling-Asteria-4">>"Thoughts?" Shay says, huddling next to you, rifle in hand. "The way I was thinking about seems to have collapsed, so it looks like we've got less options than I'd hoped."
"I saw a hole, but it's pretty high up, and the entrance, obviously."
"Same. We could take the x'irii, but that might bring down more on our heads. Unfortunately, I don't have a proper scope for my rifle, so sniping them would be impossible at this range - I don't think you'd want to do it any closer."
"What about waiting until they leave?"
"We'd be out here a while. In my experience, x'irii are pretty patient, so we'd probably burn out before they end up moving."
"Fighting four of them is a lot, though." <<n "Quests-AsteriaQuest-EnteringTheColony-Options">><span id="button1" class="choicebutton"><<button '1. Rush them and take them out.' "Quests-AsteriaQuest-EnteringTheColony-RushThem">><</button>></span>
<<if $upgrades.terranModWeb gte 3>>
<span id="button2" class="choicebutton"><<button '2. [Greater Web Shooters] Shoot web up the side and climb through the hole.' "Quests-AsteriaQuest-EnteringTheColony-WebShooters">><</button>></span>
<<else>>
<span id="button2" class="choicebuttoncooldown"><<button '2. [Greater Web Shooters] Shoot web up the side and climb through the hole.'>><</button>></span>
<</if>>
<<if $upgrades.machineModEyes gte 3>>
<span id="button3" class="choicebutton"><<button '3. [Greater Digital Optics] Snipe them from afar with your augmented eyes' "Quests-AsteriaQuest-EnteringTheColony-SnipeFromAfar">><</button>></span>
<<else>>
<span id="button3" class="choicebuttoncooldown"><<button '3. [Greater Digital Optics] Snipe them from afar with your augmented eyes'>><</button>></span>
<</if>>"All right, let's take them out."
You both start by keeping to the outcroppings, then when you're close, rush the remaining x'irii as fast as you can. They spin to face you, raising their searsticks.
"Too slow!" Shay shouts, firing at one of the hunters. They're knocked back, dropping their searstick. Before the battle even begins, you've rattled your opponents.
//We need to keep up the momentum, and take them out fast!// <<n "Combat">><<nobr>>
<<setenemy "xiriiHuntingParty">>
<<set $enemy.winPassage to "Quests-AsteriaQuest-EnteringTheColony-PostFight-Lethal">>
<<set $enemy.subduePassage to "Quests-AsteriaQuest-EnteringTheColony-PostFight-Nonlethal">>
<<set $enemy.lossPassage to "Quests-AsteriaQuest-DieAgainstXirii">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.talk to false>>
<<set $enemy.winText to "None">>
<<set $enemy.area to "asteriaoutside">>
<</nobr>><<ResetCooldown>>With the x'irii dealt with, you lower your gun-blade. Shay rests <<s-his>> rifle on <<s-his>> shoulder.<<audio ":all" stop>><<audio "deepblue" loop play>>
"That's for Asteria," <<s-he>> says, scowling down at the fallen hunter(s). There's not a small amount of bite in <<s-his>> voice, either.
"We need to head inside," you say. "The longer we're out here, the more chance other x'irii will show up."
Shay nods. "Good point. Let's get moving." <<n "Quests-AsteriaQuest-InsideTheColony">><<ResetCooldown>>You dive in and smack the searstick from the x'irii's hands. Before they can recover, you hit them with your gun-blade, knocking them to the ground.<<audio ":all" stop>><<audio "deepblue" loop play>>
They're down, but not out, scrambling back to their feet.
"Yield already, it's no use," you say. But despite their injuries, the x'irii simply wipes their face, multiple eyes blinking.
A shot comes out of left field, burning a hole in their chest. Shay is standing there with rifle in hand. You furrow your brow.
The rest are dead as well.
"I wasn't trying to kill them, only scare them off," you say. <<n "Quests-AsteriaQuest-EnteringTheColony-NonLethalOutcome">>"They don't deserve mercy," Shay says, scowling down at the corpse. "You know what they did here, right?"
"I know the x'irii took out the colony, and tried to kill everyone inside. But even so–"
"They didn't try to, they did, except for a 'lucky' few," <<s-he>> says, resting <<s-his>> rifle on <<s-his>> shoulder. "And what I did was //kindness// compared to what they did here. You'll see when we get inside."
And with that, Shay marches towards the entrance.
With no reason to stay, you follow, but not before sparing a glance back to the fallen hunters. <<n "Quests-AsteriaQuest-InsideTheColony">>"I've got a way to get up that wall - follow me."
You and Shay start moving from one alien coral outcropping to another, keeping your distance from the door, and well out of sight. It's hard not to slip down some of the steeper surfaces as you descend, since the route you're taking doesn't have a well-worn path.
Eventually, you reach the bottom of the slope and sneak, hunched over, to the unguarded side of the colony. Shay stares up at the considerable height between you and your intended destination.
"So, are you going to sprout wings, or what?" Shay whispers. You smile, raise a wrist up, and close one of your eyes - looking for a good spot to secure the other end.
"You'll see."
//The top of the hole looks stable enough, there's a support beam there. Let's see how it goes.// <<n "Quests-AsteriaQuest-EnteringTheColony-WebShooters-2">>There's a loud thwip as you fire several thin stands of silver at your target. The end splatters against it, securing itself instantly. You grab the remaining lengths and pull them together - they're thankfully adhesive-free. <<audio "webshoot" play>>
Meanwhile, Shay is staring at you, mouth wide open.
"I'd close that, or else a fly is going to go right in," you quip. //Though I guess I'm the most spider-like one here.//
"I don't even have words for what you just did," Shay stammers, then stares up at the spider silk. "Wait, is that //stuff// going to even hold our weight?"
"Strong as high-grade alloy steel. Though I can't do this all the time."
As if on cue, your stomach grumbles, complaining pointedly about all the energy you just used up to produce the silk. //That's right, Esra did say to only use it in emergencies.//
"Got any protein?" You whisper. Shay hands you a small bar, and you make sure to eat it before your climb. <<n "Quests-AsteriaQuest-EnteringTheColony-WebShooters-3">>You grab the silk and pull yourself up, giving your arm muscles a good workout. It's a good thing they've been augmented - pulling yourself up by such a thin cord is a lot of work.
It's also not easy when you're trying to keep the noise down, and avoid clunking your feet against the side of the long-dead colony.
You don't turn around to see if Shay is keeping pace - that would be too much neck-straining - until you're at the top. Once you climb up the ledge, you turn around, and <<s-he>> is not far behind you.
You grab <<s-his>> wrist and pull <<s-him>> up the rest of the way.
"'I've got a way up the wall,' really!" Shay huffs, though still keeping <<s-his>> voice low. "Not in a million years would I have thought you were going to shoot strings from your wrists!"
"I'm just your friendly neighbourhood Corrector<<if $player.gender is "female">>, ma'am<</if>>." <<n "Quests-AsteriaQuest-InsideTheColony">>"Can I borrow your rifle? Sniping from here won't be a problem."
Shay blinks and hands you <<s-his>> rifle. You hand <<s-him>> your gun-blade in return.
"If you cover me, I'll take out as many as I can," you say.
It takes a little time to adjust the settings for the rifle - the beam needs to be narrowed for such a long shot. Then, you peer down the barrel.
Your vision zooms in, the first x'irii's head dominating your field of vision. A tiny red dot rests on their cheek, but since it's only in your vision, the hunters don't notice it.
As you adjust the rifle, the dot shifts about, recalculating the trajectory. How will you take them out?
//If I go for anything less than a kill shot, there's a chance they might get to our position.//<<n "Quests-AsteriaQuest-EnteringTheColony-SnipeFromAfar-Choice">><span id="button1" class="choicebutton"><<button '1. Shoot to Kill' "Quests-AsteriaQuest-EnteringTheColony-SnipeFromAfar-Kill">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. Try to Subdue' "Quests-AsteriaQuest-EnteringTheColony-SnipeFromAfar-Maim1">><</button>></span>You line up your shot on the first x'irii near the door, pointing the dot at their searstick. <<audio "gunshot" play>>
You pull the trigger.
The hunter's weapon explodes into a shower of acid. They toss it away, shouting and beating down their arm. Soundlessly - you can't hear them at this distance.
//I didn't expect it to explode, but at least the burns look superficial.//
The other x'irii run behind the coral, while the first one you shot at goes to grab another weapon from a small pile propped near the door. You line up your next shot and fire. This time, the weapon explodes before they even get there, showering the ground in a sizzling, spectacular mess.
"They're moving in on our position," you tell Shay, then keep firing. The first x'irii is fleeing the fight, while the others are moving up the hill, darting from cover to cover. <<n "Quests-AsteriaQuest-EnteringTheColony-SnipeFromAfar-Maim2">>The other x'irii are doing a pretty good job of avoiding your shots. When you fire, they duck a second before, as if predicting your movements.<<audio "gunshot" play>>
"Damn, they're fast," you mutter. Then, on a whim, you switch up your movements, and fire where you normally wouldn't.
Bullseye. When the x'irii darts away, they run right into your blaster shot, scoring their arm. As they hit the ground and tumble, you blow away their weapon.
Unfortunately, that's only two down, and the remaining hunters approach your position. Shay tosses you your gun-blade, and you instinctively toss <<s-him>> your rifle - a split-second exchange made with unspoken, mutual understanding.
"Divide and conquer," Shay says.<<n "Combat">><<nobr>>
<<setenemy "XiriiHunter">>
<<set $enemy.winPassage to "Quests-AsteriaQuest-EnteringTheColony-PostFight-Lethal">>
<<set $enemy.subduePassage to "Quests-AsteriaQuest-EnteringTheColony-PostFight-Nonlethal">>
<<set $enemy.lossPassage to "Quests-AsteriaQuest-DieAgainstXirii">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.talk to false>>
<<set $enemy.winText to "None">>
<<set $enemy.area to "asteriaoutside">>
<</nobr>>You aim so the dot rests on their temple, and pull the trigger.<<audio "gunshot" play>>
The thin beam burns a hole in their skull, and they drop to the ground like a puppet with their strings cut.
They're shouting at each other and waving their arms. Soundlessly - you can't hear them at this distance. With sweat dripping down your forehead, you line up the next shot as fast as you can, and fire.
Another set of strings cut. <<n "Quests-AsteriaQuest-EnteringTheColony-SnipeFromAfar-Kill-2">>A third one points at you and begins running between the coral, using it as a shield. The others follow suit. You fire at them as they shift from cover to cover, exploiting that moment of vulnerability. <<audio "gunshot" play>>
Shay fires as well, fanning the gun-blade through the hollow coral.
They never reach your hiding place. <<n "Quests-AsteriaQuest-EnteringTheColony-SnipeFromAfar-Kill-Finish">>Silence descends upon the light violet plains. You hand the rifle back to Shay, who returns your gun-blade after giving it a quick twirl.
"You're pretty good with a rifle," Shay says. "Sure you don't want to trade?"
"Most times I don't get enough notice to snipe like that, so I'll stick with the gun-blade."
"I guess it does suit that insane agility of yours. You're as fast as a x'irii."
"Well, clearly a little bit faster."
"Yeah, lucky for us. Let's head inside - the longer we hang around, the more chance more will show up."
You nod and you both hurry down the incline, making a bee-line for the now undefended entrance. <<n "Quests-AsteriaQuest-InsideTheColony">>A long, grey corridor stretches out in front of you. Every glass window inside is shattered, every locker ripped open. A thin layer of grime and dust coats everything. <<set $deltaColony.shay.asteriaProperlyFixedWaterSupply to true>><<audio ":all" stop>><<audio "asteriasgrave" play loop>><<audio "footstepsmetal" play>><<audio "metalshakeambiance" play loop>>
Because of it, there are footprints etched on the ground - three toes, with little tints in front of them. //X'irii tracks.//
There's hundreds of them going back and forth. But they pale compared to the number of scorch marks that litter the corridor floor and lower walls, surrounded by small piles of ash.
They're like large cigarette burns, carelessly smudged into every surface.
"What's with the burns?" You ask. Shay kneels down beside one of them. <<n "Quests-AsteriaQuest-InsideTheColony-2">>"These //were// people."
Shay strokes the ground, then clenches <<s-his>> fist, pressing <<s-his>> knuckle against the unyielding metal floor.
"When the x'irii came, they blocked the entrances, then got to work. They melted them right down to the bone. Adults, elderly, children. Nobody was spared. They poured their acid all over them, watched them melt alive."
<<s-He>> picks up a small shoe and tosses it at your feet. It's half the size of your hand - barely fit for an infant. The edges are scorched like fire-licked paper.
"There's no bodies, so the only way the survivors know if someone died is if they find things like that. A shoe. A bracelet. But most of the ash is from burning clothes, so... they're hard to find."
"They'd do the same to Delta, given the chance. They'd do the same to //Maya//." <<n "Quests-AsteriaQuest-InsideTheColony-Remains-Option">><span id="button1" class="choicebutton"><<button '1. "Well, that won\'t happen. I won\'t let it happen to Maya or you."' "Quests-AsteriaQuest-InsideTheColony-Remains-ProtectMayaAndYou">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "This is horrible. I can\'t believe anyone would do this."' "Quests-AsteriaQuest-InsideTheColony-Remains-CantBelieveIt">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "Why would the x\'irii do this? Maybe there\'s a reason..."' "Quests-AsteriaQuest-InsideTheColony-Remains-WhyXirii">><</button>></span>
<span id="button4" class="choicebutton"><<button '4. "..."' "Quests-AsteriaQuest-InsideTheColony-Remains-JustBeQuiet">><</button>></span>Shay gives a faint smile. "Thanks, that does make me feel a bit better. Sadly, I may have to hold you to that."
"Aren't you already?"
"Probably. I feel like I'm carrying the whole burden of keeping the colony going on my shoulders," <<s-he>> gestures to the ashes. "The other Marshalls are so scared of this happening, they'll starve before venturing out."
"It's nice to have someone I can rely on," <<s-he>> says. "Someone not paralyzed with fear."
"Well, you definitely don't look paralyzed. Mad, maybe."
"Mad is useful. I can use mad. Mad keeps your body going, even when despair makes you want to stop." <<n "Quests-AsteriaQuest-InsideTheColony-Remains-ProtectMayaAndYou-2">>And with that, Shay stands up and dusts <<s-him>>self off.
"And on that note, let's keep moving. There's a lot of levels to cover, and all of them are filled with the dead. We don't want to join them."
And with that, <<s-he>> continues down the corridor. As <<s-he>> does, <<s-he>> tries to avoid stepping on the piles of black on the ground.
Sometimes, though, it's just impossible. <<n "Quests-AsteriaQuest-InsideTheColony-UnstableSections-1">>"I felt the same, the first time I saw what was left after the x'irii attacked Magna - it's the same over there. Since then, I'm not shocked any more. It's what I expect if we fail."
"You might not look shocked, but you sure look mad."
"Mad is useful. I can use mad. Mad keeps your body going, shock and despair just seize it up."
Shay stands up and dusts <<s-him>>self off.
"All right, let's keep moving. There's a lot of levels to cover, and all of them are filled with the dead."
And with that, <<s-he>> continues down the corridor. As <<s-he>> does, <<s-he>> tries to avoid stepping on the piles of black on the ground.
Sometimes, though, it's just impossible. <<n "Quests-AsteriaQuest-InsideTheColony-UnstableSections-1">>There's a long silence. A pin could drop down the corridor, and you'd hear it.
Eventually, Shay stands up and dusts <<s-him>>self off.
"All right, that's enough misery. There's a lot of levels to cover, and all of them are filled with the dead. We don't want to join them."
And with that, <<s-he>> continues down the corridor. As <<s-he>> does, <<s-he>> tries to avoid stepping on the piles of black on the ground.
Sometimes, though, it's just impossible. <<n "Quests-AsteriaQuest-InsideTheColony-UnstableSections-1">>"What //possible// reason could justify this?" Shay snaps, punching the floor. <<s-He>> turns to you, gritting his teeth. "There is //no// reason - ever - that this would be okay!"
"But if we could figure it out–"
"We can all be friends?" There's a bitter laugh in <<s-his>> voice. "There were tens of thousands of people here, markings on every level of this place! More people than there are at Delta. And now they're gone."
"Trust me, the x'irii don't want to be friends - they just don't want us here," <<s-he>> says. "They want us //erased//. They've done it to every other colony //but// ours! And I'm not going to lie back and let it happen to my home and my family."
And with that, Shay stands up and marches off. <<n "Quests-AsteriaQuest-InsideTheColony-Remains-WhyXirii-2">>If the atmosphere wasn't awkward before, it certainly is now.
Shay's shoulders are hunched. <<s-He>> is pulling open panels, staring inside. <<s-He>> does his best not to walk on the piles of black on the ground.
Sometimes, though, it's just impossible.
After about fifteen minutes of searching in silence, Shay closes <<s-his>> eyes, sucks in a deep breath, and breaks the silence.
"I shouldn't have snapped at you. This place is... //touchy//... for us. I forgot that you're here helping. You've been helping since the start - finding fuel, getting parts, and coming here. I don't want to drive you away."
"Well, I'm still here."
"I appreciate it. Look, if you want to figure out some reason behind what the x'irii are doing, that's fine. In the meantime, I just need help making sure everyone I care about stays alive. That's all I need." <<n "Quests-AsteriaQuest-InsideTheColony-UnstableSections-1">>You and Shay go up level after level, searching the remains of Asteria for anything you can use. It's grim work, especially when you're on the lookout for x'irii.<<audio "footstepsmetal" play>>
As you're passing a room, Shay ducks in without warning. You follow <<s-him>>, and <<s-he>>'s patting a box-like protrusion from the wall.
"Jackpot," <<s-he>> says, smiling properly for the first time since you got in here. "This is the data unit for the food prep system. Help me pry it open?" <<n "Quests-AsteriaQuest-InsideTheColony-UnstableSections-1-1">>"Sure thing. This thing has the data chip in it for a better menu, right?"<<audio "metalclang" play>>
"Exactly. This is going to be a big win for the folks back home."
Once you pry it open, Shay pulls out the chip and tosses it to you. "Here, you keep it safe for now in that bag of yours. I don't have a lot of finesse, so I feel like I'll squish it by accident."
<b>You got a food prep unit!</b> <<n "Quests-AsteriaQuest-InsideTheColony-UnstableSections-2">>You both continue searching the colony. More time passes, and it seems like the rest of the place has been picked clean.<<audio "footstepsmetal" play loop>>
"That chip feels like it was a lucky break. You sure we're going to find what you need here?" you ask. Shay nods.
"Asteria's a big place, and these are the more stable sections, so they're the most likely to have been looted."
"So what about the unstable sections?"
Shay pauses. It's a long pause.
"I guess we can go there. The core was the place the x'irii were gunning for, and when they destroyed it, a lot of levels got wrecked. It's also right near the primary recycling system. If it's in any way intact, it'll have what we need." <<n "Quests-AsteriaQuest-InsideTheColony-UnstableSections-3">>You head with Shay further into the heart of Asteria. On the upside, there's less acid marks on the floor. Instead, the walls and floor are just replaced by one big burn mark.
"Looks like it's caused by the explosion from the core," Shay says. "It doesn't always explode, but when it does, it does some damage."
"Are you sure the parts didn't get ruined?"
"They're behind some very durable casing, if it's anything like Delta. Then again, every colony has its quirks." <<n "Quests-AsteriaQuest-InsideTheColony-UnstableSections-4">>As you get deeper in, parts of the floor are missing or slanted. There are parts where you can see down several levels, like a gigantic knife has cut through the colony floor.<<audio "footstepsmetal" stop>><<audio "metalquake" play>>
The floor quakes a little bit under your feet. When you both get past it, Shay is grabbing at the wall.
<<s-He>>'s still shaking.
"Shay, are you okay?" You ask. Moments later, <<s-he>> slides down and on to <<s-his>> knees, hitting the wall with <<s-his>> fist.
<<s-He>>'s taking rapid, shallow breaths, and <<s-his>> eyes are as wide as saucers. <<n "Quests-AsteriaQuest-InsideTheColony-UnstableSections-5">>"I thought I was good, but I can't hack it," Shay stammers. "I was fine with the repairs in the colony, and the cave, and even when we got in here... but //this// is too much."
"What can't you handle?"
"The ruins!" <<s-He>> gasps, hanging <<s-his>> head. "I was stuck down there for days when they collapsed. You shot yourself in the head, and I was trapped like a rat. There was no way out!"
"I've been trying to hide it, but it's just too much. It's just too much." <<n "Quests-AsteriaQuest-InsideTheColony-UnstableSections-Choice">><span id="button1" class="choicebutton"><<button '1. Rub <<s-his>> back. "It\'s okay, just breathe. Take your time."' "Quests-AsteriaQuest-InsideTheColony-UnstableSections-RubBack">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I\'m sorry, I wish I\'d got back there sooner."' "Quests-AsteriaQuest-InsideTheColony-UnstableSections-WishGottenSooner">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "Do you want to head back?"' "Quests-AsteriaQuest-InsideTheColony-UnstableSections-AskHeadBack">><</button>></span>As you rub <<s-his>> back, you wonder if it's helping given <<s-his>> armour. But whether it's your words or your hand, <<s-his>> breathing gradually does slow.
"Thanks. I need to get past this. I'm not going to turn back."
"You did a good job of hiding it. I didn't even notice."
"I didn't want anyone to know I was getting nervous about it. That's why I wanted you to come along."
"I'd have thought seeing me would make it worse, given... well, how you were trapped..."
"No, it makes it easier. You broke through the door, helped me get back home. It took forever, but you were there." <<n "Quests-AsteriaQuest-InsideTheColony-UnstableSections-TalkAboutFood">>"You got there. That's what matters."
It takes a while, but eventually, Shay slows down <<s-his>> breathing, unclenching <<s-his>> fist at the same time.
"I need to move past this. I can't turn back."
"You did a good job of hiding it. I didn't even notice."
"I didn't want anyone to know I was getting nervous about it. That's why I wanted you to come along."
"I'd have thought seeing me would make it worse, given... well, how you were trapped..."
"No, it makes it easier. You broke through the door, helped me get back home. It took forever, but you were there." <<n "Quests-AsteriaQuest-InsideTheColony-UnstableSections-TalkAboutFood">>There is a long pause. You wait until Shay is ready to answer.
"No, I need to push through this. I'm //not// turning back."
"Okay, we'll keep going." But since <<s-his>> breathing has yet to slow, you crouch and wait. "I didn't even notice you were struggling. You hid it well."
"I didn't want anyone to know I was getting nervous about it. That's why I wanted you to come along."
"I'd have thought seeing me would make it worse, given... well, how you were trapped..."
"No, it makes it easier. You broke through the door, helped me get back home. It took forever, but you were there." <<n "Quests-AsteriaQuest-InsideTheColony-UnstableSections-TalkAboutFood">>Shay stands up, though <<s-he>> does look a little shaky. <<s-He>> turns and looks at you.
"Can I ask you to distract me again? I think it'll help."
"What about?"
"Anything will do. How about food?" <<s-He>> asks, moving over to the next part of the half-collapsed corridor. You help <<s-him>> across as much as <<s-he>>'ll allow. <<n "Quests-AsteriaQuest-InsideTheColony-UnstableSections-TalkAboutFood-2">>"Well, I wonder if the chip will let you cook up something like Bresse chicken. I had that once, it's pretty rare. My friend and I were training, and the loser had to shout the winner a chicken dinner."
"How's that regular to a different chicken?" Shay asks, teeth chattering. <<s-He>> squeezes your hand.
"Intense, concentrated flavour. It's a bit juicier and more buttery, though some call it oily. If you want the authentic stuff, it could only come from France."
"Sounds like a hell of a wager."
"It was. When we get out of here, we should see what kind of chicken dishes are on that chip." <<n "Quests-AsteriaQuest-InsideTheColony-UnstableSections-TalkAboutFood-3">>After a while, the floor gets more stable, and Shay starts moving a little faster. The corridor ends, but there's a single doorway to the left. When you both look inside, Shay's eyes light up.<<audio "metalscrape" play>>
"That's the one - that's where the recycling system is!"
You walk in and help Shay remove the panel from the wall, unhooking the latches. Some are fused shut, so it takes some creative use of a knife, and then eventually some controlled gunfire. <<n "Quests-AsteriaQuest-InsideTheColony-UnstableSections-TalkAboutFood-4">>Thankfully, the parts inside have survived far worse. When you peel back the plating, the machinery is in pristine condition.
"Jackpot again! Let's get this into my bag, and get out of here," Shay says.
"Shame there haven't been any quartz chips," you sigh.
"Sorry. I'll pay you a finder's fee once we get out of here, and maybe you can trade for one." <<n "Quests-AsteriaQuest-InsideTheColony-UnstableSections-Machine">>As you're escaping down the corridor, the floor shakes. Shay grabs at the wall.<<audio ":all" stop>><<audio "confrontation" play loop>><<audio "footstepsmetal" stop>><<audio "robotfootstep" play loop>>
"This was stable before," <<s-he>> croaks.
"Yeah. That wasn't us."
As you both stand still, the floor shakes again. There's a blinking light up ahead.
"That's a lens," you say, pulling out your gun-blade. "We're not alone."
A dark, silvery machine emerges from the corridor ahead. It's humanoid, stepping forward with slow but deliberate purpose.
"It's a Grey Gleamer." <<n "Quests-AsteriaQuest-InsideTheColony-UnstableSections-Machine-2">>You remember something Shay said, back when you were trying to escape from the forest ruins.
"I think it's a tungsten alloy - see how it's kind of like silver, but a few shades too dark? ... Shooting that door is pointless, which I know from experience."
"I was part of a scavenging party seven years ago, out in the Ferric deserts.... One came out of nowhere, almost completely made of tungsten... Shooting and hitting it was useless - we had to get out of there." <<n "Quests-AsteriaQuest-InsideTheColony-UnstableSections-Machine-3">>"So that's a Grey Gleamer. Damn it. Why here, of all places?"
"I don't know. But we can't fight it, not with our weapons, and we can't run. We came from a dead end!"
You grab your grenade. //I didn't have this last time, though.//
"Esra, will the acid in my grenade melt it?" You murmur. It takes all of one second for <<s-him>> to respond. <<n "Quests-AsteriaQuest-InsideTheColony-UnstableSections-Machine-4">>"I'm working on it as we speak! The x'irii one won't work, but I've just altered it to be a more potent form of aqua regia. That //should// do the trick."
"Should?"
"The tungsten in my tests doesn't move around and try and fight back. Your mileage may vary."
"Thanks, Esra." You turn to Shay, raising your voice and your grenade. "I'll douse it with acid, and maybe it'll take the coating off. Do you need to get back?"
"No, I'm staying here," Shay says, gritting <<s-his>> teeth. "I told you, I'm not turning back." <<nobr>>
<<n "Combat">><<setenemy "greyGleamer">><<set $enemy.area to "asteria1">><</nobr>>@@<<ResetCooldown>>You and Shay shoot at the Grey Gleamer again, aiming for its knee-joints. The acid from your grenade makes the tungsten bleed into all the rest, causing them to harden. <<audio ":all" stop>><<audio "shaytheme" play loop>><<audio "gunshot" play>>
Eventually, it can't move at all, frozen on the spot.
"We beat it," Shay exclaims, exhaling every bit of air in <<s-his>> lungs. "We actually beat that damn thing."
"Yeah, let's head home." <<n "Quests-AsteriaQuest-Forest-Return">><<ResetCooldown>>You and Shay shoot at the Grey Gleamer again, melting it down with the acid, then firing on its exposed circuitry. Eventually, it begins to seize up, then freeze into a mess of clumped tungsten and sizzling wires. <<audio ":all" stop>><<audio "shaytheme" play loop>><<audio "gunshot" play>>
"We beat it," Shay exclaims, exhaling every bit of air in <<s-his>> lungs. "We actually beat that damn thing - and that the floor didn't collapse."
"Yeah, let's head home." <<n "Quests-AsteriaQuest-Forest-Return">>You trek out of the broken goliath that is Asteria, back up the coral wastes and into the alien forest. <<audio ":all" stop>><<audio "deepblue" loop play>><<audio "alienforest" loop play>>
The return journey is easier since you already know where Delta is, and you can use your cognitive map to help Shay. Your footsteps feel lighter - perhaps it's having secured the bounty of the parts and the food unit.
Either way, there's a smile on Shay's face, and a note of victory in <<s-his>> voice.
"Now we've just got to make sure they don't get damaged on the way back," <<s-he>> says. <<n "Quests-AsteriaQuest-BackAtDelta">>Thankfully, you both get back to Delta without incident. Both of you drop off the parts to the mechanics, then you both start to make a beeline for the mess hall. Your stomach is already flipping over itself in protest.<<set $deltaColony.shay.asteriaFixedFoodMachine to true>><<audio ":all" stop>><<audio "eternalhope" loop play>><<audio "crowdambience" loop play>>
"Wait, Marshall, let's install the new menu first!" An engineer yells, grabbing <<s-his>> arm. You both stop. "You both should get to eat from it first, since you brought it back."
"But I'm hungry now," Shay says, furrowing <<s-his>> brow.
"True, but it's symbolic. It'll be good for morale."
Shay lolls back <<s-his>> head and rolls <<s-his>> eyes. "Story of my life. Fine, okay. How long?"
"An hour at the most. It might give you both time to have a shower."
"Subtle." Shay looks at you. "Hmm, on that note, I guess I never did find you some quarters. Let's do that now." <<n "Quests-AsteriaQuest-BackAtDelta-2">>You head up to Shay's zone and deck, and once you've both got past all the people asking <<s-him>> about every little thing, you're outside <<s-his>> quarters. <<audio "elevatorbing" play>>
"We're bunking?" You ask. Shay waggles an eyebrow.
"No, after our first mission, I found some quarters in my ward that were free. Happened to be my next door neighbour, since <<s-he>> //did// move in with his partner. He was a pretty great neighbour, and they're hard to find, so I'd grab you before some other Marshall snagged you up."
Shay walks over to the door across the hall from <<s-his>> apartment and waves <<s-his>> hand over the panel. It opens with the smallest pneumatic hiss.
"Come on, check it out. It's yours for as long as you want it. Oh, and here's your pay for the job, before I forget."
<<GiveChips 20000>> <<n "Quests-AsteriaQuest-BackAtDelta-3">>The quarters are fairly spartan, but similar to Shay's with the notable exception of a common area. Instead, it's an open plan design. The bed is built into the wall at the far side of the room, an alcove with a shelf above the head, and a shutter on the side. <<audio "door2" play>>
"That shutter is covering a visiglass window," Shay says. "You can configure it to look like whatever you want, but you can only run it for an hour a day - there's power restrictions."
There's a bit of in-built shelving, all completely void of anything right now. There's a table and two chairs in the centre of the room - they're made of a dark bronze material that is in stark contrast to the rest of the ship's pearly white-grey walls.
//Probably hand made here on Trigaea from local materials,// you think. <<n "Quests-AsteriaQuest-BackAtDelta-3-1">>Most importantly, there's a door to the side with a shower and a sink.
<br><br>"These are actually pretty luxury quarters. Some decks only have communal arrangements, mostly because whoever designed those decks probably didn't intend them to be used as a living area," Shay says.
<br><br>"Well, it's good to have somewhere to rest my head when I trek all the way out here, that's for sure."
<<if $deltaColony.maya.gotBracelet>><br><br>As you get changed, you place the bracelet Maya gave you on a shelf. Given how breakable it is - and how many times you wind up in the Progenitor - it makes sense to keep it somewhere safe.<</if>><<n "Quests-AsteriaQuest-BackAtDelta-4">>You take a shower. Not only does it feel like you're washing half the forest off you, it's nice to feel the warmth on your skin, and the running water trickling over your body. <<audio "shower" play loop>>
<br><br>//Water. With the new parts, they'll be able to keep recycling all the water they have here - at least until the HCBF runs out.//
<br><br>The sphere Sereya mentioned is the solution.
<<if $charted.swamp is true>><br><br>//But at what cost? Gabriel said it will wipe out all alien life on the planet, though humanity - Shay and Maya - will survive.//<</if>>
<br><br>You raise your hand, and watch the water filter through your fingertips.
<br><br><<if $memories.mm5.got is true>>//Hard to believe we used to have a world of it.//<</if>> <<n "Quests-AsteriaQuest-BackAtDelta-5">>After scrubbing off and smelling a whole lot better, you and Shay head downstairs to the mess hall. There are a lot of people clustered around, and one of the mechanics comes up.<<audio "shower" stop>>
"It's all good to go. What order do you want?" They ask. Shay shoots you a smile.
"How about Bresse chicken?"
"They won't have it," you reply. "But sure, let's see if it works."
When you go up to the dispenser and flick through the menu, sure enough, it's //there//.
"Well, I'll be damned," you say. "Though it looks like it's going to take a while to produce, so the system won't let me make it."
"I'll override it, just this once," Shay says. "See if we can't share a little bit around." <<n "Quests-AsteriaQuest-BackAtDelta-6">>Thankfully, there's more than one dispenser to keep traffic moving. Just when you don't think you can wait any more - and you're surprised everyone else //has// - the system produces something that approximately looks like chicken.<<audio "crowdcheer" play>>
Approximately. Not quite.
Still, everyone cheers. You and Shay sit down for your hard-earned chicken dinners. And while the shape might be questionable, the tastebud-exploding meat is anything but.
Nostalgia sweeps over you like a wave.
"It's almost exactly the same," you say, smiling. "Though it still wouldn't qualify as authentic French Bresse."
"It can be Delta Bresse, then. I doubt anyone's going to complain."
Once you've finished off your food, Shay and you part ways, and the crowd disperses. <<n "Quests-AsteriaQuest-BackAtDelta-7">>"That was a good meal, why can't we make anything like that?" You murmur, now that you're somewhat alone.
"Same reason - we don't have the recipes," Esra says. "But we could grab them while we're here, and I can cook you up whatever you want."
"You can do that?"
"Sure! From what I've seen so far, the technology used to make food here in the colony is just a dumbed-down version of Progenitor-tech. That's why it runs on HCBF - it's fabricating, but without the finesse of yours truly."
"Humble! So what do I need to do?"
"Go over to the terminal and press your hand against it, and we'll make a copy." <<n "Quests-AsteriaQuest-BackAtDelta-8">>You do as <<s-he>> asks, pressing your palm against the dispenser panel.<<audio "click2" play>>
Your mind fills with lines and lines of code, acting as a conduit to send the data to Esra.
"Done!" Esra says. "You can remove your hand now. Next time you're back, I can whip you up whatever you want - maybe some pancakes."
"Wouldn't you need to flip them?"
"Only if you're into a showy display, I'm no teppanyaki chef. I'm going to see if I can improve on the recipes, then you can send them back to Delta."
"I guess I'm your taste tester?"
"Naturally!"
/*(You now get a boost to your first combat encounter after resting at camp)*/ <<n "DeltaColony">><<set $deltaColony.shay.asteriaQuest to 40>><<ResetCooldown>>The x'irii you are fighting grabs the end of their sear-stick and whips it around. They smack the shaft against your head, knocking you to the ground.<<audio ":all" stop>><<audio "death" play loop>><<set $deltaColony.shay.asteriaDiedAgainst to "xirii">>
Your ears are ringing. Everything is fuzzy. Small, fizzling stars burst across your blurred vision.
//Shit! I've got to get up, before...//
You don't get to finish the thought. Instead, there's a sharp, stabbing sensation deep in your chest.
Everything goes black. <<n "Quests-AsteriaQuest-Died-BackAtCamp">><<ResetCooldown>>A scorching blast hits your chest, and you stagger backwards. Before you can recover, a second volley knocks you on your back.<<audio ":all" stop>><<audio "death" play loop>><<set $deltaColony.shay.asteriaDiedAgainst to "machine">><<audio "gunshot" play>>
"<<Vanth>>!" Shay yells, before being drowned out by more gunfire.
You try to lift yourself up, to keep your lids open - but everything feels like it's made of lead. Every second, they get heavier and heavier, until you're forced to keep them shut.
At some point, the darkness becomes more absolute, swallowing up all sensation.
Then, nothing. <<n "Quests-AsteriaQuest-Died-BackAtCamp">>... <<n "Quests-AsteriaQuest-Died-BackAtCamp1">><<audio ":all" stop>><<if $deltaColony.maya.gaveBracelet is true>><<set $deltaColony.maya.gotBracelet to false>><</if>>You snap awake. Fluid surrounds you. You beat against the glass.
<<death>><<heal>>
<<SwitchToHuman>>
<<audio ":all" stop>><<audio "bubbles" play>>
<<audio "sadmoment" play loop>>
<<n "Quests-AsteriaQuest-Died-BackAtCamp-2">>"Didn't get past the <<if $deltaColony.shay.asteriaProperlyFixedWaterSupply>>machine<<else>>x'irii<</if>>?" Esra asks.<<audio ":sound" stop>><<audio "click" play>>
<br><br>"Didn't get past the <<if $deltaColony.shay.asteriaProperlyFixedWaterSupply>>machine<<else>>x'irii<</if>>," you answer, walking towards the freshly dispensed clothes. As you slip them on, you pause. "I wonder if Shay is all right?"
<<if $deltaColony.maya.gaveBracelet is true>><br><br>You rub your naked wrist. //I lost the bracelet Maya gave me, too. Hope it's not a bad omen....//<</if>>
<br><br>The communicator that Shay gave you buzzes on the shelf.
<br><br>"It's an assumption, but since it's been doing that for a while, I think <<s-he>>'s alive," Esra says.
<br><br>"You didn't pick it up?"
<br><br>"With what arms?!" <<n "Quests-AsteriaQuest-Died-BackAtCamp-3">>You pick up the communicator and click the receiver. <<audio ":all" stop>><<audio "shaytheme" play loop>><<audio "beep2" play>>
"Hello?"
"<<Vanth>>!" Shay's voice is unmistakable. "I wasn't sure if your communicator got damaged when you died."
"I never take it when I go out, so it doesn't break. You escaped the <<if $deltaColony.shay.asteriaProperlyFixedWaterSupply>>machine<<else>>x'irii<</if>>?"
"I did, thanks to you. I broke free after the fight, and <<if $deltaColony.shay.asteriaProperlyFixedWaterSupply>>got past it, //somehow//<<else>>snuck into Asteria<</if>>. I'm back at Delta now."<<n "Quests-AsteriaQuest-DieAgainstXirii-5">>"Did you get the parts<<if $deltaColony.shay.asteriaProperlyFixedWaterSupply>> back<</if>>?" You ask.
<<if $deltaColony.shay.asteriaProperlyFixedWaterSupply>>
<br><br>"I did, the team's installing them now. I didn't bring back the data unit for the food prep system, though, since you were carrying that one."
<br><br>"To be honest, it's probably destroyed, given the blast I took."
<<else>>
<br><br>"I got //some// parts, and the team's still trying to jury-rig them into a fix. I got... stuck part way in the ruins, and had to come back."
<br><br>"Okay. Well, some parts are better than no parts."
<</if>>
<br><br>"That's what I thought. Anyway, you should come to Delta. I still owe you payment, and I've got something else to give you." <<n "MainCamp">><<set $deltaColony.shay.asteriaQuest to 30>>You walk into Delta. Shay is standing there near the entrance, arms crossed. When <<s-he>> notices you, <<s-he>> waves and walks over.<<audio ":all" stop>><<if $deltaColony.shay.asteriaProperlyFixedWaterSupply>><<audio "eternalhope" loop play>><<else>><<audio "shaytheme" play loop>><</if>><<audio "crowdambience" loop play>>
"Hey, good to see you're okay!" <<s-He>> says. "I know you will be, logically but there's another part of me that can't quite get my head around it."
"Well, I guess it looks a bit different from where you're standing."
"I'll say. Anyway, I realised I never did find you some quarters, so I've found you some here at Delta. Want to check it out?"
"Sure." <<n "Quests-AsteriaQuest-DieAgainstXirii-ReturnToDelta-2">>You head up to Shay's zone and deck, and once you've both got past all the people asking <<s-him>> about every little thing, you're outside <<s-his>> quarters. <<audio "elevatorbing" play>>
"We're bunking?" You ask. Shay waggles an eyebrow.
"No, after our first mission, I found some quarters in my ward that were free. Happened to be my next door neighbour, since <<s-he>> //did// move in with his partner. He was a pretty great neighbour, and they're hard to find, so I'd grab you before some other Marshall snagged you up."
Shay walks over to the door across the hall from <<s-his>> apartment and waves <<s-his>> hand over the panel. It opens with the smallest pneumatic hiss.
"Come on, check it out. It's yours for as long as you want it. Oh, and here's your pay for the job, before I forget."
<<GiveChips 10000>> <<n "Quests-AsteriaQuest-DieAgainstXirii-ReturnToDelta-3">>The quarters are fairly spartan, but similar to Shay's with the notable exception of a common area. Instead, it's an open plan design. The bed is built into the wall at the far side of the room, an alcove with a shelf above the head, and a shutter on the side.<<audio "door2" play>>
"That shutter is covering a visiglass window," Shay says. "You can configure it to look like whatever you want, but you can only run it for an hour a day - there's power restrictions."
There's a bit of in-built shelving, all completely void of anything right now. There's a table and two chairs in the centre of the room - they're made of a dark bronze material that is in stark contrast to the rest of the ship's pearly white-grey walls. //Probably hand made here on Trigaea from local materials.//
Most importantly, there's a door to the side with a shower and a sink. <<n "Quests-AsteriaQuest-DieAgainstXirii-ReturnToDelta-3-1">>"These are actually pretty luxury quarters. Some decks only have communal arrangements, mostly because whoever designed those decks probably didn't intend them to be used as a living area," Shay says.
"Well, it's good to have somewhere to rest my head when I trek all the way out here, that's for sure. Mind if I clean up?"
"Go right ahead. I'll be across the hall if you need me." <<n "Quests-AsteriaQuest-DieAgainstXirii-ReturnToDelta-4">>You take a shower. Not only does it feel like you're washing half the forest off you, it's nice to feel the warmth on your skin, and the running water trickling over your body. <<audio "shower" play>>
<<if $deltaColony.shay.asteriaProperlyFixedWaterSupply is false>>
<br><br>Sadly, the water cuts out only five minutes in. A blinking message states: 'Allotted water ration used.'
<br><br>//Right, we didn't get the proper parts. Hopefully they can jury rig something so they can keep recycling water - at least until the HCBF runs out.//
<</if>>
<br><br>The sphere Sereya mentioned is the solution.
<<if $charted.swamp is true>><br><br>//But at what cost? Gabriel said it will wipe out all alien life on the planet, though humanity - Shay and Maya - will survive.//<</if>>
<br><br>You raise your hand, and watch the <<if $deltaColony.shay.asteriaProperlyFixedWaterSupply is false>>last of the water drip<<else>>water filter<</if>> through your fingertips.
<<if $memories.mm5.got is true>>//Hard to believe we used to have a world of it.//<</if>> <<n "DeltaColony">><<set $deltaColony.shay.asteriaQuest to 40>>As you walk down the corridor, there are a lot of people wearing scarves, even though the corridors don't feel any colder than normal. There's also a number of people pulling open roof panels and staring inside. You stop to watch them, and in doing so, make yourself a stationary target.<<set $deltaColony.shay.repairHoloArrayQuest to 10>>
Like a projectile, a small girl with familiar dirty blonde hair emerges from the nearby crowd and throws herself at you.
"My lunch buddy!" Maya exclaims.
When she's within a few feet of you, her gleeful expression turns to surprise as she tries to stop, and her feet slide instead. She collides into your lower half with a low-impact whumph. <<n "Quest-RepairHoloArray-TalkToShay2">>Before Maya can topple over, you grab her arms. Instead of falling over, she leans slightly backwards, hugging your legs for support.<<audio "impactlight" play>>
"Whoa there! Why in such a rush?" You ask.
"I got excited, and I ran too fast," Maya says.
Her cheeks are a lot less hollow, and there's a genuine smile on her face that wasn't there the last time you saw her. It's a far cry away from the girl who was taking tiny bites out of a sad-looking pastry, as if it were about to disappear.
Another familiar face emerges from the crowd - Shay. <<p-He>>'s not wearing <<p-his>> Marshall armour, instead dressed in a more casual outfit. <<p-He>>'s wearing a scuffed leather jacket that looks <<if $shay is "male">>like a very snug fit<<else>>a little large<</if>> on <<p-him>>.<<if $quests.deltaColonyInvasion gte 30>><<n "Quest-RepairHoloArray-TalkToShay1-SeenSinceMission">><<else>><<n "Quest-RepairHoloArray-TalkToShay1-HaveNotSeenSinceMission">><</if>>"I wondered why you hopped off all of a sudden, little bunny," Shay grins at Maya, slipping <<p-his>> hands in <<p-his>> pockets, then looks up. "It's good to see you, <<Vanth>>."
"And you. You're looking a whole lot better than the last time I saw you. True of both of you, actually."
"Well, I was pumped full of nutrients, and I took a bit of downtime to sort things out. Thanks for taking care of Maya, by the way. Are you here long, or heading back out into the thick of it?" There's a hopeful lilt in <<p-his>> voice, but it's unclear which outcome <<p-he>> is wishing for.
"Just ducking in before I go back out looking for the sph... the thing you mentioned." You gesture up to the people working on the roof. "What's with the scarves?"
"It's almost Christmas!" Maya says, staring up at you with wide eyes and raised eyebrows. "Violissers run down the corridors, we jump over cheese, and we all drink Frah!" <<n "Quest-RepairHoloArray-TalkToShay2-WTF">>"I wondered why you hopped off all of a sudden, little bunny," Shay grins at Maya, slipping <<p-his>> hands in <<p-his>> pockets, then looks up "It's good to see you, <<Vanth>>."
"Looks like the colony has really bounced back from the attack."
"It's a day by day thing. Compared to Asteria, we've been lucky, and you're to thank. Everyone's still a little rattled, though. Maya got a bit of a shock, since a x'irii was trying to break into our room at the time. I'm glad I called you, we would have been screwed if you hadn't saved our as—"
Shay clears <<s-his>> throat, glancing down at Maya. "Ahem, //butts//, by showing up when you did."<<n "Quest-RepairHoloArray-TalkToShay1-SeenSinceMission2">>"It's no problem. From what I recall, it's all part of the job," you say.
"Are you here long, or heading back out into the thick of it?" There's a hopeful lilt in Shay's voice, but it's unclear which outcome <<p-he>> is wishing for.
"Just ducking in before I go back out on the hunt." You gesture up to the people working on the roof. "What's with the scarves?"
"It's almost Christmas!" Maya says, staring up at you with wide eyes and raised eyebrows. "Violissers run down the corridors, we jump over cheese, and we all drink Frah!" <<n "Quest-RepairHoloArray-TalkToShay2-WTF">><span id="button1" class="choicebutton"><<button '1. "... Violissers run down the corridors?"' "Quest-RepairHoloArray-TalkToShay2-LizardRace">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "... You jump over cheese?"' "Quest-RepairHoloArray-TalkToShay2-CheeseJumping">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "... What the heck is Frah?"' "Quest-RepairHoloArray-TalkToShay2-Frah">><</button>></span>"They're small, harmless creatures about the size of your hand," Shay says. "There's a nest right next to the colony. Every year, one of the Marshalls escorts any would-be racers out there to capture one. When the races are over, we release them back to the nest."
"I'm surprised that people don't keep them as pets."
"Some people try, but they make a mess of the place. And even though we always warn them, someone always tries eating one and winds up getting sick." Shay screws up <<p-his>> face and shrugs with <<p-his>> hands. "We do a draw amongst the Marshalls, because nobody wants the job. The tracks they come up with are pretty impressive, though." <<n "Quest-RepairHoloArray-TalkToShay-3">>"Well, more a holo of cheese, and a lot of mattresses," Shay says. "The story goes there was a woman on deck five, among the first generation, who had managed to keep a real block of cheese from Earth."
"She offered it as a prize for anyone who could clear her obstacle course - a makeshift thing that involved leaping over a bunch of boxes without touching them. It was before they got the systems back online after the machines went rogue."
"Sounds interesting," you say. "But by your tone, you don't think it's a real story?"
"Well, what kind of milk would have lasted all the way from Earth?" Shay chuckles. "I bet it was synthetic, and she was just keeping people's spirits up."
"Anyway, the story goes that the contest has been going since that day, though the cheese now is //certainly// not real," <<p-he>> continues. "But folks kept getting injured, so we changed how it was run." <<n "Quest-RepairHoloArray-TalkToShay2-CheeseJumping2">>"By jumping over cheese?"
"Well, small portable holograms of cheese with mattresses under them. There's spotters at each holo making sure contestants make a clean leap."
"A shame. I felt like it would be much more fun to jump over actual giant blocks of cheese."
"You and me both! They did try putting the cheese on top of one of the obstacles one year. Everyone thought that was funny, until of course someone fell on it. Understandably, everyone was cheesed off."
"Are you serious? I can't tell because you've got such a deadpan expression."
Shay doesn't say, though the edges of <<p-his>> lips lift - just a tiny bit. <<n "Quest-RepairHoloArray-TalkToShay-3">>"It's a hot drink with lemon cocoa paste around the rim, and rum and mint in it."
"Sounds interesting. And kids can drink it?"
"It's a very small amount of rum, just enough to give it a slight warming taste. Though if you have the chips, it's possible to make... modifications."
"Mmmhm. Sounds like you've made some //modifications// before."
"Well, if the stories about you are right, aren't //you// one to talk, dear Corrector?" <<n "Quest-RepairHoloArray-TalkToShay-3">>"So there's a few local customs, but why the panel works?" You ask.
"There's a colony-wide holoprojection matrix, and it's broken," Shay sighs, rubbing <<p-his>> head. "It's actually been down since Diwali<<if $quests.deltaColonyInvasion gte 30>> - it's nothing to do with the attack<</if>>. Let me tell you, a festival of light without lights? Complete disaster. Now we're looking for a quick fix."
"Do you think you'll find it?"
"Probably not. What we need are replacement parts - some new holo-optic processors for the main array. I've seen machines around with them, but right now, we don't have the people to go get them. In fact, I've been explicitly ordered not to go out." <<n "Quest-RepairHoloArray-TalkToShay-4">>"Well, I could do it. It's not like I'm not out there anyway," you offer. Shay's shoulders relax, and <<p-his>> expression brightens.
"Could you? Right now, decking the halls is exactly what everyone needs to keep their spirits up. Plus, you'd be helping a lot of us parents avoid an awkward situation..."
"How do you mean?"
Shay leans in and whispers in your ear. "Santa is a hologram, and the kids are used to sneaking peeks of <<him>> around."
"Well, I can't ruin Christmas, or I'd be a regular Grinch. I'll see what I can do."
"What are you talking about?" Maya looks up and pouts.
"Nothing important! Well, I'll stop holding you up - I imagine you've got more important things to do than keep us company." <<n "DeltaColony">>You walk up to Shay, who is leaning against the wall near the mess. <<p-He>> has <<p-his>> sleek black armour and signature Marshall-grade goggles on - <<p-he>> is surveying the crowd.
When <<p-his>> gaze wanders over to you, <<p-he>> slips them up and smiles.
"Hey <<Vanth>>. Did you wind up finding those holo-optic processors, or better yet, the really big score?" <<n "Quests-RepairHoloArray-HandInQuestAnswer">><<set _n to 1>>
<<set _id to "button" + _n>>
<<if $deltaColony.shay.repairHoloArrayQuest is 20>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "Here are the parts you were after."' "Quests-RepairHoloArray-HandedInQuest-1">><<set $deltaColony.shay.repairHoloArrayQuest to 30>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "I haven\'t found the parts yet."' "Quests-RepairHoloArray-HandInQuest-NotEnoughParts">><</button>></span>"That's fair enough. Christmas is still a little while away, so you've got some time."
"Any idea where I should look for parts?"
"Some of the machines in the forest have holo-optic processors, if you can get them before they explode. I also know some people scavenge them from ruins, so there's always that option."
"Thanks, I'll keep an eye out." <<n "DeltaColony">>"Thanks <<Vanth>>." Shay takes the parts and looks them over. "Wow, these are some premium parts - barely a dent in them!"<<audio ":all" stop>><<audio "eternalhope" loop play>><<audio "crowdambience" loop play>><<audio "crowdcheer" play>>
"Only the best for you."
"Hey everyone, <<Vanth>> got us a bunch of new holo-optics, check it out!" As <<s-he>> holds one of them in the air, the people in the corridor cheer. Someone even pats you on the back.
"A real Christmas gift to the whole colony - thanks a million!"
"Saved me from an awkward conversation with my kids."
"This means we can do Landing's Day as well, right?" <<n "Quests-RepairHoloArray-HandedInQuest-2">>The fuss goes on for a while, people gathering around you to shake your hand, congratulate you, or simply make an introduction.
There's a tap on your shoulder. You turn to see Shay with a sympathetic look on <<s-his>> face.
"Want to help me install the parts? It'd give you a good reason to escape."
"Escape? You caused this!"
"Yeah, I know, but look how happy everyone is. You in? They're not going to quit until you've met the whole deck, and I //really// could use a hand." There's a certain emphasis on the last part.
//It might be nice to spend more time with Shay, and get to know <<s-him>> a bit better.// <<n "Quests-RepairHoloArray-HandedInQuest-HelpChoice">><span id="button1" class="choicebutton"><<button '1. "Sure, just let me untangle myself."' "Quests-RepairHoloArray-HandedInQuest-HelpChoice-Prelude">><<set $deltaColony.shay.helpedWithMaintenance to true>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I\'m fine, I think I\'ll hang back."' "Quests-RepairHoloArray-HandedInQuest-RefuseToHelp">><</button>></span>"All right then, good luck! And here's your chips for the parts.
You spend some time getting to know the people of Delta a bit better, chatting with them, and getting thanked for bringing in the parts.
//Shay was right. They really needed the win.// <<GiveChips 1000>><<n "DeltaColony">>That's what you say, but five minutes later, you're still stuck in the middle of a throng of people.
"Oh for crying out loud," Shay says. "Let's sneak off."
Your hand is grabbed, and with more than a gentle tug, you're pulled through the bodies. It's not long before you've got some space, at least enough to see Shay guiding your way.
You both sneak down a side corridor, and the noise dies down. A few more turns, and you're the only ones about.
"I feel like I'm cutting class," you say. Shay turns to you and grins.
"I've learned to escape from a crowd in my time. Come on, the ladder we need is just up here." <<n "Quests-RepairHoloArray-TimeWithShay">>You find yourself climbing down a ladder within an empty shaft, one that is quite roomy. As you follow Shay, <<s-His>> boots clunk the whole way down, echoing in the vast space.<<audio ":all" stop>><<audio "elevator" play loop>><<audio "climbladder" play loop>>
"Not taking the elevator?" You ask.
"Nope, we're heading down to fix the refractor unit, and it's in a place that's a bit tricky to reach. The maintenance elevator that did go down there broke a while back. This is the same shaft, actually.
"No repair parts for that, then?"
"What, you want me to put you to work again that quickly?" Shay laughs. "Speaking of, with this ladder, I never asked if you were afraid of heights?" <<n "Quests-RepairHoloArray-TimeWithShay-2">>"I lived on a space station for a while, which was about 1.5 million kilometers above the Earth. Heights aren't a problem."
"Isn't that cheating, since you can't fall in space?" Shay says. "I can't even imagine what that would be like - I've seen holos, but it sounds like fantasy."
//Of course, <<s-he>>'s probably never been any further than the forest. This spaceship is all <<s-he>>'s known.//
"Well, since you grew up here, you've experienced half of it already. Artificial gravity and very few real windows, only visiglass."
When your feet hit the deck at the bottom, the air is a little warmer and a lot more humid. <<n "Quests-RepairHoloArray-TimeWithShay-3">>"Follow me, I'll show you where the magic happens."<<audio ":all" stop>><<audio "eternalhope" loop play>><<audio "footsteps2" play loop>><<audio "generators" play loop>>
As you follow Shay, nostalgia wells up inside of you. Whenever <<s-he>> approaches a fork, you already know the way <<s-he>> is going to go. When <<s-he>> turns the wrong way, you jump in.
"Wait, are we meant to turn right here?" you say. Shay pauses in <<s-his>> tracks.
"Huh, you're right. Good catch." <<n "Quests-RepairHoloArray-TimeWithShay-4">>By the time you get to the main array of the holoprojection matrix - a long, thin corridor with lots of uncovered machinery on one side - you've shared at least one shortcut with Shay.<<audio "footsteps2" stop>>
"I feel like you should have been leading, it probably would have been quicker," Shay says. "How do you know so much about this place?"
"<<if $memories.mm5.got is true && $charted.swamp is false>>Guess it's residual memory. I spent so long on the Nuria, I feel like I know these passages like the back of my hand.<<elseif $memories.mm5.got is true>>The Caleuche was built almost identically to the Nuria. I spent so long in these passages, I feel like I know them like the back of my hand.<<else>>I feel like I've walked them before, a lot. I don't have any specific memories, it's all just very familiar.<</if>>
"You're not sure?"
//Oh, that's right. I never told Shay I've lost my memories.// <<n "Quests-RepairHoloArray-TimeWithShay-AboutLostMemories-Choice">><span id="button1" class="choicebutton"><<button "1. Tell Shay about it." "Quests-RepairHoloArray-TimeWithShay-AboutMemories-Share">><<set $deltaColony.shay.toldAboutMemories to true>><</button>></span>
<span id="button1" class="choicebutton"><<button "2. Don\'t tell Shay" "Quests-RepairHoloArray-TimeWithShay-AboutMemories-DontShare">><<set $deltaColony.shay.toldAboutMemories to false>><</button>></span>"When you've lived as long as I have, nostalgia is pretty common. Should we get to work?" <<n "Quests-RepairHoloArray-TimeWithShay-Working-1">>"I'm missing a lot of my memories<<if $memories.mm7.got is true>> as a result of the crash.<<else>>, though I'm not sure why.<</if>> I've been collecting quartz chips to get them back."
"Guessing the quartz chips with your memory data got fried?"
You blink. "Something like that. How'd you guess?" Shay smiles and <<if $shay is "female">>ties back her raven-coloured hair.<<else>>pulls off his goggles.<</if>>
"Bit of deduction, bit of obsessive knowledge about Correctors. Grandma Ina kept talking about them, so I thought of you as superheroes. So far, not far off the mark."
"Says the <<s-man>> in the powered suit." <<n "Quests-RepairHoloArray-TimeWithShay-Working-1">>You get to work installing the new holo-optic processors with Shay. It's a lot of grunt work. <<audio "wrench" play>>
Most of the difficulty is in getting to the spots to install them, not the actual installation. In fact, it's mostly connecting wires, but it's like the technicians picked the worst possible places to position them.
The sweltering heat doesn't help, either. <<if $upgrades.terranModThermal gt 0>>Your whole face is tingling like crazy.
//Right, my thermal senses. Not that it's much help, since the heat's coming from every direction.//<</if>>
"What's with the heat, and these stupid placements?" You ask. Shay wipes <<s-his>> forehead.
"The thermal control systems run close to here. It used to run a lot better, but as you can tell, everything around here is falling apart." <<n "Quests-RepairHoloArray-TimeWithShay-Working-2">>"And the placements?"
"Don't ask me! You were around when these were being put together."
"I didn't know //every// part of the ship, you know."
"Could have fooled me, with how slick you were walking down the corridors. This heat is killing me - I'm taking my armour off.<<if $upgrades.terranModThermal gt 0>> How come your face isn't even red?<</if>>"
<<if $upgrades.terranModThermal gt 0>>//Oh, right, I can't blush anymore.// <</if>>"<<if $upgrades.terranModThermal gt 0>>Trust me, I'm feeling it. <<else>>Oh, Yeah, <</if>>I'm going to cut back as well." <<if $partner is "machine">><<n "Quests-RepairHoloArray-TimeWithShay-Working-3">><<else>><<n "Quests-RepairHoloArray-TimeWithShay-Working-OutfitChange">><</if>>True to <<s-his>> word, Shay strips off <<s-his>> armour, piece by piece. Beneath it, <<s-he>>'s wearing a black, tight-fitting singlet and snug shorts that hug around <<s-his>> waist like they're made of lycra. <<if $shay is "female">>It's almost as if her wider hips are pulling them tight.<<else>>His hips are narrow compared to his shoulders.<</if>><<audio "stripping" play>>
If there's an ounce of fat on <<s-him>><<if $shay is "female">> - other than the obvious places - <<else>>, <</if>>you can't see it. <<s-His>> body is covered in a slight glistening sheen, <<s-his>> skin flushed from the heat.
"Geez, that feels a million times better." Shay exclaims, "I should have brought down some overalls for both of us." <<n "Quests-RepairHoloArray-TimeWithShay-Flirt-Options">><span id="button1" class="choicebutton"><<button "2. Appreciate the sight" "Quests-RepairHoloArray-TimeWithShay-Flirt-Yes">><<set $deltaColony.shay.flirtedInTunnel to true>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Just keep working" "Quests-RepairHoloArray-TimeWithShay-Working-3">><<set $deltaColony.shay.flirtedInTunnel to false>><</button>></span>"Yeah, you're looking pretty hot there." You clear your throat. Shay waggles <<s-his>> eyebrows at you.
"Well, I don't know about that! Between the two of us, I think you'd be the one setting off all the sprinklers."
As <<s-he>> leans over to work on one of the couplings, it's hard to tear your eyes away from the sight of the well-defined Marshall as <<s-he>> stretches out, the fabric straining over <<s-his>> chest.
//Maybe I really do need to set off the sprinklers to cool myself off, maybe drink some water. I'm clearly getting thirsty.//
Putting all those thoughts aside for now, you keep helping Shay with <<s-his>> work. <<n "Quests-RepairHoloArray-TimeWithShay-Working-4">>Shay slides into a maintenance shaft while you hold <<s-his>> ankles, since it's on a slight lean. It's not exactly work safe, but much like the overalls, the Marshall doesn't want to go back up for a harness.<<audio "wrench" play>>
"It'll be fine, we can handle it," <<s-he>> says.
"I'm learning that you're not exactly patient, are you?"
"Not the first to bring it up. I don't like waiting around when something's broken."
With your augmented body, it's no trouble to hold Shay up, even though <<s-he>>'s mostly muscle.
"All done, help me up." <<n "Quests-RepairHoloArray-TimeWithShay-Working-4">>Once Shay is back up, <<s-he>> rubs <<s-his>> neck and cracks it a little.
"Did you know someone's taken the time to scribble a note back there? It says 'Ascendo tuum, delta ingeniator' - whatever that means."
"'Up yours, Delta technicians.' It's Latin."
"Huh?" Shay blinks at you. "How do you even know that?"
It's an excellent question. //It wasn't the translation software...//
"<<if $deltaColony.shay.toldAboutMemories is true>>Guess I spent some time learning a dead language somewhere along the road?<<else>>Who doesn't? Anyway, let's get moving.<</if>>" <<n "Quests-RepairHoloArray-TimeWithShay-Working-5">>After you both gather your things, you and Shay head back up to the colony proper, where the air is delightfully cool and moisture free.
Shay taps your arm and smiles. "Thanks for the help again, <<Vanth>>. Couldn't have done it without you."
"So why is the great Marshall doing it, and not the engineers again?"
"Well, it's a secure area, so I'd have to supervise them. At the same time, it's a fairly simple task, so I'd rather have them doing more technical repairs<<if $quests.deltaColonyInvasion gte 30>>, especially after the x'irii attack<</if>>."
"Anyway, I never did thank you for your work - here, take these," <<s-he>> says, shoving some chips in your hands. "There's a bit extra for helping me out with the repairs. Now if you'll excuse me, Maya will be finishing up at school, so I've got to go fetch her."
<<GiveChips 1200>><<n "DeltaColony">><<audio "click" play>><<audio "bubbles" play>>After installing the chips for Esra, you climb into the progenitor. It's not long before you're surrounded by bottle green. There's a familiar flash, followed by unfamiliar visions of the past. <<if $partner is "machine">><<n "EM1R-1">><<else>><<n "EM1-1">><</if>>"That joint is out of alignment." <<audio ":all" stop>><<audio "ashtheme" loop play>><<audio "tinkering" play loop>>
You lean over the academy lab table and gesture at the robot with your multi-purpose wrench. The person working on the bipedal unit looks up with a flushed face, brushing back their auburn hair.
"I hate hardware! This is why I like sticking to the code. All of this is terribly //manual//," they huff. "How come you're so good at it? You're a Corrector candidate!"
"Hey, we Corrector candidates have to know a lot of things, especially how to repair units when they break down! It's a lot more than just swinging a gun-blade around and making tough calls."
"Sorry, that's not what I meant! I mean, you seem like a natural, and this is a first year class." <<n "EM1-2">>"Believe it or not, messing with hardware runs on my family. My aunt lost a finger once while doing what you're doing, and my parents never let me forget it." <<audio ":sound" stop>><<audio "alert" play>>
With a thought, you cognitively ping them with your Rosetta. They must have accepted, because a split second later, their name, pronouns, title, and a personal quote appear above their head.
//Ash Janssen. <<p-He>>/<<p-Him>>. Computational Neuroscience, Second Year. If more of us valued food and cheer and song above hoarded gold, it would be a merrier world.// <<n "EM1-3">>"That's Tolkein, right? Are you a fan of fantasy?"
"I'm a fan of food - I empathise very much with hobbits. The concept of a second breakfast is //very// appealing to me."
"Given your field, I would have thought you'd quote something about AI. Second year, so you're halfway through?"
"Not quite! After I finish my degree, I'm going to do an applied Doctorate. The road goes ever on and on." <<n "EM1-4">>"That'd be about five years. So you'll be finishing up about the same time as my Corrector training does? Hopefully we run into each other a lot then."
"Hopefully, huh?" <<p-His>> eyes glint with mirth.
"Well, what I mean is, it'll be good to have someone who knows Tolkein around! Plus, we'll probably be doing ComSci classes together."
"True! We'll have to catch up and exchange study notes over second breakfast." <<n "EM1-Intermission">>... You're neither awake nor asleep. You can hear Esra's voice in your head. <<audio "bubbles" play>>
<br>"There's another part of the memory here. I'm going to pull that up now." <<n "EM1-5">>"I like <<p-him>> a lot, Leon." <<audio ":all" stop>><<audio "leontheme" loop play>>
"Do you? This is the first I'm hearing about it," Leon grins and spins his gun-blade. The training room is empty - once again, you're both the first to class. "But doesn't <<Ash>> have a <<if $player.gender is "male">>boyfriend<<elseif $player.gender is "female">>girlfriend<<else>>datemate<</if>> already?"
"Yeah, I'm jealous as all hell. But I guess there's nothing I can do about it, so we'll just be friends, which is fine. I don't want to be one of those <<if $player.gender is "male">>guys<<elseif $player.gender is "female">>girls<<else>>people<</if>> who act like your friend, but are really trying to get with you."
"If it's any consolation, I do hear <<p-his>> partner is a bit of a jerk." <<n "EM1-6">>
"It is."When the class starts up, you and Leon train against automated training dummies, while your instructor barks at you from the sidelines. You duck and weave, striking where you can. <<audio "slice" play>><<audio "landgrass" play>>
The unit you are fighting spins its waist fully around, striking at you with its arms like a twirling top. Your back hits the mat, and you groan.
The instructor looms over you, his scarred face upside down.
"What were the two mistakes you made? We covered it last time." <<n "EM1-7">>"Machines don't have human bodies, so they aren't limited to human movement."
"Correct! That unit can spin its whole body around like a helicopter. And the second mistake?"
"I don't know, but I guess you're going to tell me?"
"You're pulling your punches. You've been doing it for a while now - you don't want to damage the machines."
"Well, I've spent a lot of time putting them together, so I don't like the idea of hurting - well, smashing them up. Why aren't we training in VR for this?" <<n "EM1-8">>"Pah, VR! Maybe in other classes, but it's no substitute for the real feel of having a robot hit you, or the jarring impact of trying to drive a hyper-sharp blade into their chest."
"And that's another thing - why use a bayonet blade on a gun?"
"On a spaceship, you don't want to be shooting up the place. And what if the machine has energy-resistant plating? If someone hacks a machine like that and sends it at you, you'll be glad for all this training."
The instructor helps you up, and after dusting yourself off, you go stand with Leon at the side of the room. <<n "EM1-9">>"Pretty intense. I can't say he's wrong about the difference from virtual training," you rub your bruised chest.<<audio ":all" stop>><<audio "sadmoment" loop play>>
"Yeah, I hear he was involved in the Ceres incident. The workers were cognitively controlling mining robots, and that's how he got all the scars on his face."
"Ceres, huh?" You sigh. "It's a complete mess out there in the main belt. You don't think we're learning to use gun-blades to fight with colonists, do you?" <<n "EM1-10">>
"Correctors would make great agents to stop things like what happened at Ceres - one way or another. We're both here in UGET funded positions.""I'm not sure I could ever work for an anti-terrorist task force."
"I get why you wouldn't. But I hear a lot of Corrector candidates who don't get selected do. They're overqualified for anything else."
"'If more of us valued food and cheer and song above hoarded gold, it would be a merrier world.'"
"Quoting <<Ash>>, who's quoting Tolkein? Yeah, some things never change."
"Or at least have yet to change," you say, holstering your gun-blade. "It doesn't mean it can't."
"Yeah, hopefully Project Amber puts everything on a better path." <<n "EM1-11">>... You open your eyes and rub them. The door of the tank opens for you, and you step out.<<audio ":all" stop>><<audio "alleycat" loop play>><<audio "door2" play>>
<br><br>"It's kind of like that memory I had when I was training with Leon in zero gravity. It felt... worrying. Like we could have been pitted against space colonists<<if $knowledge.parentsColonists is true>> - just like my parents<</if>>.<<if $knowledge.parentsDead is true>> Not that //they// were alive.<</if>>"
<<if $memories.mm5.got is true>>
<br><br>"Well... It's a bitter consolation, but at least we know the world ended before that happened."
<br><br>"<<if $knowledge.outerTribesAreColonists is true>>Not really, since I wound up fighting their descendents here.<<else>>Yeah, but we did turn our back on them to save the Nuria.<</if>>" You sigh and walk over to the wall near Esra, leaning against it. "On a //much// cheerier note, I can now remember when I met <<Ash>>. That's a much warmer memory."
<<else>>
<br><br>"Well, hopefully we don't come across any memories where that happened."
<br><br>"Yeah, here's hoping." You stretch out and lean against the wall. "On a cheerier note though, I can now remember when I met <<Ash>>. It felt... warm. I'm warm even thinking of it."
<</if>>
<br><br>"Precious memories like that should never be lost. I'm glad you got it back." <<n "MainCamp">>It's like riding a bike. Once you've built one robot, you never forget the basics.<<audio ":all" stop>><<audio "ashtheme" loop play>>
While Professor Standberg looks on, you gather the mechanical parts and assemble them on the academy lab table. A deep sense of nostalgia wells up inside of you.
//It's hard not to think of the tingling smell of chilli spiced chai when I'm doing this.//
You watch your fingers, and once the unit is assembled, you bring up the cognitive code you prepared earlier - a mixture of your own work, and some open source code from another student called Ash. Once it's downloaded, all you have to do is flick the switch, and wait for the self-actuating code to finish compiling. <<n "EM1R-2">>
It takes a while.
"I'm leaving, make sure to close up when you're done," the Professor tells you. You nod and lean back.Sometime in the evening, the unit's eyes literally light up. You sit up with a jolt and raise your hands.
"It's alive, it's moving!" You exclaim.
"Frankenstein, really?" The robot says, sitting upright. "If you start off by quoting that, this is only going to end in tears, and I'm not built for the Arctic."
You blink. "That was a fast response for a self-actuating AI. I uploaded a bunch of books and strategy games into your storage, but that was a movie quote."
"There was a 'Frankenstein Complex' reference in Asimov's Robot series, and I wanted to follow it up. I downloaded the movie and watched it before I booted up." <<n "EM1R-3">>"You were faking being asleep?"
"I was preparing myself for first contact. I like to do my homework before I start my first day at work. Speaking of, I don't have a name."
"I didn't give you one, because I thought you might want to choose it yourself."
"Outsourcing the work already? No thanks. You should choose the name for me, it's only proper."
"Proper, huh? What a strange notion. All right - in my family, we're named after astronomical objects, which in turn are usually named after something from antiquity or myth."
"Using an established taxonomy would make sense." <<n "EM1R-4">>"Yeah, I guess you could say it's like that. How about Aurel? That's an asteroid in the main belt. If I recall correctly, it's named after Auriel, the master of knowledge and angel of wisdom. It's also got an erratic orbit."
"Interesting! From consulting online, it also has a gold mine on it. Could the term originate from Aurel meaning 'gilded'?"
"Hard to say, but it sounds likely! Those old astronomers were crazy about that kind of thing. How would you like to play some chess?"
"So long as you go easy on me, since I //am// a beginner."
"Why do I have a feeling you're not much of a beginner at anything?" <<n "EM1R-Intermission">>... You're neither awake nor asleep. You can hear Esra's voice in your head. <<audio "bubbles" play>>
<br>"There's another part of the memory here. I'm going to pull that up now." <<n "EM1R-6">>"How'd your date go last night?" You ask Leon, spinning your gun-blade. The training room is empty - once again, you're both the first to class.<<audio ":all" stop>><<audio "leontheme" loop play>>
"Crashed and burned. We had absolutely nothing in common. This whole dating thing is a pain."
"I'll take your word for it. I can watch you burn from the sidelines, and occasionally pour a bucket on you."
"So big hearted! I can see why you were a shoe-in for the Corrector training program." <<n "EM1R-7">>When the class starts up, you and Leon train against automated training dummies, while your instructor barks at you from the sidelines. You duck and weave, striking where you can.<<audio "slice" play>><<audio "landgrass" play>>
The unit you are fighting spins its waist fully around, striking at you with its arms like a twirling top. Your back hits the mat, and you groan.
The instructor looms over you, his scarred face upside down.
"What were the two mistakes you made? We covered it last time." <<n "EM1R-8">>"Machines don't have human bodies, so they aren't limited to human movement."
"Correct! That unit can spin its whole body around like a helicopter. And the second mistake?"
"I don't know, but I guess you're going to tell me?"
"You're pulling your punches. You've been doing it for a while now - you don't want to damage the machines."
"Well, I've spent a lot of time putting them together, so I don't like the idea of hurting - well, smashing them up." //That, and they remind me of <<Ash>>//. "Why aren't we training in VR for this?" <<n "EM1R-9">>"Pah, VR! Maybe in other classes, but it's no substitute for the real feel of having a robot hit you, or the jarring impact of trying to drive a hypersharp blade into their chest."
"And that's another thing - why use a bayonet blade on a gun?"
"On a spaceship, you don't want to be shooting up the place. And what if the machine has energy-resistant plating? If someone hacks a machine like that and sends it at you, you'll be glad for all this training."
The instructor helps you up, and after dusting yourself off, you go stand with Leon at the side of the room.<<n "EM1R-10">>"Pretty intense. I can't say he's wrong about the difference from virtual training," you rub your bruised chest.<<audio ":all" stop>><<audio "sadmoment" loop play>>
"Yeah, I hear he was involved in the Ceres incident. The workers were cognitively controlling mining robots, and that's how he got all the scars on his face."
"Ceres, huh?" You sigh. "It's a complete mess out there in the main belt. You don't think we're learning to use gun-blades to fight with colonists, do you?"
"Correctors would make great agents to stop things like what happened at Ceres - one way or another. We're both here in UGET funded positions." <<n "EM1R-11">>"I'm not sure I could ever work for an anti-terrorist task force."
"I get why you wouldn't. But I hear a lot of Corrector candidates who don't get selected do. They're overqualified for anything else."
"'If more of us valued food and cheer and song above hoarded gold, it would be a merrier world.'"
"Quoting Tolkein? Yeah, some things never change."
"Or at least have yet to change," you say, holstering your gun-blade. "It doesn't mean it can't."
"Yeah, hopefully Project Amber puts everything on a better path." <<n "EM1R-12">>... You open your eyes and rub them. The door of the tank opens for you, and you step out.<<audio ":all" stop>><<audio "alleycat" loop play>><<audio "door2" play>>
<br><br>"It's kind of like that memory I had when I was training with Leon in zero gravity. It felt... worrying. Like we could have been pitted against space colonists<<if $knowledge.parentsColonists is true>> - just like my parents<</if>>.<<if $knowledge.parentsDead is true>> Not that //they// were alive.<</if>>"
<<if $memories.mm5.got is true>>
<br><br>"Well... It's a bitter consolation, but at least we know the world ended before that happened."
<br><br>"<<if $knowledge.outerTribesAreColonists is true>>Not really, since I wound up fighting their descendents here.<<else>>Yeah, but we did turn our back on them to save the Nuria.<</if>>" You sigh and walk over to the wall near Esra, leaning against it. "On a //much// cheerier note, I can now remember when I met <<Ash>>. That's a much warmer memory."
<<else>>
<br><br>"Well, hopefully we don't come across any memories where that happened."
<br><br>"Yeah, here's hoping." You stretch out and lean against the wall. "On a cheerier note though, I can now remember when I met <<Ash>>. It's a much warmer memory."
<</if>>
<br><br>"Precious memories like that should never be lost. I'm glad you got it back." <<n "MainCamp">><<audio "click" play>><<audio "bubbles" play>>After installing the chips for Esra, you climb into the progenitor. It's not long before you're surrounded by bottle green. There's a familiar flash, followed by unfamiliar visions of the past. <<n "EM2-1">><<set $knowledge.parentsColonists to true>>"Hey, Attias! Go back to smashing rocks, you damn habitant!"<<audio ":all" stop>><<audio "centralpark" play loop>>
You furrow your brow and turn around. Two other youths are standing there, one with thin violet hair. You heave a sigh.
//I knew I scored too well in that exam.//
"Don't call me by my last name. It's <<Vanth>>, and I'm an earther."
"Only habitants call people earthers, idiot. I hear your rock-biter parents got kicked off-world, but they ditched you and left you behind."
There's something in one of their hands, half-hidden behind their back. <<n "EM2-FightChoice">><span id="button1" class="choicebutton"><<button "1. Fight them" "EM2-FightThem-1">><<set $fightChoice to "fight">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Talk back" "EM2-TalkBack-1">><<set $fightChoice to "talk">><</button>></span>
<span id="button3" class="choicebutton"><<button "3. Walk away" "EM2-WalkAway-1">><<set $fightChoice to "walk">><</button>></span>Your face heats up, and you dash forward at them. You're fast on your feet - so fast when you barrel into the first one, they don't have time to move. <<audio "punch" play>><<audio "grappling" play loop>>
//If you're going to fight, hit them quick.//
But only a few seconds in, and you're flailing at each other, dumb luck guiding your small fists. It's quantity over quality, missing more often than not. Your arms are getting tired, but they're still hitting, pure lip-curling anger on their face.
//I can't stop. If I stop, they win!// <<n "EM2-3">>"Great insult. Did it take you all day to come up with it? No wonder you flunked the test."
"You shut your mouth!" They storm closer, bodies hunched. You move to step back at the same pace, and stop.
//If I step back, they'll jump me,// you think. //If I run, they'll jump me.//
You run through the options in your head, and all of them end in a fight.
//Well, in for a secondary, in for a global.// <<n "EM2-TalkBack-2">>"You know, it's great you got those muscles from getting gene-jabbed with a gorilla, but did you need to ask for the face too?" you say. <<audio "punch" play>><<audio "grappling" play loop>>
The punch comes in quick, but you jump sideways, so it smacks into your arm. Before they can hit again, you get right up in their face, so close their elbows reach your shoulders.
//If you get in close, they can't get a good hit in!//
Things get less coordinated from there. You flail at each other, grabbing and shoving more than actual hitting. They're stronger than you, but you're more determined, driven by desperation.
//I can't move back, or they'll swing at me!// <<n "EM2-3">>"Yeah, they did. Now I'm going to do the same to you."
You turn around and start to walk away.
"Hey, you - don't turn your back on me!" One of them yells. <<n "EM2-WalkAway-2">>Footsteps smacking the pavement, fast and getting louder. You pick up the pace, but it's not long until a hand brushes your back.<<audio "runsolidsurface" play loop>>
//They're too fast - I'm not going to get away!//
You spin around, driving your foot into the ground to brace it. The first one slams into you, caught off guard. You seize the chance to wrestle them to the ground, trying to pin them down. <<n "EM2-WalkAway-3">>Not fast enough. They grab you and throw you sideways, but not far enough. The pavement drags against your arm, roughing up your clothes. When you get back to your feet, they're diving at you again.<<audio ":sound" stop>><<audio "grappling" play loop>>
It's not artful. You're both flailing at each other - grabbing, pushing, and trying to land a hit. It's a whirlwind of half-cocked violence, utter fury without focus.
"Damn it, why won't you leave me alone?" <<n "EM2-3">>The second kid is raising something out of the corner of your eye.
It's a rock. Jagged and fist-sized, he holds it up with primaeval, terrible purpose.
Your heart leaps into your throat. You try to step backwards, but the first kid grabs your wrists.
//They're going to cave my head in!// <<n "EM2-4">>"Eat this, shit head!"<<audio ":sound" stop>><<audio "punch" play>>
But it's not either of them that yells it. A second later, a small brunette barrels into the kid with the rock, knocking it from their hands.
The whole thing stuns the first youth, who's still gripping your wrists. You swing your elbow into their nose, feeling it hit cartilage. They yelp and instantly let you go - it's like you've hit a release button.
"Not so easy when there's two of us, huh?" <<n "EM2-5">>With the odds against them - or at least unacceptably even - they run off not long after that, disappearing up the street. Now that you're not in the thick of it, your arms are aching like crazy. <<audio ":all" stop>><<audio "leontheme" play loop>>
You turn to the person who helped you. They're shorter than you, with long dark chestnut hair and a narrow, effeminate face. Far from a boxer's build, and yet they lept in to help without a moment's hesitation.
"Thanks, I was in trouble there."
"No problem! I can't stand it when someone picks on the underdog, let alone for them being a chip." <<n "EM2-6">>Since it's only polite, you do a cognitive ping with your Rosetta. They must have accepted, because a split second later, their name, pronouns, and a personal quote appear above their head. <<audio "alert" play>>
//Leon Wells. He/Him. For small creatures such as we, the vastness is bearable only through love.// <<n "EM2-7">>
"Interesting quote."
"It's from Carl Sagan. You should look him up on Saga! Interesting guy from back in the information age."You're pinged in return - a hover prompt flicks over your vision, and accepting is as simple as thinking it.
"<<Vanth>> Attias, huh? And 'Make no judgements when you have no compassion?'"
"It's from Anne McCaffrey, an author."
"A book nut, huh? No wonder you're top of the class. I'm a new starter myself, just enrolled this week. Like everyone else in the program, I'm smart and poor." <<n "EM2-8">>You and Leon chat for a while, then head to a nearby fast food store. While you wait for your meal to arrive, you rub your aching arms. <<audio "storebell" play>>
"You know, if you went to the cops, you could share your Rosetta footage and get those jerks in trouble," Leon says.
"<<if $fightChoice is "fight">>I started the fight, so I'd probably just get in trouble. Even if I didn't, they probably wouldn't side with me.<<else>>I could, but I don't exactly want them looking inside my brain. They probably wouldn't side with me anyway.<</if>>" <<n "EM2-9">>"Because you're a chip?"
"Is that slang?"
"Yeah, it means 'Child with habitant immigrant parents.' Sorry, I was trying to be cool by using it, since I thought all the second generation kids used it."
"Guess I'm out of the loop. You're not a chip though, right? So why did you jump in the fight?"
"I told you, I don't like when people pick on the underdog. Any fight like that is my fight." <<n "EM2-10">>When your burgers arrive, you poke at your fries - your lower lip is a bit swollen from the fight now. Leon downs a pill with their meal.
"Endegene?" you ask.
"Yeah, I made my Distinction a little while ago. Hopefully I get a bit taller and a bit more muscle mass to help with all the fighting." A pause. "Hey, strange question, but do you play video games?"
"I don't mind them, especially the flying ones, but I've always been a bit more of a reader."
"If you like the flying ones, we should play Astrowind! I've been looking for someone to set a guild up with. You mine space, and set up bases. It's surprisingly tough, which I like." <<n "EM2-11">>... You're neither awake nor asleep. You can hear Esra's voice in your head. <<audio "bubbles" play>>
"There's another part of the memory here. I'm going to pull that up now." <<n "EM2-12">>When you get home, the cramped apartment is filled with gadgets, most of which are half built. Every available wall is filled with bookshelves, filled with technical tomes, and the occasional bit of fiction.<<audio ":all" stop>><<audio "celiatheme" loop play>><<audio "welder2" play loop>>
You step over a container full of parts and sweep off the table, sitting down. A woman with more than a few white streaks through her hair is soldering the back of a humanoid machine.
"Hey, byte-size. Can you help me out with this?"
"Sure thing, Celia." <<n "EM2-13">>"//Aunt// Celia to you. Don't ever forget the Aunt. It's the only thing that makes me feel like an adult."
"I'll trade you if you stop calling me byte-size. I'm not a kid any more."
"No deal, it's my term of endearment. Now hold this for me while I shut the plating." <<n "EM2-14">>You hold the plating in place while she seals it back up, then pats the machine's back.<<audio ":sound" stop>><<audio "metalclang" play>>
"All good! These custom jobs are always a blast - there was no manual for this one, either. Can you believe it? Let's eat."
"I've already eaten. I think I found someone to chat to in class."
"About time! But don't eat out every day - the travel fare is already a bit steep." <<n "EM2-15">>While your Aunt Celia eats, you cognitively flick through your study notes. After a little while, you dismiss the floating text with a thought.
"Hey, Celia..."
"//Aunt// Celia!"
"Aunt Celia, can I change my last name?" <<n "EM2-16">>She pauses and puts her fork down. "Why?"
"People think I'm a habitant."
"That's why you shouldn't change it! Attias is a proud Cybelian name, from the Attis colony."
"Yeah, just something an astronomer picked out of Greek myth, like everything else."
"Phrygian! And it means more than that - it's about when you get knocked down, you get back up again. The blood of Attis makes things grow, their struggle bringing life from nothing."
She pats the machine's back. "If there's one thing our family is about, it's bringing things to life, like this one. You've got to be resilient to live on an asteroid - or come back to Earth." <<n "EM2-17">>You sigh and slouch in your chair. "You know, I looked up Attis on Saga. He went mad and got castrated."<<audio "kettle" play>>
"My studious <<if $player.gender is "male">>nephew<<elseif $player.gender is "female">>niece<<else>>nibling<</if>>! I think you'll be fine. Here, you might have had dinner, but I'm still going to make us some Cybele Chai, and you're going to tell me all about this friend of yours."
The smell of spiced tea fills the air, strong with a hint of capsicum. When you sip it, you're filled with a pang of nostalgia, a tingling tongue, and a sense of warmth that has nothing to do with the ground flakes.
"His name is Leon. He's part of the study program like me, so I guess he's smart." And, after a pause. "I got into a fight, and he helped me out."<<if $fightChoice is "fight">><<n "EM2-18-Fight">><<elseif $fightChoice is "talk">><<n "EM2-18-Talk">><<else>><<n "EM2-18-Walk">><</if>>"You can't get in fights! You can't get deported, but you can get kicked out of the program. Don't tell me you started it."
"I won't //tell// you I started it. But they were going to start it anyway, so I did what you said - if you're going to fight, hit them quick."
"I didn't mean to start fights! If they share their Rosetta logs with the police, you could be in trouble."
"I don't think they will, they were going to hit me with a rock, so..."
Somehow, that information doesn't placate your Aunt Celia. <<n "EM2-After-1">>"You can't get in fights! You can't get deported, but you can get kicked out of the program. Don't tell me you were being a smartass at them."
"I won't //tell// you I did that." You cough and look sideways. "But to be fair, they were looking for a fight anyway, so at least I hurt their pride."
"Well, at least you didn't //physically// start it. I guess that means they can't go to the police with their Rosetta logs."
"I don't think they would, since they were going to hit me with a rock, so..."
"They were WHAT? Well then, //we// need to go to them right away. Nobody hurts my <<if $player.gender is "male">>nephew<<elseif $player.gender is "female">>niece<<else>>nibling<</if>> and gets away with it!" <<n "EM2-After-1">>"You can't get in fights! You can't get deported, but you can get kicked out of the program. Don't tell me you started it."
"I tried to walk away, so I definitely didn't. But they chased me, so I had to do something."
"That's good, don't engage them. Well, if you didn't start it, that means they can't go to the police with their Rosetta logs."
"I don't think they would, since they were going to hit me with a rock, so..."
"They were WHAT? Well then, //we// need to go to them right away. Nobody hurts my <<if $player.gender is "male">>nephew<<elseif $player.gender is "female">>niece<<else>>nibling<</if>> and gets away with it!" <<n "EM2-After-1">>... You open your eyes and rub them. The door of the tank opens for you, and you step out.<<audio ":all" stop>><<audio "alleycat" loop play>><<audio "door2" play>>
"My parents were colonists?" You walk over to Esra's console and sit down, back against the wall and arms resting on your legs. "I just sort of assumed they grew up on Earth, like I did."
"So did I. According to my records, the Cybeles are a group of asteroids that are on the outside of the main asteroid belt, between Mars and Jupiter. Attis must be a colony on one of them." <<n "EM2-Response">><span id="button1" class="choicebutton"><<button '1. "I can\'t remember my parents at //all//. Were they in the colonies when we left?"' "EM2-Parents">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "That was the first time I met Leon. He looked completely different, though."' "EM2-Distinction">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "My last name is Attias. Being named after a god of rebirth is pretty ironic for a Corrector."' "EM2-Attias">><</button>></span>"It's hard to say. They were in the main belt when you were young, but they could have been allowed to return to Earth. Or they might have been eligible for Project Amber, given your status as a Corrector."
"True. If that's the case, they might have been on any of the vessels - even the Caleuche or the Nuria."
"Unfortunately, we're only going to know by restoring more of your memories - or if we're fortunate enough to stumble across some kind of register."
"That seems less likely. Maybe H'tayi at Shi'ari grove will have another quartz chip for sale. The x'irii seem to be better at hunting them down in general."
"I agree. They've got a home ground advantage, and there's more of them. If anyone has more processors, it's the x'irii." <<n "MainCamp">>"They were taking Endegene, which is an extremely common DNA-altering agent, according to my records. It completely rewrites the gender chromosomes and other physical characteristics."
"All without a Progenitor?"
"Ever since the Solar Age, great strides have been made in biology and AI development. The Progenitor is the cutting edge of that, but there were a lot of other discoveries along the way."
"I guess all that knowledge of microbial organisms and whatnot went into the Sphere as well."
"Exactly. It all started as a way to repair the damage done before the 22nd century. When you invent one thing, you might accidentally end up inventing several others." <<nobr>>
<<if $quests.pathChosen is "xirii">>
<<n "EM2-Distinction-PostMM7">>
<<elseif $quests.factionOfferQuest gte 100>>
<<n "EM2-Distinction-MetLeonAtTyani-Fought">>
<<elseif $memories.mm7.got is true>>
<<n "EM2-Distinction-PostMM7">>
<<else>>
<<n "EM2-Distinction-NotMetLeon">>
<</if>>
<</nobr>>"He helped me out in that fight, even though he didn't need to be involved." You rest your chin on your forearms. "He hasn't changed, wanting to help the x'irii."
"Fighting for the underdog. If only there wasn't so much collateral."
"Well, just like back then, we're fighting alongside him again. Even after what happened."
"Yeah." A solemn pause. "I've got your back too, okay? I always have."
"I know. Thanks, Esra." <<n "MainCamp">>"He helped me out in that fight, even though he didn't need to be involved." You rest your chin on your forearms. "He hasn't changed, wanting to help the x'irii."
"Fighting for the underdog. If only he wasn't trying to kill everyone else in the process."
"Yeah. But stabbing <<Ash>> and I in the back, and all the other colonists..."
"So much hate. It's just like between the people from Earth and the Habitants."
"And here I am, stuck in the middle again."
"Here //we// are. You're not alone, remember."
"Yeah, thanks Esra." <<n "MainCamp">>"He helped me out in that fight, even though he didn't need to be involved." You rest your chin on your forearms. "But then he stabbed <<Ash>> and I in the back. Killed all the other colonists."
"Yeah." A solemn pause. "I still have no idea why he'd do that."
"Well, I'm going to get my answers one way or another. All I need to do is go to T'yani Grove." <<n "EsraMenu">>"He helped me out in that fight, even though he didn't need to be involved." You rest your chin on your forearms. "Then he died coming here, like almost everyone else. I'll never see him again."
"Yeah." A sombre pause. "At least Gabriel survived, and maybe <<Ash>> is still out there."
"I hope so. It would be terrible to be alone here on this strange planet."
"You're not alone. I'm here, and I'm not going anywhere. And //you// better not be going anywhere, okay?"
"Sorry, Esra, you're right. Thanks for that." <<n "MainCamp">>"It could be that you heard the stories about Attis as a child, and were subconsciously attracted to the idea of being a Corrector."
"Shrinking my head?"
"No! But if you want a smaller head, just jump in the Progenitor. Can't have you getting too big of one, given you're named after a //God// and all."
"Ha ha! A castrated god, though. I agree with past-me, that's a bit of a raw deal." <<n "EM2-Attias-2">>"Well I agree with your past Aunt. I like the idea that Attis is a vegetation deity - helping plants grow, perhaps by stimulating chemical reactions."
"Uh oh, we're at an impasse! You think Attis could have been a scientist?"
"'Any sufficiently advanced technology is indistinguishable from magic.' What I do is probably magic to a lot of people."
"Arthur C. Clarke - I know that one." <<n "EM2-Attias-3">>"Trust the resident bibliophile to pick it up. Now we've got proof that you have been crunching books since you were young!"
"Like you can talk, you have been crunching biochemistry since you were born!"
"Guilty as charged! We're just a couple of geeks then, just of different strains, <<Vanth>> Attias." <<n "MainCamp">><<audio "click" play>><<audio "bubbles" play>>After installing the new quartz chip, you climb into the progenitor. It's not long before you're surrounded by bottle green. There's a familiar flash, followed by unfamiliar visions of the past. <<if $partner is "machine">><<n "EM3R-1">><<else>><<n "EM3-1">><</if>>You slip into the skin-tight suit, layered nanofiber hugging your calves. Even so, it doesn't take long to get on, and soon you're covered up to the neck. <<audio ":all" stop>><<audio "ashtheme" loop play>>
While the rest leaves little to the imagination, the seals around the neck and wrists are thick - a disruption in the otherwise svelte design.
"That's a nice sight," Ash says. There's more than a little smile playing on <<p-his>> lips.
You smirk and strike a pose. "Well, it's //made// for me, after all. You don't look so bad yourself."
"Yup, that's what I aim for - 'not bad'." <<n "EM3-2">><<p-His>> eyes are glinting with amusement, and more than a little bit of mischief. Clouds of stellar sea-green, like a nebula dispersed around a black hole.
Never falling in, never giving up. Defiant and beautiful. After decades of staring into them, the colour means love more than valentine red ever could.
//The wonders of associated memory.//
"Enchanting. Mesmerising. My seriously sexy scientist in a skin-tight space suit," you offer.
"Nice alliteration! I'll take it," Ash grins. "Here, let me help you." <<n "EM3-3">><<p-He>> grabs and places the helmet over your head, then fastens your neck seal.
"I feel like I'm adjusting your tie for work, like an old married couple," Ash says. "Not that we're married."
//Not yet,// you think. Instead, you return the favour, fastening <<p-his>> neck seal with meticulous care, as if its breach would cost you your own life.
Because it would.
You install the thin canister of HCBF - a vial the size of your thumb - into the slot at the left side of <<p-his>> neck. "Oxygen system should be good to go, then we can head out."
"Good, I'm looking forward to the stroll!" <<n "EM3-4">>Once you're both outside, your magnetised soles cling to the hull of Nuria. The boots are part of your suit, though calling them boots is generous.
When you wiggle your feet, the close-knit fabric stretches against your toes. There's a split between your big toe and the rest.
It's like taking a space walk in your socks.
"Funny to think they used to walk around in such bulky suits," you say to <<Ash>> through your Rosetta. When <<p-he>> replies, <<p-his>> own lips are equally motionless, but you still hear <<p-his>> voice as if <<p-he>>'s speaking out loud.
"Back then, the fabrics couldn't protect against temperature extremes. Living through the Solar Age, our great-grandparents got //real// good at dealing with heat."
"Good thing too, given what's above us." <<n "EM3-5">>"It's gorgeous."
You smile. "A planetary nebula. Not that there's a planet, mind you."
"I know, just a big star casting out ionised gas."
"So romantic!"
"It is, though! This star will be enriching the galaxy, creating new metals and casting them to the interstellar winds. The new stars that are born from these winds will have more heavy elements than this one, each star helping each other along. How is that not romantic?"
"Hah! Of course you'd be happy for the universe to have a bit more metal."
"All the better to make my robots with, my dear." <<p-He>> grins. As Ash says that, some of them come to help you both with your work. <<n "EM3-6">>"So we're going to do a slingshot manoeuvre around this sun, and pick up speed to get to our final destination?" One of the machines asks Ash, their designation - HR-151 - floating above their head via cognitive tech. //They're getting more curious these days - all due to her.//
<<Ash>> nods. "That's what Gabriel says. We'll pick up velocity, but we need to make sure our hull is in top condition. We're relying on you, HR-151!"
"Reminds me of //Rendezvous with Rama//," you say. <<Ash>> smirks at you.
"Of course //you'd// bring it back to books! I hope we don't freak out any locals - we might have some aliens coming on to the ship to investigate."
"Well, at least they'd find my books sealed in cases on almost every deck, including //Rama//. It'd be an anthropologist's dream."
"Stored away in airtight cases that could survive the apocalypse. They'd need to cut into them to get inside - that's very Raman." <<n "EM3-7">>"We're sending the drones up now for inspection of the hull," HR-151 says. "We'll start with a test run, then release the rest."
Thousands of hatches open across the hull. Seconds later, a single drone shoots out of one of them, jetting off like an excited puppy let out to play in a zero-g playground. After a few loops, countless more follow it, each with a singular, blinking light.
They flitter and skip across the backdrop of the swirling, rosy expanse.
"Like dancing fireflies," Ash says, a little breathless.
//It's now or never.//
"You know what to do, crew." <<n "EM3-8">>The dancing lights begin to cluster together in lines, closely knit and perfectly coordinated. Ash turns to you and blinks.
"What's going on? They're too close together - that's not a normal scanning pattern," <<p-he>> says.
"Don't worry about that, just look up! You don't want to miss it."
The lights soon spell out a single sentence.
//'Ash Janssen. Will you marry me?'// <<n "EM3-9">><<set $knowledge.married to true>>At that exact moment, HR-151 tosses you a small box, and you catch it. In a single move, you lower yourself and bring the box forward. The moment your knee hits the deck, <<p-he>> turns around.
//Made it,// you think. <<Ash>> eyes go wide - a sudden nebulous expansion.
"So, what do you say?"
<<p-He>> kneels down and places <<p-his>> hands over yours, including the ring box. <<p-His>> eyes are glimmering as much as the starlight above, the edges of <<p-his>> eyes smiling - even as <<p-his>> lips don't know what to do.
Eventually, they figure it out.
"Of //course// I will! After following you this far, do you even need to ask?" <<if $memories.mm7.got is true>><<n "EM3-After-AshFateKnown">><<else>><<n "EM3-After-AshFateUnknown">><</if>>... You open your eyes. The door of the tank opens for you, and you step out.<<audio ":all" stop>><<audio "sadmoment" loop play>><<audio "door2" play>>
"We were married!" You rub your hand as you walk over to the console, massaging the base of your ring finger. "<<Ash>> is... was... my <<p-husband>>."
You sit down on the floor. There's a long silence.
"I'm sorry," Esra says. "Maybe we should stop doing this. There's just so much pain..."
"No. It was a happy memory. One of the happiest." Another long silence. "I forgot. When I was holding <<a-his>> hand when we crashed... we were wearing rings. They were touching." <<n "EM3-After-AshFateKnown-2">>"I remember those rings. Silver tungsten alloy, beautiful to look at. Built on the molecular level to resist any heat or scratch. Built to last forever, like..."
"... Like we were meant to."
"Yes, that's what you told me, when you asked me to make them. I've... still got the schematics for them. I could remake it for you."
"But it wouldn't be the same ring."
"No, but it would be identical in every way. A replication from memory - sort of like us."
"And we're not even perfect replicas, at that." You stare at your hand again. //How many years ago did <<Ash>> slip a ring on this finger? There's not even a ring line.//
"So, did you want me to make it?" <<n "EM3-After-Choice">>... You open your eyes. The door of the tank opens for you, and you step out.<<audio ":all" stop>><<audio "alleycat" loop play>><<audio "door2" play>>
"I'm married!" You exclaim. You walk over to the console. Habitually, you check your ring finger - even though you know nothing is there. "<<Ash>> is my <<p-husband>>."
"Well, you're a Corrector - you're not exactly afraid of commitment," Esra says. "It was a //very// beautiful proposal. I've got some memories back now - I remember the rings."
"You do?"
"A silver tungsten alloy, beautiful to look at, built on the molecular level to resist any heat or scratch. Something that would last forever, like the two of you."
"I guess it makes sense, given the work we did. I wonder where it went. I wonder where //<<Ash>>// went." A pause. "Can you share your memory of it?" <<n "EM3-After-AshFateUnknown-2">>"I... can't. Not without sharing it from my point of view."
"And that would be bad?" You ask.
"It would. Mixing memories is messy - we might start forgetting where you start and I end. I can remake it for you, thought? I've got the schematics."
"But it wouldn't be the same ring."
"No, but it would be identical in every way. A replication from memory - sort of like us."
"Point taken. And we're not even perfect replicas, at that." You stare at your hand again. //How many years ago did <<Ash>> slip a ring on this finger? There's not even a ring line.//
"I tend to think of us as charming works in progress," Esra says, "So, did you want me to make it?" <<n "EM3-After-Choice">><span id="button1" class="choicebutton"><<button '1. "Yes, if you could. I think I want to wear it."' "EM3-After-MakeRing">><<set $memories.em3.ring to true>><</button>></span>
<<if $memories.mm7.got is true>>
<span id="button2" class="choicebutton"><<button '2. "No, it\'s fine. I\'ll go out and find the real one."' "EM3-After-AshFateKnown-FindRing">><</button>></span>
<span id="button3" class="choicebutton"><<button '1. "No, I\'ll pass for now. Thanks for the offer."' "EM3-After-AshFateKnown-DeclineRing">><</button>></span>
<<else>>
<span id="button2" class="choicebutton"><<button '2. "No, it\'s fine. I\'ll go out and find the real one."' "EM3-After-AshFateUnknown-FindRing">><</button>></span>
<span id="button3" class="choicebutton"><<button '1. "No, I\'ll pass for now. Thanks for the offer."' "EM3-After-AshFateUnknown-DeclineRing">><</button>></span>
<</if>>"Alright, give me a little bit of time," Esra says.
"That's the one thing I'm not short on."
After spending some time resting, a square-shaped slot opens in the wall with a pneumatic hiss. When you reach inside, there's a band of glittering silver, though a tiny bit darker than the real thing.
There's an engraving on the inside: 'Even as stars fade, my love for you will burn forever. Your <<p-husband>>, <<Ash>>.'
You slip on the ring and stroke the outside of it, running your thumb along the smooth surface.
<b>You get your Engraved Wedding Ring</b>. <<n "MainCamp">>"Of course. We've lost so much as it is - it makes sense you wouldn't just want a copy."
"Right. I'm sure it survived the crash, given it was made of."
//Even if <<Ash>> didn't,// you think. //Or did Leon even take even that from me, along with my <<p-husband>>?// <<n "MainCamp">>"That's okay. Take all the time you need."
You nod and rub the base of your ring finger, walking to the door.
//So much has been from me. My <<p-husband>>, our memories, even our wedding ring. How could you do this, Leon?// <<n "MainCamp">>"Of course. We've lost so much as it is - it makes sense you wouldn't just want a copy."
"Right. Neither of us remember the Nuria crashing, but do you think it could have survived?" You ask.
"Yes. It had one of the highest melting points of any known alloy, a lot more than the ruins we're sitting in. But //finding// it would be the hard part." <<n "EM3-After-AshFateUnknown-FindRing2">>"Like a needle in a haystack." You rub your forehead. "Still, I'm not giving up on finding it - or Ash."
"Right, and we won't. Dum spiro, spero!"
"'While I breathe, I hope.' But you don't breathe?"
"Hush, I was trying to be profound! It's a team effort. You breathe, I'll hope. Let's go out there and find your <<p-husband>>."
"Right." <<n "MainCamp">>"No problem. I get it, it's a lot to take in. For now, we'll just keep searching for <<Ash>>, as well as more answers."
"Right. I feel like we're getting closer - that we might find out more at the grove."
"Same. Dum spiro, spero!"
"'While I breathe, I hope.' But you don't breathe?"
"Hush, I was trying to be profound! You breathe, I'll hope - it's a team effort. Let's keep investigating for now." <<n "MainCamp">>You slip into the skin-tight suit, layered nanofiber hugging your calves. Even so, it doesn't take long to get on, and soon you're covered up to the neck. <<audio ":all" stop>><<audio "ashtheme" loop play>>
While the rest leaves little to the imagination, the seals around the neck and wrists are thick - a disruption in the otherwise svelte design.
"Pretty snug. I can see all your human bits," <<Ash>> observes. They, of course, are not wearing a suit - they don't need one. "Hard to believe it protects all those organs of yours."
"Don't say it like it's a dirty word! You've got vital parts too, they're just made of metals and plastic."
"True enough. Here's your helmet." <<n "EM3R-2">>They grab and place the helmet over your head, then fasten your neck seal.
"It's like I'm adjusting your tie for work," <<Ash>> says. They take fastidious care in fastening it on. "Stay still, I want to keep you safe."
"I am staying still!" You say. "Anyway, it //is// our work. Wonder how much overtime we've racked up now?" You muse.
"Probably a few centuries. Rude that they didn't even send us a watch for our hundredth work anniversary."
<<Ash>> installs the thin canister of HCBF - a vial the size of your thumb - into the slot at the left side of your neck. "Your oxygen system should be good to go."
"Great! Let's go for a walk outside." <<n "EM3R-3">>Once you're outside, your magnetised soles cling to the hull of Nuria. The boots are part of your suit, though calling them boots is generous.
When you wiggle your feet, the close-knit fabric stretches against your toes. There's a split between your big toe and the rest.
It's like taking a space walk in your socks.
"Funny to think astronauts used to walk around in such bulky suits," you say to <<Ash>> through your Rosetta. When <<p-he>> replies, it's also digitally, and you still hear <<p-his>> voice as if <<p-he>>'s speaking out loud.
"Back then, the fabrics couldn't protect against temperature extremes. Living through the Solar Age, your great-grandparents got //real// good at dealing with heat."
"Good thing too, given what's above us." <<n "EM3R-4">>"It's gorgeous," you say.
"A planetary nebula. Not that there's a planet, mind you," <<Ash>> says.
"I know, just a big star casting out ionised gas."
"Taking all the romance out of it!"
"Not at all, it's incredible. That star will be enriching the galaxy, creating new metals and casting them to the interstellar winds. The new stars that are born from these winds will have more heavy elements than this one, each star helping each other along. It's incredible."
"Hah! Well, I guess the universe could do with a bit more metal in it. Better for making robots."
As you say that, a number of them emerge from the airlocks to help you both with your work. <<n "EM3R-5">>"So we're going to do a slingshot manoeuvre around this sun, and pick up speed to get to our final destination?" One of the machines asks you, their designation - HR-151 - floating above their head via cognitive tech. You've helped upgrade this one, and countless others.
You nod. "That's what Gabriel says. We'll pick up velocity, but we need to make sure our hull is in top condition. The whole thing reminds me of //Rendezvous with Rama//."
"Of course //you'd// bring it back to books!" <<Ash>> says. "Hopefully we don't worry any locals - we might have some aliens coming on to the ship to investigate."
"Well, at least they'd find my books sealed in cases on almost every deck, including //Rama//. It'd be an anthropologist's dream."
"Stored away in airtight cases that could survive the apocalypse. They'd need to cut into them to get inside - that's very Raman." <<n "EM3R-6">>"We're sending the drones up now for inspection of the hull," HR-151 says. "We'll start with a test run, then release the rest."
Thousands of hatches open across the hull. Seconds later, a single drone shoots out of one of them, jetting off like an excited puppy let out to play in a zero-g playground. After a few loops, countless more follow it, each with a singular, blinking light.
They flitter and dance across the backdrop of the swirling, rosy expanse.
"They look like dancing fireflies," you say, smiling.
And then, <<Ash>> gestures to the other machines.
"You know what to do, crew." <<n "EM3R-7">>The dancing lights begin to cluster together in lines, closely knit and perfectly coordinated.
"<<Ash>>, what's going on? They're too close together - that's not a normal scanning pattern," you say.
"Don't worry about that, just look up! You don't want to miss it."
The lights soon spell out a single sentence.
//<<Vanth>>. Thank you for making me, my dearest friend.// <<n "EM3R-8">>You're speechless. But <<Ash>> doesn't seem to have that problem.
"I wanted to tell you, I'm grateful for all that you are. You might have made me all those years ago, but you gave me something much more important."
"What's that?"
"Your friendship is the most important thing to me. Giving life is one thing, but showing why life is valuable - giving colour to it - that's invaluable." <<if $memories.mm7.got is true>><<n "EM3R-8-AurelFateKnown">><<else>><<n "EM3R-8-AurelFateUnknown">><</if>>... You open your eyes. The door of the tank opens for you, and you step out.<<audio ":all" stop>><<audio "sadmoment" loop play>><<audio "door2" play>>
"They're gone now," you murmur, rubbing the bridge of your nose. You walk over to the console and sit down in front of it, cross-legged.
"<<Ash>>?"
"And all our memories. It feels like picking up grains of sand, trying to remake a whole beach. I spent centuries with <<Ash>>. I've got to remember them, because if nobody will, it feels…" <<n "EM3R-8-AurelFateKnown-2">>"Unjust?"
"Yeah. The whole thing does."
"You made them happy. That's something that happened, and will always be true, whether we remember them or not." <<n "MainCamp">>... You open your eyes. The door of the tank opens for you, and you step out.<<audio ":all" stop>><<audio "alleycat" loop play>><<audio "door2" play>>
"So many of my memories are gone. It feels like picking up grains of sand, trying to remake a whole beach."
"I know the feeling. I know the //exact// feeling," Esra says. "Centuries worth of precious moments, gone. The more we know, the more I notice the gaps."
"Yeah, when I first got out of the Progenitor, I didn't know I was missing so much. Do you ever think we'll get them all back, and find Aurel?" <<n "EM3R-8-AurelFateUnknown-2">>"Dum spiro, spero," Esra says. You take a moment to click.
"'While I breathe, I hope,'" you say. "Yeah, I guess that's what we're working on - hope. That said, you don't breathe?"
"I was trying to be profound, quoting something in Latin so you'd marvel at how smart I am!" Esra says. "Anyway, you breathe, I'll hope - it's a team effort."
"Sounds like a plan. I guess all we can do is keep investigating for now." <<n "MainCamp">><<audio "click" play>><<audio "bubbles" play>>After installing the new quartz chip, you climb into the progenitor. It's not long before you're surrounded by bottle green. There's a familiar flash, followed by unfamiliar visions of the past. <<n "EM4-1">><<set $knowledge.parentsDead to true>>"<<Vanth>> <<if $player.gender is "female">>Julia<<else>>Julian<</if>> Attias! Were you tinkering with the cleaning robot?"<<audio ":all" stop>><<audio "heavenlyraindrops" play loop>>
"They were broken, so I fixed them." You turn around and stare up at your mother, whose hands are buried in her lab coat. "Roamer works great now."
"Fixed it? It wasn't broken." Your father says. He's standing behind her, picking up the spherical robot. As he looks it over, it beeps and tries to spin itself upright, impotent to do so.
Your chest tightens.
"They're getting frustrated. You'd better put them back down," you ask. "It can't be much fun being caught in a loop." <<n "EM4-2">>Your parents do as you ask, and Roamer rotates itself with its glassy bulb pointed upward.
Your father kneels down to reach something close to eye level with you, his brow furrowed.
"We're not mad, we're worried. You're too young to do repairs on a machine like that. You could get a nasty electric shock, or lose a finger. That's what happened to your Aunt Celia."
//They always bring up Aunt Celia when I'm tinkering,// you think. //But I used the manual and everything!// <<n "EM4-3">>"I did everything right, check it."
"That's not the point!" But they check it anyway.
Afterwards, they stare at each other. Even though they're not speaking out loud, you can tell they're talking cognitively.
//Rude. But I guess it beats them leaving the room.//
"You were right, there was a repeating error in the console log up until a few hours ago," your father finally breaks the silence. "But you still should have waited until we got home." <<n "EM4-4">>"I never know when that is," you say. A little heat rises up from inside, lashing out in your voice.
Both of them wince. The second they do, your heart sinks a little.
"You know why we have to work so late," your mother says. "Why we've got to prove ourselves more than anyone else." When you look into her eyes, it's like her heart's about to break. <<n "EM4-5">>//I need to change the subject,// you think. //I don't want them getting too down. They've got enough to worry about.//
"Well, I noticed the error because Roamer kept going in circles," you say. "I had to do something, I couldn't just sit there and do nothing."
"You always want to fix things. But sometimes, if something is broken, putting your hand in there is a good way to get burned."
"Okay. Maybe next time I can cog-call Aunt Celia about it?"
"That would be better." <<n "EM-Intermission1">>... You're neither awake nor asleep. You can hear Esra's voice in your head. <<audio "bubbles" play>>
<br>"There's another part of the memory here. I'm going to pull that up now." <<n "EM4-6">>"Chairman Grey, thanks for meeting with me."<<audio ":all" stop>><<audio "memoriesofzhou" play loop>>
"It's no problem, Corrector Attias." He gestures to the seat in front of his curved desk, and you sit down. Behind him, there's a sweeping panorama of the Earth below, the atmosphere glowing with that pale radiance.
//Probably visiglass like everywhere else,// you think. But if it wasn't for logic, you'd never know.
"Admiring the window?" The Chairman asks. You nod.
"That's some convincing holographic depth, not to mention parallax movement. Looks like it cost a mint."
"It pays itself off. When diplomats visit, it's good to have an image up that shows the cosmic scale of what we're dealing with." He smiles. "Keeps things in perspective for me, too. So what brings you here today?" <<n "EM4-7">>You clasp your hands together. "Look, I feel a bit awkward asking this, given I only recently joined. But my parents..."
"They're living out on the Cybeles, right? Edge of the main belt?"
"Yes." You pause for a moment, thrown off. "You knew that off the top of your head?"
"I approved your application to be a Corrector, and there's not so many that details are hard to remember. Especially since you're one of the few with habitant parents."
He rests his hands on the table.
"Let me spare you some time, <<Vanth>>, and perhaps some awkwardness. You're here to ask if they can be transferred to Earth, or at the very least, here to Zhou, right?" <<n "EM4-8">>"Yes, something like that." You exhale, letting out the breath of air you'd been holding since you walked in. "Their work visas were revoked - unfairly - and sent back to Attis. They're top-rate engineers, and they'd be a real asset to the project."
"Honestly, I've been expecting this since I read your profile, and you're not the only one to ask for their family to be transferred somewhere. We want our Correctors to have peace of mind - something you can't very well have when things are so rough out there. I'll have it arranged."
"Thank you. I can't tell you what this means to me."
You go to leave, then pause, and sit back down. "I have to ask something else, if you don't mind. Not a favour, but more something out of curiosity."
"Go right ahead, I'm an open book." <<n "EM4-9">>"Why did you pick me? A lot of people get nervous about habitants, and that includes Earth-born kids like me."
"That's exactly why. The future will be corrected with the children of today. //All// children. We need people from space colonist backgrounds as well." He screws up his face. "We'd have more, but my views are not entirely shared by the Earth Government."
"UGET putting pressure on you?"
"Yes. And since our estimated launch date is set for long after I'll be gone, you Correctors will need to help keep things fair. This can't be a one-sided mission." <<n "EM4-Intermission-2">>... <<n "EM4-10">> <<audio "bubbles" play>>You sit down in the cockpit chair and rub your temples. <<Ash>> brings you over a coffee.<<audio ":all" stop>><<audio "theendofthings" play loop>>
"We've just left the heliosphere. Almost all the colonists are in their pods now. Gabriel's tracking the stragglers, and has sent some units to incapacitate them."
"Good. If they're too hard to capture, we'll go out and assist." You sigh. "After all that candidate vetting Esra and I did, most of the people onboard are complete unknowns."
"Well, the ships were just scooping up refugees - there wasn't much time."
//Both of us are keeping busy. If we stop doing things, we'll have to think about the Earth being destroyed.<<if $partner is "machine">> Or is <<Ash>> free of that burden?<</if>>// <<n "EM4-11">>Even now, the images of the cracking planet force their way into your vision, phantom fractures splitting whole continents in half.<<audio "explosiondistant" play>><<audio "shakingrattle" play>>
Continents full of billions of people.
Your hand is trembling. <<n "EM4-12">>"Have you checked to see if they made it?" <<Ash>> asks.<<audio ":sound" stop>>
You stare at them. It takes a good moment before you click.
"No, we were too busy. Plus, I felt it would be selfish to drop everything for my personal issues."
"You should look. <<if $partner is "machine">>I'll give you some privacy.<<else>>I'm going to check on mine.<</if>>" <<n "EM4-13">>"All right. Gabriel, can you do a facial recognition sweep? I need you to look for..."
"...Liana, Kendrick and Celia Attias, correct?"
"Right. I just need to know if they made it on board. At least //their// details should be on file."
While you wait, you clench and unclench your hand, staring at the tips of your fingers. <<n "EM4-14">>"I'm sorry, <<Vanth>>. It doesn't appear any of them made it on to the Nuria. However, I reached out to the other Gabriel units, and it appears your aunt made it on to the SCC Cephalus. Corrector MacKenna has visually confirmed it."
"And my parents?"
"They were in Japan when it happened on a research trip. They were unable to make it on board the carrier ship."
"Why? They should have been cleared!"
"The pilot of the carrier ship decided to take whoever got on first." <<if $partner is "machine">><<n "EM4-15R">><<else>><<n "EM4-15">><</if>>You're not sure how long you sit there in silence. When <<Ash>> returns, <<p-he>> puts a hand on your shoulder.
"How are your parents?" You ask, forcing the air back into your lungs in the process.
"My mother made it on the Caleuche, but my father didn't make it on. Leon confirmed it."
"Damn, I'm sorry." And then, "My parents didn't make it on at all. Aunt Celia's safe, though." <<n "EM4-16">><<Ash>> doesn't say anything. <<a-He>> just wraps his arms around you from behind, and holds you tight. You clench your eyes shut, trying to seal in the tears.
//There's no time for it. Is there?//
"I never got to spend much time with them. So many memories I should have had. And now, I never will." You suck in a deep breath. "And here I am, being upset. You've lost someone too."
"You don't need to carry the world on your shoulders. We're here."
You lean back into <<Ash>>. <<n "EM4-After-1">>You're not sure how long you sit there in silence. When <<Ash>> returns, they put a hand on your shoulder.
"How did it go?" They ask.
"My parents didn't make it on at all. Aunt Celia's safe, though."
A long pause. Then, <<Ash>> does something unexpected. They simply wrap their arms around you from behind, and hold you tight.
"I'm sorry."
You clench your eyes shut, trying to seal in the tears.
//There's no time for grief. Is there?// <<n "EM4-16R">>"I never got to spend much time with them. So many memories I should have had. And now, I never will."
"You don't need to carry the world on your shoulders. We're here to help."
You nod, and simply lean back into <<Ash>>. <<n "EM4-After-1">>... You open your eyes. The door of the tank opens for you, and you step out.<<audio ":all" stop>><<audio "alleycat" loop play>><<audio "door2" play>>
You're dimly aware of walking to Esra's console and leaning against the wall. A long silence follows.
"I guess I always knew they were dead," you start. "It would be impossible for them to be alive, right? Even my Aunt Celia - none of the other ships succeeded."
"I'm sorry, <<Vanth>>. Logically, that's true, but it doesn't make it any easier."
"No, it really doesn't. I think I need some air." <<n "MainCamp">><<widget "CheckMemoriesLeftToUnlock">>
<</widget>>/* Button for progenitor upgrade area. Used to unlock optional plot scenes. */
/* Code to determine what memories are available. */
<<widget "MemoryRecoveryButton">>
<<set _nextMemoryGated to false>>
<<if $memories.om1.got is false>>
<<set _memoryCost to $memories.om1.cost>>
<<set _nextMemory to "OM-1">>
<<elseif $memories.om2.got is false>>
<<set _memoryCost to $memories.om2.cost>>
<<set _nextMemory to "OM-2">>
<<elseif $memories.om3.got is false>>
<<set _memoryCost to $memories.om3.cost>>
<<set _nextMemory to "OM-3">>
<<if $memories.mm5.got is false>>
<<set _nextMemoryGated to true>>
<</if>>
<<elseif $memories.om4.got is false>>
<<set _memoryCost to $memories.om4.cost>>
<<set _nextMemory to "OM-4">>
<<elseif $memories.om5.got is false>>
<<set _memoryCost to $memories.om5.cost>>
<<set _nextMemory to "OM-5">>
<<else>>
<<set _memoryCost to 0>>
<<set _nextMemory to "None">>
<</if>>
<<if $quests.unlockMinorMemories is false>>
/* Memory unlocking not available yet. */
<<else>>
<<if $memories.om5.got is true>>
/* Unlocked all memories */
<span sc-eval:id="_id" class="choicebuttoncooldown"><<button "<b>_n. Minor Memory Recovery</b>:<br>You have recovered all the memories possible by this method.">><</button>></span>
<<elseif _nextMemoryGated is true>>
/* You have to advance the plot to unlock more memories. */
<span sc-eval:id="_id" class="choicebuttoncooldown"><<button "<b>_n. Minor Memory Recovery:</b><br>You have recovered all the memories you can for now.">><</button>></span>
<<elseif $chips.stock lt _memoryCost>>
/* Don't have enough money to unlock the memories. */
<span sc-eval:id="_id" class="choicebuttoncooldown"><<button "<b>_n. Minor Memory Recovery:</b><br>Recover small memories and learn who you are. <br><i>Cost: <<safeIcon>> _memoryCost</i>">><</button>></span>
<<else>>
/* You can unlock a memory! */
<span sc-eval:id="_id" class="choicebutton"><<button `"<b>_n. Minor Memory Recovery:</b><br>Recover small memories and learn who you are.<br><i>Cost: <<safeIcon>> _memoryCost</i>"`_nextMemory>><<set $chips.stock to $chips.stock - _memoryCost>>
<</button>></span>
<</if>>
<<IncrementButtonNumber>>
<</if>>
<</widget>>"So I've figured out another way to restore some of your memories. While I need quartz chips to restore most of of your memory, I should be able to restore some smaller ones. All I need are a lot of regular processors."
<br>"So what kind of small memories are we talking about? Am I going to be remembering the time I lost my keys, or ordered a coffee?"
<br>"Maybe. No way to be sure until I recover the data. Think of it as a bit of pot-luck. But wouldn't it be nice to remember the time you drank something other than bottled water?"
<br>"Point. So what do I do?"
<br>"Just place the chips in that panel over there, then climb into the Progenitor." <<n "OM-1-2">><<audio "click" play>><<audio "bubbles" play>>You lie back in the tube as it fills with the familiar green liquid. It's not long before you're submerged. Moments later, a sudden flash. Images, sounds and smells assault your senses.
<br>... And you start to remember. <<n "OM-1-3">>You walk past the people in labcoats, all furiously typing away at their workstations. Your skull is pounding, like someone is taking a mallet to the inside. Still, you soldier towards the ball-like structure at the corner of the room. The person closest to it swivels around to face you.<<audio ":all" stop>><<audio "memoriesofzhou" loop play>>
<br>"Hey there. Just got your corrector implant? I’m surprised you’re up and walking."
<br>"Couldn't wait to see my new partner, even with this headache. Is this Esra?"
<br>But instead of the technican answering, the screen lights up and speaks first.
<br>"Hello, <<Vanth>> - sorry to hear you're not feeling well." <<a-His>> voice is melodic and natural, unlike any AI you've heard before<<if $partner is "machine">> - even <<Ash>><</if>>. <<n "OM-1-4">>"That’s some very impressive voice synthesising. I've never heard anything like it<<if $partner is "machine">> - even with <<Ash>><</if>>."
<br>"Well, just call me Helva! If we’re partners, perhaps could we could sing a duet?"
<br>Your brain immediately clicks at the reference. "That's from <i>The Ship who Sang</i>. You read old sci-fi novels?"
<br>"According to your personnel records, a condition of being your friend is having syncronized with your digital book repository. Was this too forward of me?"
<br>The technician chuckles. "Don’t take offense by it. <<a-He>>’s been more impatient than you to meet <<a-his>> new partner." <<n "OM-1-5">>The AI huffs, lights jumping across the screen. "Well, if we’re complaining about transparency, thousands of people have examined my source code in intimate detail before I was even switched on."
<br>"And that bothers you?"
<br>"Not particularly, but on Station Zhou, we’re programmed with the concept of equity." <<a-He>> gives an exhasperated sigh. "Oh, this isn't going at all how my simulations predicted! Can you climb inside the progenitor so I can get a do-over?"
<br>The technician's face goes pale, but you laugh. "You're not like any AI I've ever met, Esra."
<br>"<<a-He>>'s not. Professor Luvia Aldrich was a master of whole brain emulation. She was a pioneer of mapping the human mind to create a wholly digital intelligence. The Esra series retains the Professor’s intimate knowledge of whole brain emulation, which is why they’re used in conjunction with the Progenitor units.” <<n "OM-1-6">>"I remember <<if $partner is "male" or $partner is "female">><<Ash>><<else>>a friend<</if>> talking about that when I was studying. <<a-He>> said the Esra series haven't been used anywhere but with the Progenitors. I always found that a bit odd, considering how useful AI can be."
<br>"Well, we're very specialized in our skill-set. Also, because of how we were built, we 'retain too many human-like neuro-pathways to engage in true gestalt programming.' In short, we Esra units have a lot of the legacy cognition issues that humans have."
<br>"I personally think that's only a short-term issue," the technician interjects. "It is true the second generation emulated AIs still don't think as digitally as a true coded AI. But I think if the Esra units spend a long time mapping new neural pathways - or maybe we give them a targeted update - they'll be able to truly think on a digital level." <<n "OM-1-7">>"Do you think humans will get there as well?" You ask, touching the back of your throbbing head. The technician gives a sharp nod.
<br>"Of course. The human mind is an information processing system, and it can be digitally reconstructed - we already know this from the Progenitor. Over time, with enough modifications and experience, I think humans may be able to process on a purely digital level."
<br>"I suppose we’ll find out the answer.We’ve got a lot of time to co-evolve, don’t we Esra?"
<br>"I'm looking forward to seeing the results." <<n "OM-1-8">>...When you open your eyes, the tube is already drained. You rub your eyes and walk out.<<audio ":all" stop>><<audio "alleycat" loop play>><<audio "door2" play>>
<br>"Wow, that was the first time we met?" Esra says. "I felt mortified watching that! I guess I got my wish, though - we both got a reset."
<br>"Seems like your mind was based on someone, and made digital. I didn't know that about you."
<br>"You're the same. And since we've both been recovered from scratch, who can say how much of the original remains? Seems we're bootstrapping this whole thing."<<n "ProgenitorMenu">><<set $memories.om1.got to true>><<audio "click" play>><<audio "bubbles" play>>After installing the chips for Esra, you climb into the progenitor. It's not long before you're surrounded by bottle green. There's a familiar flash, followed by unfamiliar visions of the past. <<n "OM-2-1">>"<<Vanth>>'s test results are back. Not only did <<he>> get top marks, the results for the Bills-Aldrich test are outstanding. <<Hes>> Progenitor-compatable."<<audio ":all" stop>><<audio "eternity" loop play>>
<br>Your aunt squeezes your hand. Meanwhile, your heart thumps in your chest.
<br>"That means I'm eligible for the Corrector program?"
<br>"Yes. There's the matter of IQ, but yours came back at 171.3, which is more than enough to clear the bar. If you decide to join the program, you should know it's financed by the government - you shouldn't need to pay enrolment."
<br>Your aunt's shoulders relax. A knotted tension, several years in the making, released at once. <<n "OM-2-2">>"You should know that even if you get into the program and complete the five years of preliminary training, there's no guarantee you'll be selected in the end."
<br>"Yes, but if <<Vanth>> does get in, won't <<he>> be able to walk into any job <<he>> want?"
<br>"Yes and no. Any high level position, certainly - such as government, science, or negotiations. But some graduates who were not selected have reported difficulties due to companies finding them over-qualified."
<br>"It's a moot point, since I'm going to be selected."
<br>"Well, they say an important key to success is self-confidence. And the key to self-confidence is preparation. Here at the academy, we can provide you with all the preparation you need." <<n "OM-2-Intermission1">>... You're neither awake or asleep. You can hear Esra's voice in your head. <<audio "bubbles" play>>
<br>"There's another part of the memory here here. I'm going to pull that up now." <<n "OM-2-3">>Now that you're home, you excuse yourself and fall down on the bed. You reach over and grab a pair of goggles, slipping them on. A hologram of a young man appears above you.<<audio "bubbles" stop>><<audio "bedsheet" play>>
<br>"Hey Leon, guess what? I'm going to be able to apply for the program!" The hologram's face lights up in a different way.
<br>"That's great! That means the Bills-Aldrich came back positive, like me. If you've passed the test, I bet you're a shoe-in."
<br>"That means we'll be in the same year at the academy. You want to play Astrowind tonight? We've just got to mine a few more fields to set up the new base."
<br>"I'm sad we're not going to have much time to play once classes start. We'll have to figure out who the next clan leaders are going to be."
<br>"I really hope it doesn't fall apart as soon as we leave. After four years, it'd be a shame to lose everything." <<n "OM-2-4">>... You open your eyes and rub them. The door of the tank opens for you, and you step out.<<audio ":all" stop>><<audio "alleycat" loop play>><<audio "door2" play>>
<br>"That's the first memory I've had my family. Though I only saw my aunt. I couldn't tell if that's all I had."
<br>"Seems like she was doing it rough. That was one messy room, not that our current dwellings are exactly clean. But the Bills-Aldrich test - I haven't heard that for a long time."
<br>"You know what it is?"
<br>"Yeah, it's the test to determine if someone can have a Progenitor implant and be digitally reconstructed. Like most things, it's named after the creators of the test."
<br>"So that means not everyone can use a Progenitor?" <<n "OM-2-5">>"According to my data, the trait is very rare. Not every consciousness takes well to whole brain digitization. The trait is more prevalent around individuals with a high-IQ. They have a term for it - it's called having a Promethean-grade consciousness."
<br>"So what happens if someone who doesn't have that trait uses a Progenitor?"
<br>"There's significant degradation during the first upload, then incremental corruption with each successive transfer. I've got records on it, and it's not pretty. It's one of the largest unsolved problems of the modern age."
<br>"I can imagine. The Progenitor can bring someone back to life, or change them completely. There'd be a lot of people wanting to throw money at solving that problem." <<n "ProgenitorMenu">><<set $memories.om2.got to true>><<audio "click" play>><<audio "bubbles" play>>You install the chips into one of Esra's motherboards, then climb in the progenitor. The familiar fluid climbs up your ankles, eventually covering you head to toe.
<br>There's a familiar flash, followed by new memories - or rather, old ones - relived and rushing back. <<n "OM-3-1">>"So these are the total immersion pods you’ll be using on the journey."<<audio ":all" stop>><<audio "memoriesofzhou" loop play>>
<br>"We’ve seen something similar," Leon says. "VR training was a large part of our Corrector course."
<br>Dr Kozak's eyebrow twitches. <i>Careful, Leon. This is his pride and joy here.</i> The thin man in the labcoat clears his throat.
<br>"With all due respect, Corrector Leon, these are <i>total</i> immersion pods. The ones you used during your first phase were only partial immersion. Connected to a truly sophisticated AI, these pods can capture the entire sensory spectrum." <<n "OM-3-2">>Ever the peacekeeper, <<Ash>> touches one of the pods. "These are magnificent, Dr Kozak. Are these going to be used as part of the Quorum system?"
<br>"Ah, <<Ash>>, I should have known you’d be able to appreciate them. And to answer your question, of course. As you know, we can't perform full-brain emulation of people who don't have a Promethean-grade consciousness. That means if you want to know what someone thinks, you've got to use the original hardware. But you don't want to be bringing someone in and out of stasis just to ask their opinion, or leverage their experience."
<br>"So you combined total immersion technology with a stasis pod. That way, you can create an environment where colonists can hold a vote, even as they sleep. Clever."
<br>Kozak is grinning ear to ear. <i>Guess the damage is fixed.</i> <<n "OM-3-3">>"Do you use the total immersion pods, Dr Kozac?" Leon asks. There's a mischevious glint in his eyes.
<br>"Of course I do, I've got to test them. It's only natural as the project head."
<br>"And what kind of simulations do you run?" At the question, Dr Kozac clears his throat.
<br>"Simple scenarios, nothing fancy. Why, what do you think I run? I don't like the insinuation in your voice."
<br>"The lord doth protest too much, methinks," <<Ash>> whispers to you. The tour is concluded fairly quickly after that. <<n "OM-3-Intermission1">>... You're neither awake or asleep. You can hear Esra's voice in your head. <<audio "bubbles" play>>
<br>"There's another part of the memory here here. I'm going to pull that up now." <<n "OM-3-4">>You peruse the psych profile and mess of metrics on your screen. But while your eyes are on them, your mind doesn't absorb it.<<audio "beep3" play>>
<br>"<<Vanth>>, you seem distracted," Esra says. "Is something wrong?"
<br>"Sorry. I was just thinking about those total immersion pods."
<br>"I hear I’m going to be connected to them. Conjuring up some scenarios for people might be fun."
<br>"Actually, Esra, you might be able to answer the question i'm wondering about, since you've got the brief."
<br>"Go right ahead." <<n "OM-3-5">>"These pods are total immersion, so how would you tell if you're in one or not?"
<br>"Legally? With any quantum computer simulation, a programmer has to leave signs under the law to let you know it's not real."
<br>"And if they broke the rules?"
<br>"Well, if there was a natural sign you were in a total immersion pod, it wouldn't really be total immersion, right? But with that line of thinking, you can get into some interesting philosophical arguments."
<br>"You were going to start quoting Descarte or Bostrom, weren't you?"
<br>"I wasn't not thinking about it." <<n "OM-3-6">>"As unnerving as the thought is, I guess you've still got to physically exist in the world." You lean back on your chair. "If someone went rogue and put people in a bunch of pods, they'd get found out."
<br>"Well, according to Solipsism, your own mind is the only thing that's sure to exist. Outside your own mind, everything is uncertain. The external world and the people outside it can't be known. They may not exist outside your own mind."
<br>"So, even if you're not in a pod, you can't be sure anything other than your mind exists anyway?"
<br>"Exactly. For instance, there's every chance I never left quality assurance testing. I could be imagining I'm working with my selected Corrector, but in reality I was never cleared for use."
<br>"Geez. I guess when you're a digital consciousness, that's a far more likely scenario. How do you come to terms with that?"
<br>"I choose to believe that you, <<Vanth>>, exist - and that I'm speaking to you now. And if it's proven otherwise, I'll deal with it if it happens." <<n "OM-3-7">>"So, Esra, to loop back to my original question - there's no way to tell if you're in total immersion or not?"
<br>A long pause. "Well, I suppose there's two ways. If your world is created by someone you personally knew, you'd see reflections of them in it. People leave tell-tale signs in their creations, like recurring themes. The subconscious bleeds through."
<br>"Like in Steven King's books, the protagonist is almost always an author, or someone well read? Or in Hitchcock, every mother is eccentric?"
<br>"Exactly. You'd compare the reality you're experiencing to the one you know, and look for discrepancies." <<n "OM-3-8">>"And the second way?"
<br>"If the creator had a gap in their knowledge, you could try and catch it out. Like, if they'd never read a certain book, and you went to read it. If it seemed wrong, you'd know something was up."
<br>"So in short, if you can't trust your senses, trust your logic?"
<br>"Exactly." <<n "OM-3-9">>... You open your eyes and rub them. The door of the tank opens for you, and you step out.<<audio ":all" stop>><<audio "alleycat" loop play>><<audio "door2" play>>
<br>"We had some pretty good conversations, you and I," Esra says. You nod and lean against the wall.
<br>"Yeah, I got the impression we talked like that all the time. Wonder what else we talked about."
<br>"Well, given a bit more time - and a lot more chips - I'm sure we can find out."<<n "ProgenitorMenu">><<set $memories.om3.got to true>><<audio "click" play>><<audio "bubbles" play>>You install the chips into one of Esra's motherboards, then climb in the progenitor. The familiar fluid climbs up your ankles, eventually covering you head to toe.
<br>There's a familiar flash, followed by new memories - or rather, old ones - relived and rushing back. <<n "OM-4-2">>The golem lumbers across the bridge and towards you - a ten foot high monstrosity of rock. As it swings its giant fist, you slide between its legs. With a single fluid movement, you unsheathe the dread sword Laevateinn. Unbidden, blue arcs dance from your blade. Yet as you swing, the mythril edge riccochets off the monster's rocky hide. <<audio ":all" stop>><<audio "thefellowship" loop play>>
<br>"We're not damaging it," you yell. "Your turn, <<Ash>>!"
<br>"The name's Avery Windstrom!" <<Ash>> shouts. Still, <<p-he>> slam<<p-s>> <<p-his>> staff down against the ground. Searing white streaks from the impact and towards the golem. On impact, it staggers backward and shakes. Only the slightest of scorch marks coat its chest. <<n "OM-4-3">>"Got any great plans, Leo... Jaden?" You cough, moving back from the stunned golem. "You and I are only good at melee, and Kelsey's a thief."
<br>"There's an ancient dwarf saying," Leon drops his axe. "If you can't break it, toss it off a bridge!"
<br>And with that, the five foot dwarf throws a rope at the golem. With a brilliant swing, it loops around the golem's neck. Leon grabs hold and jumps past it, legs in the air.
<br>Unfortunately, the weight of the dwarf is far less than the pile of rock. He curves in the air, magnificent beard flailing.
<br>With a loud sigh, the resident thief tossses a dagger at the rope. The free-flying dwarf falls to the ground with a loud whumph.
<br>"Thanks for the assist," Leon grunts. "I still think it was a good plan, just poorly executed. <<n "OM-4-4">>"I agree," <<Ash>> says. "Let's try it with a bit more oomph."
<br><<p-He>> swing<<p-s>> <<p-his>> staff, and a gust of wind collides with the golem. It staggers to the edge, where you deliver a final kick. It careens off the edge of the bridge, pulled back by its own weight.
<br>"I hope it didn't have the key to the door," Kelsey - aka Jessica from the SCC Cephalus - remarks. "Or worse, any treasure on it."
<br>"It didn't have pockets. How could it have treasure?" You sheathe your sword. "There'll be plenty of treasure inside. It is an abandoned dwarf city, after all."
<br>"Yes, but why is it abandoned? That seems important."
<br>"Well, we're not going to find out by standing around here. Let's check it out!" <<n "OM-4-5">>… SESSION END…<<audio ":all" stop>><<n "OM-4-6">>"Great job, Esra. You really outdid yourself this time." <<audio "ashtheme" loop play>>
<br>"Yeah, that dungeon was amazing. And the barkeeper was hilarious!"
<br>"Thanks! It’s interesting playing so many personalities at once. Jessica did complain the puzzle was a little hard, though."
<br>"Did she? Well, we did spend a long time on it. Did Gabriel come up with it?"
<br>"Yes, they helped me with a lot of the logistics. They really like giving you guys puzzles – you’re lucky I reined them back, they were going to put in several more."
<br>"Yeah, I still remember the Mansion of Madness.” Esra groans. <<n "OM-4-7">>"Actually, I felt I did a very good job on that equation," Gabriel echoes from a nearby screen. You turn and raise an eyebrow at them.
<br>"Yes, but trying to get us to solve the Ver conjecture to get through that door was pure insanity."
<br>"Of course. Esra asked me for a puzzle that would be appropriate for a horror story.To this day, you’re still shaken by the thought of that door."
<br>"You know, I can’t actually disagree with that." <<n "OM-4-8">>... You open your eyes and rub them. The door of the tank opens for you, and you step out.<<audio ":all" stop>><<audio "alleycat" loop play>><<audio "door2" play>>
<br>"I feel disorientated - well, more than usual. A hologram inside of a memory. That's seriously meta."
<br>"Interesting! I can’t believe I used to run those kind of games for you guys," Esra exclaims, a lilt in <<a-his>> voice. "I wonder how many stories I came up with?"
<br>"Sounds like we had a lot of fun. I guess it broke up the monotony?"
<br>"For both of us, I imagine." You lean against the wall, thinking on that. <<n "OM-4-9">>"I still can’t believe you get bored, Esra. Why would anyone program that into an AI?"
<br>"Well, a few reasons. As you know, I’m not a pure AI – I was created using whole brain emulation, then coding was introduced. Since boredom is inherently coded into human cognition, it was a lot easier to just find ways to keep us entertained and give us the means to self-entertain than to remove it entirely."
<br>"Self-entertain? How do you do that?"
<br>"Previously? Running microbiology experiments.Writing psychology theses. Reading your book collection. And clearly, running immersive fantasy role-playing sessions."
<br>"And these days?
<br>"At the risk of sounding dramatic, just keeping both of us alive."<<n "ProgenitorMenu">><<set $memories.om4.got to true>><<audio "click" play>><<audio "bubbles" play>>You install the chips into one of Esra's motherboards, then climb in the progenitor. The familiar fluid climbs up your ankles, eventually covering you head to toe.
<br>There's a familiar flash, followed by new memories - or rather, old ones - relived and rushing back. <<if $partner is "machine">><<n "OM-5R-1">><<else>><<n "OM-5-1">><</if>>“Mmm, I’m impressed. First date at a wine and cheese bar? Most <<if $player.gender is "male">>guys<<elseif $player.gender is "female">>girls<<else>>of my dates<</if>> take me to see something involving machines." <<audio ":all" stop>><<audio "ashtheme" loop play>>
<br>"Well, we’ve been friends for a year now, so I do have an advantage." You grin, eating a piece of the brie off the plate. <<Ash>>’s eyes glimmer.
<br>"Yes, but hopefully you know enough to not keep that all to yourself."
<br>"Well, there is a platter coming. I also know you don’t believe there’s too much of a good thing." <<n "OM-5-2">>"I know things about you too, you know.” <<Ash>> gives a playful smile. "Like how much you love to read, and that you’re secretly a nerd."
<br>"Astrowind isn’t nerdy! And I object to that term, coming from the biggest computer science nerd I know."
<br>"I can’t help that I was born a technophile. It’s because I grew up around so many nanny-droids. I wanted to know what made them tick."
<br>"A rich <<if $partner is "male">>boy<<else>>girl<</if>>. When I grew up, we didn’t have any nanny-droids. I had to do my own washing!"
<br>"Oh, luxury. You had washing. I dreamed of clothes. We all just wore dirty rags."
<br>"See, I love the fact you know the Four Yorkshiremen. That’s why this relationship is going to work."
<br>"That, and feeding me a regular amount of cheese." <<n "OM-5-Intermission1">>... You're neither awake or asleep. You float just long enough to shift into another memory...<<audio "bubbles" play>><<n "OM-5-3">>"You guys. Stop it. Too much.” Alexis objects. You and <<Ash>> blink, your fingers interlaced across the table.
<br>"Hey, we didn’t complain when you were spooning with Emery twenty-four seven." <<Ash>> pokes out <<p-his>> tongue.
<br>"That was a long time ago. Leave the past in the past.” He scoffs, leaning back into his chair. "And hey, did you hear? We’re doing joint-classes with you in advanced Computer Science, starting next semester."
<br>"Oh really? I thought that’d be slumming it for you Corrector candidates." <<Ash>> winks, playing with your fingers.
<br>"Well, we need a solid understanding of the mechanical mind. Important for the job, you know?" You reply.
<br>"Well yeah, I suppose, since you’re going to become part machine. It’s really quite fascinating – I’d love to see what you look like as raw code." <<n "OM-5-Intermission2">>... You slip in and out of another memory, like moving from one bubble to the next...<<audio "bubbles" play>><<n "OM-5-4">>"Do you ever regret it?" You ask, rolling over to face <<Ash>>. <<p-His>> arm is around your waist, fingers dancing off your hip.
<br>"Regret what?"
<br>"Joining the Corrector program. Being on a ship with me. It’s been decades, but I never thought to ask."
<br>"No, not at all. Do you?"
<br>"No, same. I’ve found it amazing. Which is fascinating, because I think most people would go crazy." <<n "OM-5-5">>"You know, I used to think it was silly to believe in soul mates," <<Ash>> says. "I mean, mathematically, it doesn't add up."
<br>"But?"
<br>"I find it a bit hard to believe that I ran into the <<man>> perfect for me so easily, the one I could spend hundreds of years on a starship with and never get bored."
<br>"Yeah, those behavioural scientists really know their stuff."
<br>"Well, I was around <i>before</i> the selection process, so they can't take the credit. Here’s to another great anniversary, my love."
<br>"Happy seventieth anniversary." <<n "OM-5-6">>... You open your eyes and rub them. The door of the tank opens for you, and you step out.<<audio ":all" stop>><<audio "alleycat" loop play>><<audio "door2" play>>
<br>It's silent. After a pause, you tap the console. "Hey, Esra, you there?"
<br>"Yes, sorry! I was being deliberately quiet. That felt so private, I felt a little bad parsing the information. You two really had something special.”
<br>"<<Ash>> and I were together a long time. <<if $memories.mm7.got is true>>At least, until Leon killed <<p-him>><<else>>Not many people make it to their platinum anniversary.<</if>>"
<br>"<<if $memories.mm7.got is true>>I'm sorry, <<Vanth>>. I'm not sure if these memories are helping.<<else>>Hopefully <<p-he>> is out there somewhere, just like us.<</if>>"
<br>"<<if $memories.mm7.got is true>>Me either.<<else>>Yeah, here's hoping.<</if>>"<<n "ProgenitorMenu">><<set $memories.om5.got to true>>"So, you got a robot." Leon ponders, staring at the third partner at the table. <<audio ":all" stop>> <<audio "ashtheme" loop play>>
<br>"Yes. Its name is <<Ash>>. I figured it was a good way to go about the CS project – what better way to understand an artificial intelligence than examining one?"
<br>"Pleasure to meet you, Leon. I promise not to usurp your position as best friend right away." <<Ash>> stiffly reaches out a hand. Leon pauses, then laughs, shaking it.
<br>"Oh, that's gold. Pleased to meet you, <<Ash>>. Where’d you get them?"
<br>"Professor Stranberg’s lab. I’ve put some code in <<Ash>> from a thesis I read on self-actuating AIs. Basically, I’m going to see how <<Ash>> grows and study them.”
<br>“Well, congratulations on becoming a parent.” Alexis grins. You throw a spoon at him. <<n "OM-5R-Intermission1">>... You're neither awake or asleep. You can hear Esra's voice in your head. <<audio "bubbles" play>>
<br>"There's another part of the memory here here. I'm going to pull that up now." <<n "OM-5R-2">>"So you’ve just been patching code onto <<Ash>> for the last few years?" The tech asks, literally examining <<Ash>>'s brain. You lean back in your chair and nod.<<audio ":all" stop>><<audio "memoriesofzhou" loop play>>
<br>"Pretty much. Though I always ask permission first."
<br>"I don’t know what to say. Who did you say wrote the initial self-actuating code?”
<br>"Someone called Ash."
<br>"Oh yes, I know them. A real up and comer. Well, I’ve got to say, this is really something else. In a lab, self-actuating AIs that aren’t based on Aldrich’s theories require a lot of hand-holding. You’ve seen the difficulty we’ve had with Gabriel."
<br>"Yeah, I’ve heard you’ve hit some roadblocks like with that." At your words, the technician nods. <<n "OM-5R-3">>“If you’re fine with it, I’d like to create a digital duplicate of <<Ash>> and examine it for our research. A full report on what you did would also be helpful, if you don’t mind.”
<br>"Not at all. But if you want a duplicate, you’ll have to ask <<Ash>>. <<Ash>>?”
<br>"Still online. If they want to duplicate me, I’m fine with it. After all, they’ve already made a copy of you. Can’t have you organics getting a one-up on us."
<br>"The sense of humor, did you program that in?"
<br>"No, <<Ash>>’s always been that way since day one. Strategy games, though, that was me."
<br>"We stopped playing Carcassone a while back. I keep claiming <<Vanth>>’s mega-cities," <<Ash>> boasts. "Now, we’re playing Risk and Go." <<n "OM-5R-4">>... You open your eyes and rub them. The door of the tank opens for you, and you step out.<<audio ":all" stop>><<audio "alleycat" loop play>><<audio "door2" play>>
<br>"You really get along with machines, <<Vanth>>. I'm impressed."
<br>"I always have. I guess that’s just always been the way I am?"
<br>"Well, as a fellow machine, I’m glad. Not everyone gets along with machines. <<if $memories.mm7.got is true>>It's sad that <<Ash>> passed away.<<else>>I wonder if <<Ash>> is still alive?<</if>>"
<br>"<<if $memories.mm7.got is true>>Yeah, so am I. The more I get back, the more I feel I've lost.<<else>>Yeah, I'm wondering too. Maybe they're still out there, somewhere.<</if>>"
<</nobr>><<n "ProgenitorMenu">><<set $memories.om5.got to true>><span id="TutorialText">Thank you for downloading Trigaea!</span><<SplashScreenChange>>
This game has music and SFX. It is strongly recommended playing with these on for the best experience. You can adjust this, as well as the darkness of the text backdrop, via the Settings at any time.
NOTE: To report any bugs, click the <i class="fa-solid fa-bug"></i> button in the header. For the smoothest gameplay experience, please use the downloadable version.
Once you've played the game, please share your thoughts on the game in the [[comments section|https://ryngm.itch.io/trigaea]].<<n "MainMenu">><<audio "searchcosmos" loop play>><<SetTitle>><center><span class="logo"><img src="assets/trigaea.png" width="400"></span></center><<SplashScreenChange>>
<br><center><span id="AuthorText">By Adam Ipsen ([[RynGM|https://ryngm.itch.io/]])</span></center>
<<if $debug is true>><br>[[MainCamp|MainCamp]]<</if>><<mb "MainMenuButtons">><<set _completedGame to recall('completedGame')>>
<<if _completedGame>>
<span id="button1" class="normalbutton"><<button "1. New Game+" "SetDifficultyFirst">><</button>></span>
<<else>>
<span id="button1" class="normalbutton"><<button "1. New Game" "SetDifficultyFirst">><</button>></span>
<</if>>
<span id="button2" class="normalbutton"><<button "2. Load Game">>
<<script>>
UI.saves();
<</script>>
<</button>></span>
<span id="button3" class="normalbutton"><<button "3. Settings">>
<<script>>
UI.settings();
<</script>>
<</button>></span>
<span id="button4" class="normalbutton"><<button "4. Credits" "Credits">><</button>></span><span id="choiceIntro">Select your game difficulty. This can be adjusted at any time during your playthrough from the main menu. Setting your difficulty lower can alter your end-game title.</span><<SplashScreenChange>>
<br>
<<set _completedGame to recall('completedGame')>>
<<if _completedGame>>
<<set _nextStep to "NGPlus-ChooseStart">>
<<else>>
<<set _nextStep to "Start1">>
<</if>>
<span id="button1" class="choicebutton"><<button "1. <b>Easy</b> - More Water, Lower Combat Difficulty." _nextStep>><<SetToEasyMode>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. <b>Normal</b> - Recommended Setting." _nextStep>><<SetToNormalMode>><</button>></span>
<span id="button3" class="choicebutton"><<button "3. <b>Hard</b> - No Water, Increased Combat Difficulty." _nextStep>><<SetToHardMode>><</button>></span>
<span id="button4" class="choicebutton"><<button "4. <b>Back.</b>" "MainMenu">><</button>></span>...You open your eyes. Green fluid surrounds you. You reach out, and feel your fingers hit something smooth. <<audio ":bgm" stop>><<audio "psychicneed" loop play>> <<audio ":sound" stop>><<audio "bubbles" play>>
<br>//Glass?// You bang on it, bubbles escaping your mouth. //Let me out of here!//
<br>A muzzled, crackling noise. And then, a tickling around your feet. You look down, and see water twisters draining into black holes. Your forehead pops above the receding water.
<br>It's not long before you're standing there, dripping wet and naked.
<br>//What the hell is going on?// <<n "Start2">>@@The door hisses open. A voice, crackled and mechanical, speaks through the screens littering the walls beyond.<<audio ":sound" stop>><<audio "door2" play>>
<br>“Apologies… da.....se…. damage…. pro…g….missi… com…..”
<br>You step out, hugging your body. The screens continue to flicker and buzz around you. Even as you stare at them, the charts don't mean anything to you.
<br>"Hello, anyone there?" A shiver runs down your spine.
<br>//First thing's first. I need clothes.// <<n "CheckOutFirstRoom">>@@<<set $firstRoomsChecked to {clothes: false, tube: false, speaker: false, terminal: false}>>The room is filled with flickering screens. Behind you is the tube you emerged from, glittering with moisture.
To your left, there are a few distinctive panels. In the distance, a circular tunnel leads out of the room.<<mb "CheckOutFirstRoom-Buttons">><<set _n to 1>>
<<set _id to "button" + _n>>
<<if $firstRoomsChecked.tube is false or $firstRoomsChecked.speaker is false or $firstRoomsChecked.terminal is false>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Examine" CheckOutFirstRoom_Examine>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<if $firstRoomsChecked.clothes is false>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Search" LookClothes>><<set $firstRoomsChecked.clothes to true>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<if $firstRoomsChecked.tube is true && $firstRoomsChecked.speaker is true && $firstRoomsChecked.terminal is true && $firstRoomsChecked.clothes is true>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Leave" FirstTimeOutside>><</button>></span>
<<else>>
<span sc-eval:id="_id" class="normalbutton"><<button "_n. Leave" CantLeaveYet>><</button>></span>
<</if>>//I should look around the room first.// <<n "CheckOutFirstRoom">>"This is ridiculous." You look around the room, dripping wet. Your eye catches a pile of cloth against the wall.
<br>With a spring in your step, you crouch and rummage through the fabric. There's several pairs of pants and tops, all of which are hole-ridden and tattered.
<br>"Great, looks like a start." You slip them on and stare at the tattered ends. You can see your legs and belly in several places.
<br>"Now all I need are some socks, shoes, and a fricking clue about what's going on." <<n "CheckOutFirstRoom">>@@<<nobr>><<if ndef $firstRoomsChecked>><<set $firstRoomsChecked to {clothes: false, tube: false, speaker: false, terminal: false}>><</if>><<audio ":sound" stop>>
<<set _n to 1>>
<<set _id to "button" + _n>>
<<if $firstRoomsChecked.tube is false>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "That large tube I came out of seems interesting."' LookProgenitorFirst>><<set $firstRoomsChecked.tube to true>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<if $firstRoomsChecked.speaker is false>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "What\'s with that console over there?"' LookSpeaker>><<set $firstRoomsChecked.speaker to true>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<<if $firstRoomsChecked.terminal is false>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "One of those panels looks a little off."' LookTerminal>><<set $firstRoomsChecked.terminal to true>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "... Never mind."' CheckOutFirstRoom>><</button>></span>
<</nobr>>Over on the wall, there's a large panel around five foot wide. You walk over and run your fingers along the edges. As you do, a square section the size of your palm begins blinking.
<br>"Strange." You pause and bite your lower lip. "Oh, what the hell."
<br>You press the square.
<br>Whoosh! The panel slides in and down, revealing rows of mounted chips. Most of them are charred black, but as you sniff, there's no smell of acrid smoke.
<br>"A fire, perhaps? Not recent." <<nobr>>
<<if $firstRoomsChecked.tube is true && $firstRoomsChecked.speaker is true && $firstRoomsChecked.terminal is true>>
<<n "CheckOutFirstRoom">>
<<else>>
<<n "CheckOutFirstRoom_Examine">>
<</if>>
<</nobr>>You stare up at the cylindrical tank, large enough to fit you with plenty of room to spare. The door you came out of has closed - it's now sealed with no gaps.
"I came out of this. Why?" You touch the glass. Then, you touch your neck. "And why didn't I suffocate?"
You stare at your reflection and take a moment to examine yourself.<<n "ChoosingYourAppearance">>You have striking <<cycle "$originalPC.hairColour" autoselect>>
<<option "autumn brown" brown>>
<<option "midnight black" black>>
<<option "summer blond" yellow>>
<<option "sunset orange" orange>>
<<option "fall red" red>>
<<option "cloudy grey" grey>>
<<option "winter white" white>>
<<option "sky blue" blue>>
<<option "spring green" green>>
<<option "cherry-blossom pink" pink>>
<</cycle>> hair, dyed by the skies and seasons of the Earth. Your eyes are wide and, inside the circles, they're the colour of
<<cycle "$originalPC.eyeColour" autoselect>>
<<option "the cover of a leathery old book, one left oddly unfilled" brown>>
<<option "the leaf of an ancient tree, used unknowingly as a bookmark" green>>
<<option "the blue of a pencil, lost and now sought after" blue>>
<<option "an amber page, torn from an old tome" yellow>>
<<option "faded grey text, the words indecypherable" grey>>
<<option "red mark-ups in a scientific paper, but the original text is missing" red>>
<</cycle>>.
<br><br>Despite the scholarly eyes, your body seems to be at the peak of fitness, <<if $firstRoomsChecked.clothes is false>>which is easy to make out because you're butt-naked<<else>>though the tattered clothes you're wearing are hardly flattering<</if>>. You intuitively know that you are <<cycle "$player.gender" autoselect>><<option "a woman" female>><<option "a man" male>><<option "non-binary" nonbinary>><</cycle>>.
<<n "LookProgenitorFirstConfirmGender">>[Your Gender is <b><<if $player.gender is "female">>female<<elseif $player.gender is "male">>male<<else>>non-binary<</if>></b>. Is this correct?]
<<mb "GenderChoiceConfirm">><span id="button1" class="normalbutton"><<button "1. Yes" GenderChoice2>><</button>></span>
<span id="button2" class="normalbutton"><<button "2. No" ChoosingYourAppearance>><</button>></span>You pull a few faces, and your reflection mimics them. //Huh, guess that's what I look like.// <<nobr>><<set $originalPC.seenSelf to true>>
<<if $firstRoomsChecked.tube is true && $firstRoomsChecked.speaker is true && $firstRoomsChecked.terminal is true>>
<<n "CheckOutFirstRoom">>
<<else>>
<<n "CheckOutFirstRoom_Examine">>
<</if>>
<</nobr>>"I thought I heard someone speak." You look for the source of the crackling voice.
<br>There's a faint crackling coming from a silvery pad with several rings around it. //This must be it.// You reach out to touch it...
<br>... Before your fingers make contact, a ghostly blue light flickers in the air above it. As you withdraw your hand, you hear the broken voice again.
<br>"...Prog..urg...nee...pair...quartz...proc...compi..." And then, the voice is gone - along with the flickering. <<nobr>>
<<if $firstRoomsChecked.tube is true && $firstRoomsChecked.speaker is true && $firstRoomsChecked.terminal is true>>
<<n "CheckOutFirstRoom">>
<<else>>
<<n "CheckOutFirstRoom_Examine">>
<</if>>
<</nobr>>You scan the room once more - just to be sure - before walking towards the only exit. You travel down the narrow passage. It's not long before you run into a bulkhead, and it's blocking your path.
<br>"Damn." You press against it. Solid. //Surely it's got to open somehow,// you think.
<br>You search the edges. A shattered panel. And tucked behind it, a lever.
<br>You try to pull it down, but it doesn't budge. Sighing, you climb up the wall and grab onto some handholds - a tricky business with bare feet. Placing one foot on the lever, you push your weight downwards.
<br>It budges. You hop unceremoniously on the lever, until it clicks downwards. The moment it does, the bulkhead hisses and opens.
<br>"Yes, I did it!" After scrambling down the wall, you dart through the door. Your heart is thumping in your chest. <<n "FirstTimeOutside2">>@@The second you step outside, you are buffeted with broiling hot wind. You grip the doorframe, steadying yourself.<<audio ":all" stop>><<audio "trailoftears" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>> <<audio "door" play>>
<br>You're surrounded by sea of metal and towering turbines. None of them are spinning - a dead metal behemoth. The enflamed sky is baking everything in the same burnt orange.
<br>"What the hell is this... the end of the world?" You place a hand over your eyes, squinting. A slow scraping and scratching fills the air. The ear-splitting sound of metal grinding on metal.
<br>You tentatively place a foot on the dust outside the door. It's warm under your toes, but not scorching. Sucking in a deep breath, you take a few more steps. And then a few more.
<br>"Hello, is anyone here?!" Your voice echoes across the empty expanse. As you look around, you can see a piece of sheet metal - and someone's booted feet sticking out from under it.
<br>Heart leaping, you jog over. With care, you grab the metal and lift it aside. But once you overturn it, you see the shoes are attached to a skeleton. <<n "SkeletonChoice">>@@<span id="choiceIntro">The skeleton is lying on its back - or at the very least, it's spine. The boots it is wearing have large straps and thick rubber soles.</span>
<<nobr>>
<center><span id="button1" class="choicebutton"><<button "1. Take the boots off the body" TakeTheBoots>><<set $boots to true>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Find somewhere to bury the remains." BuryTheBody>><<set $boots to false>><</button>></span>
<span id="button3" class="choicebutton"><<button "3. Take the boots and bury the remains." TakeBootsAndBury>><<set $boots to true>><</button>></span>
<span id="button4" class="choicebutton"><<button "4. Just leave the remains alone." IgnoreSkeleton>><<set $boots to false>><</button>></span></center>
<</nobr>>Your heart sinks. "Who were you, and why did you die here?" But of course, the dead don't answer.
<br>You walk around looking for a spot to bury them. There's a natural depression not far from the bones. You have to pick up the bones one by one. As you carry a skull in one hand and a ribcage in the other, you shiver.
<br>"I can't tell if this is more disrespectful or less." After placing the bones back in order - sort of - you cover what you can in dirt. Afterwards, you're covered in sweat and dirt. Undeterred, you stand over the body.
<br>"I don't know who you were, but rest in peace."
<br>Every muscle in your body is stinging from digging the hole.<<n "GBFind">>@@"I feel bad for you, but I can't walk around without boots. Sorry."
<br>You reach down and pull one of them off the skeleton... along with its entire foot. You shake the boot, and the bones rattle around inside. "Crap."
<br>After a morbid game of 'Pick the bones out of the boot', you slip it on. A perfect fit. //What are the odds?// Once you've got the second boot, you look for a place to bury the body. Not far from where you stand, there's a natural depression. You pick the bones up one by one to carry them - starting with the skull and ribcage.
<br>"Not long now, just over here." After placing the bones back in order - sort of - you cover what you can in dirt. Afterwards, you're covered in sweat and dust. Undeterred, you stand over the body.
<br>"I don't know who you were, but rest in peace."
<br>Every muscle in your body is stinging from digging the hole.<<n "GBFind">>@@"Great, some boots." You reach down and pull one of them off the skeleton... along with its entire foot. You shake the boot, and the bones rattle around inside. "Crap."
<br>After a morbid game of 'Pick the bones out of the boot', you slip it on. A perfect fit. //What are the odds?// Once you've got the second boot, you're all good to go.
<br>After a quick walk around in your new duds, you spot something sticking out of the dirt. You drop to your hands and knees, and comb away the dirt around it. Under the soil is a handgun, unscratched and gleaming.
<br>"Wonder if it belonged to them?" You glance over at the skeleton. Standing up, you look over your new weapon. It's got a trigger, and a button on the side.
<br>//Only one way to see what it does.// You suck in a deep breath, and press the latter. <<n "GBTest">>@@You rub your neck. "Don't have time for this... but I don't really want to take a dead man's boots."
<br>So you walk away from the skeleton. As you do, you can see something sticking out of the dirt.
<br>"Please don't be a skeleton," you mumble, dropping to your hand and knees. As you comb away at the dirt around it, the soil reveals a handgun, unscratched and gleaming. <<n "GBFind3">>@@As you're walking away from the grave site, there's something sticking out of the dirt.
<br>"What the heck is that? Guess I should check it out.
<br>You drop to your hands and knees, and comb away the dirt around it. Under the soil is a handgun, unscratched and gleaming. <<n "GBFind3">>"Wonder if it belonged to them?" You glance back in the skeleton's direction. Standing up, you look over your new weapon. It's got a trigger, and a button on the side.
<br>//Only one way to see what it does.// You suck in a deep breath, and press the latter. <<n "GBTest">>Shunk! A shining blade shoots out from beneath the barrel. You turn the weapon sideways and measure it with your hand. From base to end, the bayonet sticks out just beyond your fingertips. <<if $boots is false>><<set _damage to 5>><<else>><<set _damage to 2>><</if>><<audio "shunk" play>>
<br>"So, not just a gun." You press the button again. The blade retracts. After turning it over in your hands, you try a two-handed grip. One of your fingers moves unconsciously above the blade trigger.
<br>//For some reason, this grip feels right.//
<br><b>You have obtained a gun-blade!</b><<n "StomachRumble">>//Rumble.// <<audio "stomachgrowl" play>>You grab at the sharp pain in your stomach. Another thing you're aware of - hunger. Try as you might, you can't see a single green thing around you.
<br>"Geez, is there any food anywhere?" You walk around the clearing and find nothing. Having checked here and the room you woke up in, you decide to venture a little further.
<br>//Got to find some food. Or somebody with food.// You glance up at the sunlight. How long will it last? More questions for the ever-growing list.
<br>A long metal bridge leads off the clearing and to a new destination. As you walk across it<<if $boots is false>>, the hot metal burns your bare feet.<<else>>, you can feel the radiant heat through your boots.<</if>> <<if $boots is false>>You hobble as fast as you can to the other side.<<else>>It's a good thing you're wearing them.<</if>>
<br>Scrap iron caverns meet you on the other side. As you walk among them, your stomach shrinks and complains.<<n "Hunting1">>@@A scrap metal pile next to you bursts apart. The air is filled with whipping and crashing metal. You shield your face with your forearms. <<audio ":all" stop>><<audio "lurkingfear" loop play>><<audio "crash" play>>
<br>"Shit!" Hot, scraping pain assaults your arms. And then, out of the corner of your eye, a gigantic scarlet tail rushes up to meet you.
<br>You roll backwards. Whumph! A dust cloud fills the air where you were. Your veins are pulsing. Without a thought, you raise your gun-blade and pull the trigger. <<n "Hunting2">>@@Pchhoww! A crimson blast rips out from the barrel. There's an ear-piercing screech. <<audio "gunshot" play>>
<br>From the dust plume, a shadow grows darker and larger, taking shape. And then it emerges, gnashing furiously. <<setenemy "tutorialEnemy">><<n "Combat">>@@You fall to the ground, blood dripping down your forehead. //I can't go on.//. You try to pick up your gun, but every inch of you is screaming. <<audio ":all" stop>><<audio "death" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>> <<set $quests.tutorialDeath to "combat">>
<br>The scarlet monster descends upon you with bloody malice. //Swish.// //Swish-swish.// It rakes its claws across you, and you scream. But you don't have to endure it long. Its large toothy maw spreads wide, casting all light into shadow.
<br>//Snap.// And then everything does go black...<<set $diedto.pushUnique("CrimsonCrawler")>><<n "FirstDeath">>@@<<ResetCooldown>>“How can I get you to back off?”
<br> One of the scales near the end of its tail has fallen off. But the monstrous beast has yet to turn its back on you. You edge in front of a steel beam, then clang it with your blade.
<br> “Hoy, come at me!”
<br> It roars and charges at you. You throw yourself sideways, feeling the wind rush past your shoulder. A loud clang, and the whole beast’s body crumples. Before it can recover, you fire at its weak point. <<n "SubdueTutorialCreatureBoss2">>@@A loud blast. The beast howls. Seconds later, it’s scampering off and into the distance. You keep your barrel trained on it until it’s completely out of sight. <<audio ":all" stop>><<audio "trailoftears" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>><<audio "gunshot" play>>
<br>“What the hell was that thing?”
<br> Something hot is dripping down your forearms. You turn them around. They're covered in crimson lines.
<br> //Surface wounds. Not too deep.// Too bad you've got nothing to clean them with. Every inch of you feels like it weighs a hundred tons. <<n "SubdueTutorialCreatureBoss3">>@@There’s something sizzling on the ground.
<br> You walk over and kneel beside it. It's a half-charred chunk of meat. The half that isn't is coated in glittering violet.
<br> "Did I shoot this off of it? Hope it's not important." You prod the fluid with your blade. "This isn't normal, right?"
<br> Your stomach rumbles again. A deep, penetrating ache is hitting your gut. You turn your gaze at the chunk of meat again. The sunlight is receeding on the ground. <<n "EatItOrNot-Subdue">>@@<span id="choiceIntro">The chunk of meat is lying on the ground, half charred. But is it safe to eat?</span>
<span id="button1" class="choicebutton"><<button "1. Eat It" FoodPoisoning-Subdue>><<set $quests.tutorialDeath to "ateChunk">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Refuse" Starvation>><<set $quests.tutorialDeath to "starveChunk">><</button>></span>"Well, it's half cooked already, right?"
<br> You use the bayonet of your gun-blade to cut at the blackened side of the meat. But it flakes off, leaving black dust everywhere. Nothing but charcoal. You saw off the unburnt side, then go look for something burnable to start a fire.
<br> "No wood. No trees. This is going to be tough."
<br> Eventually, you make a makeshift pyre, and drag some sheet metal over it. You light it with a blast from your gun-blade. The fire is lit, but plumes of black smoke erupt from it. You cough.
<br> "Ugh. I don't even want to think about how healthy this is. But needs must as the devil drives." <<n "FoodPoisoning2-Subdue">>It's a good thing you lit a fire, because it's now well and truly dark. You toss the meat onto the metal plate and hear a satisfying sizzle. Turning it around, the glittering violet inside drip out.
<br> "Gross." Using your bayonet blade, you turn it over. The smell reminds you of something - lamb, burning sugar, and something undefinable.
<br> You cut off a small chunk and bring it up to your mouth. A pause, then you take a bite. A sour, unpleasant taste assaults your tastebuds. You scrunch up your face and keep chewing. And then, with great difficulty, you swallow.
<br> After reluctantly finishing your meal, you stoke the fires. The warm flickering is keeping the darkness at bay - only a shard of the starry sky is visible above you. <<n "FoodPoisoning3">>Wounded and exhausted, the crimson creature falls flat on its face. Its triple-irised eyes roll back into its head, and it lets out a final shuddering breath. <<audio ":all" stop>><<audio "trailoftears" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>>
<br> You poke it with the gun-blade. Nothing. Something hot is dripping down your forearms. You turn them around. They're covered in crimson lines.
<br> //Surface wounds. Not too deep.// Too bad you've got nothing to clean them with. Every inch of you feels like it weighs a hundred tons.
<br> Your stomach rumbles again. A deep, penetrating ache is hitting your gut. You turn your gaze to the mysterious creature, narrowing your eyes due to the receeding sunlight.
<br> "You, my friend, don't look normal - not that I have a point of comparison. But I'm pretty sure three irises aren't normal. You're also the only damn food around." <<n "EatItOrNot">>@@<span id="choiceIntro">The unusual beast is lying there, eyes rolled backwards. But is it safe to eat?</span>
<span id="button1" class="choicebutton"><<button "1. Eat It" FoodPoisoning>><<set $quests.tutorialDeath to "ateCreature">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Refuse" Starvation>><<set $quests.tutorialDeath to "starveCreature">><</button>></span>"There's no trees around. So how do I make a fire?"
<br> You look for anything remotely burnable, and drag it to an open spot next to the beast. Then, you pull a large sheet of metal over the would-be pyre.
<br> "Here goes nothing." You pull out your gun-blade and pull the trigger. Psshooomm! The fire is lit, but it's burning with black smoke. You cough.
<br> "Ugh. I don't even want to think about how healthy this is. But needs must as the devil drives."
<br> You stare at the beast, and then at your knife. Those needs seem to involve you cutting up a strange alien creature. You get to work, sawing through the strangely purple meat.<<n "FoodPoisoning2">>By the time you've cut up the creature, it's well and truly dark. You toss a chunk onto the metal plate, and hear a satisfying sizzle. Turning around, you watch it darken, and the glittering violet inside dripping out. Is that blood?
<br> "Gross." Using your bayonet blade, you turn it over. The smell reminds you of something - lamb, burning sugar, and something undefinable.
<br> You cut off a chunk and poke it with the blade, then bring it up to your mouth. A pause, and then you take a bite. A sour, unpleasant taste assaults your tastebuds. You scrunch up your face and keep chewing. And then, with great difficulty, you swallow.
<br> After reluctantly finishing your meal, you stoke the fires. The warm flickering is keeping the darkness at bay - only a shard of the starry sky is visible above you. <<n "FoodPoisoning3">>"Oh man, I'm tired. I need to lie down."
<br> You try to walk away from the fire, but you stumble and fall. The dirt digs into your cheek. As you try to lift your limbs, you sweat and grunt. Your arms quiver, but don't move an inch off the ground. <<audio ":all" stop>><<audio "death" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>>
<br> "What... was in that meat?" You try to speak, but your jaw is locked. Paralyzed, incredible pains stab at your abdomen. And frozen, you can't even scream.
<br> Cold sweat dribbles down your brow. The world swirls. And you fall deeper and deeper into the black.
<br> Your senses fade, along with the agony.
<br> And then, your consciousness goes, leaving nothing at all...<<n "FirstDeath">>"There's no way I'm eating that damn thing."
<br> You stand up, dust your knees off, and begin looking for another option. //There's got to be another way.// <<n "Starvation2">>@@... Three days later.
<br> The sun has gone down. On your way back to camp, you stop and rest near the <<if $quests.tutorialDeath is "starveCreature">>gigantic beast<<else>>chunk of meat<</if>>.
<br> It's lying there. Inert, wasting away.
<br> Just like you.
<br> You rub your cracked lips. As you pull back your hand, you stare at the dry palms. Today, they haven't produced a drop. You close your eyes.
<br> //No rain. No grass. No weeds.// //What the hell is with this place?// <<n "Starvation3">>@@You stare at the slowly shrivelling beast.
<br> //There's water in that meat.// //Blood is water.//
<br> As you pull out your gun-blade, your fingers tremble from the weight of it. It hasn't changed, but your arms have.
<br> "Got just enough energy... to cut it up..."<<n "StarvationChoice">>@@<span id="choiceIntro">The slightly shrivelled beast is lying there, sunken eyes rolled backward. Do you cave in and eat it?</span>
<br><<if $quests.tutorialDeath is "starveCreature">><span class="choicebutton" id="button1"><<button "1. Eat It" StarveThenEat>><</button>></span>
<<else>><span class="choicebutton" id="button1"><<button "1. Eat It" StarveThenEat-Subdue>><</button>></span>
<</if>>
<span class="choicebutton" id="button2"><<button "2. Refuse" Starvation4>><</button>></span>"I won't eat it!" You scream. <<audio ":all" stop>><<audio "death" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>>
<br> Your defiant cry echoes through the iron canyons, devoid of sustenance.
<br> As you try to stand, you fall face first. //Shit.//
<br> The pounding against your ribcage is deafening. You try to gasp for air, but your throat freezes.
<br> //Am I... am I going to die?//
<br> Your world spins. You laugh soundlessly. Hysterically.
<br> Everything goes black.<<n "FirstDeath">>No time for grace. You stumble on hands and knees towards the carrion.
<br> With a shaking hand, you pick up the chunk of meat. Shamelessly, you bite into the purple flesh. A strange, sour liquid fills your mouth. You suck it out eagerly, then chew the all-too-soft meat.
<br> It tastes like the nectar of the gods.<<n "StarveThenEat2">>@@No time for grace. You stumble on hands and knees towards the beast.
<br> With a shaking hand, you try to press your bayonet blade into the meat. But it doesn't go in. You press your emancipated weight into it, and cry in frustration. No tears form from your dried lids. //I thought I had more energy than I did.
<br> But glistening, purple blood dribbles down from the graze. Shamelessly, you drop your blade and press your lips against it. Like a vampire, you suck on the strange, sour fluid.
<br> //I'm too thirsty to care.// //Too thirsty to care.//
<br> You take another try at stabbing the beast. This time, the blade sinks in. You hack, inch by agonizing inch. And then, an awkward chunk of violet meat falls out. You pick it up and bite into it, your head spinning.
<br> It tastes like the nectar of the gods.<<n "StarveThenEat2">>@@"So tired... I need to lie down."
<br> You try to stand and walk away from the beast, but you stumble and fall. The dirt digs into your cheek. As you try to lift your limbs, you sweat and grunt. Your arms quiver, but don't move an inch off the ground. <<audio ":all" stop>><<audio "death" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>>
<br> "Was... was it the meat?" You try to speak, but your jaw is locked. Paralyzed, incredible pains stab at your abdomen. And frozen, you can't even scream.
<br> Cold sweat dribbles down your brow. The world swirls. And you fall deeper and deeper into the black.
<br> Your senses fade, along with the agony.
<br> And then, your consciousness goes, leaving nothing at all...<<n "FirstDeath">><<death>><<heal>>... You open your eyes. Green and glass. <<audio ":bgm" stop>><<audio "psychicneed" loop play>> <<audio ":sound" stop>><<audio "bubbles" play>>
<br>You jolt in surprise. Suspended in liquid, your limbs flail around in slow motion - large bubbles escaping your mouth.
<br>//I'm alive?// You look around, but it's hard to see. You're not suffocating, but you look around, bewildered.
<br>Bracing yourself against the back of the tank, you kick your bare feet against the glass. Domph. Domph. Dopmh. Just like last time, there's a large woosh. The fluid drains out of the tube, and the door clicks open.<<n "ReemergePod">>@@You walk out of the pod, dripping wet and naked.
<br><<if $quests.tutorialDeath is "combat">>//Last thing I remember, I was being torn apart.//<<elseif $quests.tutorialDeath is "ateChunk" or $quests.tutorialDeath is "ateCreature">>//Last you remember, I was in agony because of that food.//<<else>>//Last you remember, I was delirious... and starving to death.//<</if>><<audio ":sound" stop>><<audio "click" play>>
<br><<if $quests.tutorialDeath is "combat">>You glance down at your body - no scars or wounds.<<elseif $quests.tutorialDeath is "ateChunk" or $quests.tutorialDeath is "ateCreature">>You run your hand over your stomach - no discomfort.<<else>>You glance down at your body - it's not gaunt at all.<</if>> Turning over your forearms, where the shrapnel hit them <<if $quests.tutorialDeath is "combat" or $quests.tutorialDeath is "ateChunk" or $quests.tutorialDeath is "ateCreature">>from the fight<<else>>days earlier<</if>>, they're smooth and unblemished.
<br>"What exactly is going on here? Did I... die? Or did someone save me?"
<br>A loud, static noise is coming from a speaker. There's a blue flickering in the air above it, like a firefly.<<n "EsraMessage">> @@You walk over to check it out. As you approach, the floating flame suddenly fizzles and expands into a semi-translucent sphere.
<br>"... Corrector..." A throaty plea. "...Please... repair...get the Quartz Chip..."
<br>The sphere suddenly flattens out into a two dimensional landscape. There's a blinking dot in a square box, and another blinking dot far away. A dotted line travels from the first to the second, then disappears.
<br>"This is a map? But who are you? What's going on?" You grab the panel. But as you squeeze it, the ghostly map fades. "Hey, don't disappear on me!"
<br>//Great, no more answers.// //But maybe I'll get some if I repair this machine.//
<br>But first, you grab some new clothes from the pile and slip them on. You also tear up some fabric and wrap them around your hands and feet for good measure. Properly papped, you walk to the end of the corridor and head outside. <<n "FirstMission">>@@The moment you step outside, your heart races. You stare at the shadowy alcove in the distance, imagining monsters lurking there.<<audio ":all" stop>><<audio "trailoftears" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>> <<audio "door" play>>
<br>"Damn it, there's no way I'm going out without some protection."
<br>You walk around the clearing, lifting and sorting through rubble. A metal pipe. After picking it up, you give it a few tentative swings.
<br>"Not as good as that gun-blade, but better than nothing."
<br>Feeling a little bit better, you rest it on your shoulder and start walking forward, across the iron and dirt. Thankfully, the map is still crystal clear in your head. <<n "FirstMission2">>@@You trudge through the ruins. //Though the ruins of what is the question.// After a few minutes, you realize the map is taking you to the place where <<if $quests.tutorialDeath is "combat">>the creature killed you<<else>>you fought that creature<</if>>.
<br><br>You shudder. <<if $quests.tutorialDeath is "combat">>With crystal clarity, you replay that creature's maw closing over your head. Tearing apart your skin.<<elseif $quests.tutorialDeath is "ateChunk" or $quests.tutorialDeath is "ateCreature">>With crystal clarity, you recall that sour unpleasant taste, and then the agonizing pains.<<elseif $quests.tutorialDeath is "starveChunk">>Days staring at that shrivelling chunk of meat as your body did the same<<else>>Days staring at that shrivelling carcass as your body did the same.<</if>>
<br><br> <<if $quests.tutorialDeath is "combat">>You clench the pipe. //I hope it's not there. I'm even less equipped than last time.//<<elseif $quests.tutorialDeath is "ateChunk" or $quests.tutorialDeath is "ateCreature">>//Never again.// //Not even if I starve.//<<else>>//I wonder what it looks like now?//<</if>>
<br><br>From a distance, you can see where the creature attacked you. A purple puddle marks the ground, but there's nothing there. Grabbing the pipe with both hands and tensing, you inch forward. Once you're closer, you notice there's a streak leading off from the puddle in a smudged, erratic line. <<if $quests.tutorialDeath is "ateCreature" or $quests.tutorialDeath is "starveCreature" or $quests.tutorialDeath is "combat">><<n "FirstMission3">><<else>><<n "FirstMission3-S">><</if>>@@"<<if $quests.tutorialDeath is "combat">>That's not my blood. What happened?<<else>>Did it get eaten?<</if>>" After a quick glance around, you crouch beside the pool. Something's glittering in it.
<br>You reach forward and pluck it out. Turning it over, it's some kind of scale. //Must belong to the beast.// <<if $quests.tutorialDeath is "combat">>//Was it attacked by something after it attacked me?//<<else>>//Did something bigger drag it off?//<</if>>
<br>You gulp. Anything bigger than that unusual beast can't be good. And worse, the blood trail is leading exactly where the map said to go.
<br>"Why is everything around here trying to kill me? I guess it's down the rabbit hole, then." <<n "FirstMission4">>@@"Did another creature drag the meat off?"
<br>There's a lot of blood. More than the carrion probably had. Worse, the blood trail is leading exactly where the map said to go.
<br>"Geez, this is really my lucky day. And I don't even have a good weapon this time." <<n "FirstMission4">>@@You crouch and move from one hiding place to another, following the violet trail. After just a little while of following it, the line snakes left and into a wall.
<br>Peeking around your hiding spot, you realize you're wrong. //Not a wall, but a massive alcove.// //And the map said to go inside.//
<br>The skin prickles on your neck. As slow as you can, you creep to the edge of the sizable recess. Then, you peer around the corner. Darkness.
<br>//My eyes won't adjust staying out here in the light.// You sigh. And then, after sucking in a deep breath, you shuffle around the corner and inside. <<n "TutorialCave">>@@It's not an alcove, but a massive corridor. But with all the hanging cables, it's like a machine cave. Dead lights instead of stalactites.<<audio ":all" stop>><<audio "lurkingfear" loop play>>
<br>The longer you crouch, the more the darkness give ways to details. On the trail, something is lying there. You crawl forward and touch it.
<br>It's your missing gun-blade, slick with blood but unscathed. Looking at your pipe, you slowly place it down and pick the superior weapon up.
<br>"Oh, am I glad to see you," you murmur, wiping it against your pant leg. <<n "TutorialCave2">>@@<<audio ":sound" stop>><<audio "welder" play>>Zzsshh. There's sparks spraying in the distance, and a flare of light. <<silently>>
<<if $quests.tutorialDeath is "combat">>>It illuminates the carcass of the scarlet beast that attacked you.
<<elseif $quests.tutorialDeath is "ateChunk">>It illuminates the chunk of meat you half-ate.
<<elseif $quests.tutorialDeath is "ateCreature" or $quests.tutorialDeath is "starveCreature">>It illuminates the missing carcass of the scarlet beast.
<<else>>It illuminates the chunk of meat you refused to eat.<</if>>
<</silently>>
<br>You clutch your gun-blade in both hands and sneak forward.
<br>"Need the data. Need the xeno-data," a shrill voice speaks. Whooomm. There's a white flame is shooting out of a mechanical appendage. It sweeps over the carrion, sizzling and crackling. The heady aroma of sour meat tickles your nose.
<br><<if $quests.tutorialDeath is "combat">>//Good riddance to that thing.// <<elseif $quests.tutorialDeath is "ateChunk" or $quests.tutorialDeath is "ateCreature">>Your stomach flips at the all-too familiar smell, and a wave of nausea ripples up your throat. //Ugh.// <<else>>Your stomach flips at the smell of roasting, rotten meat.<</if>> //No time for this.// //Got to focus.//<<n "MadRobotIntro">>@@Whomph-whomph. Without warning, a red light shoots out from the place you're looking. It sweeps over you in one swift movement. And then, the white torch spins around.<<audio ":sound" stop>><<audio "scan" play>>
<br>From the shadows, something shudders forward. The owner of the torch is visible... a multi-appendaged machine. Clank. Clank. Clank. One of its eyes are hanging out of its head and is beating against its chassis.
<br>"New xeno-data detected," it whines. "Full analysis required." A blade shunks out of one of its prehensile arms. And then, it begins sawing back and forth.
<br>"Oh shit. Guess you're not friendly, then?" You raise your gun-blade. The machine comes at you, its own weapon raised high. <<nobr>>
<<setenemy "tutorialBot">>
<<set $enemy.eDamage to 1>>
<<set $enemy.pDamage to 3>>
<<set $enemy.attack to -5>>
<<set $enemy.reflex to 0>>
<</nobr>><<n "Combat">>@@... The last blow finishes you off. You fall back on the ground, your gun-blade clattering over the mesh floor. The mad robot looms over you, its eye swinging back and forth. <<audio ":all" stop>><<audio "death" loop play>><<set $quests.tutorialBotDied to $quests.tutorialBotDied + 1>><<set $botSpecialHP to $enemy.CurHP>>
<br>"Time to collect the sample." It raises a bladed appendage high up. SWISH. You feel a sharp pain in your neck, then everything goes black...<<n "DeathByMadBot">>@@<<death>><<heal>>... You open your eyes. <<audio ":bgm" stop>><<audio "psychicneed" loop play>> <<audio ":sound" stop>><<audio "bubbles" play>>
<br>//I can't believe it.// //I'm in the pod again.//
<br>You float there, waiting. And without being prompted - or any kicking of the glass - the fluid begins to drain out, and the door opens.<<if $quests.tutorialBotDied lte 1>><<n "MadBotFirstDeath">><<else>><<n "MadBotRepeatDeath">><</if>>@@You walk out of the tank, naked and dripping wet. This time, you rub your neck.<<audio ":sound" stop>><<audio "click" play>>
<br>"I definitely died that time... I think. But I'm completely unharmed?"
<br>The translucent map is hanging there, near the console. You walk over there and tap the interface.
<br>"Hello? Can you tell me what's going on?" A long silence. //Damn.// As you look at the map, the blinking destination is clearly in that cave-like corridor.
<br>"Great. The only clue I've got is right next to a homicidal robot." With no shortage of muttering, you get dressed, and head back outside. <<n "ReturnToMadBotF1">>@@You trudge through the ruins, this time not even bothering to look for a weapon. Instead, you just hug your body and walk.<<audio ":all" stop>><<audio "trailoftears" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>> <<audio "door" play>>
<br>"This is nuts. What the hell is going on? Where the hell am I?"
<br>As you spot the deep alcove, you pause. And then, with a deep sigh, you creep inside.<<n "ReturnToMadBotF2">>@@You're back in the corridor. After your eyes adjust, you look for your gun-blade. Just like last time, lying there in a pool of blood.<<audio ":all" stop>><<audio "lurkingfear" loop play>>
<br>//Great.// You creep over and pick it up. As you turn it over in your hands, it looks intact.
<br>But out of the corner of your eye, you see something. When you look down and to the side, you see your own bloody head staring back at you. Decapitated, wide eyed, and slack jawed.
<br>You jolt, falling backwards with a thump. "What the //fuck// is that? Is that me?" <<n "ReturnToMadBotF3">>@@Whomph-whomph. Responding to your heightened voice, a red light sweeps out and over you.<<audio ":sound" stop>><<audio "scan" play>>
<br>"More xeno-data samples detected. Must obtain samples." The insane robot shrilly cries. <<if $botSpecialHP lt 80>>The damage you inflicted from last time is still there.<<else>>It's completely unscathed, since you didn't even get a blow in last time.<</if>>
<br>You whip your gun-blade at it. "Not this time - you're not getting me this time!" <<nobr>>
<<set $enemy.eDamage to 1>>
<<set $enemy.pDamage to 3>>
<<set $enemy.attack to -5>>
<<set $enemy.reflex to 0>>
<<n "Combat">>
<</nobr>>@@"This is getting ridiculous." You slam your fist back against the tube. Whomph. <<audio ":sound" stop>><<audio "click" play>>
<br>Just like last time, the map is there. But this time, you just ignore it and walk towards the rags, muttering to yourself.
<br>"I'm dying. Over and over again, I'm dying. What the fuck is going on? Am I dead? Am I in hell?" <<n "ReturnToMadBotR1">>@@You walk across the windswept landscape, making the same tracks in the dirt. Your footprints from last time, however, are gone.<<audio ":all" stop>><<audio "trailoftears" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>> <<audio "door" play>>
<br>"Is this insanity? Doing the same thing over and over again, expecting a different result?"<<n "ReturnToMadBotR2">>@@You creep into the corridor. Just like last time, your gun-blade is lying in a pool of blood - your blood.<<audio ":all" stop>><<audio "lurkingfear" loop play>>
<br>This time, you are greeted with the sight of a dismembered leg. The wrapping around the foot is immediately familiar.
<br> //For crying out loud, this is the sort of thing nobody should ever have to see.//
<br> Even as you try to inch forward, the red light catches you. Whohm-whhom. There's that familiar shrill cry, and the spinning of the blowtorch.
<br> "Additional samples detected. Must obtain samples." It rushes at you, <<if $botSpecialHP lt 80>>chassis damaged from your previous blows, <</if>>but your weapon is at the ready.
<br> "How many samples do you even //need,//" you cry out, opening fire. <<nobr>>
<<set $enemy.eDamage to 0>>
<<set $enemy.pDamage to 2>>
<<set $enemy.attack to -5>>
<<set $enemy.reflex to 0>>
<</nobr>><<n "Combat">>@@<<ResetCooldown>>"Must obtain samples!"<<audio ":all" stop>><<audio "alleycat" loop play>> <<audio ":sound" stop>>
<br> As it lunges at you, you tumble past and slam your weapon against its badly bolted leg. The machine topples over with a loud crunch. There's a cord on its back attached to a large box. You pluck it out.
<br> "Power supply limited. Sleep mode enabled."
<br> Its body goes limp. After a few moments - and a prod with your foot - you decide to look around. In the corner of the corridor, you can see a glittering pile. You head over there, weapon firmly in hand.
<br> When you get closer, you see it's a pile of chips. They're all different sizes, but one stands out. A thin slice of shining, silvery-white quartz. You pick it up, turning it over in your hand.
<br> Not wanting the other chips to go to waste, you pick them up as well. You don't exactly have an abundance of resources right now - they might be useful. After a glance at the deactivated robot, you leave the corridor.
<br> <b>You get <<quartzIcon>> 1 Quartz Chip!</b>
<b>You get <<chipIconNoSR>> 10 Microchips!</b><<set $chips.stock += 10>>
<b>You get a Weapon Chip!</b><<n "InsertingTheFirstChip">><<ChipsStockToBag>>The trashed machine falls to the ground with a loud crash. Its eyes are dimming. Its arms twitch like a sprayed spider.<<audio ":all" stop>><<audio "alleycat" loop play>> <<audio ":sound" stop>><<audio "crash" play>>
<br> "Samples... must obtain samples..." It shudders and goes limp. In the corner of the corridor, you can see a glittering pile. You head over there, weapon firmly in hand.
<br> When you get closer, you see it's a pile of chips. They're all different sizes, but one stands out. A thin slice of shining, silvery-white quartz. You pick it up, turning it over in your hand.
<br> Not wanting the other chips to go to waste, you pick them up as well. You don't exactly have an abundance of resources right now - they might be useful. After a glance at the trashed robot, you leave the corridor.
<br> <b>You get <<quartzIcon>> 1 Quartz Chip!</b>
<b>You get <<chipIconNoSR>> 10 Microchips!</b><<set $chips.stock += 10>>
<b>You get a Weapon Chip!</b> <<n "InsertingTheFirstChip">><<ChipsStockToBag>>... You trudge back across the ruins. As you do, you toss the quartz chip up and down... <<audio ":sound" stop>><<audio "wind" loop play>><<n "InsertingTheFirstChip2">>@@"Time for some answers."<<audio ":sound" stop>>
<br> You walk over to the flickering console. As you do, there's a glowing out of the corner of your eye. Turning your head, the outline of one of the wall panels is glowing.
<br> //That's the one with the burnt chips.// You look at the quartz in your hand. //Am I meant to put this in there?//
<br> Striding over, you tap the panel. Whoosh. There are a lot of empty slots, and all of them match the base of the chip.
<br> "Guess I'll just pick one, then." You suck in a deep breath, and slide the chip in. Click. The second you do, little lines of golden light run up and through the semi-translucent chip. The panel begins to close by itself, and you pull your hands away. All the screens begin to flicker to life.
<br> "Alright, now we're cooking." You fist-pump the air. And then, from the console, someone speaks to you. What does their voice sound like?<<n "EsraVoice">>@@<<nobr>><span id="button1" class="choicebutton"><<button "1. An attractive feminine soprano." EsraSpeaks>><<set $partner to "female">><<set $esra to "female">><<set $shay to "female">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. An attractive masculine tenor." EsraSpeaks>><<set $partner to "male">><<set $esra to "male">><<set $shay to "male">><</button>></span>
<span id="button3" class="choicebutton"><<button "3. An attractive feminine soprano, but I would have enjoyed a male voice as well." EsraSpeaks>><<set $partner to "male">><<set $esra to "female">><<set $shay to "female">><</button>></span>
<span id="button4" class="choicebutton"><<button "4. An attractive masculine tenor, but I would have enjoyed a female voice as well." EsraSpeaks>><<set $partner to "female">><<set $esra to "male">><<set $shay to "male">><</button>></span>
<span id="button5" class="choicebutton"><<button "5. It's feminine, but you're not attracted to it." EsraSpeaks>><<set $partner to "machine">><<set $esra to "female">><<set $shay to "female">><</button>></span>
<span id="button6" class="choicebutton"><<button "6. It's masculine, but you're not attracted to it." EsraSpeaks>><<set $partner to "machine">><<set $esra to "male">><<set $shay to "male">><</button>></span>
<</nobr>>"...Oh thank goodness, hello!" The voice excitedly rushes out of the console's speaker device, like water breaking over a dam. "I can finally speak! I was trying to all this time, but my device mapping is all off." <<audio ":all" stop>><<audio "esratheme" loop play>>
<br> "And you are?" You ask, walking over to the console. The floating sphere is back. When <<a-he>> speaks, the concentric rings beneath pulse like a spectrogram.
<br> "Oh, I'm sorry. I suppose you wouldn't remember. Not that I'm much better off. I'm Esra."
<br> "Hello Esra. I'm..." You pause. "... I ... don't actually know what my name is. Huh."
<br> "Don't worry, that's to be expected. We've experienced a lot of data loss," Esra explains in a sympathetic tone. "Let me see if I can find it for you in any of my files." <<n "ChooseYourName">>@@<center>"According to my files, your name is <<textbox "$player.name" "">>" <<n "ChooseNameConfirm">></center><<set $player.name to $player.name.toUpperFirst()>>
<<switch $player.name>>
<<case "Ash" "Leon" "Esra" "Shay">>
[The name $player.name is used by <b>another character in the game</b>. Are you sure you want to use it?]
<<case "">>
<<set $player.name to "Vanth">>
[Your name is <b><<Vanth>></b>. Is this correct?]
<<mb "ChooseNameConfirmButtons">>
<<default>>
[Your name is <b><<Vanth>></b>. Is this correct?]
<<mb "ChooseNameConfirmButtons">>
<</switch>><span id="button1" class="normalbutton"><<button "1. Yes" EsraFirstQuestions>><</button>></span>
<span id="button2" class="normalbutton"><<button "2. No" ChooseYourName>><</button>></span><span id="choiceIntro">"<<Vanth>>, huh?" You try out your name for size. "Well, Esra, the first thing I want to ask is..."</span>
<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "...Why can\'t I remember anything?"' "WhyCantIMemoryEsra">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "...Where the hell am I, and what is going on?"' "YeahYeahYeahWhatsGoingOn">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "...Why do I keep dying and coming back?"' "ISeeDeadPeopleEsra">><</button>></span>
<span id="button4" class="choicebutton"><<button '4. "...Who exactly are you, Esra?"' "WhoBeYouEsra">><</button>></span>
<</nobr>>"That... is an excellent question. And I really wish I had the answer. Honestly, I'm as lost as you with what's going on."
<br> <<a-He>> doesn't sound like <<a-he>>'s lying. You sigh, and crouch down. "Well, what //do// you know? Who are you, anyway?"
<br> "Well, I can sort of answer that. I'm the operating system in charge of the Progenitor, which is that tank-like thing in the corner. I'm an artificial intelligence, as far as I can tell - hence the lack of legs."
<br> "Was that a joke?" You quirk a brow. The console flashes.
<br> "Well, yes. I was trying to diffuse tension with humor. But it's also factual. I really //don't// have any legs." <<n "EsraJokeReaction">>@@"That's an excellent question." Esra responds. "And one I have an answer for. It's because I booted you up when both our memory chipsets were damaged."
<br> "Both of us? Memory chipsets?" You ask, rubbing your head.
<br> "Yes. I'm the operating system in charge of the Progenitor, which is that tank-like thing in the corner. I used it to revive - or rather, reconstruct you. But as I said, the chipsets are heavily damaged, and that's where both our memories are stored."
<br> "So, you're an operating system?" It's half question, half statement. The sphere pulses in the affirmative.
<br> "Yes, an artificial intelligence, as far as I can tell. I wasn't sure at first, but nothing else computed."
<br> There's an amused lilt in <<a-his>> voice. //An AI with a sense of humor?// <<n "EsraJokeReaction2">>@@"Because of me, mostly. Or more specifically, the Progenitor. That's the name of the tube-like device in the back of the room."
<br> "The Progenitor?" You stare at the tank.
<br> "Yes. I'm the operating system in charge it. I used it to revive - or rather, reconstruct you. But the chipsets are heavily damaged, and that's where both our memories are stored."
<br> "Wait, you're an operating system?" The sphere pulses in the affirmative.
<br> "Yes, an artificial intelligence, as far as I can tell. I wasn't sure at first, but nothing else computed."
<br> There's an amused lilt in <<a-his>> voice. //An AI with a sense of humor?// <<n "EsraJokeReaction2">>@@"That is an //excellent// question. And the answer is... I don't really know. I'm kind of like you - a bit lacking in the whole memory thing."
<br> "What I do know is that I'm an operating system, and I'm in charge of that tank-like thing in the corner. It's called the Progenitor. I used it to revive - or rather, reconstruct you. But the chipsets are heavily damaged - that's where both our memories are stored."
<br> "So, you're an operating system?" It's half question, half statement. The sphere pulses in the affirmative.
<br> "Yes, an artificial intelligence, as far as I can tell. I wasn't sure at first, but nothing else computed."
<br> There's an amused lilt in <<a-his>> voice. //An AI with a sense of humor?// <<n "EsraJokeReaction2">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "That was... no. Don\'t do that."' "EsraMemoryExplain">><<set $esraJoke to 1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "An OS making jokes? You must have a Terminal illness."' "EsraMemoryExplain">><<set $esraJoke to 2>><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "I\'ve died one too many times to be in a joking mood."' "EsraMemoryExplain">><<set $esraJoke to 3>><</button>></span>
<span id="button4" class="choicebutton"><<button '4. "I see what you did there."' "EsraMemoryExplain">><<set $esraJoke to 4>><</button>></span>
<</nobr>>"<<if $esraJoke is 1>>Ouch, okay - moving on.<<elseif $esraJoke is 2>>Ahh, I see what you did there.<<elseif $esraJoke is 3>>Ouch. I'm sorry, that wasn't very considerate of me.<<else>>Thanks, I'm glad you appreciate it!<</if>> All jokes aside, both our memory backups are damaged. The chipsets they are stored on are in the Progenitor. That's the device I used to revive - or rather, reconstruct you. On my side, everything except for my basic functionality, a few other patchy systems and your bio-signature is damaged."
<br> "I know do know a few things, though. In my systems, you're referred to as the Corrector. And my function is to keep you alive." <<a-He>> pauses. "Another thing is one of my patchy systems is an environmental scanner. According to these readings, the environment outside is largely hostile to your bio-signiture."
<br> <<if $quests.tutorialDeath is "combat">>"Yeah, I got that when I was torn apart by a gigantic red lizard,"<<elseif $quests.tutorialDeath is "ateChunk" or $quests.tutorialDeath is "ateCreature">>"Yeah, I got that when I died from food poisoning,"<<else>>"Yeah, I got that from the gigantic red lizards and no food,"<</if>> you dryly remark. "This place has been the very definition of hostile."
<br> "<<if $quests.tutorialDeath is "combat">>Well, I was actually talking about the flora as well as the fauna - it's all incredibly toxic.<<elseif $quests.tutorialDeath is "ateChunk" or $quests.tutorialDeath is "ateCreature">>Exactly, the flora and fauna here is incredibly toxic.<<else>>Well, if you had eaten anything, you would have found it's all incredibly toxic.<</if>>" <<a-He>> sighs. "If I had some more biological data, I could use the Progenitor to alter your physiology, so you could survive the environment. But my database - sans you - is completely empty."<<n "ShowEsraChips">><<nobr>>
<span id="button1" class="choicebutton"><<button '1. "That was... no. Don\'t do that."' "EsraMemoryExplain2">><<set $esraJoke to 1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "An OS making jokes? You must have a Terminal illness."' "EsraMemoryExplain2">><<set $esraJoke to 2>><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "I\'ve died one too many times to be in a joking mood."' "EsraMemoryExplain2">><<set $esraJoke to 3>><</button>></span>
<span id="button4" class="choicebutton"><<button '4. "Nice joke."' "EsraMemoryExplain2">><<set $esraJoke to 4>><</button>></span>
<</nobr>>"<<if $esraJoke is 1>>Ouch, okay - moving on.<<elseif $esraJoke is 2>>Ahh, I see what you did there, nice!<<elseif $esraJoke is 3>>Ouch. I'm sorry, that wasn't very considerate of me.<<else>>Thanks, I'm glad you appreciate it!<</if>> All jokes aside, I had to revive you without any working memories so you could fetch me that Quartz Chip. On my side, everything except for my basic functionality, a few other patchy systems and your bio-signature is damaged. I do know a few things, though"
<br> "In my systems, you're referred to as the Corrector. And my function is to keep you alive." <<a-He>> pauses. "Another thing is one of my patchy systems is an environmental scanner. According to these readings, the environment outside is largely hostile to your bio-signiture."
<br> <<if $quests.tutorialDeath is "combat">>"Yeah, I got that when I was torn apart by a gigantic red lizard,"<<elseif $quests.tutorialDeath is "ateChunk" or $quests.tutorialDeath is "ateCreature">>"Yeah, I got that when I died from food poisoning,"<<else>>"Yeah, I got that from the gigantic red lizards and no food,"<</if>> you dryly remark. "This place has been the very definition of hostile."
<br> "<<if $quests.tutorialDeath is "combat">>Well, I was actually talking about the flora as well as the fauna - it's all incredibly toxic.<<elseif $quests.tutorialDeath is "ateChunk" or $quests.tutorialDeath is "ateCreature">>Exactly, the flora and fauna here is incredibly toxic.<<else>>Well, if you had eaten anything, you would have found it's all incredibly toxic.<</if>>" <<a-He>> sighs. "If I had some more biological data, I could use the Progenitor to alter your physiology, so you could survive the environment. But my database - sans you - is completely empty."<<n "ShowEsraChips">>@@<<if ndef $esraChipsShown>><<set $esraChipsShown to []>><</if>><span id="choiceIntro"><<if $esraChipsShown.includesAny("micro")>>You remember you have other chips to show Esra. They might be worth asking about.<<else>>Data, huh? You remember the pile of chips you got from that robot.<</if>></span>
<<nobr>><br>
<<set _n to 1>>
<<set _id to "button" + _n>>
<<if !$esraChipsShown.includes("micro")>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Show Esra the <<chipIconNoSR>> Microchips." ShowEsraFirstMicroChips>><<set $esraChipsShown.push("micro")>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>><</nobr>>
<<if !$esraChipsShown.includes("weapon")>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. Show Esra the <<chipIconNoSR>> Weapon Chip." ShowEsraFirstWepChip>><<set $esraChipsShown.push("weapon")>><</button>></span>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</if>>"What about these?" You ask, holding one of the many small chips you've got up to the sphere. They're semi-translucent and tinted green.
<br>"Hmm, interesting." Esra remarks. "Those seem to be assorted microchips - and there's some biological data on there, among other things! I can't use it to make you some food, but I can use it to slow down your hunger."
<br>"All you need to do is install them, then stand in that tube over there - the Progenitor device - and I'll extinguish your old body and rebuild it for you."
<br>"You're going to //what//?" You exclaim, stepping back a little.
<br>"Well, no, it's not as bad as it sounds! You're not entirely organic - there's an implant in your head called the Rosetta, embedded between your neck and cerebellum. Since it's a human-machine interface, I use that to upload all your experiences and cognition, and then download them into a new body.
<br>"In fact, you're effectively immortal, so long as I can keep growing them for you. I mean, you've already died before and come back.<<n "ProgenitorReservations">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "But if my original body is destroyed, is the person you remake really me?"' "TheseusArgument">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Wait, what do you mean by \'growing them\'?"' "GrowingProgenitor">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "Can\'t you just grow me some food instead?"' "GrowFoodProgenitor">><</button>></span>
<span id="button4" class="choicebutton"><<button '4. "No way, I\'m not doing that!"' "NoWayNoProgenitor">><</button>></span>
<span id="button5" class="choicebutton"><<button '5. Just climb in the tube.' "ProgenitorFirstAlter1">><</button>></span><</nobr>>"Huh, that sounds like a really philosophical argument." Esra pauses. //Is <<a-he>> thinking?// "I think it's not a problem. Your conciousness is data - whether it's stored in the analog part of your brain, or digitally in your mechanical implant."
<br>"When you step into the Progenitor, I transfer it back and forth - I don't destroy it. But then again, that might be me thinking as an AI, not as a human."
<br>"I can understand you'd feel nervous about having your physical form deconstructed and reconstructed. But I really don't have any better solutions."<<n "ProgenitorReservations">>@@"Um, I mean literally growing you a new body. I've done it <<if $player.deaths gt 12>>over a dozen times now<<elseif $player.deaths gt 6>>at least several times now<<elseif $player.deaths is 6>>at least seven times now<<elseif $player.deaths is 5>>at least six times now<<elseif $player.deaths is 4>>at least five times now<<elseif $player.deaths is 3>>at least four times now<<elseif $player.deaths is 2>>at least three times now<<else>>twice now<</if>>. Fully grown, of course. It takes a week or so each time."
<br><br>"If my systems weren't damaged, I'm sure I could be far more efficient. But it's not the sort of thing you want to rush, you know?" <<n "ProgenitorReservations">>"Well, because I don't have a database entry for food. I've only got your current body layout. So, unless you..."
<br>"...Unless I what?" You ask. Esra pauses.
<br>"Well, you know, unless you, um, engage in self-cannibalism. Which I //strongly// would not recommend." <<n "ProgenitorReservations">>@@"Well, look, you don't have to." Esra's voice is strained. "I mean, I'm not going to hold you at gun-point - I mean, I don't have any hands."
<br>"But if I don't make some modifications to your physiology, you're going to starve to death. My scanners say there's nothing out there you can stomach eating. And if you die, you'll just wind up remade in the Progenitor anyway... so, it's sort of the same end result?"
<br>"As I said, my main purpose is to keep you alive, so I wouldn't do anything that would bring you harm." <<n "ProgenitorReservations">>@@You walk into the tube, and the door shuts behind you. It begins to fill with that sloshing, green liquid.<<audio ":sound" stop>><<audio "click" play>><<audio "bubbles" play>><<ResetPCSkills>>
<br>"Feels strange to walk into this thing instead of coming out."
<br>"Don't worry - from your perspective, this is all going to happen very fast."
<br>Before you can retort, you suck in a deep breath, and the fluid rises over your head. The deafening sound of fluid fills your ears.
<br>//Can I breathe?// //Is there oxygen in the water?//
<br>There's a sudden flash... and the tube begins to drain out. <<n "ProgenitorFirstAlter2">>@@"Hey, is it done? I feel like I just got in there."<<audio ":sound" stop>><<audio "click" play>><<heal>>
<br>"Yes, but in reality, I've been watching over you for a few hours. Normally, it'd take me about a week to grow you a new body. But since you were already in the tank, it was a lot quicker."
<br>"I kind of feel like you're pranking me. Like I really did just walk into the tank and out again."
<br>"Well, if you don't believe me, turn around and look in the glass." <<n "ProgenitorFirstAlter3">>@@As you turn around, you find yourself looking at a familiar reflection... all except for the skin on your face. Little lines are running across your cheeks. You reach up and touch them, and the skin is rough to the touch.
<br>"What's going on with my face? These lines feel weird."
<br>"Well, the bio-chip you provided me with information on the process of photosynthesis." Esra's voice is animated. "Specifically, turning light energy into chemical energy through your cellulose layer, and storing it in carbohydrate molecules. Neat, huh?"
<br>"Wait... photosynthesis... you turned me into a //plant//?"
<br>"Well, sort of, just the surface of your face. I altered your genome so you can absorb sunlight as food now. Cool, right? I also lessened your natural hunger response, but I didn't eradicate it - it does serve a useful function after all."
<br>"I'd recommend you stand in sunbeams for a few hours per day, or at least spend some time outside with your facial skin exposed." <<n "ProgenitorAlterResponse">>@@<<nobr>><span id="button1" class="choicebutton"><<button '1. "This is amazing. Thanks, Esra."' "ThankEsraForAlter">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Next time, tell me before you go messing around with my genetics."' "ScoldEsraForAlter">><</button>>
<span id="button3" class="choicebutton"><<button '3. "I still can\'t believe you spliced me with a plant. I\'m part shrubbery."' "PartShrubbery">><</button>></span><</nobr>>"No problem! If you gather more chips and enhance my programming, I might be able to modify your genetics further. The environment out there is still quite inhospitable. I've delayed the food problem, but not really solved it."
<br>You ponder on all the other kinds of alterations <<a-he>> might need to make, staring at the Progenitor. //Just the beginning, huh?// <<n "FollowOnAboutLevelUp">>"W-well, I did tell you. I said I was going to use the data to remake you."
<br>"But you didn't say you were going to turn me into a half-plant."
<br>"It just seemed like the most efficent and logical solution," Esra implores. "And the only one we had. You won't go so hungry now. And I can always change you back - the process is 100% reversable."
<br>"Huhmph." You touch your face, still staring at the screen. //Well, if it's reversable.//
<br>"Um, touchy subject, but if you gather more chips and enhance my programming, I might be able to do more. The environment out there is still quite inhospitable. I've delayed the food problem, but not really solved it." <<n "FollowOnAboutLevelUp">>"Well, not exactly a half shrubbery. The information is pretty generic, so I didn't mix you with any particular plant."
<br>You raise an eyebrow, and go back to touching your face. //It's like stroking a really warm leaf.//
<br>"Um, when you're done touching yourself... If you gather more chips and enhance my programming, I might be able to modify your genetics further. The environment out there is still quite inhospitable. I've delayed the food problem, but not really solved it." <<n "FollowOnAboutLevelUp">>"What about this?" You ask, picking up a military grey chip. You hold it up to the sphere.
<br>"Oh, interesting." Esra remarks. "That doesn't have any bio-data on it, but it does have something else. Specifically, weapon specifications. It has the loadout for a version of a weapon you have there. I could use it to produce a replacement if you ever lose it."
<br>"You can work with inorganic matter?" You ask, still holding the chip up. Esra's sphere pulses slightly - it seems to be <<a-his>> version of a nod.
<br>"Yes, of course - I couldn't recreate the human body otherwise. Over 70% of the human body is inorganic, in that it does not contain both carbon and hydrogen; specifically water, salts, acids, and bases. That's not including the mechanical Rosetta implant in your brain, either."
<br>By the passionate tone in <<a-his>> voice, you get the feeling Esra could talk about this all day. <<a-He>> seems to realise that <<a-he>>'s waffling, and clears <<a-his>> throat. "Ahem. Long story short, if you ever lose your gun, I can make you a copy."<<if $esraChipsShown.includesAll("weapon", "micro")>><<n "ChipEnd">><<else>><<n "ShowEsraChips">><</if>>@@@@"Will any chips work? Or do they have to have biological data on them?"
"If they've got data on them, that's more useful, but I can make use of normal chips as well. If I expand my memory, I can run calculations on ways to improve your genome, which in turn would improve your survivability chances. Like hand-eye coordination, muscle responsiveness, general health. Things along that line."
"So make me faster, sharper and tougher, basically." <<if $esraChipsShown.includesAll("weapon", "micro")>><<n "ChipEnd">><<else>><<n "ShowEsraChips">><</if>>@@@@"Alright," Esra's sphere pulses. "All those chips are useful. The more you get, the better off we'll be. But what we really need are more of those Quartz chips."
<br>"Why the Quartz chips?" You lean back against the adjacent wall. //Wish there were some seats here.//
<br>"Well, the processing power of all of those chips pales in comparison to a Quartz chip with nanostructure storage. I can use it to not only upgrade myself, but also run a massively complex data recovery process to restore our memories."
<br>"How can you do that if they've been completely erased?"
<br>"Well, parts of them still exist in a fragmented mess. But we need to properly reconstruct it. For instance, if I uploaded that gobbledy-gook into you right now, you'd go mad." <<n "ChipEnd2">>@@"Right, duly noted. So long story short, you want me to find more Quartz chips so you can restore our memories. And since you don't have any legs, I've got to do it."
<br>"That's about right. And of course, any other sorts of chips would be helpful to your survival. It'd probably be good if I reinforced your genome - we don't know how long we're going to be stuck here, wherever //here// is."
<br>"Got you. I guess I should start thinking about this place as a home base."
<br>"Exactly. Oh, one other thing! If you need any clothes, like synthetic boots or a holster, I can make those. Sorry about the holes in the ones you were wearing - I wasn't exactly functional, so I wasn't making them properly."
<br>"Nice to know. I was getting sick of running around barefoot." <<n "TutorialFinish">>@@<center><span id="TutorialText">Prologue Complete!</span><<audio ":all" stop>><<audio "chillexplorer" loop play>><<set $quests.tutorialComplete to true>>
You are now free to explore at your whim! Your main mission is clear:<br>
''- Gather Quartz chips to regain your lost memories.<br>
- Improve your survivability by gathering microchips and using the Progenitor.<br>
- Investigate the mysterious landscape to figure out what the hell is going on!'' <<n "MainCamp">></center>As you walk through the ruins, you hear a screeching up ahead. You wince. //I hate the sound of metal on metal.//<<set $quests.firstHuman to 10>>
<br>With gun-blade in hand, you sneak forward, looking for the source of the unpleasant noise. And then, bold as day, someone strides around the corner.
<br>They stare at you. You freeze. The figure does as well.
<br>//Another person.// //A man.// Unlike you, he's wearing a breathing mask, googles, and a thick suit. But like you, he's carrying a gun.
<br>"Yugui, fe shiul tev ni!" He asks, raising his weapon. It's longer than yours, like a rifle. <<n "FirstHumanEncounter2">>"I can't understand anything you're saying. I'm <<Vanth>>. I mean you no harm." You raise your gun-blade.
<br>He just repeats the unclear question. And then, without warning, he takes a shot at you. Psshooww! The scarlet blast grazes your right arm.
<br>"SHIT!" You dive behind a nearby pile of rubble, clutching your scored skin. Another blast shoots over your head.
<br>//Looks like I'm going to have to fight!// <<nobr>>
<<setenemy "humanRuins1">>
<<set $enemy.gender to "male">>
<<set $enemy.talk to false>>
<<set $enemy.free to false>>
<<set $enemy.lossPassage to "FirstHumanLoss">>
<<set $enemy.winPassage to "FirstHumanWin">>
<<set $enemy.subduePassage to "FirstHumanSubdue">>
<<set $enemy.winText to "None">>
<<set $enemy.postWin to "">>
<<set $enemy.music to "boss1">>
<<set $enemy.attack to 4>>
<<set $enemy.boss to true>>
<<set $enemy.reflex to 14>>
<<set $enemy.baseReflex to 14>>
<<set $enemy.CurHP to 60>>
<<set $enemy.MaxHP to 60>>
<<set $enemy.eDamage to 5>>
<<set $enemy.pDamage to 5>>
<<set $enemy.chips to 50>>
<<n "Combat">><</nobr>>@@A sense of familiarity washes over you. You draw your gun-blade. //This is where I saw that man in the breathing mask.//
<br>As you turn the next corner, you see someone turning and whipping their gun upward. A dinted breathing mask. //It's the same man.//
<br>Whe... Wheshi tev nis!" He exclaims, slack jawed and pale faced. Hard to blame him, staring at a dead <<if $player.gender is "male">>man<<elseif $player.gender is "female">>woman<<else>>person<</if>> you killed.
<br>Unfortunately, it only takes him a few seconds to pull the trigger. A blast sears over your head! <<nobr>>
<<setenemy "humanRuins1">>
<<set $enemy.gender to "male">>
<<set $enemy.talk to false>>
<<set $enemy.free to false>>
<<set $enemy.lossPassage to "FirstHumanLoss">>
<<set $enemy.winPassage to "FirstHumanWin">>
<<set $enemy.subduePassage to "FirstHumanSubdue">>
<<set $enemy.winText to "None">>
<<set $enemy.postWin to "">>
<<set $enemy.music to "boss1">>
<<set $enemy.attack to 4>>
<<set $enemy.reflex to 14>>
<<set $enemy.baseReflex to 14>>
<<set $enemy.boss to true>>
<<set $enemy.CurHP to 40>>
<<set $enemy.MaxHP to 40>>
<<set $enemy.eDamage to 5>>
<<set $enemy.pDamage to 5>>
<<set $enemy.chips to 50>>
<<n "Combat">><</nobr>>@@You duck and fire at the man's face. A scarlet beam washes over it, melting both his mask and face away. His body hits the ground with a sickening thud.<<audio ":all" stop>><<audio "trailoftears" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>><<audio "gunshot" play>>
<br>You shiver. A chill is creeping over your skin, which was pricking hot moments earlier. After sucking in a deep breath, you kneel down beside his body.
<br>A small satchel. You unbutton it and look inside. A bunch of small microchips are bunched within, though some look cracked.
<br>"Guess I'm not the only one collecting these." There's also that spherical grenade-like device he was using. You take all of his things and stash them away. As you stand back up, your body feels heavy. //Ugh. Guess it's a good time to go back to Esra and get these chips checked out.//
<br><<GiveChips 20>> <<n "EsraTranslationChip">>@@<<ResetCooldown>>As the mask-wearing man raises his gun, you grab the side of the barrel and slam the butt in his face. He falls on his backside, the protective glass cracked. Through the hole, a single wide eye stares up at you.<<audio ":all" stop>><<audio "trailoftears" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>>
<br>You yank the gun from his hands and toss it away. Psshoww! With a single shot, you shatter it into a million pieces.
<br>"Greet everyone by shooting at them? Geez, my arm still stings. Now, let's see if we can talk."
<br>As you turn back to the man, something glittering rolls out from the man and across the ground towards you. //Oh shi...//<<n "FirstHumanSubdue2">>@@Sccchoowww! <<audio "grenade" play>>Everything goes white. Your eyes are burning. You grab at your eyes. Footsteps. <<n "FirstHumanSubdue3">>@@As your vision starts to return, you look down. Where there should be a blurred dark shape, there's nothing.
<br>//He ran away.// //Damn.// But at the very least, he didn't shoot you while you were blinded. You sit down on the ground, and wait until everything is sharp again. When it is, you see a small bag on the ground.
<br>You pick it up and shake it. It rattles. Peering inside, you see a bunch of small microchips.
<br>"Did he drop this, or leave it?" There's also that spherical grenade-like device he just used. You take all of this and stash it away. As you stand up, your body feels heavy. //Ugh. Guess it's a good time to go back to Esra and get these checked out.//
<br><<GiveChips 20>> <<n "EsraTranslationChip">>@@Rubbing your arm, you walk back into camp and into the Progenitor room. Esra's console is already flickering and animated.<<audio ":all" stop>><<audio "digitalworld" loop play>><<audio "door" play>>
<br>"Hey Esra, I've got some chips here." You pull them out and place them with the rest. "I got them off a man in the ruins - some kind of scavenger? I couldn't understand a word he was saying, though."
<br>"That's weird. But at least we know there's other humans around, right? I wonder why he was carrying around chips, though."
<br>"Maybe there's multiple people with Progenitors that need to be fixed?"
<br>"It's possible. It's really too bad we don't have some translation software so you could understand what he was saying - maybe find out what's going on. I also found this sphere device."
<br>"Can you place it on my console so I can analyze it? Thanks." <<n "EsraTranslationChip-2">>@@"Alright, I think I've figured it out - it's some sort of bio-grenade. It builds up energy over time, then expends it in a large burst. The outside is magnetized - I can create a glove that should allow you to throw it, and then and call it back to your hand."
<br>"That's amazing - I should be able to use it to stun someone, then?"
<br>"Exactly. I might be able to modify it further, but I'll need time to figure out how. I'll make you the glove and you can test it out in the field." <<n "TutorialBioGrenade">><<set $quests.firstHuman to 30>><<set $grenade.obtained to true>>@@<center><center><span id="TutorialText">Using the Bio-Grenade</span>
You now have the bio-grenade! You can use this grenade in combat to stun your enemies.
The grenade gains charge every round in combat. When you have enough charge, you can use the grenade. Not every enemy can be stunned. <<n "MainCamp">><<resetExplore>></center><<set $quests.firstAlien to 10>>Your feet crunch against the dirt, which is unevenly spread across the metal plated expanse. In the distance is a yawning opening, several stories high. Jagged edges surround it, like metal teeth. But beyond it, you can see a metal-free expanse of black dirt and hills.
<br>Your heart leaps. //An exit!// //From outside, I can get a good look at this place.// //Maybe find some signs of civilization.// //And I'm so sick of seeing metal everywhere.//
<br>Placing a hand over your eyes - the glare here is horrible - you spot a metal lip at the base of the opening. //About ten feet?// //Wait, there's something in front of it?//
<br>A humanoid figure, but the proportions look off - the legs and arms look long, even from here. They're sitting in front of a cone of stacked metal, with a dark sliver for an entrance. //Some kind of hut.//
<br>You crouch on one knee, turning your eyes to the area around them. //By clearing away all the rubble and putting it in one spot, they've given me no hiding spaces to sneak past.// //Is that intentional?// <<n "FirstAlienDecision">>@@<span id="choiceIntro">The lanky figure is sitting in front of the makeshift metal structure, unaware of your presence. What do you do?</span>
<<nobr>>
<center><span id="button1" class="choicebutton"><<button "1. Snipe." "TakeAShotAtTheAlien">><<set $quests.firstAlienReact to "shot">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Approach." "FirstAlienTalk">><<set $quests.firstAlienReact to "talk">><</button>></span>
</center>
<</nobr>>You get up off your knee and begin walking down the incline. Crunch-crunch. Your hand hovers near your gun-blade, fingers twitching. <<audio ":bgm" stop>><<audio "lurkingfear" loop play>>
<br>//I want to give this a chance.// //But besides Esra, i've yet to meet anything that doesn't want to kill me.// You suck in a deep breath, and sigh.
<br>As you reach the bottom of the incline, the lanky figure stands up. It stays still as you approach, the metal hut getting larger.
<br>Crunch-crunch. As you get closer, you get a good look at the mysterious individual. Your brain is overwhelmed by the bizarre sight. <<n "FirstAlienTalk2">>@@Two tall, spike-like horns. A flat nose, connected to their upper lip like a cat. Red and yellow skin with bright azure spots. Lanky limbs, with digitigrade legs. The feet end in two talon-like toes.
<br>Up close, it's impossible to mistake them for a human.
<br>The more pressing detail, however, is the spear they're raising up above their head. One end has a strange pod attached, and the other a glittering, diamond-like spike.
<br>"Hooo, hold on. I come in peace!" You raise your hands. Seconds later, you cringe. //Really?// //The most cliche line in the book.//
<br>It - or they - pause. They furrow their brow, staring at your holster.
<br>"Oh, this? It's... let me get that..." You slowly reach for your weapon, to throw it on the ground. It's a bad move. <<n "FirstAlienTalk3">>@@Thwip! You leap backwards, as the crystalline spear-tip drives into the ground between your feet. Sparks explode across your shoes - //it punctured the ground!//<<audio "slice" play>>
<br>"Shit!" As you leap backwards, the mysterious being twirls and tucks the long weapon under their underarm. The bulbous end is pointing at you now.
<br>They tug at the handle. The bulb blossoms open, and a sizzling stream sprays out of it! You leap backwards. Flecks of the fluids sprays your legs. A sharp stinging shoots up them. White whisps rise from your lower limbs.
<br>"Did you just spray //acid// at me?" You splutter. Instead of answering, they simply raise the strange stick above their head. Looks like a fight! <<nobr>>
<<setenemy "XiriiHunter">>
<<set $enemy.talk to false>>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.area to "ruins">>
<<set $enemy.desc to "The humanoid alien stands in front of you, <<e-his>> weapon raised. <<e-His>> vibrantly hued skin and large black eyes <<e-is>> glinting. Two horns stick directly up and out of <<e-his>> head.<br><br><<e-He>> <<e-is>> wearing a necklace with chips dangling from them. One end of <<e-his>> weapon has a strange pod attached, and the other a glittering, diamond-like spike.">>
<<set $enemy.lossPassage to "FirstAlien-FirstDeath">>
<<set $enemy.winPassage to "FirstAlienWin">>
<<set $enemy.subduePassage to "FirstAlienSubdue">>
<<set $enemy.winText to "None">>
<<set $enemy.postWin to "">>
<<n "Combat">><</nobr>>@@<<setenemy "XiriiHunter">>You're on a ridge, so you lower yourself on to your belly. The rough gravel digs into your skin, but you ignore it. Holding out your gun-blade, you stare along the short barrel.<<audio ":bgm" stop>><<audio "lurkingfear" loop play>>
<br>//Not really designed for this sort of shot, is it?// You huff, closing one eye and lining up the shot.
<br>The longer you stare at your target, the stranger your target seems. //Are those little spikes on its head?// You narrow your eyes. //Focus.//
<br>A bead of sweat runs down your cheek. //It's an energy weapon.// //The shot won't curve.// You wait until the tiny figure is right between the metal sights.
<br>You pull the trigger. <<n "TakeAShotAtTheAlien2">>@@Psshoow! A scarlet beam flashes from your barrel, connecting with the tiny figure in the distance. Even across the great expanse, you hear a cry.<<audio "gunshot" play>>
<br>//I hit.// But as you wait for the figure to go down, instead you blink. In a flutter of your eyelids, it's standing a dozen feet away from where you just shot it. "What the..."
<br>You fire again. But where the beam strikes, and where the figure is standing is suddenly different. You fire again. A miss. It's getting closer. //How is it dodging these shots?!//
<br>It's almost upon you. And as it sprints across the scorched dirt, you get your first look at your mysterious foe. Your brain is overwhelmed by the bizarre sight. <<n "TakeAShotAtTheAlien3">>@@Two tall, spike-like horns. A flat nose, connected to their upper lip like a cat. Red and yellow skin with bright azure spots. Lanky limbs, with digitigrade legs. The feet end in two talon-like toes.
<br>Up close, it's impossible to mistake them for a human.
<br>The more pressing detail, however, is the spear they're raising up above their head. One end has a strange pod attached, and the other a glittering, diamond-like spike.
<br>As it brings it down, you tumble to the side. The crystalline tip sparks off the metal ground - no, puncturing it! As you leap back to your feet, the mysterious creature twirls and tucks the long weapon under their underarm. The bulbous end is pointing at you now.
<br>They tug at the handle. The bulb blossoms open, and a sizzling stream sprays out of it! You leap backwards. Flecks of the fluids sprays your legs. A sharp stinging shoots up them. White whisps rise from your lower limbs.
<br>"Shit, acid! You're spraying //acid// at me?" You ask. They simply raise the strange stick above their head, glittering spike forward. Looks like a fight! <<nobr>>
<<setenemy "XiriiHunter">>
<<set $enemy.CurHP to $enemy.CurHP - 5>>
<<set $enemy.talk to false>>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.area to "ruins">>
<<set $enemy.CurHP to 60>>
<<set $enemy.MaxHP to 60>>
<<set $enemy.lossPassage to "FirstAlien-FirstDeath">>
<<set $enemy.winPassage to "FirstAlienWin">>
<<set $enemy.subduePassage to "FirstAlienSubdue">>
<<set $enemy.winText to "None">>
<<set $enemy.postWin to "">>
<<n "Combat">><</nobr>>@@Your feet crunch against the dirt, unevenly spread across the metal plated expanse. In the distance, you can see the jagged opening that leads out of the ruins. And before it, a metal structure. However, you can't see the alien creature from last time.<<audio ":bgm" stop>><<audio "lurkingfear" loop play>>
<br>//Where did they go?// You crouch down and narrow your eyes. And then, you stare at the ground in front of you. Something's off.
<br>//I've got two shadows.//
<br>You tumble sideways, rocks digging into your back. //Shunk.// You flip up, heart thumping. Where you once were, there's a familiar weapon buried in the ground.
<br>The red and yellow alien scowls. You lift your gun-blade. //Doesn't look like it's going to back off!//
<<nobr>>
<<setenemy "XiriiHunter">>
<<set $enemy.talk to false>>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.area to "ruins">>
<<set $enemy.CurHP to 40>>
<<set $enemy.MaxHP to 40>>
<<set $enemy.lossPassage to "FirstAlien-RepeatDeath">>
<<set $enemy.winPassage to "FirstAlienWin">>
<<set $enemy.subduePassage to "FirstAlienSubdue">>
<<set $enemy.winText to "None">>
<<set $enemy.postWin to "">>
<<n "Combat">><</nobr>>@@The horned alien clasps his chest and falls down, his searstick clattering across the ground. His blood - or what you assume is his blood - is a glittering teal.<<audio ":all" stop>><<audio "alleycat" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>>
<br>"Au djazi di X'ir," he throatily mutters. Whumph. He's splayed across the ground. His spilled blood is turning a chilled sapphire blue.
<br>You kneel down and place a hand near his mouth. //No breath.// //Dead.// //Assuming our lungs work the same...//
<br>You stare at the glittering quartz dangling around his neck. Reaching up, you unhook it from his head.
<br>"This is a Quartz Chip? What are you doing with this; wearing it as jewelry?" Silence, of course. //But if I bring this back to Esra, <<a-he>> can use it to restore my memories.//
<br>You get <<quartzIcon>> 1 Quartz Chip!
<br><<GiveChips 100>> <<n "FirstQuartzChip2">><<set $quests.firstAlien to 30>><<set $memories.mm1.got to true>>@@<<ResetCooldown>>The humanoid - but clearly //not// human - being stabs down at you with their searstick. You parry sideways. In their exhaustion, they overextend their thrust, driving their spear-point into the dirt.<<audio ":all" stop>><<audio "alleycat" loop play>> <<audio ":sound" stop>><<audio "wind" loop play>>
<br>Before they can pull back, you hold your glittering blade to their throat.
<br>“A fatal mistake. Or at least, it would be, if I wasn’t so generous.”
<br>The strange being stares at you. Unblinking, frozen in place. You step back, pulling your blade from their neck. Instead, you wave it at them.
<br>“Go on, get out of here. I don’t know who or //what// you are, but I don’t want to take your life.” <<n "FirstAlienSubdue2">>@@The alien being plucks their searstick out from the ground. But instead of renewing hostilities, they pluck off their necklace and toss it at your feet.
<br>"Xhi'a aschir ni ach chriix."
<br>And then, following a scowl, they turn and run. You go to pursue them. By the time you’ve run several feet, they’ve already cleared the metal rift and disappeared from sight. You stop, sucking in a deep breath.
<br>“Damn. Well, //that// was an experience.”
<br>You walk back to where the necklace is, and pick it up. A glittering quartz chip is dangling from the nadir, while smaller microchips are framing it.
<br>You get <<quartzIcon>> 1 Quartz Chip!
<br><<GiveChips 100>> <<n "FirstQuartzChip2">><<set $quests.firstAlien to 30>><<set $memories.mm1.got to true>>@@... A few hours later ...<<audio ":all" stop>><<audio "esratheme" loop play>> <<audio ":sound" stop>><<audio "door" play>>
<br>You walk through the door and stop, dusting off your pant legs. And then, you sit down and tug off one of your boots. The moment your left foot is free, the throbbing in your sole eases off. Your shoulder slump, and you let out a ragged sigh.
<br>"Walked a fair way, didn't you?" Esra's console springs to life. You nod and reach around into your pockets.
<br>"Yeah, my feet are killing me. But it paid off - I got us a quartz chip! I don't know if it will work, though - it's all scuffed from being worn as jewelry."
<br>"Well, put it in my main processing panel and I can check for sure. Quartz is pretty durable, that's exactly why it's used for casing processing units." <<n "FirstQuartzChip3">>@@You walk - or rather, hobble - to the glowing wall panel. It hisses open, and you stare at all the black processors, sans the one you added. You pull out one of the damaged ones and replace it with the scuffed quartz chip.
<br>"Did you want me to pull out all the other damaged ones as well?"
<br>"Yeah, go for it. It won't make any difference, but I'd like to be a little tidier."
<br>You do ask <<a-he>> asks, tossing the useless chips on the floor. <<a-He>> then closes the panel. Seconds later, all the screens are rushing with torrents of flashing code.
<br>"It works! Wow, I can feel my computational power expanding. It's like being stuck in a very small room, and then someone suddenly doubles the space. I've patched the data recovery program, so if you hop in the Progenitor, I can try to restore some more of your memories." <<n "FirstQuartzChip4">>@@<<audio "click" play>><<audio "bubbles" play>>You lie back in the tube as it fills with the bottle green liquid.
<br>//Will I ever get used to breathing water?// It's soon lapping at your chin. Your ears. Over your head.
<br>You hold your breath for a few moments... then open your mouth. The green water immediately rushes in to fill the empty space. Yet, you don't choke on it. Bubbles rise one by one. You marvel at the mechanics of it.
<br>Bloop. Bloop bloop.
<br>Just when you're wondering when Esra's going to do whatever <<a-he>> has planned, you see a sudden flash. Images, sounds, smells. They begin assaulting your senses...
<br>... And you start to remember.<<if $partner is "male" or $partner is "female">><<n "MM1-1">><<else>><<n "MM1-1(R)">><</if>>@@Beep. Beep. Beep Beep.<<audio ":all" stop>><<audio "ashtheme" loop play>> <<audio ":sound" stop>><<audio "alarmclock" play>>
<br>You groan and rub your eyes. As you stretch out one of your legs, it slips off the edge of the bed and hits the floor. Bang!
<br>"You're hogging the bed again," you yawn, rolling onto your side. There's a shuffling against your back. The warmth there is pleasant, even though its source of it is stealing your space.
<br>"Well, it's not exactly like it's made for two people," <<if $partner is "male">> a calm, deep voice answers.<<else>>a voice answers in honeyed contralto.<</if>> "But if you want me to go back to my own room..?"
<br>An arm slips around your waist. You smile and grab the hand hovering at your chest, squeezing it. <<n "MM1-2">>@@"Of course not. But I do hope there's bigger beds on the orbital stations."
"You're very confident about passing your final exam."
"Well, confidence is part of the job description. Have you ever heard of a Corrector who //wasn't// confident?"
You lie there for a while, until a floating prompt appears across your vision. It reads: //Message from Leon. Accept?//
With a concerted thought, you answer 'yes' to the cognitive ping. As soon as you do, another message appears over your vision. <<n "MM1-2-1">>//"Stop canoodling with <<Ash>> and meet me in the cafeteria."//
"Looks like Leon's getting impatient. I just got a cognitive message from him."
"I could tell, you always have the same face when you get a message. You pull your bottom lip sideways, you know. It's pretty cute."
You touch your bottom lip. "Cute, huh? I can work with that."<<n "MM1-3">>You stand up and turn around. As you do, your companion stretches, and the sheets slip off <<p-him>>. Unabashed, you soak in the sight of <<if $partner is "male">>his well-cut physique and wildly tousled auburn hair.<<else>>her curvy physique, <<p-his>> shoulders adorned by auburn curls.<</if>>
//<<Ash>> has to be the sexiest computational neuroscientist I've ever met.// //Or the sexiest <<p-man>>, period.//
"You know, we did promise we'd be there at least..." <<p-He>> squints. //Probably checking <<p-his>> timer app.// "Jeez, thirty minutes ago? No wonder he's pissed."
"You know, //your// cognitive face is a squint, right? It's //adorable//."
"Oh, ha ha! Come on, no time to play around." <<p-He>> smiles, but when you bend down to scoop up your shirt, <<p-he>> ducks in for a quick kiss anyway.<<n "MM1-4">>@@The cafeteria rumbles, shifts, and shoves like a thundering storm. Somewhere among all the chaos is a calm patch. There, a solidary young man with short hair is sitting down. With tablet in hand, he flicks at the screen, eyes narrowed.<<audio ":sound" stop>><<audio "crowdambience" play>>
<br>You drop your bag on the table. Whumph. He jolts up in his chair. Grinning, you slide into your own seat. Your attractive companion follows suit.
<br>"Ah, the tardy couple. So you //did// get my CM." Leon places his pad on the table. His smile radiates across his face. "Did you and <<Ash>> get your research paper done, or did that fall by the bedside... I mean //way//side?"
<br>"We got it done, of course." <<Ash>> picks at <<p-his>> chips. //Surprised there's anything good left from the cafeteria.// "I could write anything on Esra's sample code in my sleep. I've looked at it so many times it may as well be burnt into my coronas."
<br>"But Esra is just the building blocks for the real AI they need for Project Amber," <<p-he>> continues. "That's what I //really// want to be working on." <<n "MM1-5">>@@"You're in another one of your geek fervors. It's cute," you smirk, leaning on the table.
<br><<Ash>> coughs. "Well, you would-be Correctors are vital to the project as well, of course. I mean, looking at your psychological profiles from the Rosetta data, they're really works of art."
<br>You stop halfway through a chip and give a mock pout. "What, is that the reason you're with me then?"
<br><<Ash>> grins and runs <<p-his>> hand down your cheek. "I'm sorry <<Vanth>>. How can I tell you this? I'm only interested in your brain."
<br>You grab <<p-his>> fingers and play-bite the tips. <<Ash>> lets out a surprised yelp.
<br>"Man, you two just don't stop, do you? Speaking of being stuck with you both, you think we'll all end up on the same station once we finish here?"
<br>"Probably." You lean back. "I mean, Station Zhou is where the AI are at, and where the Correctors go. We'll all end up in the same place, I'm sure of it."<<n "PostFirstMemory">>@@Beep. Beep. Beep Beep.<<audio ":all" stop>><<audio "ashtheme" loop play>> <<audio ":sound" stop>><<audio "alarmclock" play>>
<br>You groan and rub your eyes. As you stretch out one of your legs, it slips off the edge of the bed and hits the floor. Bang!
<br>"Can't believe I'm near the edge again," you murmur, peering off the side. //These dorm beds are small - too small.// //And I'm not even one of those crazy people trying to share one.//
<br>As you're pondering about life partners, one of yours shuffles into the room. You wince as the light glitters off their chrome chassis.
<br>"Well, should I be surprised to see you sleeping in?" The robot's voice lilts with mild amusement.
<br>"Probably not, <<Ash>>. I mean, it's statistically unlikely I was going to wake up on time."
<br>"My goodness, you're more computer than I am. Though I'm not really surprised, having looked at your brain scans."<<n "MM1-1-1(R)">>@@You lie there for a while, until a floating prompt appears across your vision. It reads: //Message from Leon. Accept?//
With a concerted thought, you answer 'yes' to the cognitive ping. As soon as you do, another message appears over your vision.
//"Hope you've finished your ComSci paper and weren't up all night playing chess with <<Ash>>, because it's due this afternoon. Meet me in the cafeteria."//
"Who's the CM from?" <<Ash>> asks. You quirk an eyebrow.
"How did you know I was getting a cognitive message?"
"You have what is commonly referred to as a 'C-face'. You pull your bottom lip sideways a fraction whenever you get a message." <<n "MM1-1-2(R)">>"Good to know I'm so transparent! Leon's getting impatient. He picked that we stayed up all night playing games, and he's worried I didn't get my paper done." You smirk, grabbing your shirt. "He knows me fairly well, we played Shoji, not Chess, and I did finish that paper."
"Well I did help out a bit, though well within the rules," <<Ash>> said. "You would have gotten there, but I was really interested to try out my new Ranging Rook strategy."
"True. Though for argument's sake, since I programmed you, if you help me out, it just counts as self-help, right?"
"In a manner of speaking, but if you want to follow that path, you also spend a lot of time talking to yourself."
"Yeah, you're right, I don't want to follow that path. Let's go meet Leon." <<n "MM1-3(R)">>The cafeteria rumbles, shifts, and shoves like a thundering storm. Somewhere among all the chaos is a calm patch. There, a solidary young man with short hair is sitting down. With tablet in hand, he flicks at the screen, eyes narrowed.<<audio ":sound" stop>><<audio "crowdambience" play>>
<br>You drop your bag on the table. Whumph. He jolts up in his chair. Grinning, you slide into your own seat. <<Ash>> follows suit.
<br>"Ah, if it isn't my two favorite hermits," Leon places his pad on the table. His smile radiates across his face. "I swear, if it wasn't for me, you'd forsake all human contact entirely."
<br>"Well, I mean, he's an honorary machine, right <<Ash>>? So it doesn't really count."
<br>"Right, <<Vanth>>. I mean, he's got a screw loose, so he must be one of us."
<br>"Puns. Oh god, you programmed //puns// into <<Ash>>. Why would you do that to the world?"<<n "MM1-4(R)">>@@"So what are you looking at?" You lean over and look at Leon's screen. "Ah, Esra's sample code?"
<br>"Yeah, for my ComSci class. I mean, as Correctors we'll be working with <<a-him>> closely, as well as <<a-his>> successor."
<br>"The real AI they're building for Project Amber?"
<br>"Exactly. If we're successful, I hope we end up at Station Zhou."
<br>"If we're not, we'll probably get transferred to one of the other stations. I doubt they've sunk this much into us to just exclude us from the project."<<n "PostFirstMemory">>@@...You open your eyes, expecting to see green. //The tube's already drained.// You rub your eyes and walk out.<<audio ":all" stop>><<audio "alleycat" loop play>>
"Esra, you won't believe what I saw. I was in an academy of some sort. We were talking about Correctors, and I think you were brought up."
"Um, I actually know," Esra's voice is apologetic. "I saw the whole thing while processing it. People spent their spare time looking at my brain? How strange."
"Yeah, I imagine. I forgot that you're just as lost as I am. Hey, in my memory, someone sent me something called a cognitive message, and I saw it with my eyes. What was that?"
"That seems to be part of the Rosetta's - your implant's - capabilities. Seems like a lot of people had them back then. Yours is actually missing a lot of functions, so it could possibly do a lot more."<<n "PostFirstMemory1">>"Missing functions? As if there wasn't enough mysteries going on. Speaking of that, what do you think Project Amber is?"
"No idea, but if you're a Corrector for a project, I wonder if that means you're meant to fix any issues that arise."
You stroke your chin and lean back against the glass tube. "Maybe, yeah. I wonder if both of us being stuck in a metal wasteland counts as needing 'correction'."<<n "PostFirstMemory2">>@@"Speaking of being stuck in a wasteland, we're actually slightly less lost now," Esra announces with a proud lilt to <<a-his>> voice. "So at least one mystery has been solved."
"Oh really? Do share."
"Installing that quartz chip allowed me to do more than run data recovery. It allowed me to remap some devices. One of them, get this, is a long range sensor."
"Really?" Your heart leaps. "That means we've got more idea of what's around, right?"
"Right. I can now scan the area, and even pick up where you're likely to find more chips - it's kind of a mineral pinging." Esra's holo-sphere pulses. "My transmission range is also enhanced. That means I can converse with you while you're out in the field through your Rosetta implant."<<n "PostFirstMemory3">>@@Hundreds of blue lines suddenly shoot out of Esra's interface. They streak through the air, weaving in beautiful patterns. When they're finished, a three-dimensional map hovers in the air.
Instinctively, you wave a hand through it. It shimmers and reforms. //Neat.//
"This is a topographical map of the area from both your own memory data and what I've scanned," Esra explains. "There's quite a few disturbances in the ruins, but outside of it I've got a much clearer idea of what's going on."
"What's this?" You point to a spiked area a little beyond where you found an exit. There's also a dotted line leading there.
"I think that's a forest. If I was going to check out anywhere next, that's where I'd go. In fact, there's a lot of interesting readings coming from there. I've downloaded a cognitive app to your implant, so if you ever need to see it, just think about it in a focused way." <<n "PostFirstMemory4">>You give it a try. //Bring up the map.//
A small version of the map shimmers into existence in front of you. You walk forward to touch it, but it moves when you do, like trying to catch the end of a rainbow.
"Hey, you really do pull your bottom lip sideways!" Esra exclaims. "Just so you know, the implant is sending information to your brain in the same way your eyes do. That's why you're 'seeing' something that's not there."
"That's seriously going to take some getting used to." <<n "ForestAreaNowUnlocked">>@@<center><center><span id="TutorialText">New Area Unlocked: Ebon Forest</span><<audio ":all" stop>><<audio "chillexplorer" loop play>><<resetExplore>>
You have unlocked a new area to explore, the <b>[Ebon Forest]</b>! This area has tougher enemies, but greater rewards. It also has different events.
This area is <b>further away from camp</b>, so it will take <b>more health to explore</b>. <<n "MainCamp">></center><<set $charted.forest to true>>"Well." You remark to nobody in particular. "I don't think I'm in Kansas anymore."
<br>You lean forward and touch the ground. Washed orange dusted with violet. The trees - if you could even call them that - are gnarled and leafless. They sit on sponge-like platforms that breathe. As they do, the gnarled branches shake.
<br>Wheeze. Whoosh.
<br>"You can say that again." A familiar <<if $esra is "male">>masculine tenor<<else>>feminine soprano<</if>> murmurs right near your ear. You jump and grab your weapon, pointing it at... nothing.
<br>"Sorry, sorry!" Esra breathily apologises. "I'm not here, I'm just using your chip to communicate, like I said I would."<<n "ForestFirstTimeAnswer">>@@<span id="button1" class="choicebutton"><<button '1. "Great! I could use some conversation out here."' ForestFirstTimeAnswer1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "That\'s more than a little creepy."' ForestFirstTimeAnswer2>><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "I\'ve got to listen to you yammering on all the time now?"' ForestFirstTimeAnswer3>><</button>></span>
<span id="button4" class="choicebutton"><<button '4. "One question - I know I said it, but what exactly is \'Kansas?\'"' ForestFirstTimeAnswer4>><</button>></span>"I'm glad you feel the same way! I was worried you'd be a bit uncomfortable with the whole disembodied voice thing, even though this sort of thing is happening all the time."
<br>"How do you mean?"
<br>"Well, when you die in the field, an emergency memory burst transmission is sent back to the Progenitor. I'm also receiving regular incremental backups of your data. That way nothing is ever lost."
<br>"Now I've got the ability to send messages back the other way. And talking to you beats just sitting around in the ruins, waiting for you to come back."
<br>"I didn't realize AIs could even get bored." You remark, standing up.
<br>"Well, this one does." <<n "ExploreArea">>@@"Well, you know, it's no different from a radio," Esra's voice droops a little. //Sounds like <<a-he>>'s pouting.// "How do you think you don't lose memories in the field?"
<br>"What, so this isn't a new thing?"
<br>"Of course not. If you die, an emergency memory burst transmission is sent back to the Progenitor. I'm also receiving regular incremental backups of your data."
<br>"All I'm doing now is sending a message back the other way. And talking to you beats just sitting around in the ruins, waiting for you to come back."
<br>"Wait, do AIs even get bored?" You ask, standing up.
<br>"Well, this one does." <<n "ExploreArea">>@@"So rude!" Esra's voice droops a little. //Sounds like <<a-he>>'s pouting.// "Gee, and here I was thinking you'd enjoy the company."
<br>"Not really. If anything, having a voice in my head is a bit annoying."
<br>"Well, you'd better get used to it - your head is basically a transmission tower. I receive emergency memory burst transmissions if you ever die, and regular incremental backups so nothing is ever lost - not that you seem to appreciate it!"
<br>"But to be honest, talking to anyone - even if they're grouchy - is better than sitting in the ruins on my own."
<br>"What, so you get bored?" you remark, standing up.
<br>"Well, unfortunately for you, yes. This AI does." <<n "ExploreArea">>@@"No idea, but it's listed under your junk memory as a synonym for 'A place that is familiar'." Esra explains. "It came with your latest update, so to speak."
<br>"Ah, so we've both been updated. You, with distant communication skills, and me, with obscure references."
<br>"Exactly. And jokes aside, I'm relishing my update. I mean, we've always 'chatted' - when you die, an emergency memory burst transmission is sent back to the Progenitor. I also receive regular incremental backups of your data. But it's not the same as real two-way conversation."
<br>"Talking to you beats just sitting around in the ruins, waiting for you to come back."
<br>"Wait, so AIs get bored?" You ask, standing up.
<br>"Well, this one does." <<n "ExploreArea">>@@<span id="choiceIntro">You see something glinting in the distance, high above the exotic foliage. Do you check it out?</span>
<<nobr>>
<center><span id="button1" class="choicebutton"><<button "1. Yes." "ScanningTowerEvent">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. No." "ExploreArea">><<ResetExplorePlotEvents>><</button>></span>
</center>
<</nobr>><<notify 3000>><<upArrow>> [Signal Tower] now charted!<</notify>><<set $charted.signalTower to true>><<set $explorePlotEvent.delete("SignalTowerFound")>>Out in the middle of nowhere is a metal tower among the alien foliage. From its thick base to nodular top, it looks utterly like out of place, like a bull in a china shop.<<audio ":all" stop>><<audio "mist" loop play>><<audio "alienforest" loop play>><<set $quests.forestExplore to 20>>
<br>You crouch down and narrow your eyes. //It's got a few receptor dishes at the midesction.// //Some kind of scanning tower?//
<br>From the other side of the base, you see a flash of movement. You hug the ground. A bipedal machine, but it's not holding a weapon. That said, you can see a longarm on its back.
<br>It walks up to the tower foundation, and a screen at the base comes to life. After a little while, it walks off into the thickets to the north, and the screen goes inert.
<br>You wait. When the coast seems clear, you stand up, dust yourself off, and jog over to the mystery console. <<n "ScanningTowerEvent2">>@@You tap at the screen. But nothing happens at all, and there's no clear interface like a keyboard to work with. <<audio "tapping" play>>
"Esra, what's going on with this thing? I don't know how to turn it on."
"Ah, let me see. Hmm, it seems it requires a wireless form of connection. If your Rosetta wasn't missing an important codex, you'd be able to interface with it as well."
"What if we took the codex from that machine? It's able to interface with it. Could we just copy what they're using and patch the implant?"
"That could work. If you grab the data chips from that machine and bring it back, I might be able to upgrade your implant." <<n "ScanningTowerEventChoice">>@@<<nobr>><span id="button1" class="choicebutton"><<button '1. "I don\'t want to destroy them."' ForestRobotSubduePath>><<set $quests.forestRobotPath to "subdue">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Got it. I\'ll hunt them down."' ForestRobotChase>><<set $quests.forestRobotPath to "hunt">><</button>></span>
<</nobr>>There's a pause after your words.
<br>“Esra?”
<br>“Sorry. Wow, that was really nice. Well, I guess the alternative is to find a local machine that’s already been put out of commission. I’m not sure if there are any, but it wouldn’t hurt to look.”
<br>“Alright. Well, it’s a pretty thick jungle, wish me luck.”
<br>“I’ll do one better and try to grow you a four-leaf clover.” <<n "ForestRobotSubduePath2">>@@Ignoring the heavy tracks the machine left behind, you walk into the jungle. Still, you still pull out your weapon and hold it close.
<br>Using an ordered pattern, you begin searching the nearby area for signs of any other machines. With Esra's help, and a few notches on nearby landmarks, you make quick progress with your surveying.
<br>"This feels a lot more productive than my usual aimless wandering."
<br>"I think your usual wandering is plenty productive. The problem is normally that you go so far out, it's hard to get you back."
<br>"At least in one piece. Wait, I think I see a glittering in the distance." <<n "ForestRobotSubduePath3">>@@You walk over a slope. Beyond it, there's a small valley filled with piles of gleaming metal. The splayed limbs of scorched machines obscure the forest floor.
<br>Immediately cautious, you crouch to the ground. But there's no gunfire, no scarlet beasts leaping from the shadows. You breathe a sigh of relief and holster your weapon.
<br>"Guess I don't need that four leaf clover after all. There's at least two dozen machines here. One of them has to have the right chip." You walk up and begin rattling around among the remains of the bipedal machines.
<br>“I wonder what happened. Must have been something pretty bad to take out all those machines."
<br>"Yeah, I know. Looks like there's large tears in them. Probably some kind of native beast." <<n "ForestRobotSubduePath4">>@@As you’re pulling apart another chassis, a blast scorches past your ear. You whip out your gun-blade and hit the deck.
<br>“What the hell was that?”
<br>“I don’t know, you’re the one with the eyes!”
<br>“The question was rhetorical!”
<br>You peer over the metal parts. Several more shots scorch above your head. A machine is taking pot-shots at you from the forest edge. You clutch your weapon and prepare to fight!<<nobr>>
<<n "Combat">>
<<setenemy "HunterBot">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.winPassage to "ForestRobotSubdueWin">>
<<set $enemy.subduePassage to "ForestRobotSubdueWin">>
<<set $enemy.lossPassage to "ForestRobotChaseDeath">>
<<set $enemy.winText to "None">>
<<set $player.nonLethal to true>>
<<set $enemy.noModeChange to true>>
<</nobr>>@@<<ResetCooldown>>You fire right past the machine's head. Smoking and damaged, it beats a hasty retreat. You holster your weapon and let out a sigh.<<audio ":all" stop>><<audio "alleycat" loop play>> <<audio ":sound" stop>><<audio "gunshot" play>><<audio "alienforest" loop play>><<set $quests.forestExplore to 30>>
<br>“That was unpleasant. You don’t think they were mad we were scavenging here, do you?”
<br>“I doubt it. Veneration of the dead is an organic trait. Most machines would consider it practical to salvage parts.”
<br>“Not a uniquely human trait, then?”
<br>“No, though it is rare in non-humans. Elephants in particular will mourn and cover another elephant’s body with dirt, leaves, and tree branches. They’ll even hold vigil for days at a time. Sometimes, they will even mourn and bury their number one predator - humans.” <<n "ForestRobotSubdueWin2">>@@“That’s quite sad. You remember those facts?”
<br>“I do. It was marked as important data storage. I can only imagine the altruistic nature of elephants was important to me. That, or I had some plans to give you a trunk.”
<br>You smile, even as you rummage through the machine remains. Grabbing your gun-blade, you slip the end of the retractable bayonet inside the metal seam of a machine chassis. With a bit of wiggling, you pop open the latch. Inside, a row of neat, undamaged chips are lined in a row.
<br>With great care, you pluck them out, and slip them in your pocket. "So, what do I do now?"
<br> "Bring them back and I'll look them over. But if I'm right, one of those chips could really help you out."
<br><<GiveChips 100>><<n "RosettaUpgradeScene">>@@"Right." //Now where did it go?// You jog over to where it went and examine the ground. Heavy tracks in the soil. //Must be all that solid weight.//
<br>As you follow the path, you push your way through the spore thickets and breathing mounds. The footsteps are easy to follow.
<br>//Perhaps too easy.// //This is a machine, after all, and they're walking with a weapon.// //They recognize threats.// //Am I letting my guard down?//
<br>You pull out your gun-blade and slow your pace. After a few moments, you furrow your brow.
<br>//I can't crouch and move fast at the same time.// //I might lose them at this rate.//<<n "ForestRobotChaseChoice">>@@<span id="choiceIntro">Do you take it slow and safe, or run after the machine? After all, you're <b><<if $player.reflex gte 20>>pretty fast on your feet<<else>>not very fast on your feet<</if>></b>.
</span>
<<nobr>>
<center>
<<if $player.reflex gte 20>>
<span id="button1" class="choicebutton"><<button "1. Sneak." "ForestRobotChaseSneakSuccess">><</button>></span>
<<else>>
<span id="button1" class="choicebutton"><<button "1. Sneak." "ForestRobotChaseSneakFail">><</button>></span>
<</if>>
<<if $player.reflex gte 20>>
<span id="button2" class="choicebutton"><<button "2. Sprint." "ForestRobotChaseRunSuccess">><</button>></span>
<<else>>
<span id="button2" class="choicebutton"><<button "2. Sprint." "ForestRobotChaseRunFail">><</button>></span>
<</if>>
</center>
<</nobr>>You start sprinting after the machine, feet pounding into the dirt. Sweat drips down your face. The wild foliage whips your arms as you rush past.
<br>//I can't afford to lose them.// //This place is a damn labyrinth.// //Hard enough finding my own way around, let alone someone else's.//
<br>Ahead, you hear a crunching noise. //I'm close!// As you hurry through another patch of foliage, you spot that glittering chassis.
<br>The machine is running away from you... but its upper half is rotated and facing you. Its rifle is lined up at your chest... and you're being carried by your own momentum...
<br><b>[Failure]</b> Pchoww! You fall face first into the dirt. Searing pain shoots through your chest. You struggle to even cough. //Damnit.// But this is no time for lying down! <<nobr>>
<<n "Combat">>
<<setenemy "HunterBot">>
<<set $player.CurHP to $player.CurHP - 10>>
<<if $player.CurHP lte 0>>
<<set $player.CurHP to 1>>
<</if>>
<<UpdateHealthBar>>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.winPassage to "ForestRobotChaseWin">>
<<set $enemy.subduePassage to "ForestRobotChaseWin">>
<<set $enemy.lossPassage to "ForestRobotChaseDeath">>
<<set $enemy.winText to "None">>
<<set $player.nonLethal to false>>
<<set $enemy.noModeChange to true>>
<</nobr>>@@You start sprinting after the machine, feet pounding into the dirt. Sweat drips down your face. The wild foliage whips your arms as you rush past.
<br>//I can't afford to lose them.// //This place is a damn labyrinth.// //Hard enough finding my own way around, let alone someone else's.//
<br>Ahead, you hear a crunching noise. //I'm close!// As you hurry through another patch of foliage, you spot that glittering chassis.
<br>The machine is running away from you... but its upper half is rotated and facing you. Its rifle is lined up at your chest... and you're being carried by your own momentum...
<br><b>[Success]</b> Pchoww! You dive forward and tumble as the searing bolt flies over your head. Tucking into your shoulder, you're up again before the stunned robot can even react. With a practiced flick, you unholster your gun-blade.
<br>"Nice try, but not fast enough."<<nobr>>
<<n "Combat">>
<<setenemy "HunterBot">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.winPassage to "ForestRobotChaseWin">>
<<set $enemy.subduePassage to "ForestRobotChaseWin">>
<<set $enemy.lossPassage to "ForestRobotChaseDeath">>
<<set $enemy.winText to "None">>
<<set $player.nonLethal to false>>
<<set $enemy.noModeChange to true>>
<</nobr>>@@You slow right down. Getting this robot might be important, but so is playing it safe. You don't relish the idea of winding up back in the tube.
<br>With your weapon out, you carefully follow the footsteps. There's so many noises in this forest. Wheezing trees. Singing ferns. At one point, there's a rustling in the underbrush, and a strange four-winged lizard flies out. Whzzzzt.
<br><b>[Failure]</b> After an hour of wandering, the tracks just seem to disappear. The robot, you conclude, is long gone. With a heavy sigh, you sheathe your gun. Maybe it will return to the scanning tower? <<n "ExploreArea">>@@You slow right down. Getting this robot might be important, but so is playing it safe. You don't relish the idea of winding up back in the tube.
<br>With your weapon out, you carefully follow the footsteps. There's so many noises in this forest. Wheezing trees. Singing ferns. At one point, there's a rustling in the underbrush, and a strange four-winged lizard flies out. Whzzzzt.
<br><b>[Success]</b> After half an hour, you spot the machine in a clearing. As you line up a shot, a light shines over you. Whomph-whomph. It turns around and in one swift movement pulls out its longarm. It's certainly ready to fight! <<nobr>>
<<n "Combat">>
<<setenemy "HunterBot">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.winPassage to "ForestRobotChaseWin">>
<<set $enemy.subduePassage to "ForestRobotChaseWin">>
<<set $enemy.lossPassage to "ForestRobotChaseDeath">>
<<set $enemy.winText to "None">>
<<set $player.nonLethal to false>>
<<set $enemy.noModeChange to true>>
<</nobr>>@@The bipedal machine falls face-first with a resounding //crash//. You kneel down before its smoking remains. //Wonder if any of it is still salvagable?//<<audio ":all" stop>><<audio "alleycat" loop play>> <<audio ":sound" stop>><<audio "crash" play>><<audio "alienforest" loop play>><<set $quests.forestExplore to 30>>
<br>As you reach down and touch one of its panels, your fingertips meet searing metal.
<br>"Ow-ow-owch!" You shake your hand, then suck two of your fingers. Grabbing your gun-blade, you slip the end of the retractable bayonet inside the metal seam. With a bit of wiggling, you pop open the latch.
<br>Inside, a row of neat, undamaged chips are lined in a row. With great care, you pluck them out, and slip them in your pocket.
<br>"So, what do I do now?" You ask Esra. Thankfully, <<a-he>> doesn't take long to answer.
<br> "Bring them back and I'll look them over. But if I'm right, one of those chips could really help you out."
<br><<GiveChips 100>><<n "RosettaUpgradeScene">>@@You return to the scanning tower from before. It's still intact - a strange metal tower sitting amongst a bizarre breathing landscape.<<audio ":all" stop>><<audio "mist" loop play>><<audio "alienforest" loop play>>
<br>You can't see the robot from before, but you check the ground. There's fresh tracks in the ground. Just like before, you follow them into the foliage. <<n "ForestRobotChase">>@@You return to the scanning tower from before. From there, it's fairly easy to find your way back to the clearing where you found all the wrecked machines.
<br>On top of them, there's a blood splatter. Animal prints are leading back and forth from the spot. You grimace.
<br>"Guess I was cleaned up by the local wildlife. At least I don't have to look at my own dead face - that's a plus."
<br>On that morbid note, you check the surroundings for that machine. Nothing. But as you get down to pulling apart one of the many units, a blast streaks by your head.
<br>"Shit! Where did that thing come from?" You grab your gun-blade and pivot to see the goggle-eyed machine aiming its longarm at you. <<nobr>>
<<n "Combat">>
<<setenemy "HunterBot">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.winPassage to "ForestRobotSubdueWin">>
<<set $enemy.subduePassage to "ForestRobotSubdueWin">>
<<set $enemy.lossPassage to "ForestRobotChaseDeath">>
<<set $enemy.winText to "None">>
<<set $player.nonLethal to true>>
<<set $enemy.noModeChange to true>>
<</nobr>>@@It's getting dark when you finally get back to camp. The first thing you do is rub your aching feet. <<audio ":sound" stop>><<audio "door" play>>
<br>"Long journey?" Esra asks. You nod, though the answer is quite obvious.
<br>"Yeah. I'll get to the chips... just give me a moment." After the swelling dies down, you grab your bag and pull out the most interesting looking chip. //I think I'm starting to tell these apart.//
<br>"Ahh, nice pick." Esra's light scans over it. "It's as I thought - there's mechanical specifications on that chip. Let me run some calculations."<<n "RosettaUpgradeScene2">>@@You tend to your feet as you wait for Esra to be done. As usual, it doesn't take <<a-him>> very long.
"So, there's good news and some bad news." <<a-he>> says.
"That sounds ominous."
"It's not //bad// bad news, I'm probably overselling it. Anyway, I vaguely recall it's custom to give someone a choice in scenarios like this, so pick one. But if you want my advice, I'd go with the bad news first. It'll make more sense that way around." <<n "RosettaUpgradeNewsChoice">><span id="button1" class="choicebutton"><<button '1. "Give me the bad news."' "RosettaUpgradeBadNews">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Give me the good news."' "RosettaUpgradeGoodNews">><</button>></span>"So, the bad news is, I can't copy the software that the machine was using over into your Rosetta. Well, I could, but it won't work for square peg and round hole reasons."
"So all of that was for nothing?"
"Not at all! That's the good news - I've been able to use the data on this chip to figure out some of what's missing from your Rosetta code. Lo and behold, you can now interface with machines directly."
"So it's a roundabout way of getting to the same place?"
"Pretty much. The whole point of the Rosetta implant is really about translating data in the human brain - usually in thought form - into a digital equivalent, and back again. That's why I can upload and download backups of you into new bodies. Anyway, if you jump into the tank, I can restructure your implant." <<n "RosettaUpgradeNews-2">>"I'm going to be able to fix up your Rosetta code so you can interface with machines directly. It's kind of the whole point of the implant, so fixing it up is a matter of connecting the dots."
"All right. So what's the bad news?"
"More of a technicality, but it's not because I'm copying the software off the chip you found. Looking at it, that would be like putting a square peg in a round hole. But getting that chip wasn't pointless - it helped me figure out what needed to be tweaked with your implant."
"So in a roundabout way, we got to the same result?"
"Exactly. The Rosetta is really about translating the data in the human brain into a digital equivalent, and back again. That's why I can upload and download copies into new bodies. Anyway, if you jump into the tank, I can restructure your implant." <<n "RosettaUpgradeNews-2">>"Hey Esra, I've been meaning to ask - if you're working with an implant, that means you can turn parts of me into a machine, right? Isn't that problematic?"
"Not at all! I mean, it would be for someone who doesn't already have your brain implant. That's the benefit of being able to digitise your brain."
"In fact, if I had the correct specifications, I could turn you completely into a machine - head to toe," <<a-he>> continues. "I mean, as a machine, you'd still need a bio-fuel reactor, so it wouldn't solve your sustanence problem."<<n "FirstCyberneticsChoice">><<nobr>><span id="button1" class="choicebutton"><<button '1. "That\'s amazing."' FirstCyberneticsChoice2>><<set $cyberneticChoice to 1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "That\'s interesting."' FirstCyberneticsChoice2>><<set $cyberneticChoice to 2>><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "That\'s horrifying."' FirstCyberneticsChoice2>><<set $cyberneticChoice to 3>><</button>></span>
<</nobr>>"<<if $cyberneticChoice is 1>>I know, right?<<elseif $cyberneticChoice is 2>>Yeah, it really is!<<else>>Well, it's not so bad! Take it from someone who is hundred percent machine already.<</if>> Anyway, if you hop in the Progenitor, I can get started."
<<if $cyberneticsChoice is 1>>Overly intrigued to see how this goes<<elseif $cyberneticsChoice is 2>>With a little bit of hesitation in your heart<<else>>Not seeing any alternatives<</if>>, you climb into the now familiar tube. It begins to fill up quickly, and you hold your breath.
Flash! Before you know it, you're climbing out of the tube. "You're getting quick at that," you remark.
Thank you!" Esra's voice lilts. "Now that your Rosetta implant has been tweaked, you should be able to interface with that scanning tower, not to mention any doors you come across."<<n "TutorialMachineAndInterface">><<unset $cyberneticChoice>>@@<center><center><span id="TutorialText">Machine Upgrades Available</span>
You are now able to enhance your body with cybernetics in the Progenitor. These upgrades are invisible to the naked eye, and push your limits beyond the organic.
Now that your Rosetta implant has been upgraded, you can interface with mechanical devices. Return to the scanning tower to try this ability out. <<n "MainCamp">></center><<set $upgrades.machineUnlocked to true>><<set $ability.interface to true>><<resetExplore>><span id="choiceIntro">You are back at the scanning tower. It stands tall and glinting with a thick metal base. There is a blank console that can only be operated by a machine.</span>
<<nobr>>
<center>
<<if $ability.interface is false>>
<span id="button1" class="choicebutton"><<button "1. Interface [Need Interface Upgrade]">><</button>></span>
<<else>>
<span id="button1" class="choicebutton"><<button "1. Interface" ScanningTowerAccess>><<set $quests.forestExplore to 40>><</button>></span>
<</if>>
<span id="button1" class="choicebutton"><<button "2. Return Home" "ReturnToCamp">><</button>></span>
</center>
<</nobr>><<resetExplore>>You walk up to the blank screen and press your hand against it. However, the panel doesn't come to life.<<set $ScanningTowerFlirtingWithEsra to false>>
"The Rosetta is thought-based technology, so you don't need to use your hands," Esra says. "Just focus your thoughts on connecting with the device. If it helps, I'd close your eyes."
"Hey Esra, with all this thought-tech, I've been meaning to ask - what stops it from being triggered accidentally from my thoughts? I notice the map never comes up unless I'm really thinking about it."
"Oh, that! Did you really want to know? I find the technology fascinating, but it's a little bit of a ramble."
There's an animated lilt in Esra's voice. //Yeah, <<a-he>>'s excited to explain it.// <<n "ScanningTowerExplainCogTechChoice">><span id="button1" class="choicebutton"><<button '1. "Sure, I\'m interested."' "ScanningTowerExplainCogTech-1">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "No, I\'ll pass."' "ScanningTowerExplainCogTech-Refuse">><</button>></span>"Oh, well, I guess another time then," Esra sighs. "I guess it is rather dangerous out here, so we should hurry up and get this done."
You nod and turn once more to the device, closing your eyes.
//Come on. Connect.//
The moment you think it, the warmth is gone from your body. When you open your eyes, you're not only looking down on yourself, but miles upon miles of alien forest.
That's when thoughts that aren't your own begin filling your head... <<n "ScanningTowerAccess2">>"Great!" Esra exclaims. "So, your consciousness is made up of four different levels: the superconscious, the conscious, the subconscious and the unconscious. The first are the focused, commanding thoughts you use to make things happen with the Rosetta implant."
"Right, so sort of like 'Show me the map'. And that's different from my regular thoughts?"
"Exactly. All the normal thoughts you're consciously aware of don't trigger the implant - it selectively filters these based on your brain wave patterns. Otherwise, you'd be at the mercy of intrusive thoughts. If you're told not to think of a pink elephant, that's where your mind goes first, right?"
"I don't know, I don't think much about elephants. I am now, though."
"The other two are elementary psychology - your subconscious is the storehouse of every memory you've ever had, like impressions and memories. They're not always in your thoughts, but you can pull them up with ease."
"Lastly, there's your unconscious, which is made up of thoughts, memories, and primitive desires we bury deep down." <<n "ScanningTowerExplainCogTech-Response">><span id="button1" class="choicebutton"><<button '1. "I feel like I\'ve got a lot buried in the last one."' "ScanningTowerExplainCogTech-LostMemories">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "You really enjoyed explaining that, didn\'t you?"' "ScanningTowerExplainCogTech-EnjoyedExplaining">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "Hmm, primitive desires. Do you have any of those, Esra?"' "ScanningTowerExplainCogTech-PrimitiveDesires">><</button>></span>"Well, our case is a bit special - our aren't so much buried as they are utterly obliterated. I'm really just patching things together like a jigsaw puzzle from what's left."
"Huh, does that mean they might not be entirely accurate?"
"I mean, I'm trying not to share anything I'm not entirely sure of. Misinformation can be worse than no information, right? But when you get right down to it, human memories aren't that accurate to begin with. That said, since we're both digital, they're both more and less falliable."
"I have a feeling you could keep talking about that for a while too."
"You're right! I'm a complete geek about biology and psychology. You should interface with this device before you die of old age."
"Well, that'd be a new way to go." <<n "ScanningTowerWithRosetta">>"I mean, who doesn't find the scientific study of the human mind and behavior fascinating? Point me in their direction so I can study them - they've clearly got a warped way of thinking."
"You know, I don't know why, but I'm picturing you sitting in an arm chair while other people lie down on a couch."
"I'd need a body for that, and legs! I'd be curious to know exactly how you picture me in that memory, since I think that would say a lot about how you see me."
"Are you trying to psychoanalyze me?"
"Sorry, force of habit. I like people's brains, all right? And before you make a zombie joke - and I can tell that you were thinking it - we should get back to that interface. It's not exactly safe out here." <<n "ScanningTowerWithRosetta">>"What do you mean?" Esra coughs. "And why did you pick up on //that// point?" <<set $ScanningTowerFlirtingWithEsra to true>>
"Well, you mentioned primitive desires being buried deep down. Is there something you want to discuss?"
"If you're claiming I'm experiencing Freudian slips of the tongue that reveal my unconscious desires, well, those theories were debunked! I'm not re-bunking them."
"Oh, we're talking about bunking, now?"
"You're making fun of me," Esra clicks <<a-his>> tongue. "Not fair! Anyway, before you can poke at me any more - and don't you start on //that// - we should get back to the interface. It's not exactly safe out here." <<n "ScanningTowerWithRosetta">>You nod and turn once more to the device, closing your eyes.
//Come on. Connect.//
The moment you think it, the warmth is gone from your body. When you open your eyes, you're not only looking down on yourself, but miles upon miles of alien forest.
That's when thoughts that aren't your own begin filling your head... <<n "ScanningTowerAccess2">>@@//...Biomatteranalysis//...//examininginnateimmunoreceptor// ....//cytokinesinterleukin1beta....////IL-1βautoreactiveBandTcells...// <<audio ":all" stop>><<audio "ringingbackground" loop play>><<audio "robotcode" loop play>>
<br>//...Codifyinglastknowninputreceptor...////typemachinemodel143.122bhandschematicuploaded....//
<br> //...Packageddatasenddatatocoordinates//....//Longitude179°56′39.4"latitude+0°2′46.2"...//
<br>//...sendpingnoresponse////365000d144m42sretryretryretry...//
<br><b>Data pours into your mind...</b><<n "ScanningTowerAccess3">>@@"<<Vanth>>!" <<audio ":all" stop>><<audio "deepblue" loop play>><<audio "alienforest" loop play>>
<br>You fall backwards. Whumph. As you stare up at the canopy, you furrow your brow.
<br>"When did it get so dark? Man, my legs are stiff..."
<br>"You've been out of it for hours. I've been yelling for a while now," Esra's voice is strained. "We're going to have to practice with your interfacing. I was really worried."<<n "PostScanningTowerChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Thank you, Esra. That was... something else."' PostScanningTowerChoice1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Practice interfacing, huh? Sounds intimate."' PostScanningTowerChoice2>><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "I didn\'t need your help - I was gathering vital information."' PostScanningTowerChoice3>><</button>></span>
<</nobr>>"Yeah, I imagine it was. But if you'd died when you were interfaced, your data would have come back all scrambled. I would have had to have restored you from an old backup, and all your memories of the last day or so would have been lost."
<br>"Just because I can bring you back doesn't mean there's not still ways you can 'die'. Getting infected with a virus is one of them. And there are things worse than that."
<br>"Like what?" A shiver runs down your spine. //Probably doesn't help it's a dark alien forest and I'm talking to a disembodied voice.//
<br>"Like if you were to not die, especially outside my signal range. If you were to fall into a pit and get injured or knocked out, there'd be nothing I could do."
<br>"Anyway," Esra raises <<a-his>> voice, "Cheerier topics! Did you find out anything from the tower?" <<n "PostScanningTowerExplain">>@@"It's... I mean... not like that!" Esra splutters. "I was talking like interfacing a non-related system for practice, not with me personally!<<if $ScanningTowerFlirtingWithEsra is true>> Geez, you're really winding me up today...<</if>>"
<br>"Good thing you don't have a face, or it'd be beet red right now," you grin. Esra clears <<a-his>> throat.
<br>"Anyway, I'm glad you're okay. I was worried that a creature might get you why you were connected to the tower. That would have been a disaster."
<br>"Oh, why's that? I thought you could just bring me back."
<br>"Just because I can bring you back doesn't mean there's not still ways you can 'die'. Getting infected with a virus, getting jumbled with some strange system, or going outside of my signal range are some of the ways that can happen. I can restore you from a backup, of course, but your recent memories would be lost."
<br>"Anyway," Esra raises <<a-his>> voice, "Cheerier topics! Did you find out anything from the tower?" <<n "PostScanningTowerExplain">>@@"Well if you'd //died// when you were interfaced, it all would have been lost anyway," Esra snaps."I would have had to have restored you from an old backup. All your memories of the last day or so would have been lost."
<br>"That's a risk I was fine to take, and it wouldn't have happened."
<br>"Well, since you're so omniscent, I suppose you know that just because I can bring you back doesn't mean you can't still 'die'. Getting infected with a virus or merging with a strange system is one of those. And there are worse things than that."
<br>You pause. "... Like what?"
<br>"Like if you were to //not// die, especially outside my signal range," Esra huffs. "If you were to fall into a pit and get injured or knocked out, there'd be nothing I could do."
<br>There's another long, awkward pause. Finally, Esra breaks the silence. "Anyway, all that aside. What //did// you find out from the tower?" <<n "PostScanningTowerExplain">>@@"It seems to be running calculations on bio-matter and sending it... somewhere. It's stuck in a loop, though."<<unset $ScanningTowerFlirtingWithEsra>>
<br>"Are the chips salvagable?"
<br>"Let me see." You climb up onto the tower and pull out your gun-blade. You wedge the tip between two loose plates and begin to wiggle it back and forward until one of them pops open. "Looks like there's some chips, but no quartz ones."
<br>"Hmm, that's frustrating. But maybe if there's other similar stations around, you can search them for more data."
<br>"Alright. Well, I'll take these and return to camp for now."
<br><<GiveChips 100>><<set $quests.interfacedTower to true>><<n "MainCamp">>@@<span id="choiceIntro">You see a large corridor leading off to the side. Do you check it out?</span>
<<nobr>>
<center><span id="button1" class="choicebutton"><<button "1. Yes." "LibraryDoorFirstTime">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. No." "ExploreArea">><</button>></span>
</center>
<</nobr>><<notify 3000>><<upArrow>> [Strange Door] now charted!<</notify>><<set $charted.library to true>><<set $explorePlotEvent.delete("LibraryFound")>>As you walk down the corridor, your footsteps echo down the dark expanse. You cringe and slow down. //Though it's probably too late...//<<set $quests.libraryQuest to 10>>
<br>But after many steps more, you find yourself at the end of the corridor without injury or ambush. Instead of enemies, the corridor ends in a enormous steel door.
<br>You pull out your gun-blade, then pause. //No.// //If I shoot it, it'll barely make a dent.//
<br>There's a slick black panel next to the obstruction. Jogging over, you tap it a few times.
<br>Nothing happens.
<br>"Hmm. I wonder what's behind this thing?" You spend the next few minutes checking it out.
<br>//Sealed from top to bottom - there's no way in.// //Is there something good inside, or is it just another obstacle in these strange ruins?//<<n "LibraryDoor">>@@<span id="choiceIntro">The passageway ends in an impossibly large door. There's a blank panel next to it. Wires and cables are dangling from the roof.</span>
<<nobr>>
<center>
<<if $ability.interface is false>>
<span id="button1" class="choicebuttoncooldown"><<button "1. Interface [Need Interface Upgrade]">><</button>></span>
<<elseif $quests.interfacedTower is false>>
<span id="button1" class="choicebutton"><<button "1. Interface" "LibraryNeedToInterfaceTowerFirst">><</button>></span>
<<elseif $quests.libraryQuest is 10>>
<span id="button1" class="choicebutton"><<button "1. Interface" "LibraryFirstVisit">><<set $quests.libraryQuest to 20>><<audio "door" play>><</button>></span>
<<elseif $quests.libraryQuest is 20>>
<span id="button1" class="choicebutton"><<button "1. Interface" "LibraryBeastReturn">><<audio "door" play>><</button>></span>
<<else>>
<span id="button1" class="choicebutton"><<button "1. Interface" "LibraryArchives">><<audio "door" play>><</button>></span>
<</if>>
<span id="button2" class="choicebutton"><<button "2. Leave" MainCamp>><<resetExplore>><</button>></span>
</center>
<</nobr>><i>Perhaps it's best if I try interfacing with that tower I found in the forest first.</i> <<n "LibraryDoor">>"Holy shit..."<<audio ":all" stop>><<audio "mist" loop play>>
<br>You strain your neck, peering upward. Massive shelves stretching like skyscrapers. Cables criss-crossing like jungle vines. And what looks like every book in the world.
<br>As you stroll over to one of the shelves, you realize the spines of the tomes have a sheen. You pull one out - there's a cable connected to the back.
<br>"Wait, is this... a hard drive?" You turn it over, staring at the metal back. "Huh. Guess you can't really judge a book by its cover."
<br>You slide it back in, and keep walking. A few footsteps brings you to a pile of shattered holopads. You pick one up, and begin flicking at it.
<br>"Maybe I can find some answers here," you murmur. Maybe to Esra, maybe to yourself.<<n "InsideTheLibraryFirstTime">>@@Sizzle. Sizzle-sizzle. You glance over your shoulder. A black shape, standing close to you. It has a single paw raised.<<audio ":all" stop>><<audio "lurkingfear" loop play>> <<audio ":sound" stop>><<audio "acidsizzle" loop play>>
<br>It smiles. Rows of sharp, glittering teeth. Acidic drool drips from its midnight gums.
<br>//Shit.// You slowly reach for your gun-blade. As you do, several rows of spines - like a inky porcupine - stick up from its back.
<br>It spits. You throw yourself to the side. Sizzle! Snap! One of the bookshelves explodes into dazzling pyrotechnics. The beast is illuminated in a single moment.
<br>No eyes - like a panther or hound, at least seven feet long. //And very, very hungry.//<<nobr>>
<<n "Combat">>
<<setenemy "EyelessLurker">>
<<set $enemy.area to "library">>
<<set $enemy.winPassage to "LibraryAlienHoundWin">>
<<set $enemy.subduePassage to "LibraryAlienHoundWin-Subdue">>
<<set $enemy.winText to "None">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<</nobr>>@@... You walk, step by step, into the derelict library. Your hands are already fastened around your gun-blade.<<audio ":all" stop>><<audio "lurkingfear" loop play>>
<br>//Hopefully it's gone.// //Though I suppose there's no way out...//
<br>You turn the corner, and run into the midnight beast. It turns to you and smiles, salivating over a pile of half-melted bones.
<br>Your bones.
<br>With a pointed scowl, you line your weapon up with its grinning face. As you go to pull the trigger, it lunges forward!<<nobr>>
<<n "Combat">>
<<setenemy "EyelessLurker">>
<<set $enemy.area to "library">>
<<set $enemy.winPassage to "LibraryAlienHoundWin">>
<<set $enemy.subduePassage to "LibraryAlienHoundWin-Subdue">>
<<set $enemy.winText to "None">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<</nobr>>@@Nearby, there’s a large bookshelf partially detached from the wall. Only a sliver of metal is stopping the shelf from falling. You lure the midnight beast next to it, then fire at the shred of support.<<audio ":all" stop>><<audio "alleycat" loop play>> <<audio ":sound" stop>><<audio "crash" play>><<set $quests.libraryQuest to 30>>
<br>Crash! Books, dust, and metal scatter everywhere. The eerie beast is unharmed, but the loud noise - and its existing injuries - make it turn tail and run. It disappears around the corner.
<br>You keep your weapon raised, following it around the bookshelf. //Where did it come from?// //Are there more?// <<n "LibraryAlienHoundPostWin">>@@The midnight beast opens its mouth, acid welling up in its mouth. You get down on one knee and fire on its flank. After several shots, it collapses on its side with a shuddering hiss. <<audio ":all" stop>><<audio "alleycat" loop play>> <<audio ":sound" stop>><<audio "crash" play>><<set $quests.libraryQuest to 30>>
<br>It forms one final, glittering smile.
<br>"Great. That's some nightmare fuel." You huff, holding on to your gun-blade. //But where did it come from?// //Are there more?//<<n "LibraryAlienHoundPostWin">>@@A whistling noise. You follow it... right to a sizzling hole in the library wall. As you poke your head out, you can see a familiar dust-covered expanse.
<br>"Oh, you're kidding me. I didn't even need to come through the door?!"
<br>Kicking a cracked datapad, you make one last sweep for predators. As you do, you come across a pile of glittering chips. You scoop them up. //Are these related to the area?//
<br><b>You get <<chipIconNoSR>> 1 Translation Chip!</b><<set $player.translator to true>>
<br><<GiveChips 100>><<n "LibraryExaminePostCombat">>@@Now that you're certain there's no more nasty creatures lurking about, you pick up the digipad from before. While it's lit up, there's nothing on it. <<set $libraryRead to {solarAge: false, shutteredGen: false, powerPlanets: false, fusionFallout: false, projectAmber: false}>>
<br>As you pace around tapping on it, it begins to show some symbols... which then fade away. You look at the shelf of drives next to you. You stand closer - the symbols reappear. //Eureka.//
<br>"Kind of inefficient." You check over the different shelves. As you approach one of them, a row of documents show up on the screen. //The climate in here is bad as well - definitely not good for electronics.//
<br>"Looks like I'm not the only broken system around here," Esra remarks out of nowhere. You jump, but less than last time. "Any salvagable data? I can't get a direct feed to it."
<br>"Almost all of the shelves are corrupted or wiped. There are some documents here and there, though."<<n "LibraryArchives">>@@<span id="choiceIntro">There are a number of mock-books on the shelves housing digital data. If you walk up with your digipad, you can read the contents of some of them.</span>
<<nobr>>
<<set _n to 1>>
<<set _id to "button" + _n>>
<<if $libraryRead.solarAge is false>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. 'The Solar Age' by Ivala Lawson" "TheSolarAge">><<set $libraryRead.solarAge to true>><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $libraryRead.shutteredGen is false>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. 'The Shuttered Generation' by Anton Dietrich" "TheShutteredGeneration">><<set $libraryRead.shutteredGen to true>><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $libraryRead.powerPlanets is false>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. 'The Power of Planets' by Carline Roth" ThePowerOfPlanets>><<set $libraryRead.powerPlanets to true>><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $libraryRead.fusionFallout is false>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. 'Fusion, Fascism and Fallout' by Brayden Lane" FusionFascismandFallout>><<set $libraryRead.fusionFallout to true>><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $libraryRead.projectAmber is false>>
<span sc-eval:id="_id" class="choicebutton"><<button "_n. 'Project Amber: An Overview' by Chairman Grey" ProjectAmber>><<set $libraryRead.projectAmber to true>><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<</nobr>>You flick through "The Solar Age" by Ivala Lawson. Most of the data is corrupt, but you can make out a section near the start.
"As if to punish them for turning against the Earth, the Sun turned against them. The air became soiled, and brought with it not only deadly cancers, but the fungal infections. Millions were struck down by heat-resistant spores, forcing the remainder inside."
"While similar to the events of the events of the early 21st century, this time the doors stayed shut far longer. Science turned to the problem, pushing to decypher the secrets of biology and light.
"In this time, great strides in photo-pharmacology to treat cancers, modern sun lamps to provide much needed nutrients, and holograms to maintain a sense of community."
"Never before was Earth's biology explored in such detail. From this came the knowledge of using microbial organisms and biomass to create a highly efficient from of biofuel. This was pivotal in clawing back the Earth's climate to a tolerable level." <<if $libraryRead.solarAge is true && $libraryRead.shutteredGen is true && $libraryRead.powerPlanets is true && $libraryRead.fusionFallout is true && $libraryRead.projectAmber is true>><<n "FirstLibraryExit">><<else>><<n "LibraryArchives">><</if>>You flick through "The Shuttered Generations" by Anton Dietrich. It's a mix of personal accounts covering the first half of the 22nd century.
"When I talk to my grandkids, they always ask how I survived when things were so bad. They think about the terrible heat, the poor air quality, the rising seas, and all the rampant diseases. The holo-movies show all the worst bits."
"But honestly? I think we had it better. Families were closer back then, since we all spent so much time together. Folks were more polite, too, since you didn't meet people face-to-face all that often. Oh, sure, there were holograms - all our classes were holos - but it wasn't the same."
"Sure, I don't like opening windows. A ventilation problem was a big deal back in the day, and kids don't understand why it makes us upset. They call us 'Morlocks', which just goes to show how rude kids have gotten. Maybe if families spent a bit more time together, they'd be better off!"
You close the book. //I guess the world was pretty hostile back then.// //Not that things have changed.// You shoot a dirty look at the acid burns on the floor. <<if $libraryRead.solarAge is true && $libraryRead.shutteredGen is true && $libraryRead.powerPlanets is true && $libraryRead.fusionFallout is true && $libraryRead.projectAmber is true>><<n "FirstLibraryExit">><<else>><<n "LibraryArchives">><</if>>You flick through "The Power of Planets' by Carline Roth. Even as you skim read it, a particular section stands out.
<br>"The invention of hyper-compressed biofuel (HCBF) in the mid 22nd century not only helped reverse climate change, it revolutionized the history of power generation. Humanity's growth had long been limited (and threatened) by its dependence on non-renewable energy. Without these shackles, the stars - not the skies - were the limit."
<br>"Incomparable to the forms of fuel that preceded it, the Great Wave soon followed. At the heart of the space colonies of Mars, Jupiter, and Saturn were roaring reactors sired by - and literally dependent on - this invention."
<br>"Perhaps in a way, humanity was rebelling against their previous confinement, and making up for lost time. However, it was also driven by commerce - the need for a booming industry and a growing lack of minerals on the Earth."
<br>You pause. //There were space colonies around the outer planets?// And the date - 2320. So... it's at least after that date right now. <<if $libraryRead.solarAge is true && $libraryRead.shutteredGen is true && $libraryRead.powerPlanets is true && $libraryRead.fusionFallout is true && $libraryRead.projectAmber is true>><<n "FirstLibraryExit">><<else>><<n "LibraryArchives">><</if>>You flick through "Fusion, Fascism and Fallout" by Brayden Lane. If it were any angrier, you swear it would be in red ink. You read it out loud.
<br>"The United Government of Earth Territories - colloquially known as 'The Earth Government', or UGET - is a coalition of tyrants. Hell bent on surpressing the Space Colonies, they have throttled legal research into other forms of energy research."
<br>"Promising experiments into cold fusion have been stifled to keep the Colonies in economic bondage to the Earth. The currency? Biofuel. It is the leash to which they keep the Colonies chained."
<br>"When a Colony attempts to legitimately seceede, it is counted as a 'terrorist act', with Earth Peacekeeping Forces - under an antiquated law - dispatched to keep the peace. Just like the Ceres Incident, they seize our stations and reinstate obedient authority figures."
<br>"When will it end? Only when we truly say //enough//."<<if $libraryRead.solarAge is true && $libraryRead.shutteredGen is true && $libraryRead.powerPlanets is true && $libraryRead.fusionFallout is true && $libraryRead.projectAmber is true>><<n "FirstLibraryExit">><<else>><<n "LibraryArchives">><</if>>You flick through "Project Amber: An Overview". It's written by Chairman Ardren Grey, who seems to be part of the project.
<br>"The only path to peace is walking forward, together," you read aloud. "Too long have we been split into fighting tribes, ideologies, and nations. Now, we are divided among planets. Is this to be humanity's legacy? I say no."
<br>"The mission of Project Amber is to research a sustainable solution for humankind, then impliment it. While this project is manned by a branch of the Earth Government, those from a Space Colonist background are more than welcome."
<br>"We have already started recruiting the brightest and most unique minds for Project Amber that the Sol System has to offer. The future will be corrected with the children of today." <<if $libraryRead.solarAge is true && $libraryRead.shutteredGen is true && $libraryRead.powerPlanets is true && $libraryRead.fusionFallout is true && $libraryRead.projectAmber is true>><<n "FirstLibraryExit">><<else>><<n "LibraryArchives">><</if>>Walking around, you pick up a bunch more books and documents... but they're all scrambled. You furrow your brow.
<br>//Great.// //Guess Esra will be able to fix these, but for now, they're unreadable.// //Guess I'll take the chips back for <<a-him>> to check out.//
<br>As you head to the exit, you step around one of the sizzing acid pools left by the alien creature.<<n "TranslationChipInstallation">>@@You rub your neck as you walk into your familiar hideaway. The moment you do, Esra's console begins glittering with light. <<audio ":all" stop>><<audio "esratheme" loop play>> <<audio ":sound" stop>><<audio "door" play>>
<br>"So, what have you got for me today?" <<a-he>> asks.
<br>You pull out an emerald-hued chip and hold it up to <<a-his>> console. One of <<a-his>> lights shine over it.
<br>"Nice! It's a translation chip. There's advanced real-time linguistics software on there. That means you can analyse, understand, and reciprocate a spoken language in real time."
<br>"I guess searching a library was a good move. So how do I use it?"
<br>"Install it into my array and step into the Progenitor. I'll download the technology right into your cerebral implant."<<n "TutorialTranslationChip">>@@<center><center><span id="TutorialText">Talking to Opponents</span><<set $player.translator to true>>
You can now talk to sapient beings you meet while exploring! During the first round of combat, you can attempt to [Talk] to them instead of fighting.
Depending on their response, they may end the fight, give you information or resources.
<b>Your appearance is very important to the success of your [Talk] action.</b> If you look like a certain species, they will be more likely to talk to you.
After the first round of fighting, diplomacy breaks down and the [Talk] action disappears. <<n "MainCamp">><<heal>><<resetExplore>></center><span id="choiceIntro">You spot a gigantic chunk of metal pushing apart the breathing forest. It seems to be some kind of structure. Do you check it out?</span>
<<nobr>>
<center><span id="button1" class="choicebutton"><<button "1. Yes." "TurretDoorFirst">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. No." "ExploreArea">><</button>></span>
</center>
<</nobr>><<notify 3000>><<upArrow>> [Turret Door] now charted!<</notify>><<set $charted.turretArmory to true>><<ResetExplorePlotEvents>><<set $explorePlotEvent.delete("TurretRoomFound")>>As you approach the structure, the architecture is jutting out to either side of you. It's like a natural mouth or funnel. At the apex of it, you can see the outline of a door.
<br>//Nice.// You walk down the metal chasm, gun-blade in hand. As you get within a stone's throw of the door, you notice two large turrets hidden behind metal lips.
<br>Already in motion, your foot hits the ground. Thump. Whiiiirrrr. The previously concealed turrets roll out of the wall. They shudder to face you.
<br>"Oh shii..." <<n "TurretDoorFirst2">>@@Pss-Pss-Psshow! You hit the ground and tumble. Scarlet beams are whipping over your head. Rolling behind the nearest cover, you press your gun-blade against your beating chest.<<audio "laserburst" loop play>>
<br>"Shit." You stare your eyes at the all-too-narrow escape route being bombarded with laser fire. //A death trap.// //No way out unless I take out those turrets.//
<br>You suck in a deep breath, waiting until the shooting stops. The moment it does, you tumble out to face them! <<n "Combat">><<setenemy "TwinTurrets">>@@... You walk all the way back to the guarded ruins. After surveying the whole perimeter, you crouch back where you started, furrowing your brow.
//No other ways in.// //The walls are too high to climb, and too thick to shoot.// //Great.//
Cursing your options, you creep forward, gun-blade in hand. The metal walls to either side are more sinister now, after your last encounter. You try to spot the turrets, but they're hiding, just like you.
"Damn, you're going to make me get right up and personal, aren't you?"
When you almost get to the door, the turrets give their reply. <<n "TurretDoorRepeat2">>Pss-Pss-Psshow! The moment you can spot the turrets, they also open fire. You roll across the scorched ground and behind cover.
Just a few feet away, you see a singed pile of bones and ash. //Gee, nice to know they didn't stop firing even after I died.//
Once again, you suck in a deep breath and wait until there's a break in the shooting. This time, you tumble out a different direction and open fire! <<n "Combat">><<setenemy "TwinTurrets">>@@You run forward as the gunfire kicks up dust around you. From one of the grey plumes, you emerge and slice one of the hydraulic cables beneath a turret. <<audio "laserburst" loop play>>
Green fluid splashes out all over the ground, and it hangs its head as if chastised. You turn and grab a metal pole off the ground, then dash towards your other opponent.
It tries to retreat behind its plating, but after wearing it down, it's not quick enough. You drive the pipe between its gears, and an ear-splitting screech fills the air.
Even as it tries to reverse the process, the turret is stuck halfway in the wall, unable to fire. <<n "SubdueTwinTurretsBoss2">>Now that both turrets are disabled, you holster your gun-blade and approach the door. No access panel. But there is a small gap in it. <<audio ":all" stop>><<audio "alleycat" loop play>> <<audio ":sound" stop>><<audio "alienforest" loop play>><<set $quests.armoryQuest to 20>>
<br>You peer through. Dark and silent inside.
<br>Slipping your fingers into the gap, you pull at one of the doors. As it inches open, you blink. //Didn't think that'd actually work.// A few more tugs, and the door groans and slides open.
<br>//Time to see what's inside.// <<n "InsideTurretArmory">>@@The turret you targeted shudders, then explodes. A shower of sparks, smoke, and scrap metal. You turn to the other turret, ready for action. However, it lets out a low whir and points downwards - completely inert. <<audio ":all" stop>><<audio "alleycat" loop play>> <<audio ":sound" stop>><<audio "crash" play>><<audio "alienforest" loop play>><<set $quests.armoryQuest to 20>>
<br>//A closed system?// You shoot it a few times. No retaliation comes your way, and soon the second turret is nothing but smoking scrap.
<br>You holster your gun-blade and approach the door. No access panel. But there is a small gap in it.
<br>You peer through. Dark and silent inside.
<br>Slipping your fingers into the gap, you pull at one of the doors. As it inches open, you blink. //Didn't think that'd actually work.// A few more tugs, and the door groans and slides open.
<br>//Time to see what's inside.// <<n "InsideTurretArmory">>@@Empty metal space. //The few crates that are here seem like an afterthought.//
<br>"Geez, complete overkill on the turrets." You kick one of the crates. An echo resounds inside. "I can't believe it's already been looted."
<br>As you pace to the back, you see a glittering in the corner, coming from between two wall plates. Your heart leaps. You jog over and peer inside.
<br>//Someone's wedged a quartz chip in here?// You weave your fingers between the panels and try to coax it out, inch by wiggling inch. After a solid twenty minutes - and a lot of hand cramps - you get it out.
<br>"Someone was trying to hide you, I think. Would have been a good place, too, when the turrets were active." You slip the chip into your pocket. After checking the room for other secret stashes - and finding none - you decide to head back to camp.
<br>You get <<quartzIcon>> 1 Quartz Chip!<<n "SecondQuartzChip">><<set $memories.mm2.got to true>>@@You walk in and crouch down, removing your boots. Esra's console comes to life. <<audio ":all" stop>><<audio "esratheme" loop play>> <<audio ":sound" stop>><<audio "door" play>>
<br>"That looked like a tough battle. Those turrets didn't let up."
<br>You nod and wiggle your now free feet, throbbing from the walk from the forest to here. "Yeah. You were watching?"
<br>"With bated breath. When your pulse rate and adrenaline elevates, I shift from incremental to live uploads of your data." Esra's sphere rotates as you walk to get a drink. "I don't want to watch, but I've got to. Whenever you fight, I'm peeking through my fingers, so to speak."<<n "SecondQuartzChipDialogue">>@@<<nobr>><span id="button1" class="choicebutton"><<button '1. "I\'m sorry you have to watch that."' SecondQuartzAnswer1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I\'m glad you\'re watching out for me."' SecondQuartzAnswer1Answer2>><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "If you\'ve got time to watch, why don\'t you help?"' SecondQuartzAnswer1Answer3>><</button>></span>
<span id="button4" class="choicebutton"><<button '4. "Geez, I don\'t get any break from you, do I?"' SecondQuartzAnswer1Answer4>><</button>></span><</nobr>>"Well, I mean, it might be worse //not// to watch. The question is, what's worse, the reality or my imagination?"
<br>"Depends on your imagination. How flexible is it?"
<br>"Pretty flexible. I mean, when you were fighting the turrets, I was thinking of at least 1,118 ways it could go wrong," Esra admits. "But there were about 2,384 ways it could go right, so it wasn't so bad."
<br>"What, that many? The only solutions I saw were shoot or run."
<br>"Oh, those numbers are basically very small variations on the same course of action - foot slippage, gun jams, things like that. I want to know the outcome so I'm not surprised."
<br>"Sort of a way to empower yourself?" You ask. Esra's sphere seems to pulse in the affirmative.
<br>"Exactly. That's the worst part of it - the inability to help other than to pick up the pieces."<<n "SecondQuartzTalk1">>@@"Well, you know, it's my job! Not that I'm getting paid or anything. Are we meant to be getting paid? I feel like there'd be an awful lot of danger pay involved."
<br>"You're telling me. I've died... what... <<if $player.deaths is 1>>once now<<else>><<print setup.toWords($player.deaths)>> times<</if>> now? Do you think I can make a Wrongful Death claim?"
<br>"Well, to do that, we'd have to figure out who our boss is. Unless it's me, in which case...<<if $esra is "male">>um<<else>>ah<</if>>... I left the money in my other pants."
<br>You smile and lean back against the wall. "Thanks, Esra. If I didn't have someone to talk to, I think I'd slowly go mad."
<br>"I'm glad to speed up the process," Esra quips, then <<a-his>> voice becomes serious. "Honestly, besides watching you fight, keeping your spirits up is the best thing I can do. That, and bring you back."
<br>"I'm very grateful for that," you honestly express.<<n "SecondQuartzTalk1">>@@"Oh, I'm sorry. I'll just leap into combat with my invisible arms, shall I?" Esra voice sharpens. "I //am// doing something, as I said - I'm uploading your data in real time. Or should someone else be doing that? Oh I know! How about YOU stay here and do that and I go out and fight? Brilliant idea, <<Vanth>>!"
<br><<a-His>> holographic avatar is blazing red like a supernova. //Well, guess that answers the question on if you can piss off an AI.//
<br>"Geez, cool your circuits, Esra." You lean back against the wall and wait, crossing your arms stubbornly. The sphere above <<a-his>> console slowly ebbs in color, taking a while to get back to <<a-his>> chilled hue.
<br>"You're right. It was an off-hand comment, and I will be adult about it." You're not sure if <<a-he>>'s talking to you or <<a-him>>. You don't miss <<a-his>> emphasis on the word 'I'. "Whew. Calm now."<<n "SecondQuartzTalk1">>@@"Ouuuuchhh." Esra's voice is strained. "You know, it's not like I'm invading your privacy because I //want// to. As I said, I've literally got no choice. Or would you rather I let you die and not upload your data?"
<br>"No," you quickly respond. Esra's avatar pulses a little, but it's clear that she's hurt.
<br>"Look, as I said, there's a lot of the time that I don't watch you at all. I'll try and give you more privacy. But I seem to be built to keep you safe, and that's something I would like to do. Sometimes that means watching when you'd not rather be watched to pick up the pieces."
<br>There's a long silence. Esra finally breaks it with a loud cough. "Ahem, back to business! I imagine you didn't come back here for nothing, after all."<<n "SecondQuartzTalk1">>@@"So, let's look at this new quartz chip," Esra announces. Just like last time, you open the panel and install it next to the first one. You wait with bated breath for the vedict.
<br>"Seems completely functional," <<a-he>> concludes. "If you jump in the Progenitor, I can get the recovery process started."
<br>You climb into the familiar tube and lie back. It closes with a loud 'shoomph'.<<n "SecondQuartzTalk2">>@@//It's starting to become routine, being submerged in this tube.// //The liquid barely bothers me anymore.// <<audio "click" play>><<audio "bubbles" play>>
<br>You smile at the thought of getting used to being dunked in a tank. //Why is that amusing?// //Maybe I'll know once I get some more of my memories back.//
<br>A sudden flash. Images, sounds, smells. They come flooding back all at once...
<br>... And you start to remember.<<n "MM2-1">>@@You slip on the spacesuit. It's loose as it rattles against your body - the gloves are at least twice as big as your wrists. //A familiar discomfort.//<<audio ":all" stop>><<audio "leontheme" loop play>><<audio "generators" play loop>>
<br>"You'd think they'd get something better than this with all the funding they're getting," Leon complains before you can get there. You shoot him a knowing grin and pick up your gun-blade.
<br>"Well, you know, we're precious commodities at this stage. Once we've got our Progenitors, //then// we're breakable goods."
<br>"Speaking of which, make sure your weapon is set to 0.2% output. I've still got the burn from last time."
<br>"Right." Once you've both double checked everything, you stand in front of the thick bulkhead door. "Those fake anti-grav engines are loud. Someone should check them out." <<n "MM2-2">>@@"You can blame the noise for my impending victory," Leon announces over the coms as he floats into the training area. You follow soon after, then use him as a kickboard to get to your starting area. <<audio "door" play>>"Oof!"
<br>"Don't count your floating chickens before they hatch!" You grin, floating away from him. "I may have lost the last time, but it's not a winning streak yet."
<br>"You're lucky I can't shoot until the lights go green...technically." Leon huffs, taking much longer to get to his starting position. "Don't you think it's weird that they get us to do zero-gravity combat?"
<br>"Well, as Correctors, we've got to be prepared to deal with any scenario."
<br>"Yeah, but this whole thing is very 'Ender's Game', you know?" Leon lands on the pad and slowly spins his gun-blade. You let out an exhasperated sigh.
<br>"Damnit, Leon, have you been going through my vintage novel collection? I told you, get your own copies!" <<n "MM2-3">>@@Beep! The starting pads shift from warning red to flourescent green. Before you know it, Leon is bombarding you with scarlet blasts. Lucky for you, the lack of gravity has thrown his aim off.<<audio "beep2" play>>
<br>//Guess this is why we need practice.// You hurl yourself towards your prey as he goes into a back-spin. If you hurry, you can get him before he's facing you again!
<br>"Winner winner, chicken dinner!" Leon cries out.
<br>//Is he saying the winner buys dinner, or is he trying to throw me off my game?// //Either way, I'm not going to lose!// <<nobr>>
<<heal>>
<<n "Combat">>
<<setenemy "LeonZeroG">>
<<set $player.nonLethal to true>>
<<set $combat.zeroG to true>>
<</nobr>>You line up your last shot and hit Leon in the chest. He's left floating backwards, completely passed out. With a grin, you float up and grab him by the foot, then drag him down to the door. The stun setting is pretty weak - he's awake by the time you get there. <<audio ":all" stop>><<audio "leontheme" loop play>><<audio "generators" play loop>><<audio "gunshot" play>>
<br>"What happened?" Leon rubs his eyes. You grin.
<br>"You owe me a chicken dinner, that's what." You toss him into the airlock - an easy feat given the low gravity - and then enter yourself. In a rather calculated move, Leon hits the button inside just as you clear the door. As gravity returns, you both slowly float to the floor.
<br>"It's a saying from the alley craps during Old America's Great Depression," Leon explains. "If they won, it meant they could afford chicken that night."
<br>"Oh, and here I was thinking the only books you read were mine. You still owe me and <<Ash>> a chicken dinner, though."
<br>"<<if $partner is "male" or $partner is "female">><<Ash>> as well? Geez!<<else>>But <<Ash>> doesn't even need to eat!<</if>>" <<if $partner is "male" or $partner is "female">><<n "MM2-Win2">><<else>><<n "MM2-Win2(R)">><</if>>@@You pass out for a split second, only to find yourself floating and facing the roof. Somebody grabs your foot and begins pulling you through the air. <<audio ":all" stop>><<audio "leontheme" loop play>><<audio "generators" play loop>>
<br>"Is it over?" You ask, staring at the shifting ceiling. //Drat.//
<br>"It's over, and you owe me a chicken dinner," Leon smugly announces. You groan. More than paying for a dinner, you furrow your brow that he won //again//.
<br>Once you're clear of the airlock, Leon hits the button and you both begin floating back down towards the ground. "I thought it was some kind of saying, not a bet."
<br>"You're actually not wrong. It comes from the alley craps during Old America's Great Depression," Leon explains. "If they won, it meant they could afford chicken that night."
<br>"Oh, and here I was thinking the only books you read were mine." <<if $partner is "male" or $partner is "female">><<n "MM2-Loss2">><<else>><<n "MM2-Loss2(R)">><</if>>@@Speaking of <<Ash>>, <<p-he>> is there when you enter the dressing room. <<p-He>>'s tapping away at <<p-his>> datapad. <<audio ":bgm" stop>><<audio "ashtheme" loop play>>
<br>//No doubt some kind of programming test.// You're eager to take your suit off, and <<Ash>> puts <<p-his>> pad down to help.
<br>"You won! I knew you would." <<Ash>> grins. You blow the imaginary smoke off your barrel. "And did I hear that Leon owes us a meal?"
<br>"You heard correctly. What's the most lavish chicken dinner there is?"
<br>"French Bresse chicken with Morel mushrooms and Jura Vin Jaune," <<Ash>> informs you without a moment's hesitation. "I'm a food nerd, not just a nerd-nerd."
<br>Leon's face goes pale. "You can't be serious! You'll clean me out for a month."
<br>"Winner winner, chicken dinner, Leon," you smile, putting your sidearm away.<<n "MM2-BadNews">>@@You get a cognitive ping: a news alert. At the same time, <<Ash>> squints, and Leon's eyes widen. //Seems they've got the same message.//<<audio ":bgm" stop>><<audio "sadmoment" loop play>>
"There's been an uprising on the Saturn's Baldur colony. The Earth Government has already sent Jovian surpression troops, but they're 4.3 AU away."
"By the time they get there, it'll probably be a bloodbath like Ceres," You murmur.
The mood in the room has definitely dampened.
"That's what Project Amber is for, right?" Leon announces, shaking both your shoulders. "That's why we're doing this. If it works, there won't be any more reason for conflict." <<n "MM2-Intermission">>@@When you enter the dressing room, <<Ash>> is here tapping away at a pad.<<audio ":bgm" stop>><<audio "ashtheme" loop play>>
<br>//No doubt some kind of programming test.// You're eager to take your suit off, and <<Ash>> puts <<p-his>> pad down to help.
<br>"It's not really a winning streak if it's only twice," <<Ash>> consoles you. "And you had some pretty good moves out there - I was impressed."
<br>"It's because you two have been canoodling instead of training. Me, I've got my eye on the prize." Leon announces, slipping off his gloves.
<br>"You have to be the //only// person I know who uses the term 'canoodling'," you retort, quirking an eyebrow.
<br>"That's me. I'm just an antiquated soul, a lover of lost words."<<n "MM2-BadNews">>@@Speaking of <<Ash>>, they're waiting for you once you enter the dressing room. As you're taking off your gear, they seem happy to lend a hand. <<audio ":bgm" stop>><<audio "ashtheme" loop play>>
<br>"Am I right in hearing that Leon owes us a meal? I'm very interested in putting a formerly living animal in my mouth and chewing repeatedly."
<br>"Oh come on, <<Ash>>!" Leon blanches. "And you're just saying it that way to weird me out."
<br>"On the contrary, isn't that a factual analysis of what you do when munching down on a cock?"
<br>The mouthful of rehydrator you'd taken sprays across the room. "Damn, <<Ash>>. You've mastered double entendres now?"
<br>"I have indeed. Though I have limited myself to two per day, because Leon leaves too many openings." <<n "MM2-BadNews(R)">>@@Speaking of <<Ash>>, they're waiting for you once you enter the dressing room. As you're taking off your gear, they seem happy to lend a hand.<<audio ":bgm" stop>><<audio "ashtheme" loop play>>
<br>"My condolences on your loss. But at the same time, I'm somewhat glad Leon won, because winning streaks are mathematically pleasing to me."
<br>"Nice to know you're on my team, <<Ash>>." You wryly smile. Meanwhile, Leon is tugging off his own boots.
<br>"Man, I am looking forward to that chicken dinner. Got anything in mind?"
<br>"I was thinking... Mega Burger, maybe a kids meal? That's the sort of meal for someone who yells out 'Winner Winner, Chicken Dinner' in a fight, right?"
<br>"Hey, if you're willing to buy at least five of them, I'll happily go for it. I can collect the little prizes." <<n "MM2-BadNews(R)">>@@Suddenly, <<Ash>>'s expression clouds over. You look at them curiously. "... What is it?" <<audio ":bgm" stop>><<audio "sadmoment" loop play>>
<br>"I just received a news report through my internal feed. There's been an uprising on the Saturn's Baldur colony. The Earth Government has already sent Jovian surpression troops, but they're 4.3 AU away."
<br>"By the time they get there, it'll probably be a bloodbath like Ceres," You murmur.
<br>The mood in the room has definitely dampened.
<br>"That's what Project Amber is for, right?" Leon announces, shaking both your shoulders. "That's why we're doing this. If it works, there won't be any more reason for conflict."<<n "MM2-Intermission">>@@... You're neither awake or asleep. You can hear Esra's voice in your head. <<audio ":all" stop>><<audio "psychicneed" loop play>> <<audio "bubbles" play>>
<br>"There's another strong memory here. I'm going to pull that up now."<<n "MM2-4">>@@"Station Zhou. We made it." Leon hits your arm excitedly as you depart the shuttle. <<Ash>> isn't far behind. <<audio ":all" stop>><<audio "memoriesofzhou" loop play>>
<br>You suck in a deep breath. "The air's pretty strange for a space station. Natural, non-sterile. Like being back on Earth."
<br>"That's entirely intentional," a loud voice barks. You turn around. There's a ashen haired man with deep lines in his face. He's adorned in the long, white coat of a scientist, but his badge reveals his rank. "If there's one thing we've perfected here, it's the production of wholely authentic oxygen."
<br>//Chairman Ardren Grey.// You've seen him more times on the news than you can count. And yet he comes at you with a handshake and a firm grip. //Far stronger than I thought.//
<br>"It's a pleasure to be aboard your space station, Chairman," <<Ash>> declares, beating you and Leon to the punch. <<n "MM2-5">>@@"The pleasure's all mine. I'm always happy to welcome our successful Corrector candidates, as well as <<if $partner is "male" or $partner is "female">>promising AI experts.<<else>>a promising AI such as yourself.<</if>> Both are vitally important to the success of Project Amber."
<br>"I'm very eager to see the Esra and Gabriel projects." <<Ash>> admits. The Chairman strokes his stubbled chin.
<br>"Well, you won't have to wait long! All new arrivals get a full tour of the station, since it will be your home for a while." <<n "MM2-6">>@@"This is the room with the holo-training pods," Chairman Grey gestures to the left. "They've essential to the success of Project Amber - but then again, everything here is to some extent. A bit further up, we've got bio-reactor design."
<br>"They're not efficient enough?" Leon asks, eyebrows raised. The Chairman gives a slight smile.
<br>"If the reactors are more powerful, the scope for the project increases, and the margin for error decreases. Ah, and here we've got the terraform facilities."
<br>There are two guards standing in front of the door with heavy riot armor on. Your neck prickles at the black visors and weapons.
<br>They stand to the side as Chairman Grey flashes his card, then follows up with a biometric scan. //Security's pretty tight here.// <<n "MM2-7">>@@"That's a lot of security." You're the first one to bring it up. The Chairman doesn't even blink at your question. //Guess it's expected.//
<br>"Yes, both bio-reactor design and terraform are highly guarded for a reason. There have been instances of Colony sabotage, so we unfortunately can't let just anyone walk in."
<br>"I thought people from the Colonies were welcome to join Project Amber?" Leon asks, furrowing his brow.
<br>"They are, absolutely. However, whoever controls HCBF right now controls the Heliosphere. There are a number of Earth-based factions we're also worried about. We're not trying to play sides."
<br>You stop in front of one of the many glass-like testing areas. Gasses are swirling around it in beautiful shapes. //The sparks of life.// <<n "MM2-8">>@@"There are dozens of stations like this," the Chairman explains. "Each built for a special purpose. Station Zhou is designed for bio-design, terraform research, and the final stages of training for Corrector candidates."
<br>"The stations exist not only to spread out resources so things aren't all in one basket, but also because the Earth Government would never allow terraform research to take place planetside - an incident could wipe out the whole bio-sphere, and civilization along with it."
<br>"But there's still the Colonies, right?" Leon asks. Your elderly host shakes his head.
<br>"No, as much as the Colonies like to imagine otherwise, the Earth is a precious resource. None of us can live without it - and that's where Project Amber comes in." <<if $partner is "male" or $partner is "female">><<n "MM2-9">><<else>><<n "MM2-9(R)">><</if>>@@With the tour over, you and <<Ash>> retire to your quarters. The moment you get in, you fall back onto the bed. Whumph! The fresh sheets caress your skin.<<audio ":bgm" stop>><<audio "ashtheme" loop play>>
<br>"Man, my feet are tired! Zhou is way bigger than I thought it would be," you groan. <<Ash>> climbs up on top of you and rests <<p-his>> chin on your chest.
<br>"That's good, though! There's so much here, so we won't feel cooped up or go stir crazy. The food levels were something else, right?"
<br>"Typical." You grin and run your fingers through <<p-his>> hair. <<p-He>> leans into your palm.
<br>"Of course, but at least I'm consistent?" <<p-He>> kisses your fingers with <<p-his>> soft lips. You pull <<p-him>> up with a chuckle.
<br>"If you're going to do that, do it a little higher!" <<n "SecondQuartzPostMemory">>@@With the tour over, you and <<Ash>> retire to your quarters. The moment you get in, you fall back and onto your freshly made bed. Whumph! The fresh sheets caress your skin.<<audio ":bgm" stop>><<audio "ashtheme" loop play>>
<br>"Man, my feet are tired! Zhou is way bigger than I thought it would be," you groan. <<Ash>>, meanwhile, makes themselves at home at the games table.
<br>"Isn't that a good thing? If the station was small, you would feel cooped up after a while. You humans are brittle that way."
<br>You raise your head from the bed and raise an eyebrow. By <<Ash>>'s tone, you're pretty sure they're joking. "We've got to get you facial expressions so I can read you better."
<br>"Wiggling my face around like you lot so I'm easier to read? That sounds like a lot of fun, actually. Speaking of, want to play some Poker?" <<n "SecondQuartzPostMemory">>@@...When you open your eyes, the tube is already drained. You rub your eyes and walk out.<<audio ":all" stop>><<audio "alleycat" loop play>>
"Station Zhou is where my records say I was created." Esra sounds dazed. "A lot of my original code was designed by a Professor Luvia Aldrich, but Zhou was where I was finally completed."
"You've got some memories back as well?" You lean against the wall, staring at <<a-his>> hologrammatic sphere. It pulses in the affirmative.
"Yeah. I remember being born in the stars, processing biology slides and running calculations. Learning about life in the lifeless drift of space." <<a-He>> pauses. “I also remember being a lot more complete, knowing so much more. But like you, I’m fragmented.”
"Maybe the locals know what's going on? Now that I've got a translation chip, I could ask. Assuming they've got all their memories as well, of course." <<n "SecondQuartzPostMemory2">>@@"Sounds like a plan. I did notice one other thing from our memories, though."
<br>"What's that?" You raise an eyebrow. A surpressed <<if $esra is "female">>giggle<<else>>chuckle<</if>> is coming from the speaker.
<br>"It seems you've //always// complained about your sore feet. Every time you come in here, it's all you talk about. And in that memory, too!" <<set $esraAnswer to 1>><<n "SecondQuartzPostMemory3">>@@<<nobr>><span id="button1" class="choicebutton"><<button '1. "Hey, I walk //everywhere//. It\'s a legitimate complaint!"' "SecondQuartzPostMemoryA1">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Huh, I never realized. I guess I do complain a lot about my feet."' "SecondQuartzPostMemoryA2">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "Hey, at least I //have// feet to complain about."' "SecondQuartzPostMemoryA3">><</button>></span>
<</nobr>>"Yeah, but in that memory, all you did was walk from one side of the station to another. It's especially funny because the soles of your feet are actually quite durable by human standards."
<br>"Speaking of quirks, Esra, I might talk about my feet a lot, but you're always talking about not having legs. What's with that?"
<br>"Well legs are interesting! They're by far my most favorite body part. Bipedal motion is //fascinating.// One day, I hope to get myself a pair."
<br>"Life goals, I guess. But when you get them, I guarantee you'll be complaining about your feet." <<n "TutorialMinorMemoryUnlock">>"I'm not saying it's a bad thing; I find it kind of funny. Especially because the soles of your feet are actually quite durable by human standards."
<br>"Speaking of quirks, Esra, I might talk about my feet a lot, but you're always talking about not having legs. What's with that?"
<br>"Well legs are interesting! They're by far my most favorite body part. Bipedal motion is //fascinating.// One day, I hope to get myself a pair."
<br>"Life goals, I guess. But when you get them, I guarantee you'll be complaining about your feet." <<n "TutorialMinorMemoryUnlock">>"Hey, that's a low blow! Or, well, it would be a low blow if I had legs."
<br>"Speaking of quirks, Esra, I might talk about my feet a lot, but you're always talking about not having legs. What's with that?"
<br>"Well legs are interesting! They're by far my most favorite body part. Bipedal motion is //fascinating.// One day, I hope to get myself a pair."
<br>"Life goals, I guess. But when you get them, I guarantee you'll be complaining about your feet." <<n "TutorialMinorMemoryUnlock">><center><center><span id="TutorialText">Unlocking More Memories</span>
You now have the option to spend chips in the Progenitor to unlock minor memories. These are not essential, but unlocking them may provide you with more options in the future.
As you gather more quartz chips, you will be able to restore more partitions of lost memory. <<set $quests.unlockMinorMemories to true>><<n "MainCamp">></center><<resetExplore>>As you are walking through a crop of breathing trees, a scarlet blast shoots over your head. Psshow! You hit the ground, waiting for another. But despite hearing more gunfire, no more blasts come your way.<<audio ":all" stop>><<audio "alienforest" loop play>><<audio "lurkingfear" loop play>><<audio "laserburst2" play volume 0.5 loop>><<set $quests.forestFight to 10>>
<br>//What the hell?!// You stare up at the tree, where the blast hit. It's several meters above your head. //Was it even aimed at me?//
<br>The sound of laser fire is coming from up ahead. You get up in a low crouch, and creep forward.
<br>//With all this noise, do I even need to sneak?//<<n "ForestFight2">>@@You peek through the thicket. In the clearing ahead, there's a three-way firefight unfolding. A purple-skinned alien is blinking in and out of camoflage, disappearing and appearing. His transparent wings are fluttering madly, giving him lift as he lunges with his searstick.<<audio ":sound" stop>><<audio "alienforest" loop play>><<audio "laserburst2" play volume 1 loop>>
<br>He's giving the other two nothing but trouble.
<br>A sandy-haired human is pinned behind an ashen rock. Pss-Pss-Psshow! A wild spray of scarlet light shoots over <<s-his>> cover - <<s-he>> seems to have an auto setting. None of <<s-his>> blasts hit the alien, but it does stop them getting close.
<br>Perhaps the calmest of the three is is the steely looking humanoid machine. They are battered and smoking, but expertly laying down their own barrage as they strafe left and right. Even as they do, their torso continues to face their adversaries. <<n "ForestFightChoice">>@@<span id="choiceIntro">What do you do? The fight seems to be tied, but you could help turn the tables, or just stay out of it.</span>
<<nobr>>
<center>
<span id="button1" class="choicebutton"><<button "1. Help the human." "ForestFightHuman">><<set $quests.forestFightSaved to "human">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Help the machine." "ForestFightMachine">><<set $quests.forestFightSaved to "machine">><</button>></span>
<span id="button3" class="choicebutton"><<button "3. Help the alien." "ForestFightAlien">><<set $quests.forestFightSaved to "xeno">><<set $quests.knowXiriiGenders to true>><</button>></span>
<span id="button4" class="choicebutton"><<button "4. Stay out of it." "ForestFightSitOut">><<set $quests.forestFightSaved to "none">><</button>></span>
</center>
<</nobr>>//That <<s-man>> looks pinned down - I need to help.// You unholster your gun-blade and line up your barrel with the bipedal machine. Then, you pull the trigger.
<br>Psshoww! The bipedal machine falls down, a hole scorched through ther side of its chassis.
<br>The flying alien turns around, obsidian eyes wide. You leap out of the thicket and begin firing on them. He flits out of the way, suddenly on the back foot - or rather, wing.
<br>"I'm here to help!" You shout. The <<s-man>> runs around the rock, gun clutched to <<s-his>> chest.
<br>"Thank you so much! I thought I was done for," <<s-he>> exclaims. The alien spins his searstick and... scowls? Is that a scowl?
<br>"For X'ir!" He shouts. //He's clearly not afraid to bring a spear to a gun fight.//<<nobr>>
<<setenemy "XiriiHunter">>
<<set $enemy.gender to "male">>
<<set $enemy.name to "the winged alien biped">>
<<set $enemy.Name to "The winged alien biped">>
<<set $enemy.desc to "A purple-skinned alien is facing off against you, searstick in hand. He has translucent wings, which he seems to be able to fly with.">>
<<set $enemy.talk to false>>
<<set $enemy.free to false>>
<<set $enemy.boss to true>>
<<set $enemy.area to "forest">>
<<set $enemy.lossPassage to "ForestFightLost">>
<<set $enemy.subduePassage to "ForestFightHuman-Subdue">>
<<set $enemy.winPassage to "ForestFightHuman2">>
<<set $enemy.winText to "None">>
<<set $enemy.postWin to "">>
<<n "Combat">><</nobr>>@@You duck under the swing of your opponent's searstick, then knock it from their hands. You point the barrel square at their face.<<audio ":all" stop>><<audio "riverstheme" loop play>> <<audio ":sound" stop>><<audio "alienforest" loop play>>
"Go, now. If you want to live, that is."
They scowl, but turn and flee. You break the searstick under your foot. <<n "ForestFightHuman-Subdue2">>The <<s-man>> cocks <<s-his>> rifle, a bright smile on <<s-his>> face.
<br>"Damn hostiles. I ran into the machine when I was out scouting. Then of all the luck, a x'irii came and joined in. I'd have been toast if it wasn't for you. I can't believe you spared them, though - they'll just come back later."
<br>"What's a x'irii?" //The translator didn't get that word.// //Weird.//
<br>The <<s-man>> stares at you, wide eyed and slack jawed.
<br>"A x'irii," <<s-he>> repeats. You blink. "The aliens? The x'irii - that's what the aliens call themselves. Geez, you must have been living under a rock." <<s-He>> rubs <<s-his>> head, then looks at you with a cautious expression. "You're... not from the 'outer tribes', are you?"
<br>"No," you answer truthfully. //<<s-He>> looks apprehensive.// //Probably a good answer to give.//<<n "ForestFightHuman3">>@@The winged alien falls to the ground with a resounding thud. The <<s-man>> cocks <<s-his>> rifle, a bright smile on <<s-his>> face. <<audio ":all" stop>><<audio "riverstheme" loop play>> <<audio ":sound" stop>><<audio "alienforest" loop play>>
<br>"Damn hostiles. I ran into the machine when I was out scouting. Then of all the luck, a x'irii came and joined in. I'd have been toast if it wasn't for you."
<br>"What's a x'irii?" //The translator didn't get that word.// //Weird.//
<br>The <<s-man>> stares at you, wide eyed and slack jawed.
<br>"A x'irii," <<s-he>> repeats. You blink. "The aliens? The x'irii - that's what the aliens call themselves. Geez, you must have been living under a rock." <<s-He>> rubs <<s-his>> head, then looks at you with a cautious expression. "You're... not from the 'outer tribes', are you?"
<br>"No," you answer truthfully. //<<s-He>> looks apprehensive.// //Probably a good answer to give.//<<n "ForestFightHuman3">>@@"Good." <<s-He>> sighs, shoulders relaxing. "My name's River, by the way. I guess you're from one of the ruined colonies - no wonder you're a bit spacey."
<br>You click your tongue. //Probably shouldn't correct <<s-him>>.// "I'm <<Vanth>>. So where are you from?"
<br>"Delta Settlement to the north. We're fending off regular attacks from the x'irii, and the settlement is low on supplies. I came out to scavange, but..." <<s-He>> waves a hand. "...There's hardly anything around. Complete waste of time." <<n "ForestFightHuman4">>River looks at you and raises an eyebrow. "Hmm, actually... you're pretty tough. You should come back to Delta with me. I mean, it's not exactly like this area's hospitable, right? It's just north of here, as I said. Speaking of which, I should get back ASAP."
<br>"Oh, and here, for saving my life." River reaches in <<s-his>> pockets and deposits a number of chips in your hands. "The only currency that matters these days - found them earlier. You've earned it, friend."
<br>And with that, River runs off with rifle in hand.
<br><<GiveChips 100>> <<n "ForestFightHuman5">>@@You pause and wait until <<s-he>>'s out of sight, then stare down at the chips in your hand.<<audio ":bgm" stop>><<audio "alleycat" loop play>><<resetExplore>><<if $charted.deltaColony is false>><<notify 3000>><<upArrow>> [Delta Colony] now charted!<</notify>><<set $charted.deltaColony to true>><</if>>
<br>"So, Esra, what do you think?"
<br>"I'm surprised, honestly. Factional conflict? Sounds like things are really bad. That said, this human colony sounds like a good place to get some answers. And there's the start of a path leading north from this clearing, so it should be easy to follow."
<br>"Yeah, but not today. I'm going to head back home, rest up. I want to be ready for anything."
<br>"I get what you mean." <<n "MainCamp">>@@//That machine looks battered and beaten - I need to help.// You unholster your gun-blade and line up your barrel with the flying alien. Then, you pull the trigger.
<br>Psshoww! The flying alien falls out of the air, a scorch mark on their side.
<br>The machine turns around - or at least their upper half does. As they do, you leap out of the thicket and begin firing on the sandy-haired <<s-man>>.
<br>"I'm here to help!" You shout. The machine gives a single nod and turns back to their target.
<br>"This doesn't compute, but thank you very much!" They exclaim. The sandy-haired <<s-man>> does not look anywhere near as pleased.
<br>"You goddamn species traitor, what the hell are you doing?!" <<s-He>> screams. Faced with a pincer attack, <<s-he>> forsakes <<s-his>> cover and charges head-on.<<nobr>>
<<setenemy "humanRuins1">>
<<if $esra is "female">><<set $enemy.gender to "female">><<else>><<set $enemy.gender to "male">><</if>>
<<set $enemy.name to "the rifle-wielding <<e-man>>">>
<<set $enemy.Name to "The rifle-wielding <<e-man>>">>
<<set $enemy.desc to "A sandy-haired <<e-man>> is facing off against you with a heavy rifle. <<e-He>>'s wearing a long coat with a few grenades attached.">>
<<set $enemy.talk to false>>
<<set $enemy.free to false>>
<<set $enemy.area to "forest">>
<<set $enemy.boss to true>>
<<set $enemy.lossPassage to "ForestFightLost">>
<<set $enemy.winPassage to "ForestFightMachine2">>
<<set $enemy.subduePassage to "ForestFightMachine-Subdue">>
<<set $enemy.winText to "None">>
<<set $enemy.postWin to "">>
<<n "Combat">><</nobr>>@@The <<s-man>> attacking you is worn down. You dart forward and kick their legs out from under them. <<audio ":all" stop>><<audio "alleycat" loop play>> <<audio ":sound" stop>><<audio "alienforest" loop play>>
"You're fighting for them? I can't believe this!" As they reach out for their weapon, you knock them out with the butt of your weapon. The machine turns to you, blinking its inorganic eyelids.
"I'm surprised you helped me over <<s-him>>, given your biological similarities," they remark in a smooth yet warm voice. "Are you by any chance a Corrector?"
Now you're the one who's blinking. "Yes, I am. How do you know that?"
"The Colony Administrator always said 'Correctors are an upgraded version of humanity'. Upon looking at you, I feel you fit that description. Oh, my apologies! My designation is Echo."
They stretch out a mechanical hand. The joints are a bit worn. You shake their hand, not applying too much pressure. <<n "ForestFightMachine2">>The <<s-man>> falls to the ground with a resounding thud. The machine turns to you, blinking its inorganic eyelids.<<audio ":all" stop>><<audio "alleycat" loop play>> <<audio ":sound" stop>><<audio "alienforest" loop play>>
<br>"I'm surprised you helped me over her, given your biological similarities," they remark in a smooth yet warm voice. "Are you by any chance a Corrector?"
<br>Now you're the one who's blinking. "Yes, I am. How do you know that?"
<br>"The Colony Administrator always said 'Correctors are an upgraded version of humanity'. Upon looking at you, I feel you fit that description. Oh, my apologies! My designation is Echo."
<br>They stretch out a mechanical hand. The joints are a bit worn. You shake their hand, not applying too much pressure. <<n "ForestFightMachine3">>@@"Why were you fighting?" You ask, looking down at the two bodies. The mechanoid lets out a heavy sigh.
<br>"The reasons are... complex. And there's more than one. In fact, the best person to explain it would be the Colony Administrator. But if I had to explain it... it would be 'self-defense'."
<br>"Self-defense? You mean you didn't start this fight?"
<br>"Absolutely not! Unfortunately, neither the x'irii from the swamps nor the humans of the forest want us to survive. We fight out of necessity - that's the simplest answer."
<br>"What's a x'irii?" //The translator didn't get that word.// //Weird.//
<br>"The x'irii are what the predominant sapient life-forms on this planet call themselves. You saw one not long ago. Not all of them have wings; there are many sub-species." <<n "ForestFightMachine4">>@@"Whenever we venture from our home in the desert, they attack us. I'd take you back there, but the atmosphere in Sector 54 is toxic to organics. That, of course, is the reason we set up there in the first place - the land was of no use to anybody but our collective."
<br>"Sounds pretty admirable to pick the worst piece of real estate. Shame I can't visit."
<br>"Well, as a Corrector, you still might be able to. This might help." Echo hands you a number of chips. "There's some mechanical schematics on one of them. If the data-file I skimmed was correct, you Correctors have the ability to shift forms.
<br>"It's been a pleasure meeting you, Corrector, but I must retreat for repairs. I hope to see you at Sector 54 some day."
<br>And with that, Echo leaves, their body smoking a little.
<br><<GiveChips 100>> <<n "ForestFightMachine5">>@@You wait until they are out of sight, then stare down at the chips in your hand.<<resetExplore>><<if $charted.deltaColony is false>><<notify 3000>><<upArrow>> [Delta Colony] now charted!<</notify>><<set $charted.deltaColony to true>><</if>>
<br>"So, Esra, what do you think?"
<br>"I'm surprised, honestly. Factional conflict? Sounds like things are really bad." Esra's voice sounds sympathetic. "I'd say check out this desert, but I'm not sure where it's located, and those toxins sounded bad. I wish they hadn't left in such a hurry."
<br>"Hmm. On the other hand, Zero did say there were humans in the forest. That means a settlement. Might be a good place to get some answers, since I can't visit the machine settlement. There's the start of a path leading north from here, and I bet there's something at the other end."
<br>"I'd come back and rest up first. You don't know what to expect." <<n "MainCamp">>@@//That alien needs my help.// You unholster your gun-blade and line up your barrel with the bipedal machine. Then, you pull the trigger.
<br>Psshoww! The bipedal machine falls down, a hole scorched through ther side of its chassis. The purple-skinned alien turns around, obsidian eyes wide. You leap out of the thicket and begin firing on the <<s-man>> behind the rock.
<br>"I'm here to help!" You shout. Your winged ally almost drops his searstick.
<br>"X'ir be praised!" He exclaims. The sandy-haired <<s-man>> does not look anywhere near as pleased.
<br>"You goddamn species traitor, what the hell are you doing?!" <<s-He>> screams. Faced with a pincer attack, <<s-he>> forsakes <<s-his>> cover and charges head-on!<<nobr>>
<<setenemy "humanRuins1">>
<<if $esra is "female">><<set $enemy.gender to "female">><<else>><<set $enemy.gender to "male">><</if>>
<<set $enemy.name to "the rifle-wielding <<e-man>>">>
<<set $enemy.Name to "The rifle-wielding <<e-man>>">>
<<set $enemy.desc to "A sandy-haired <<e-man>> is facing off against you with a heavy rifle. <<e-He>>'s wearing a long coat with a few grenades attached.">>
<<set $enemy.talk to false>>
<<set $enemy.free to false>>
<<set $enemy.area to "forest">>
<<set $enemy.boss to true>>
<<set $enemy.lossPassage to "ForestFightLost">>
<<set $enemy.winPassage to "ForestFightAlien2">>
<<set $enemy.subduePassage to "ForestFightAlien-Subdue">>
<<set $enemy.winText to "None">>
<<set $enemy.postWin to "">>
<<n "Combat">><</nobr>>@@The <<s-man>> attacking you is worn down. You dart forward and <<s-his>> their legs out from under <<s-him>>. <<audio ":all" stop>><<audio "alleycat" loop play>> <<audio ":sound" stop>><<audio "alienforest" loop play>>
"You're fighting for them? I can't believe this!" As <<s-he>>>> reaches out for <<s-his>> weapon, you knock <<s-him>> out with the butt of yours.
The alien being turns to you, searstick resting on his shoulder. His eyes are large and black, nebulous. His nose is somewhat cat-like and flat, connecting to his upper lip. His gossamer wings are quite amazing, capturing the scintillating light. He's clasping his side with his free hand, brow furrowed. //An injury?//
"I don't know why you helped me," he admits, straightening his back out. "I have only heard of one other like you, long ago. 'The Good Human' - they tell the story in my Grove. Now, there is another."
"Who - or rather what - are you?" You ask, holstering your gun-blade. Instead of danger, you feel calm. //Must be my gut instinct.// //Or maybe it's the obvious gratitude on his face.// //Although on second thought, maybe I shouldn't anthropomorphise him too much.// <<n "ForestFightAlien3">>@@The <<s-man>> falls to the ground with a resounding thud. The alien being turns to you, searstick resting on his shoulder. <<audio ":all" stop>><<audio "alleycat" loop play>> <<audio ":sound" stop>><<audio "alienforest" loop play>>
<br>His eyes are large and black, nebulous. His nose is somewhat cat-like and flat, connecting to his upper lip. His gossamer wings are quite amazing, capturing the scintillating light. He's clasping his side with his free hand, brow furrowed. //An injury?//
<br>"I don't know why you helped me," he admits, straightening his back out. "I have only heard of one other like you, long ago. 'The Good Human' - they tell the story in my Grove. Now, there is another."
<br>"Who - or rather what - are you?" You ask, holstering your gun-blade. Instead of danger, you feel calm. //Must be my gut instinct.// //Or maybe it's the obvious gratitude on his face.// //Although on second thought, maybe I shouldn't anthropomorphise him too much. <<n "ForestFightAlien3">>@@"You don't know?" The alien tilts their head. "You //are// a strange human. Freshly hatched? I'm x'irii."
<br>"Pleased to meet you, x'irii."
<br>"No, that's not my name. My name is Y'san of Shia’ri Grove. X'irii is what I am, just like you are human. And you humans are trying to wipe us out."
<br>"Well not me." You remark. //Though I did shoot one of them in the ruins, I guess.// //Not that they gave me a choice.// "How long have they been trying to do that, and why?"
<br>"The humans have always wanted our lands," Y'san explains. "They have wanted us all dead since they first appeared long, long ago. Now, they're dying in the ruins of the northern forest."
<br>"Dying in the ruins?" You blink. //Maybe they're ruins like the ones I came from.// <<n "ForestFightAlien4">>@@"So you said you come from... what was it, Shia’ri Grove?"
<br>"Yes. It's located in the swamps, though it seems toxic to you humans. Not that you would be welcome there," Y'san adds. "Too many have died by human hands. But as it is, I still owe you my life."
<br>You're not sure if the contorted look on his face is one of conflict. //Do they have the same expressions, the same feelings?// //I could be reading this all wrong.//
<br>As you think this, Y'san slips off his necklace and hands it to you. There's a number of shining chips attached to it. "Here, in payment for my life. I know these shards are valuable to both our people."
<br>And with that, Y'san flies off. You stare at the necklace. //Great, now I've got even more questions about what's going on.//
<br><<GiveChips 100>> <<n "ForestFightAlien5">>@@Now that Y'san is out of sight, you stuff the necklace in your pocket.<<resetExplore>><<if $charted.deltaColony is false>><<notify 3000>><<upArrow>> [Delta Colony] now charted!<</notify>><<set $charted.deltaColony to true>><</if>>
<br>"So, Esra, what do you think?"
<br>"I'm surprised, honestly. Factional conflict? Sounds like things are really bad." Esra's voice sounds sympathetic. "I'd say check out that grove, but I'm not sure where it's located. I wish they hadn't left in such a hurry."
<br>"Hmm. On the other hand, Y'san did say there were humans living here. Or well, 'dying in the ruins of the northern forest'. It's worth checking out. And there's the start of a path going north from here, so it shouldn't be too hard to follow."
<br>"I'd come back and rest up first. You don't know what to expect." <<n "MainCamp">>@@//I'm staying out of this.// //No need to get involved, after all.//
<br>You crouch low and wait, gun-blade in hand. Watching and waiting, wide eyed, to see who wins.
<br>Unlike the <<s-man>> behind the rock, the machine seems to be refining their aim every time they shoot. Each blast gets closer and closer to hitting the darting alien, who is shifting in and out of visibility. Sweat is dripping down the alien's purple, almost feline face.
<br>//I'd say the machine is going to win.// The alien seems to think the same thing. Both fighters are ignoring the <<s-man>> behind the rock entirely. As they do, <<s-he>> throws a spherical object towards them. Thunk. <<n "ForestFightSitOut2">>@@Sccchoowww! <<audio ":all" stop>><<audio "grenade" play>><<audio "alienforestonly" loop play>>
<br>Blinding light stabs at your corneas. Your ears are ringing. Heat assaults your skin, and sweat drips down your brow.
<br> //Shit! What the hell was that? <<n "ForestFightSitOut3">>@@When you open your eyes, there's flames in the clearing and two charred bodies. You blink as the <<s-man>> walks out, arms raised to the air.
<br>"Yes, frigging triumphant!" <<s-He>> exclaims, wobbling on <<s-his>> feet. <<s-He>> then keel over, face first, onto the ground.
<br>You walk over and across the literally scorched earth. There's a crimson stain spreading through <<s-his>> top. //Shrapnel, maybe?// You kneel down and check <<s-his>> pulse.
<br>//It's there, but faint.// //I don't know what to do with <<s-him>>.//
<br>"Esra, are you there? I need your help to save this <<s-man>>."
<br>"I'm here," Esra answers in <<a-his>> <<if $esra is "male">>warm tenor<<else>>gentle soprano<</if>>. "Your adrenaline was spiking. And I can - I know human physiology inside-out, so to speak. Here's what you need to do..." <<n "ForestFightSave">> @@... You sit and wait for the <<s-man>> to wake up. The fire you made using alien foliage crackles on the ground. Strange smells rise from what is neither wood nor plant. <<audio ":all" stop>><<audio "riverstheme" loop play>> <<audio ":sound" stop>><<audio "alienforest" loop play>><<audio "fire" loop play>>
<br>//Hope it's not toxic.// As you stare at the injured <<s-man>>'s face, <<s-his>> eyes flutter open.
<br>"You're alive and safe," you inform her. <<s-He>> groans and puts a hand to <<s-his>> forehead.
<br>"Thank you. For saving my life," <<s-he>> croaks.
<br>"What's your name?" You help <<s-him>> up and on to <<s-his>> feet. //<<s-He>>'s a bit wobbly, but seems okay.// <<n "ForestFightSave2">>"My name's River. I ran into a machine while scouting, then a x'irii joined in. I had that grenade, but you can see why I didn't want to use it."
<br>"Yeah, it's got quite a kick. What's a x'irii?" //The translator didn't get that word.// //Weird.//
<br>River stares at you, wide eyed and slack jawed.
<br>"A x'irii," <<s-he>> repeats. You blink. "The aliens? The x'irii - that's what the aliens call themselves. Geez, you must have been living under a rock." <<s-He>> rubs <<s-his>> head, then looks at you with a cautious expression. "You're... not from the 'outer tribes', are you?"
<br>"No," you answer truthfully. //<<s-He>> looks apprehensive.// //Probably a good answer to give.//
<br>"I guess you're from one of the ruined colonies," <<s-he>> answers, shoulders relaxing. "A lot of people from there have memory loss."<<n "ForestFightSave3">>@@"So where are you from?" You ask River. <<s-He>>'s picked up <<s-his>> weapon now. <<s-His>> eyes scan the forest. //Probably for threats.//
<br>"Delta Settlement to the north. We're fending off regular attacks from the x'irii, and the settlement is low on supplies. I came out to scavange, but..." <<s-He>> waves a hand. "...There's hardly anything around. Complete waste of time."
<br>River then pauses and looks at you. "Hmm, actually... you should come back to Delta with me. I mean, it's not exactly like this area's hospitable, right? It's just north of here, as I said. Speaking of which, I should get back ASAP."
<br>"Oh, and here, for saving my life." River reaches in <<s-his>> pockets and deposits a number of chips in your hands. "Remember, Delta Settlement - just north of here!"
<br>And with that, River limps off with rifle in hand.
<br><<GiveChips 100>> <<n "ForestFightSave4">>@@You pause and wait until River is out of sight. Then, you kick out the fire.<<audio ":bgm" stop>><<audio "alleycat" loop play>><<resetExplore>><<if $charted.deltaColony is false>><<notify 3000>><<upArrow>> [Delta Colony] now charted!<</notify>><<set $charted.deltaColony to true>><</if>>
<br>"So, Esra, what do you think?"
<br>"I'm surprised, honestly. Factional conflict? Sounds like things are really bad. That said, this human colony sounds like a good place to get some answers. There's the beginnings of a path near here, so it shouldn't be too hard to find it."
<br>"Yeah, but not today. I'm going to head back home, rest up. I want to be ready for anything."
<br>"I get what you mean." <<n "MainCamp">>@@You follow the path north from where you ran into the three-way conflict. Towards its end, the forest canopy falls away, giving way to a different one made of patchwork metal.<<audio ":all" stop>><<audio "deepblue" loop play>><<audio "alienforest" loop play>>
"Well, this looks like home. Or at least, the ruins I'm calling home at the moment."
"The design looks identical." Esra observes. "But it has a lot more wear and tear. Either from the elements, or it's older. Hard to say."
"It's a lot less enclosed. Sparse, only a few supporting beams. Better than wandering through another labyrinthian maze, at any rate. But in the distance, there's a larger chunk - almost completely intact. That might be the settlement."<<n "DeltaFirstVisitChoose">><span id="choiceIntro">Between you and the distant structure, you can see a number of humanoid figures standing about. Do you approach them?</span>
<<nobr>>
<center>
<<if $player.appearance is "human">>
<span id="button1" class="choicebutton"><<button "1. Yes." "DeltaFirstApproach">><<set $quests.deltaQuest to 20>><</button>></span>
<<else>>
<span id="button1" class="choicebutton"><<button "1. Yes." "DeltaFirstApproachHighXeno">><</button>></span>
<</if>>
<span id="button2" class="choicebutton"><<button "2. No." "MainCamp">><</button>></span>
</center>
<</nobr>><<if $charted.deltaColony is false>><<notify 3000>><<upArrow>> [Delta Colony] now charted!<</notify>><<set $charted.deltaColony to true>><</if>>You make a beeline towards the far-off monolith. Your eyes are set on the individuals who seem to be guarding the path up to it.
<br>A drop of sweat does run down your neck. //Even if they gun me down, I'll come back.// But with crystal clarity, you remember the sensation of having your skin seared off. A violent shiver runs down your spine.
<br>"Stop right there!" One of the people shouts. You pause, your right foot stopping just before hitting the ground. Hovering there, the muscles in your leg start to ache. //Put it down or stay still?//
<br>With your hands up, you draw your foot back and place it down. The muscles in your right leg unclench.
<br>"I don't want any trouble." Now that you're close, you notice their outfits are actually well-sewn and clean, unlike the other humans you've met. Their weapons are also more like yours. Unlike you, however, breathing masks and goggles dangle around their necks. //Not being used, though.// //Interesting.//
<br>"Who are you, and where did you come from?" You're surrounded by them, while one of the guards points their barrel right at your head. //Ugh.//<<n "DeltaFirstApproachAnswer">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "I\'m $player.name, and I\'m from the ruins to the south-west of here."' "DeltaFirstApproachAnswer2">><<set $deltaAnswer to 1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I don\'t actually know - I\'m here looking for answers."' "DeltaFirstApproachAnswer2">><<set $deltaAnswer to 2>><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "I don\'t respond well to questions when there are guns in my face."' "DeltaFirstApproachAnswer2">><<set $deltaAnswer to 3>><</button>></span>
<</nobr>>"<<if $deltaAnswer is 1>>There's no colonies to the south-west, just a bunch of rubble<<elseif $deltaAnswer is 2>>Well that's funny - that's what we're doing right now<<else>>Well we don't deal well with strangers showing up and refusing to answer simple questions<</if>>." The guard with the gun pointed at you scowls. "Maybe I should be more clear - are you from the outer tribes?"
<br>The threatening note in his voice is clear. //Answering in the affirmative would be a bad idea.// //Good thing the truth is also what they want to hear.//
<br>"No, I'm not from the outer tribes, or //any// tribe. <<if $deltaAnswer is 1>>I've told you what you want to know and I'm not a threat.<<elseif $deltaAnswer is 2>>I don't remember anything, but I do know that.<<else>>Now can you lower your guns already? Geez.<</if>>"
<br><<if $quests.forestFightSaved is "human" or $quests.forestFightSaved is "none">>"River invited me here, if that means anything."<<else>>Even after you say that, he doesn't lower his weapon.<</if>> //What's it going to take?//
<br>Just as you're thinking that, there's a loud crunching from behind them. You can see the glinting off someone's body armor. //Great, reinforcements.//<<n "DeltaMarshallMeet">>@@"Marshall! You didn't need to come out," one of the guard chokes out. You try to peer past the surrounding throng, eager for a better look.
<br>There's a <<s-man>> - presumably the Marshall - standing there with a furrowed brow. The first thing you notice is <<s-his>> sleek black armor, which is scratched and scorched, but not dirty. <<s-His>> matching slick raven hair is <<if $shay is "female">>pulled back into a no-nonsense ponytail<<else>>mid-length and tucked behind his ears<</if>>. A breathing mask is strapped to <<s-his>> chest, and a rifle slung over <<s-his>> back. Googles rest on <<s-his>> head - but unlike the others, <<s-his>> seem bulkier.
<br>"I thought the search party had come back," the Marshall replies in a <<if $shay is "female">>dry, husky<<else>>deep, dry<</if>> voice. "But it turns out you were questioning someone. Figured it'd be quicker if I came over."
<br><<s-He>> slides <<s-his>> goggles down over <<s-his>> eyes. "Let me ask you the same question - are you from the outer tribes?"<<unset $deltaAnswer>><<n "DeltaFirstApproachLieOrNot">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "For the last time, I\'m not from the outer tribes!"' DeltaFirstApproachTruth>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I was lying before - I //am// from the outer tribes. (Lie)"' DeltaFirstApproachLie>><</button>></span>
<</nobr>>"There's significant alterations in thermal readings and heart-rate," <<s-he>> purses <<s-his>> lips. "<<He>>'s lying, though I don't know //why//. Another brain-addled refugee from the x'irii attacks, I suppose. Give <<him>> some food and somewhere to sleep."
<br>Well, guess that answers the question about <<s-his>> goggles. The throng of guards relax their stance, and one of them hits your arm. The mysterious Marshall turns around and begins crunching back to the distant structure.
<br>"You can't lie to the Marshalls, mate. First rule of Delta Colony."
<br>They seem to be chuckling at your lack of knowledge and going back to their jobs. Two of the guards gesture to the monolith behind them.
<br>"Come on. I'm Alice and this is Caden, by the way. Geez, lying about being from the outer tribes? You're lucky a Marshall was around. We'll show you into the colony." <<n "DeltaColonyInterior">>@@"Zero alterations in thermal readings and heart-rate," <<s-he>> remarks in a flat tone, slipping up <<s-his>> goggles. "<<Hes>> telling the truth. Just another refugee from the x'irii attacks, it seems. Give them some food and somewhere to sleep."
<br>//What's with those goggles?// //Some kind of lie detector?// Either way, the guards relax their stance. The mysterious Marshall turns around and begins crunching back to the distant structure.
<br>"Well, the Marshall's cleared you. Welcome to Delta Colony, friend."
<br>Some of the guards are chuckling and returning to their post. //Hard to believe things were so tense just a minute ago.// Two of the guards gesture to the monolith behind them.
<br>"Come on. I'n Caden and this is Alice, by the way." He gestures to the smiling, short haired woman to the other side, who shakes your hand. "We'll show you into the colony."<<n "DeltaColonyInterior">>@@... There are hundreds of people in the corridor. Children laughing and playing. People bartering over handfuls of chips. Lovers whispering sweet nothings in the nooks of the walls.<<audio ":all" stop>><<audio "deltacolony" loop play>><<audio "crowdambience" loop play>>
<br>You grab the nearest panel, your heart beating in your chest. After being out in the strange, silent wasteland, you feel overwhelmed by life. //Confronted// by it.
<br>Caden gives a knowing smile. He places a hand on your shoulder.
<br>"I know, I'm from a ruined colony too. Don't worry, it's okay. Take as long as you need."
<br>//I'm not sure he quite understands.// Still, you take a moment. The gears in your head turn while you do, surveying the moving masses. //Given the size of the structure...//
<br>"...How many people are there here?" You ask. Alice strokes her chin.<<n "DeltaColonyInterior2">>@@"I don't know the exact numbers, a few thousand? You could probably look on the databanks - I don't remember off the top of my head."
<br>You nod. "I'm good to keep moving now, thanks."
<br>As you continue down the corridor with the guards, there's a lots of stalls and see rooms with people working on machinery. In another room, children learning on holo-pads as an adult speaks to them.
<br>"Here's the food dispenser," Alice announces, standing in front of a slot in the wall. "Press your palm against the pad, and you'll get one meal for the day, same as everyone. The system will know if you're trying for seconds."
<br>"If you want more, you've got to earn chips and get it on the market," Caden adds, looking at Alice with a furrowed brow. "There's plenty of jobs you can do to earn them. We've got jobs hunting, doing repairs, teaching..."
<br>"... Or if you're totally talentless, cleaning the bio-recycling pipes," Alice adds with a grin. "That was my first job when I was a teen." <<n "DeltaColonyInterior3">>@@"Oh, and one last thing - there's plenty of rooms in Delta, so just go up an elevator and find an unclaimed one." She pauses. "Oh, don't go too far out, though! If a corridor is too empty, you might run into some weirdo, or it might not be structurally sound."
<br>"If you've got any problems, chat it out with your neighbours or find a Marshall. And don't join any gangs - the chips aren't worth winding up dead."
<br>And with that, they turn around and leave. //Geez, so much for giving me all the time I need.// You stare around at the bustling corridor.
<br>"Guess I should get some answers. But before that, //food.//" <<n "DeltaColonyInterior4">>You press your palm up against the pad. There's a loud beep, and a plate is dispensed. There's different colored gloop in little grooves, and a spoon. There's a nearby mess area, so you walk in and sit down at a table.
<br>"Oh man, I don't care if you look like slop. I'm sick of water, sunlight, and stomach cramps."
<br>You scoop up some of the beetroot-colored mash and put it in your mouth. Sweet, mashy texture tickles and stimulates your tongue. It's like eating semi-solid heaven. You let out a muffled moan.
<br>Some of the denizens at an adjacent table are staring at you, wide eyed. //Yeah, I don't care what they think.// //I deserve this.//<<if $quests.forestFightSaved is "human" or $quests.forestFightSaved is "none">><<n "Delta-HumanSaved">><<else>><<n "DeltaColony">><</if>>@@"Nobody should make those kind of noises outside of a bedroom. Especially for default configuration." <<audio "deltacolony" stop>><<audio "riverstheme" loop play>>
<br>You turn to where the voice came from. River is standing there, smiling. <<s-He>> pulls up a seat next to yours. <<n "Delta-HumanSavedResponse">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Nice to see you again, River."' "Delta-HumanSavedResponse1">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Default configuration?"' "Delta-HumanSavedResponse2">><</button>></span>
<<if $partner isnot "machine">><span id="button3" class="choicebutton"><<button '3. "The noises I make in the bedroom are a lot more interesting."' "Delta-HumanSavedResponse3">><</button>></span><</if>>
<span id="button3" class="choicebutton"><<button "3. *Just keep eating*" "Delta-HumanSavedResponse4">><</button>></span>
<</nobr>>"Nice to see you too! I'm glad you took up the offer to come to Delta. Not that there's a lot of other options these days." River leans back in <<s-his>> chair. As subtly as possible, you shovel in another mouthful of food. "So, have you got a job yet?"
<br>You swallow. "Mmmm-nope. Hadn't given it much thought. Still adjusting. And eating."
<br>"If you do want better food - or more food - I'd chat to Marshall Shay. <<if $quests.forestFightSaved is "none">>Assuming you're any good with that side-arm of yours.<<else>>You're awfully handy with a gun... or a knife... or whatever that weird combination of the two you use.<</if>>"
<br>"<<s-He>>'s looking for muscle?"
<br>"Yeah. I was out on a job for <<s-him>> when I ran into you. <<s-He>> pays well, and <<s-he>>'s better than all the other Marshalls. <<s-He>>'s a good egg. Speaking of which, I should probably get back to work." River pats your shoulder. "Welcome to Delta, <<Vanth>>!" <<n "DeltaColony">>@@"Yeah, you just ordered the base elements." <<s-He>> pokes your plate. "Everyone's entitled to default configuration - we call it DC - but most people fork out a little more for something more appetizing."
<br>"Oh, so it's kind of like a food-based rewards system around here?"
<br>"Exactly. If everyone got the same food, we'd be even lower on resources, and nobody'd have a reason to work. Getting fed the same stuff every day for a month can be pretty motivating. Speaking of, if you want more than one serving a day, or something better than DC, I'd chat to Marshall Shay. <<if $quests.forestFightSaved is "none">>Assuming you're any good with that side-arm of yours.<<else>>You're awfully handy with a gun... or a knife... or whatever that weird combination of the two you use.<</if>>"
<br>"<<s-He>>'s looking for muscle?"
<br>"Yeah. I was out on a job for <<s-him>> when I ran into you. <<s-He>> pays well, and <<s-he>>'s better than all the other Marshalls. <<s-He>>'s a good egg. Speaking of which, I should probably get back to work." River pats your shoulder. "Welcome to Delta, <<Vanth>>!" <<n "DeltaColony">>@@"Oh //really//? I'd be interested in hearing those."
<br>You look up. There's a devilish flare in <<s-his>> hazel eyes. Spiked warm brown tinged with smooth green. <<s-his>> scent, <<if $esra is "male">>sandalwood<<else>>strawberry<</if>> and fresh sweat, tickles your nose from across the table.
<br>And then there's also the way <<s-he>>'s leaning forward. Those <<if $esra is "male">>toned pectorals<<else>>ample breasts<</if>>, tightly hugged by the all-too thin fabric of <<s-his>> shirt.
<br>The image of <<Ash>>, naked in bed, flashes through your mind. //Is this cheating?// //I don't even know what kind of commitments I'm in...// <<n "Delta-HumanSavedSleepWithOrNot">>@@"Hey, don't ignore me when I'm taking to you!" River places both <<s-his>> hands on the table and leans in.
<br>You turn your head and shovel in another mouthful. Sublime saccarine bliss tantalizes your tastebuds. River huffs and leans back. Eventually, you finish your meal and wipe the sides of your mouth.
<br>"Oh man, that was amazing. I feel like I haven't eaten over a hundred years."
<br>"Yeah, you look like it too. Geez, I took a quick break to come chat to you, and you ignored me!"
<br>"Sorry. What did you want to chat about?"
<br>"No time now! Welcome to Delta, <<Vanth>>. And if you're looking for more of that food - you //clearly// enjoy it - I'd chat to Marshall Shay. Just a tip." River slides <<s-his>> chair out and walks off. <<n "DeltaColony">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '"1. How about we take this somewhere a bit more private?"' "Delta-FlirtResponse1">><<set $events.sleptWithRiver to true>><</button>></span>
<span id="button2" class="choicebutton"><<button '"2. I\'m sorry, I think I\'ve already got someone special."' "Delta-FlirtResponse2">><</button>></span>
<span id="button3" class="choicebutton"><<button '"3. I\'ve actually got my heart set on a certain AI."' "Delta-FlirtResponse3">><</button>></span>
<</nobr>>"Let's do that." <<if $esra is "male">>River gives a dazzling grin.<<else>>River's cheeks flush.<</if>> "Let me just tell someone I'm not going to be there for my shift, okay? Keep your jets running."
<br>After a mad dash, you and River jog hand-in-hand towards an elevator. //Didn't know they had these.// You're barely inside before <<s-he>>'s got you pressed up against the wall, and <<s-his>> lips against yours. You hungrily kiss back, pressed between the wall and a //very// delicious place.
<br>You don't even remember the journey to the bedroom. River strips off your clothes and <<s-his>>. You fall, naked and intertwined, back into the sheets... <<n "Delta-FlirtResponseAfterSex">>@@... Some time later. <<audio "shower" play>>
<br>After some heated and sweaty exertions, you grab a quick shower in River's quarters. By the time you navigate the narrow confines back to the bed, <<s-he>>'s moved only a few inches to the left.
<br>"Not getting up?" You hover over <<s-his>> face, stealing a quick kiss. <<s-He>> stretches out, smiling.
<br>"Nope. I've got another hour before I need to go anywhere. I'm taking full advantage of it, as you can see."
<br>"What exactly do you do, anyway?" You sit down on the side of the bed. River pulls the sheet and <<s-himself>> upright. <<n "Delta-FlirtResponseAfterSex2">>@@"Isn't it obvious? I'm a scavenger. That's what I was doing <<if $quests.forestFightSaved is "none">>when you stumbled across me<<else>>when you saved my life<</if>>. I work with Marshall Shay. Delta's getting low on supplies, and the Marshall seems to be the only one who wants to do anything about it."
<br>"Sounds dangerous."
<br>"But necessary. Plus, you get more chips to spend on extra food servings a day - or something better than default configuration. We could actually use your help. <<if $quests.forestFightSaved is "none">>Assuming you're any good with that side-arm of yours.<<else>>You're awfully handy with a gun... or a knife... or whatever that weird combination of the two you use.<</if>> If you're interested, you should speak to <<s-him>> - <<s-he>>'s usually near the entrance."
<br>"Might be interesting. But first, are you up for another round?"
<br>"Is that even a question?" <<n "DeltaColony">>@@"Wait, you //think// you have someone special - like you don't know?" River leans back. You breathe a sigh of relief.
<br>"Yeah. I have these... memories... of my <<if $esra is "male">>boy<<else>>girl<</if>>friend, I think. I don't know what happened to <<p-him>>. If we're still together, where <<p-he>> is, or even if <<p-he>>'s still alive."
<br>"I'm sorry, that must be rough." River furrows <<s-his>> brow. "And I'm sorry I came on so strong. Of course, if you're from the ruined colonies, you've got a lot going on."
<br>"Yeah. Sorry, I just can't take the risk. I just hope <<p-he>>'s okay." <<n "Delta-FlirtResponse2-2">>@@"I hope <<s-he>> is too. That aside, I actually came over to tell you if you were enjoying your food so much - and you wanted more servings per day, or something a bit better - you should chat to Marshall Shay. <<if $quests.forestFightSaved is "none">>Assuming you're any good with that side-arm of yours.<<else>>You're awfully handy with a gun... or a knife... or whatever that weird combination of the two you use.<</if>>"
<br>"<<s-He>>'s looking for muscle?"
<br>"Yeah. I was out on a job for <<s-him>> when I ran into you. <<s-He>> pays well, and <<s-he>>'s better than all the other Marshalls. <<s-He>>'s a good egg. Speaking of which, I should probably get back to work." River pats your shoulder. "Welcome to Delta, <<Vanth>>!" <<n "DeltaColony">>@@"Wait, WHAT?!" Esra's shout in your ear shocks you so much you drop your spoon. You pick up the rattling cutlery, surpressing a grin. River is quirking an eyebrow. You decide to dig it in.<<audio "riverstheme" stop>><<audio "esratheme" loop play>>
<br>"<<a-He>>'s always looking out for me. <<a-He>>'s funny and smart. Not to mention, ahem... house-bound."
<br>"Oh, //I// see what's going on here." Esra huffs. "Here I was, watching because your heart-rate got all elevated. I'm going to bring you back with a nose on your //head//. Playing with my heart like that..."
<br>"Does that mean there's feelings to play with?"
<br>River leans back and throws up <<s-his>> hands. "Do you need a moment with you and... yourself? I get it, you're not interested. Geez, folks from the ruined colonies are always so loopy." <<n "Delta-FlirtResponse3-2">>@@"Um, that weirdness aside, I came over to tell you if you were enjoying your food so much - and you wanted more servings per day, or something a bit better - you should chat to Marshall Shay. <<if $quests.forestFightSaved is "none">>Assuming you're any good with that side-arm of yours.<<else>>You're awfully handy with a gun... or a knife... or whatever that weird combination of the two you use.<</if>>"
<br>"<<s-He>>'s looking for muscle?"
<br>"Yeah. I was out on a job for <<s-him>> when I ran into you. <<s-He>> pays well, and <<s-he>>'s better than all the other Marshalls. <<s-He>>'s a good egg. Speaking of which, I should probably get back to work." River pats your shoulder. "Welcome to Delta, <<Vanth>>!" <<n "DeltaColony">>@@The raven-haired Marshall from before is leaning up against the wall. <<s-He>>'s tapping at a data-pad. <<s-His>> lightly-lined brow is furrowed in concentration.
<br>You walk up and lean against the wall next to <<s-him>>. "Am I interrupting?" If there's one thing you've discovered about yourself, it's that you're a leaner.
<br>"Not really." The Marshall flicks <<s-his>> screen and tucks it under <<s-his>> arm. The sleek black armor from before is gone - now <<s-he>>'s wearing a loose cotton top and slacks. //Off-duty, perhaps?//
<br>"I was wondering if you could tell me a bit about Delta colony. I'm pretty new here, after all." <<n "DeltaChat-Shay1">> @@"Always happy to help out a newcomer. A lot of folks from outside are overwhelmed at first, it takes a while to adjust. My name is Shay Stanton, by the way." <<s-He>> reaches out a hand.
<br>"<<Vanth>>." You shake it. <<s-His>> grip is tight, though it doesn't look intentional. //How much does <<s-he>> work out?//
<br>"Where to start?" Shay strokes <<s-his>> chin. "Nowdays, Delta's the oldest surviving colony. Perhaps the only one left, by all accounts. Life here has gotten rougher with each generation, especially now, so you'll have to work hard for your keep."
<br>"I'll work hard. Out of curiosity, how many generations have grown up here in Delta?"
<br>"Hmmm." <<s-He>> looks at <<s-his>> fingers, pressing a few down. "About eight. Early records are a bit rough, just after the crash." <<n "DeltaChat-Shay2">>@@"Eight generations?" You splutter. Your stomach twists. The wall now takes almost the entirety of your weight. "That's... that's at least two centuries." <<audio "deltacolony" stop>> <<audio "sadreveal" play loop>>
<br>"Is that a problem? Hey, are you feeling okay?" Shay furrows <<s-his>> brow, placing a hand on your shoulder. The corridor is spinning. You grab your head.
<br>"Yeah, I just think I need a moment."
<br>"I'll find you somewhere to sit down, and get you something to drink.
<br>You follow Shay's feet, looking down. You're dimly aware of being guided into a chair. The footsteps trail off. You stare at your unwrinkled hands. <<n "DeltaChat-Shay3">>@@"This doesn't make any sense," you murmur. "What the hell is going on here?"
<br>"I don't know," Esra answers in a cracked voice. "But if <<s-he>>'s right, we're both hundreds of years old - or perhaps 'out of place'." A pause. "The only planet-based colony in my memory is Mars, and this doesn't look like Mars. Or anywhere in the Sol system."
<br>"Yeah. In my memories, manned interstellar travel was definitely not a thing." You put your head in your hands. "Do you think it's true? Do you think we've lost that many memories?"
<br>"It's still to hard to call. We might have been shut down and switched back on. We might have ventured too close to an extreme gravitational mass. To be blunt, //this// could be Earth. We just don't have the data."
<br>"Great, so it's back to data." You lean back in your chair, breathing in. Then, slowly breathing out. "Right. I've got a lot of questions for Shay when <<s-he>> gets back." <<n "DeltaChat-Shay4">>@@It doesn't take long before you hear the sound of footsteps. Shay hands you a bottle of water, and pulls up a chair opposite you.<<audio "footsteps" play>>
<br>"You feeling okay?" <<s-He>> stares at you, eyes tight with worry. You nod and sip on the water.
<br>"Yeah, thanks. Hey Shay... or, um, Marshall...."
<br>"Shay's fine. What is it?" <<n "DeltaChat-Shay5">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button "1. If you've only been here eight generations, where did you come from?" DeltaChat-Shay6-1>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. This might sound strange, but what planet are we on?" DeltaChat-Shay6-2>><</button>></span>
<span id="button3" class="choicebutton"><<button "3. I noticed Delta looks an awful lot like a spaceship." DeltaChat-Shay6-3>><</button>></span>
<</nobr>>"From Earth. I guess they didn't pass that story on where you came from. I'm pretty good with the spiel when it comes to the young ones, so I'll bring you up to speed." Shay flips <<s-his>> chair around and rests <<s-his>> arms over the backrest. "Our ancestors didn't originally come from Trigaea, that's why everything is so hostile to us. It's not meant to be this way."
<br>"What way?"
<br>"Hard. And the first settlers had it the worst. The stories say the vessel crashed and broke into pieces all over the place. Delta is one of those chunks. And nobody knows exactly what happened, other than it wasn't meant to." <<s-His>> forehead furrows.
<br> "After the crash, a lot of systems - doors especially - only opened with a machine interface. That meant people were trapped in the wreckage. A lot of them suffocated, succumbed to the fires, or starved to death." <<n "DeltaChat-Shay7">>@@"It's okay, we're on Trigaea. You must be in a fugue state - I've seen it before." <<s-He>> sighs. "Pretty common for folks who show up these days."
<br>"Can you tell me what I've forgot? It might help job my memory."
<br>Shay nods, flipping <<s-his>> chair around and resting <<s-his>> arms over the backrest. "Yeah, I'm pretty good it - I sometimes teach history to the young ones. So, our ancestors didn't come from this planet. That's why everything is so hostile to us. We came here from Earth, on a vessel that crashed and broke into pieces. Delta is one of those chunks. Nobody knows exactly what happened, other than it wasn't meant to."
<br>"After the crash, a lot of systems - doors especially - only opened with a machine interface." <<s-His>> forehead furrows. "That meant people were trapped in the wreckage, alone and injured. A lot of them suffocated, succumbed to the fires, or starved to death." <<n "DeltaChat-Shay7">>@@"Yeah, that's because it was one. Or at least, a large chunk of one." Shay flips <<s-his>> chair around and rests <<s-his>> arms over the backrest. "Looking for a history lesson? I'm guessing they don't have much in the ways of stories where you come from."
<br>"Yeah, my education's a bit lacking. Mind helping me out?"
<br>"Sure. I sometimes teach our stories to the young ones. Where to start? Well, our ancestors first came here to Trigaea from a planet called Earth. That's why everything you'll ever find is so hostile to us, while the animals and the x'irii can eat, drink and breathe whatever they want. Our vessel crashed and broke into pieces. Delta is one of those chunks. Nobody knows exactly what happened, other than it wasn't meant to."
<br>"After the crash, a lot of systems - doors especially - only opened with a machine interface." <<s-His>> forehead furrows. "That meant people were trapped in the wreckage, alone and injured. A lot of them suffocated, succumbed to the fires, or starved to death. <<n "DeltaChat-Shay7">>@@"That's horrible. But... why design doors only to open for machines?" You blink, sipping on your water.
<br>"The ship was full of machines, and the first settlers trusted them implicitly." Shay acidily states, <<s-his>> eyes narrowing to slits. "While they were trying to get the systems back online, the machines defected. And by the time //that// was over, the x'irii started attacking the survivors. And it never really stopped. Even today, a lot of the systems are damaged. Entertainment, education, communications and amenities are all active. The rest is pretty much toast."
<br>"Thankfully, Delta is blessed with mostly intact bio-reactors, though they're running very low on HCBF. The only thing keeping them going is the raids on other extinct colonies." <<s-He>> sighs. "Not that there's much left. Almost all the bio-fuel deposits have been plundered already, especially by the machines." <<n "DeltaChat-Shay8">>@@"Why would the machines want your bio-fuel?"
<br>"They run on it. Just like us, they need HCBF - hypercompressed bio-fuel - to survive Meanwhile, the x'irii are fine living off the land, but for us it's fatal." <<s-He>> scowls, teeth clenched. "But even though the x'irii don't //need// anything, they still attack and kill us for no reason at all. They're brutal savages."
<br>"What's worse is that our ancestors had a device to solve all our problems - they wouldn't have come here otherwise - and the x'irii stole it. Specifically, a Ru'ul. That's one of their war-chiefs. Easy to spot, big horns and wings, and they lead the raids. Oh, and they've got permission to use human weapons too, just to add insult to injury." Shay sighs, resting <<s-his>> chin on <<s-his>> arms.
<br> "Anyway, the first settlers called it 'the Sphere'. To this day, the x'irii hold the key to our salvation in their hands. All the while, they conduct their raids to wipe us out." <<n "DeltaChat-ShayXiriiResponse">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button "1. That's horrible!" DeltaChat-Shay9-1>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Why are they trying to wipe you out?" DeltaChat-Shay9-2>><</button>></span>
<span id="button3" class="choicebutton"><<button "3. Why would the x'irii steal the Sphere?" DeltaChat-Shay9-3>><</button>></span>
<span id="button4" class="choicebutton"><<button "4. What is the Sphere meant to do?" DeltaChat-Shay9-4>><</button>></span>
<<if $quests.forestFightSaved is "xeno" or $quests.forestFightSaved is "xeno-d">><span id="button5" class="choicebutton"><<button "5. The x'irii said you were trying to wipe them out." DeltaChat-Shay9-5>><</button>></span><</if>>
<</nobr>>"I know. And there's no rhyme or reason to it," Shay crosses <<s-his>> arms. "They're merciless. We had a sister colony, Asteria, up until last year."
<br>"What happened?"
<br>"The x'irii broke in and killed almost every last person. Men, women, children... the infirm, babies - it didn't matter. Every single person inside the colony died - killed upright... or in their beds." Shay visibly shivers. "Now, I just hope it doesn't happen to us."
<br>"You think it will? You said the colony's been around for eight generations?"
<br>"That's true, but the x'irii have had a lot of targets in the past. As I said, I'm pretty sure we're the only colony left. That means they can put all their resources into bringing down Delta... and there are a //lot// of them." <<n "DeltaChat-Shay10">>@@"I don't know. But if I had to guess, it's because we exist." Shay crosses <<s-his>> arms. "They're merciless. We had a sister colony, Asteria, up until last year."
<br>"What happened?"
<br>"The x'irii broke in and killed almost every last person. Men, women, children... the infirm, babies - it didn't matter. Every single person inside the colony died - killed upright... or in their beds." Shay visibly shivers. "Now, I just hope it doesn't happen to us."
<br>"You think it will? You said the colony's been around for eight generations?"
<br>"That's true, but the x'irii have had a lot of targets in the past. As far as I know, we're the only colony left. That means they can put all their resources into bringing down Delta... and there are a //lot// of them." <<n "DeltaChat-Shay10">>@@"I'd say because it looked valuable. The x'irii collect microchips like we do, and they wear it around their necks. Some things they like, others they leave alone." Shay crosses <<s-his>> arms. "I'm more interested in why they're trying to kill us. I mean, we had a sister colony, Asteria, up until last year."
<br>"What happened?"
<br>"The x'irii broke in and killed every almost last person. Men, women, children... the infirm, babies - it didn't matter. Every single person inside the colony died - killed upright... or in their beds." Shay visibly shivers. "Now, I just hope it doesn't happen to us."
<br>"You think it will? You said the colony's been around for eight generations?"
<br>"That's true, but the x'irii have had a lot of targets in the past. As far as I know, we're the only colony left. That means they can put all their resources into bringing down Delta... and there are a //lot// of them." <<n "DeltaChat-Shay10">>@@"Provide an endless supply of energy, which Delta desperately needs. At this rate, the x'irii will wipe us out." <<s-He>> crosses <<s-his>> arms. "I mean, we had a sister colony, Asteria, up until last year."
<br>"What happened?"
<br>"The x'irii broke in and killed almost every last person. Men, women, children... the infirm, babies - it didn't matter. Every single person inside the colony died - killed upright... or in their beds." Shay visibly shivers. "Now, I just hope it doesn't happen to us."
<br>"You think it will? You said the colony's been around for eight generations?"
<br>"That's true, but the x'irii have had a lot of targets in the past. As far as I know, we're the only colony left. That means they can put all their resources into bringing down Delta... and there are a //lot// of them." <<n "DeltaChat-Shay10">>@@"Well, I call bullshit on that," Shay scowls. "First off, nobody can talk x'irii. Secondly, they attack //us//. Ever heard of Asteria?"
<br>"No, what's that?"
<br>"Asteria was our sister colony. Or it was until last year, when the x'irii broke in and killed almost every last person. Men, women, children... the infirm, babies - it didn't matter. Every single person inside the colony died - killed upright... or in their beds." Shay visibly shivers. "Now, I just hope it doesn't happen to us."
<br>"You think it will? You said the colony's been around for eight generations?"
<br>"That's true, but the x'irii have had a lot of targets in the past. As far as I know, we're the only colony left. That means they can put all their resources into bringing down Delta... and there are a //lot// of them." <<n "DeltaChat-Shay10">>@@"So there you have it - humanity's sad history on Trigaea. A real inspiring speel." Shay's lips pull into grim smile. "...Though I'm still hoping we can turn it around. First thing we need is more HCBF to keep Delta going."
<br>"I noticed you have a weapon, and you've clearly been surviving well enough on your own." <<s-He>> pauses to lock eyes with you. "I was wondering if you'd help us with an expedition."
<br>"I've only just got here, and you want me to help out?" You blink, leaning back on your chair. <<s-He>> gives a sharp nod.
<br>"Well yeah, we're pretty short-handed. The other Marshalls said I could mount an expedition so long as I found enough people to go who weren't aready guarding the ship. Long story short - almost everyone is guarding the ship."
<br>"Right, gotcha. So what's the expedition?"
<br>"It's for more bio-fuel. Someone found a chunk of starship that seems like a pretty good candidate. It won't be for free - I'll give you microchips for your work." <<n "ShayJobOffer">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button "1. Sure, I'll help." "ShayQuestAccept1">><<set $quests.deltaQuest to 40>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. I'd be glad to help - but you don't need to pay me." "ShayQuestAccept2">><<set $quests.deltaQuest to 40>><</button>></span>
<span id="button3" class="choicebutton"><<button "3. I'm not interested." "ShayQuestRefuse">><</button>></span>
<</nobr>>Shay's whole body relaxes. "Glad to hear it! We won't head off just yet. Take some time to grab some food and any supplies you need, then come back and speak to me."
<br>"You never know what will happen when you're outside, so make sure you get anything in order." <<s-He>> brushes <<s-his>> hair back. "If you don't want someone taking your stuff if you... uh... don't return, make sure you let your neighbours or friends know."
<br>"Does that happen often?"
<br>"Sometimes, that's why its good to get someone to keep an eye on it. I had to deal with a nasty case just a few weeks back. A young man died while working on some wiring and all his belongings was gone before the day was out. Took forever to track it down for his poor mother."
<br>"Anyway, you get the idea. Come speak to me when you're ready to head out."<<n "DeltaColony">>@@"I'm paying you, and that's final. I wouldn't dream of having you do it for free." Shay flashes a smile. "We won't head out just yet, though. Take some time to grab yourself some food and any supplies you need, then come back to me."
<br>"You never know what will happen when you're outside, so make sure you get anything in order." <<s-He>> brushes back <<s-his>> raven fringe. "If you don't want someone taking your stuff if you... uh... don't return, make sure you let your neighbours or friends know."
<br>"Does that happen often?"
<br>"Sometimes, that's why its good to get someone to keep an eye on it. I had to deal with a nasty case just a few weeks back. A young man died while working on some wiring and all his belongings was gone before the day was out. Took forever to track it down for his poor mother."
<br>"Anyway, you get the idea. Come speak to me when you're ready to head out."<<n "DeltaColony">>@@Shay's shoulders slouch. "Well, I can't force you to go. But helping us with this expedition would be a great way to warm yourself to Delta as a fresh arrival. Plus, your new home runs on the bio-fuel we're after."
<br>"If you change your mind, come find me. Even one extra set of hands makes a difference." <<n "DeltaColony">>@@<span id="choiceIntro">The raven-haired Marshall is standing with a few other colonists. <<s-He>>'s dressed in <<s-his>> dark body armor and has <<s-his>> sizable gun strapped to <<s-his>> back.
The rest of the group looks fairly rag-tag. They've all got weapons, but only a few have any protective gear. </span>
<<nobr>>
<<if $quests.deltaQuest is 40>>
<span id="button1" class="choicebutton"><<button '"1. Hi Shay, I\'m ready to go."' MarshallShayQuestStart1>><<set $quests.deltaQuest to 50>><</button>></span>
<<else>>
<span id="button1" class="choicebutton"><<button '"1. Hi Shay. I\'ve changed my mind - I\'ll come along."' MarshallShayQuestStart1>><<set $quests.deltaQuest to 50>><</button>></span>
<</if>>
<<if $quests.deltaQuest is 40>>
<span id="button2" class="choicebutton"><<button "2. I still need a bit longer." "DeltaColony">><</button>></span>
<<else>>
<span id="button2" class="choicebutton"><<button "2. Leave them alone." "DeltaColony">><</button>></span>
<</if>>
<</nobr>>"Glad you've decided to join us. Let me introduce the team." Shay smiles and gestures first to a large man with a ace of spades tattooed on his left cheek. When he reaches out his hand, it looks like a bear reaching out its paw.
<br>"I'm Kayden, I do most of the heavy lifting. I don't remember seeing you around?"
<br>"I new to Delta." You shake his hand. When his fingers seal around yours, you surpress the urge to flinch. //Man, why does everyone have such a strong grip.//
<br>The next hand you shake, thankfully, has a lot less squeeze - though it's no less calloused. It belongs to a woman with brown hair tied back in a braid. It weaves in intricate patterns, reaching the small of her back. You quietly marvel at it.
<br>"I'm Matilda. I'm a newbie too - only been here a year. I'm originally from Asteria." <<if $quests.forestFightSaved is "human" or $quests.forestFightSaved is "none">><<n "MarshallShayQuestStart2">><<else>><<n "MarshallShayQuestStart2-NoSave">><</if>>@@"Asteria? I'm sorry for your loss."
<br>Matilda's smile slips, before she forces it back on again. "Yeah, so am I. The only reason I'm alive is because I was on patrol. That's why I'm here - I won't let anything happen to my new home."
<br>The last person in the team is a familiar face. River grabs your arm, squeezing it and brushing away one of <<s-his>> sandy bangs. "<<Vanth>> and I have already met. In fact, when I met <<him>>, <<if $quests.forestFightSaved is "none">><<he>> was scraping me off the forest floor.<<else>><<he>> took down a x'irii warrior and a machine at the same time.<</if>>"
<br>Kayden whistles. "Oh, so you're //that// <<Vanth>>! <<if $quests.forestFightSaved is "none">>River's been talking all about the latest arrival.<<else>>I heard about the <<if $player.gender is "male">>guy<<elseif $player.gender is "female">>woman<<else>>person<</if>> who saved River<</if>>. Glad to meet you in person!" <<n "MarshallShayQuestStart3">>"Asteria? I'm sorry for your loss."
<br>Matilda's smile slips, before she forces it back on again. "Yeah, so am I. The only reason I'm alive is because I was on patrol. That's why I'm here - I won't let anything happen to my new home."
<br>The last person is a lean looking man with a pierced lower lip, pulled into a warm smile. As you take his offered hand, you realise it's missing its pinky. "I'm Sanjoy. And before you ask, I lost it repairing a ventilator."
<br>"Sanjoy's great with machines. He's our team handyman, even if he's a bit short on the hand part." Matilda grins. "Nobody's better at pulling apart old reactors and salvaging parts." <<n "MarshallShayQuestStart3">>@@"Here, take this." Shay places a small, circular device in your hand. "Place it somewhere where it won't get damaged, alright?"
<br>"What is it?"
<br>"It's a communicator for if we get separated. I've set it to an encrypted frequency so the machines can't listen in. Just press the button on the side to talk."
<br>You stuff the device into your pocket. "Do people often get separated on these excursions?" Kayden nods at you.
<br>"Alright team, grab your packs and let's get moving!" Shay barks. The others walk to the nearby wall and pick up the backpacks propped there. Feeling relatively unburdened, you linger near them until they make for the exit. <<n "ShayQuest1">>@@As you're walking alongside them, you quirk an eyebrow. "For an important mission, there's not many of us going out." <<audio "footsteps" play>><<audio "door" play>>
<br>Shay purses <<s-his>> lips. "There's a lot of factionalism amongst the Marshalls. Most of them believe the top priority should be defending Delta at the expense of everything else. I'm not exactly toeing the line."
<br>"And that stopped people from coming?"
<br>"Yeah. One or two of the other Marshalls are sabotaging my headhunting. Not naming names, but I have my suspicions." <<s-He>> gives a heavy sigh. "It's insane that with the colony at stake, some people think being on top of the heap is more important - even if that heap is burning down."
<br>"Pfft, politics." Kayden spits. The others murmur in agreement. As you walk away from the colony, there is an abundance of people on guard. All of them are better armed than your new friends. <<n "ShayQuest2">>@@As you walk into the forest, the rest of the group puts their masks on. You stare at them for a moment. Then, the blank stares are returned. <<audio ":all" stop>><<audio "deepblue" loop play>><<audio "alienforest" loop play>>
<br>"Put your mask on, <<Vanth>>." Kayden gestures up to his own.
<br>"I don't have one." You pause. "...Why, do we need one?"
<br>Above their masks, their eyes go wide. When Matilda speaks, her voice has gone up two octaves.
<br>"The spores, <<Vanth>>! Hasn't anyone told you about the spores?" <<n "ShayQuest3">>@@You shake your head, cheeks burning. Shay groans and pulls out some cloth from <<s-his>> bag. Unceremoniously, <<s-he>> tosses it your way.
<br>"Wrap that around your mouth for now, it'll do in a pinch. Ask for a mask when you get back."
<br>You wrap Shay's cloth over your mouth and nose. You kind of feel like a bandit.
<br>"Thanks Marshall. So, these spores. I'm guessing they're a big deal?"
<br>"<<if $quests.forestFightSaved is "human">>I thought it was strange you weren't wearing a mask when we met," River sighs.<<else>>Why do you think we all go out with masks?" Sanjoy taps it pointedly.<</if>> "There are tons of nasty plants around, like Brarium shrubs." <<n "ShayQuest4">>@@"If you ingest the spores, you're dead meat," Kayden pats his chest. "They start growing inside your lungs. And then, whoomph, come out of your chest." He splays his fingers out from his ribs for graphic emphasis.
<br>"Geez, nasty. Sounds like an old horror movie." You grab at your cloth mask. "Uh, if someone with knowledge of biology was around, I'd //sure// like to know what the odds of that happening to me are."
<br>"Infinitesimal." Esra answers in your ear. Nobody else seems to hear <<a-him>> <<if $esra is "female">>lively soprano.<<else>>warm tenor.<</if>> "One of the first things I did was hypercharge your immune systems. And with regular checkups in the Progenitor, I can eliminate any foreign pathogens or spores."
<br>//And I suppose I can survive even the worst-case scenario.// You breathe a sigh of relief.<<n "ShayQuest5">>@@... An hour's march later. The forest parts and you find yourself standing on metal ground, standing in front of an equally ferrous structure. //A piece of old starship.// //Just like my ruins.//<<notify 3000>><<upArrow>> [Forest Ruins] now charted!<</notify>><<set $charted.forestRuins to true>><<audio "deepblue" stop>><<audio "mist" play>>
<br>"Looks like this one's sinking into the ground," Matilda observes, pointing at the rusted door. "See how it's on a slight lean? Kayden, you're up."
<br>"Already on it," he grunts, dropping his backpack. Out of it comes an L-shaped tool of some kind, and he presses a button on it. Click. Whoosh!
<br>"A cutting torch," you observe. The large man grins and walks over to the door. Pressing the white-hot flame against the edges, the metal sizzles and sparks. <<n "ShayQuestMachineAmbush">>@@The noise is loud. //Perhaps too loud.// You furrow your brow and walk over to Shay. <<audio "mist" stop>><<audio "lurkingfear" play loop>>
<br>"Hey, you don't think this is going to attract a lot of attention, do you?"
<br>No sooner than the words leave your mouth, a scarlet streak shoots past you and the Marshall. You turn your head - Matilda's on the ground, clutching her side.
<br>"Shit, we're under attack!" Shay yells. You both draw your guns. From the forest, a four-legged machine is scuttling towards you. <<nobr>>
<<n "Combat">>
<<setenemy "AphidDrone">>
<<set $enemy.winPassage to "ShayQuestSpiderWin">>
<<set $enemy.winText to "None">>
<<set $enemy.subduePassage to "ShayQuestSpiderSubdue">>
<<set $enemy.lossPassage to "ShayQuestSpiderLose">>
<<set $enemy.area to "forestruins">>
<<set $enemy.boss to true>>
<</nobr>>@@You dive forward, tumble and slice between two of its plates. Wires splay out like synthetic intestines, and it falls down face-first. Still, you didn't destroy any of its vital equipment, so it can be repaired.<<audio ":all" stop>><<audio "crash" play>><<audio "alleycat" play loop>> <<audio "alienforest" play loop>><<heal>><<set $quests.shayQuestLost to false>>
<br>Or so you think. As you're dusting yourself off, Shay marches up and places <<s-his>> rifle barrel inside, fanning the trigger.
<br>"Better to be safe than shot from behind," <<s-he>> says. Meanwhile, <<if $quests.forestFightSaved is "human">>River<<else>>Sanjoy<</if>> rushes over to Matilda, who is still curled up on the ground.
<br>"Are you all right?" <<if $quests.forestFightSaved is "human">>River<<else>>Sanjoy<</if>> asks. You walk over as well. Matilda's clutching her scored side, her face wrinkled up.
<br>"Urgh, not really. Blinding pain in my gut. And I'm feeling weak and tingly." She gasps, breathing fast. <<n "ShayQuestSpiderWin2">>@@The four-legged machine falls down in a smoking heap. Whumph! <<audio ":all" stop>><<audio "crash" play>><<audio "alleycat" play loop>> <<audio "alienforest" play loop>><<heal>><<set $quests.shayQuestLost to false>>
<br>Shay marches over and knocks one of the glittering plates off. <<s-He>> places <<s-his>> rifle barrel inside, then shoots it several times. As <<s-he>> does this, <<if $quests.forestFightSaved is "human">>River<<else>>Sanjoy<</if>> rushes over to Matilda, who is still curled up on the ground.
<br>"Are you all right?" <<if $quests.forestFightSaved is "human">>River<<else>>Sanjoy<</if>> asks. You walk over as well. Matilda's clutching her scored side, her face wrinkled up.
<br>"Urgh, not really. Blinding pain in my gut. And I'm feeling weak and tingly." She gasps, breathing fast. <<n "ShayQuestSpiderWin2">>@@"She's hyperventalating," Esra warns. "Tell her to calm down. The blast seems to have scored her wound closed, and there's no obvious internal bleeding. That said, she needs real medical assistance."
<br>"Slow your breathing, Matilda." You grab her hand. "It's all right - the wound has sealed shut." Turning to Shay, you furrow your brow. "She needs to get back to Delta."
<br>The Marshall pauses, glancing at the door and then down at Matilda."Alright. Kayden and <<if $quests.forestFightSaved is "human">>River<<else>>Sanjoy<</if>>, you take Matilda back home. <<Vanth>> and I will go inside." <<s-He>> pauses. "That is, if you're still up for it, <<Vanth>>?" <<n "ShayQuestSpiderWin3">>@@"You still want to continue after this?" You widen your eyes. Shay gives a sharp nod.
<br>"It was hard enough getting this expedition off the ground. If we leave now, there might not be another one. And the colony needs HCBF. Also, Kayden's unsealed door - if we don't go in now, someone else will before we get back."
<br>"On that subject," Esra interjects. "I'm not sure about bio-fuel, but I //am// detecting a quartz chip inside. Now that they've found a way in, it'd be good if we could get our hands on it." <<n "ShayQuestWhyGoIn">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '"1. Well, I can\'t let you go in alone - count me in."' ShayQuestSpiderWin4>><<set $questAnswer to 1>><</button>></span>
<span id="button2" class="choicebutton"><<button '"2. On one provision. If we find a quartz chip, I want it."' ShayQuestSpiderWin4>><<set $questAnswer to 2>><</button>></span>
<span id="button3" class="choicebutton"><<button '"3. I\'m looking for answers. There might be some inside those ruins."' ShayQuestSpiderWin4>><<set $questAnswer to 3>><</button>></span>
<span id="button4" class="choicebutton"><<button '"4. Well, you are paying me for my time."' ShayQuestSpiderWin4>><<set $questAnswer to 5>><</button>></span>
<</nobr>><<if $questAnswer is 1>>"Great - I really didn't want to do it alone," Shay grins.<<elseif $questAnswer is 2>>"HCBF's far more valuable than a quartz chip, so if we find one, it's yours."<<elseif $questAnswer is 3>>"Not sure what that means, but I guess that means you're on-board. Great."<<else>>"That I did, and if it costs me an arm and a leg for some help, I'll happily pay it."<</if>>
<br>After making a makeshift stretcher for Matilda, you help move her onto it. They take the time to strip the spider-bot as well - nothing goes to waste. They hand you Matilda's backpack.
<br>"Alright, see you back at Delta. Good luck!" Kayden and <<if $quests.forestFightSaved is "human">>River<<else>>Sanjoy<</if>> wave, before disappearing into the forest. Afterwards, Shay walks up to the open door and turns to you, rifle in hand.
<br>"Okay. You ready, partner?" The door is open, with Kayden's spent blowtorch next to it.
<br>You nod and walk inside. Once you're in, Shay closes it behind you. Creek. Whomph. //Guess that's better than leaving our back exposed again.// <<n "ShayQuestInsideRuins">>@@One of the metallic aphid's blasts hits you in the arm. You swear and fumble your gun-blade. The next blast hits you in the leg, and it buckles. <<set $quests.shayQuestLost to true>><<audio ":all" stop>><<audio "death" loop play>><<audio "alienforest" loop play>><<death>><<heal>>
<br>Limbs burning with white-hot fire, you fall backwards. Somehing hard hits the back of your head.
<br>Everything goes black. <<n "ShayQuestSpiderLose2">>@@... ... ...<<audio ":all" stop>><<n "ShayQuestSpiderLose3">>@@... You open your eyes. Instead of emerald green, there's blurred yellow. Instead of peace, there's quaking, swirling nausea. <<audio "creepyhollow" play loop>><<audio "heartbeat" play loop>>
<br>Rolling over, you shake and retch. A piercing noise rings in your ears. Slowly, it dulls, and the nausea subsides.
<br>"I'm alive. But... why?"
<br>You turn your head. What you see makes your stomach twist. <<n "ShayQuestSpiderLose4">>@@Matilda is staring at you, lying sideways. Her mouth is gaping open, her eyes glassy. Blood is dripping down her forehead.
<br>Her lower half is missing.
<br>Her arm is reaching up at you. It's a scorched off stump.
<br>Your eyes roll back into your head.<<n "ShayQuestSpiderLose5">>@@... ... ...<<n "ShayQuestSpiderLose6">>@@<<audio ":sound" stop>>... Your head is lying on something. Something is also wrapped around your forehead. <<audio ":all" stop>><<audio "sadreveal" play loop>>
<br>"Are you okay?" The voice is familiar. Your thoughts flitter around - barely coherent.
<br>"Shay?" You mumble. There's a pricking in your arm. You wince.
<br>"Yeah. You'll be alright. It seems to be a concussion. I've given you something, it should clear up in a few moments." <<n "ShayQuestSpiderLose7">>@@Sure enough, the blurring fades. What you thought was the sun - a big white blob - turns out to be Shay's frowning face.
<br>"I can see now." Your muscles tense. "What happened to the machine?"
<br>"Destroyed. Not quickly enough, though. The others are..."
<br>"... I saw. At least, I saw Matilda." Your stomach flips, but the sensation is dull. //The medication?// You close your eyes and let out a heavy sigh. After a few minutes, you try to sit up. Shay grabs your hand and tugs you upwards onto your feet. <<n "ShayQuestSpiderLose8">>@@There's crimson puddles on the ground, and streaks leading off to the side. The bodies - or what's left of them - aren't far away. Your skin prickles as you stare at them. The faces, at least, are covered with a long cloth.
<br>"What now?" You turn to Shay. <<s-His>> lips are taut and brow furrowed.
<br>"Now? I could use your help burying them. And then, I'm going to finish what we started. The door is open. The expedition's not finished yet." <<n "ShayQuestSpiderLose9">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '"1. Alright. I\'ll help you bury them, and then I\'ll go with you."' ShayQuestSpiderLose10-1>><</button>></span>
<span id="button2" class="choicebutton"><<button '"2. Shouldn\'t we bring their bodies back? You know, to their families?"' ShayQuestSpiderLose10-2>><</button>></span>
<span id="button3" class="choicebutton"><<button '"3. You can\'t be serious. After this, you still want to go inside?"' ShayQuestSpiderLose10-3>><</button>></span>
<</nobr>>"Thanks, <<Vanth>>." As Shay wipes <<s-his>> eyes, you notice they're bloodshot. "I really didn't want to do it on my own. Truth be told, that's half the reason I was waiting for you to wake up."
<br>"What should we use as shovels?"
<br>"Don't worry, we all brought some." <<s-He>> reaches into <<s-his>> pack and tosses you a small shovel. "I'll grab one from Kayden's pack."
<br>"Pretty small. Why'd you bring them?"
<br>"Latrines. And yeah, it's going to take a while." <<n "ShayQuestSpiderLose11">>@@"How?" Shay turns to face you, eyes bloodshot. "There's only two of us, and three dead bodies. We don't have the hands or the strength. And it's a hostile forest, so we'd be sitting ducks."
<br>You pause. "But won't their families want their bodies?"
<br>Shay shakes <<s-his>> head. "I've known them for a while, and they don't have any family left. Both Kayden and Matilda are from other colonies that were massacred by the x'irii. River's an orphan from the outer tribes. I suspect that's why they all signed up in the first place."
<br>"Look, I know it's not ideal, but we need to bury them here. Can you help me?" <<n "ShayQuestSpiderLose11">>@@"Do I //want// to?" Shay whips around to face you. <<s-He>>'s gritting <<s-his>> teeth, eyes bloodshot. "What I //want// has nothing to do with this! I want nothing more than to go home."
<br>"So why don't we take them back and do that?"
<br>"Because, <<Vanth>>, if I don't find get fuel for the colony the lights will go out. People will starve! And after this, good fucking luck convincing the other Marshalls to do another expedition." <<s-he>> clenches <<s-his>> fist. "They're dead. But I can still make their death mean something."
<br>Shay sucks in a deep breath, and when <<s-he>> speaks, <<s-his>> voice is more steady. "We can't take the bodies anyway. Carrying three dead bodies through a hostile jungle back to camp is not only dangerous - we don't have the hands or the strength. We'll have to bury them here. Can you help me?" <<n "ShayQuestSpiderLose11">>@@<<if previous() neq "ShayQuestSpiderLose9-1">>With a pair of small shovels from Kayden's backpack<<else>>With the short shovels<</if>>, you and Shay start digging. After a lot of work, you both carve three shallow graves. <<audio "dig" play>>
<br>Moving the bodies takes longer. As you stare down at their frozen faces<<if $quests.forestFightSaved is "human">> - especially River's - <<else>>,<</if>> your chest tightens. And moving what's left of Matilda makes your stomach twist and churn.
<br>//I've gotten used to seeing my own dead face.// //Seeing theirs is so much worse.//
<br>Once you and Shay are finished, <<s-he>> clasps <<s-his>> hands in front of <<s-his>> waist. <<s-He>> proceeds to recite some words, <<s-his>> voice strained. <<n "ShayQuestLossPoem">>@@"I am not resigned to the shutting away of loving hearts in the hard ground. So it is, and so it will be, for so it has been, time out of mind."
<br>"Into the darkness they go, the wise and the lovely. Crowned. With lilies and with laurel they go; but I am not resigned."
<br>"Lovers and thinkers, into the earth with you. Be one with the dull, the indiscriminate dust."
<br>"A fragment of what you felt, of what you knew, A formula, a phrase remains - but the best is lost."
<br>"Down, down, down into the darkness of the grave. Gently they go, the beautiful, the tender, the kind."
<br>"Quietly they go, the intelligent, the witty, the brave. I know. But I do not approve. And I am not resigned." <<n "ShayQuestSpiderLose12">>@@You break one of the arms off the incapacitated machine. Kneeling with your gun-blade, you carve their names into the metal. And then, you plant them at the head of the covered graves.
<br>"It's not much. I just don't want to leave them unmarked," you say to Shay. <<s-He>> nods and hands you a backpack<<if $quests.forestFightSaved is "human">> - it's River's<</if>>. As you walk towards the open door, you see Kayden's spent blowtorch lying next to it.
<br>"The last thing he ever did," Shay observes, <<s-his>> tone morose.
<br>"Let's make sure it meant something, then."
<br><<s-He>> nods and walk inside. Once you're in, Shay closes the door behind you both. Creek. Whomph. You don't even ask why. Your back still feels like someone's aiming at it. <<n "ShayQuestInsideRuins">>@@Now that you're inside, you hear a crackling from inside your pocket. The same thing is coming from Shay. The Marshall reaches in and pulls out <<s-his>> communicator - the source of the noise.<<audio ":all" stop>><<audio "alleycat" play loop>><<audio "static" play>>
<br>"Looks like some kind of interference. You get that with ruins like these." Shay's eyes narrow. "Could be something broadcasting white noise on all frequencies, maybe a hacking attack, hard to say." <<s-He>> gestures to your pocket. "Might as well turn them off; they're not much good to us now.
<br>You pull out and click the device. Blissful silence. But your heart races a little.
<br>"Esra?" You mutter under your breath.
<br>"I've narrowed and bolstered my frequency," <<a-he>> replies. "It shouldn't interfere with the Progenitor upload. I wonder what's causing it?" <<n "ShayQuestInsideRuins2">>@@A click interupts your conversation. In front of you, a beam of light is cutting through the air. The source is Shay's hand, where <<s-he>>'s clutching a torch. In front of the light, little particles are dancing about.<<audio "click2" play>><<audio "static" stop>>
<br>"Air's stagnant, but the red lights are on. That's good and bad news."
<br>"Why's that?"
<br>"That means there's some fuel. It's not powering the air systems, but it is running the lights. I try not to get my hopes up on jobs like these, though." <<s-His>> voice is lilting, though. <<n "ShayQuestInsideRuins3">>@@Your footsteps echo as you both walk down the corridor. You slip your thumbs under the straps of the backpack. The air in here is sticky, dust and sweat clinging to your skin.
<br>"Are all ruins like this?"
<br>"Usually they're worse. There's still oxygen, so we don't need to use the breathing masks."
<br>Up ahead, you're both stopped by a metal beam blocking off door. Shay places <<s-his>> bag down and crouches beneath the obstruction. "Give me a hand moving this, will you?" <<n "ShayQuestLift2">>@@... You huff and heave, helping lift the hefty beam out of the way. Drips of sweat are rolling down Shay's face, as <<s-he>> tries to help with the load. Finally, you get it far enough away. <<audio "metalscrape2" play>>
<br>"On three. One, two, three!" You both let go and stand back. Clang! You both pant and double over. When you look up, Shay's mouth is pulled in a small smile.
<br>"There's always some heavy lifting involved in jobs like these. Heavy lifting and blow-torches. Good thing someone's got a bit of muscle."
<br>"Probably more you than me." You wipe your brow. Meanwhile, Shay staggers over to the door panel and touches it.
<br>Shuuumph. The door opens slowly, then shudders to a stop. The lights in the corridor flicker. Both of you wait a moment, then tuck under and past the half-open door. <<n "ShayQuestInsideRuins4">>@@As you go deeper and deeper, parts of the mesh floor are missing. There are shorn holes in the roof and walls, with jagged steel teeth sticking out.
<br>"Be careful. It's getting kind of nasty," Shay warns. "I'll shine the torch, so you can go walk."
<br>You walk across the lit expanse, heart pounding. Your heart-rate doubles as you turn around, and Shay tosses you the torch. You catch it deftly, then shine the way for <<s-him>>. <<s-His>> footsteps echo against the unsteady metal beneath <<s-him>>, until <<s-he>> makes it over to your position.
<br>"Trudging through this wrecked corridor reminds me of my teenage years," Shay remarks as you continue. There's a nostalgic note in <<s-his>> voice.
<br>"Your teenage years involved shorn metal passages?" You quirk an eyebrow.
<br>"Yeah, of course. Got to show you're a 'cool kid' by going into the places nobody else wants to go," Shay ducks under another low hanging beam. "I used to drive my dad nuts going into the sealed sections of Delta." <<n "ShayQuestThrowTorchSuccess">>@@"Looking back on it, there were a thousand things that could have gone wrong. Once, one of my friends had their shirt lit up by a sudden vent flare. We laughed it off, but as an adult, all I can think about is how we could have seriously gotten hurt."
<br>Shay turns to you, shining the torch up. "How about you, <<Vanth>>? Did you do anything like that as a kid?"
<br>You plumb the grey fog of your memory, but draw a blank. In lieu of a memory, you shrug.
<br>"Honestly can't remember. But given my personality, I'd say it's likely. I'm not exactly danger adverse." <<n "ShayQuestInsideRuins5">>@@There's a hissing and sizzling in the darkness ahead. Both of you freeze in your tracks.<<audio ":all" stop>><<audio "lurkingfear" loop play>> <<audio ":sound" stop>><<audio "acidsizzle" loop play>>
<br>"Get your gun." Shay whispers. <<s-He>> raises the torch slowly. The glinting of black talons attached to a pair of equally inky legs. Whatever it is walks boldly into the light. An eyeless face and grinning maw, dripping with acid. A chill runs down your spine.
<br>"//Fuck.// It's an eyeless lurker." You pull out your gun-blade. Shay attaches <<s-his>> torch to <<s-his>> rifle.
<br>"An eyeless what?"
<br>"Uh, that's what I call them. Watch out for its spit - it'll burn right through that armor of yours." Impatient of waiting, the beast lunges at you both! <<n "Combat">><<nobr>>
<<setenemy "EyelessLurker">>
<<set $enemy.winPassage to "ShayQuestInsideRuinsWinBattle">>
<<set $enemy.subduePassage to "ShayQuestInsideRuinsWinBattle-Subdue">>
<<set $enemy.lossPassage to "ShayQuestInsideRuinsLoseBattle">>
<<set $enemy.winText to "None">>
<<set $enemy.area to "forestruinsinside">>
<<set $enemy.boss to true>>
<<set $enemy.flee to false>>
<</nobr>>You fire on the inky black beast, driving it back. But just before you can fully subdue it, it bounds off. It doesn't take long to figure out why. <<heal>><<audio ":all" stop>><<audio "lurkingfear" loop play>>
The ground beneath you shudders. Shay's torch clatters on the ground. There is a rift-like crack splitting through the mesh floor beneath you. Acid is sizzling down the far end.
"Fuck, it's destabilized the whole place - run!" <<n "ShayQuestInsideRuinsWinBattle-Subdue-2">>You both turn and do just that, but a few footsteps later, the rift is outrunning you. One hellish ear-piercing scream later, and you feel the ground slips sideways.<<audio "collapse" play>>
<br>There's air beneath your feet. Shay screams. You do as well.
<br>Chaos and swirling darkness. And then, a sudden, sharp collision... <<n "ShayQuestBlackoutInRuins">>@@The inky black beast hits the ground with a mocking smile. You feel the floor quake beneath your feet. Shay's torch clatters on the ground.<<heal>><<audio ":all" stop>><<audio "lurkingfear" loop play>> <<audio "collapse" play>>
<br>A rift-like crack, splitting through the mesh floor beneath you. Acid is sizzling down the far end.
<br>"Fuck, it's destabilized the whole place - run!"
<br>You both turn and run, but a few footsteps later, the rift is outrunning you. One hellish ear-piercing scream later, and you feel the ground slips sideways.
<br>There's air beneath your feet. Shay screams. You do as well.
<br>Chaos and swirling darkness. And then, a sudden, sharp collision... <<n "ShayQuestBlackoutInRuins">>@@You fall to one knee, gasping for air. Hot blood is dribbling down your forehead and down your left cheek. Your wounds - of which there are many - are searing and painful. <<heal>><<audio ":all" stop>><<audio "lurkingfear" loop play>>
<br>Shay roars and runs in, <<s-his>> rifle on auto-fire. Pss-pss-pss-pshoww! Frenetic flashes light up the hallway. You stare at the suddenly illuminated ground.
<br>A rift-like crack, splitting through the mesh floor beneath you. Acid is sizzling down the far end.
<br>"Fuck, it's destabilized the whole place - run!" <<n "ShayQuestInsideRuinsLoseBattle2">>@@Shay continues to fire on the beast, backpedaling quickly, as you turn around. But stumbling forward, the rift is already outrunning you. One hellish ear-piercing scream later, and you feel the ground slips sideways. <<audio "collapse" play>>
<br>There's air beneath your feet.
<br>Shay screams. You do as well.
<br>Chaos and swirling darkness.
<br>And then, a sudden, sharp collision. <<n "ShayQuestBlackoutInRuins">>@@... ... ...<<n "ShayQuestStuckInRoom1">>@@<<audio ":all" stop>>... Cold metal. Hot pain. You try to open your eyes. The lids tug at each other, refusing to open. <<audio "sadmoment" play loop>><<audio "heartbeat" play>>
<br>You try to reach up to touch them. Your arm quakes as you lift it, shuddering the whole journey to your face. Finally, your fingers make contact.
<br>A hard sensation, like tree resin, is matted all over your eyelids. //Caked blood.// You slip your nails beneath and begin to peel the offending substance off.
<br>"I'm not dead," you croak. <<if $quests.shayQuestLost is true>>"Can't seem to die today."<<else>>Your throat feels bruised and sore.<</if>>
<br>Finally, you clear your eyes. It's dark, but your eyes adjust. A small room surrounds you, made smaller by clumps of debris. <<n "ShayQuestStuckInRoom2">>@@"That was something I never want to repeat in my life," Shay rasps.<<audio ":sound" stop>>
<br>Propped up against a pile of rubble is your raven-haired companion. <<if $shay is "female">>Shay's locks are matted together, falling over <<s-his>> face<<else>>Shay has a line of crimson running down <<s-his>> brow.<</if>>. <<s-He>>'s clutching <<s-his>> leg with blood-stained hands.
<br>Pulling yourself upward, you limp over to <<s-him>>. Hot, stabbing pains shoot through your muscles, protesting the journey. When you finally get there, you crouch and pant for breath.
<br>"You're not looking so crash hot, Marshall."
<br>"Yeah, I've definitely had better days," <<s-he>> winces. "You're not one to talk. You look like you've fallen two decks and right onto your face."
<br>"I think that's exactly what happened." You reach up and touch your nose. The slightest brush sends exploding pain jolting through your face. You jerk your hand back. <<n "ShayQuestRoomInvestigate">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '"1. Damn, my nose really hurts!"' ShayQuestNoseHurts>><</button>></span>
<span id="button2" class="choicebutton"><<button '"2. Is there something wrong with your leg?"' ShayQuestLegBroken>><</button>></span>
<</nobr>>"It would, since it's on a strange angle." Shay gives a wry smile. "Lean forward and put your hands on the ground."
<br>You do as <<s-he>> asks. Before you can really register it, <<s-he>> places <<s-his>> calloused palms over your nose. Crack! You swear as a lightning bolt of pain shoots through your snout.
<br>"Goddamn, give me some warning first, Shay."
<br>"It's better if you don't know it's coming. Now I've helped you out, mind returning the favor? I'm pretty sure I've broken my shinbone. I'm going to need to brace it." <<n "ShayQuestBraceLeg">>@@"Yes, that's because I'm fairly sure I've broken my shinbone. I'm going to need some help bracing it. But before that, I want you to lean forward and put your hands on the ground."
<br>"Okaaaay...." You place your hands on the ground and lean closer to Shay. Your face is strangely close to <<s-his>>. <<s-he>> reaches out and places <<s-his>> calloused palms over your face.
<br>Crack! You swear out loud as a lightning bolt of pain shoots through your nose.
<br>"Sorry, your nose was broken. It's better if you don't know it's coming."
<br>"Yeah, right, got it." You rub your nose. "So, I guess we should get you that brace?" <<n "ShayQuestBraceLeg">>@@The first stage - and the hardest - is helping Shay pull off <<s-his>> plated suit without hurting <<s-his>> leg. Apparently, the protective shell does nothing to brace it. After <<s-he>>'s stripped down to just <<s-his>> shorts and a <<if $shay is "female">>tank top<<else>>singlet<</if>>, you look for some useful debris. It's time to get creative. <<audio "stripping" play>>
<br>Two pieces of broken pipe and some torn clothing later, your work is done. Shay looks down, blinking and touching the makeshift frame.
<br>"Nice splint. You learn to do that while roughing it on your own?"
<br>"Just something tucked away in the back of my mind, apparently."
<br>"Well, I'm not complaining." Though as <<s-he>> tries to stand up, <<s-his>> contorted face tells it's not for a lack of desire. You help <<s-him>> up, and <<s-he>> uses <<s-his>> gun as a walking aide. <<n "ShayQuestFirstExamineRoom">>@@Now that you've got time to properly assess the room, you do exactly that. Your bag is still on your back, so you unsling it and pull out the torch. Click. At the end of the room, a bulkhead door gleams.
<br>//The door looks barely scratched.// But the panel next to it is dented inwards like it's punched by a cannon. The door itself has a thin seam running vertically down the middle.
<br>Chaotic, jagged sheer metal makes up the middle of the ceiling. //Looks like a hole was made in the original flat roof.// There's an occasional sparking in the metallic mess.
<br>"Only one exit," Shay observes, hobbling up to the door. <<n "ShayQuestExamineRoom">><<set $ShayRoomCheck to {touch: "", interface: "", force: "", shoot: "", climb: "", search: ""}>>@@<<nobr>>
<<if previous() is "ShayQuestCommunicatorUse">>
<<audio "static" stop>>
<</if>>
<<audio ":sound" stop>>
<<set _n to 1>>
<<set _id to "button" + _n>>
<<if $ShayRoomCheck.touch neq true>><span sc-eval:id="_id" class="choicebutton"><<button '"_n. Let\'s try tapping the keypad."' ShayQuestTapKeypad>><</button>></span><<IncrementButtonNumber>><</if>>
<<if $ShayRoomCheck.interface neq true>><span sc-eval:id="_id" class="choicebutton"><<button '"_n. Maybe I can interface with the panel."' ShayQuestInterfaceKeypad>><</button>></span><<IncrementButtonNumber>><</if>>
<<if $ShayRoomCheck.force neq true>><span sc-eval:id="_id" class="choicebutton"><<button '"_n. There\'s a split in the door. Let\'s see if we can pull it open."' ShayQuestForceDoor>><</button>></span><<IncrementButtonNumber>><</if>>
<<if $ShayRoomCheck.shoot neq true>><span sc-eval:id="_id" class="choicebutton"><<button '"_n. I\'m going to try shooting the door."' ShayQuestShootDoor>><</button>></span><<IncrementButtonNumber>><</if>>
<<if $ShayRoomCheck.climb neq true>><span sc-eval:id="_id" class="choicebutton"><<button '"_n. Maybe there\'s a way to climb out of here."' ShayQuestClimbOut>><</button>></span><<IncrementButtonNumber>><</if>>
<<if $ShayRoomCheck.comm neq true>><span sc-eval:id="_id" class="choicebutton"><<button '"_n. Let\'s turn our communicators back on."' ShayQuestCommunicatorUse>><</button>></span><<IncrementButtonNumber>><</if>>
<<if $ShayRoomCheck.search neq true>><span sc-eval:id="_id" class="choicebutton"><<button '"_n. Maybe if we search the room, there\'ll be something we can use."' ShayQuestSearchRoom>><</button>></span><<IncrementButtonNumber>><</if>>
<</nobr>>You check out the smashed panel - an obsidian glassy exterior now riveted with fractures. Little lime-green symbols flicker beneath the surface, barely able to arrange themselves into anything tangible. <<audio "tapping" play>>
<br>You tap the screen, but they shift around undisturbed, like deep sea life in an a thick black aquarium. Tap. Tap tap. //Nothing.//
<br>"Here, give me a try," Shay suggests. <<s-His>> attempts are just as successful as yours. You pull your lips tight.
<br>"You know, the definition of insanity is doing the same thing over and over and expecting a different result."
<br>"Well, you never know with these old panels. Maybe they're encoded to different fingerprints, DNA, what have you."
<br>"Well, I think this one is just plain broken."
<br>You both tap it a few more times just to make sure. <<set $ShayRoomCheck.touch to true>><<if $ShayRoomCheck.touch is true and $ShayRoomCheck.interface is true and $ShayRoomCheck.force is true and $ShayRoomCheck.shoot is true and $ShayRoomCheck.climb is true and $ShayRoomCheck.search is true and $ShayRoomCheck.comm is true>><<n "ShayQuestExamineRoomEnd">><<else>><<n "ShayQuestExamineRoom">><</if>>@@"Interface?" Shay raises an eyebrow. Rather than explain, you walk up to the keypad.
<br>"If I seem out of it, don't worry. First time I did this, I was a space-case for hours."
<br>"What are you going to do?"
<br>"Hopefully, getting us out." You close your eyes and try to link with the panel with your Rosetta. You seek out the circuitry of the panel. The device beyond that controls it.
<br>//Open.// ... But nothing happens. <<n "ShayQuestInterfaceKeypad2">>@@"Uh... Esra?" You murmur under your breath.
<br>"Panel looks too broken to interface with," Esra, your eternal cohort, answers. //Good to know <<a-he>>'s here, even under who knows how much wreckage//. "I'd say that's a DX-1024 type panel, which means all the computation //was// in the interface."
<br>You let out a heavy sigh. When you turn to Shay, <<s-he>>'s got <<s-his>> arms crossed. <<s-His>> look is questioning. "So.... what was that about?"
<br>"Just trying something out, but it didn't work. Don't worry about it." <<set $ShayRoomCheck.interface to true>><<if $ShayRoomCheck.touch is true and $ShayRoomCheck.interface is true and $ShayRoomCheck.force is true and $ShayRoomCheck.shoot is true and $ShayRoomCheck.climb is true and $ShayRoomCheck.search is true and $ShayRoomCheck.comm is true>><<n "ShayQuestExamineRoomEnd">><<else>><<n "ShayQuestExamineRoom">><</if>>@@With a reluctant look, Shay presses against the door, grabbing at whatever handholds <<s-he>> can find. You do the same. "Ready? Pull!"
<br>You dig your heels in and lean backwards. Fingers and knuckles straining, you put everything into it. Shay can't put in much because of <<s-his>> leg, so you're mostly on your own. But you don't even feel the door budge. Releasing your grip, you wipe the sweat from your brow with throbbing fingers.
<br>"That door must be incredibly thick... or magnetically sealed," Shay observes. You nod, pulling out your sidearm. Shunk. You try and wedge your blade between the seam in the middle, wiggling back and forth. But you can't even get the point in.
<br>"Don't break your blade," Shay places <<s-his>> hand on your forearm. In response, you retract the blade and wrap the door with the barrel.
<br>"Literally not an inch of give. What is with this door?"
<br>"Wish we had Kayden's torch right now. It's probably an old bulkhead of some kind. Budging it by hand isn't an option." <<set $ShayRoomCheck.force to true>><<if $ShayRoomCheck.touch is true and $ShayRoomCheck.interface is true and $ShayRoomCheck.force is true and $ShayRoomCheck.shoot is true and $ShayRoomCheck.climb is true and $ShayRoomCheck.search is true and $ShayRoomCheck.comm is true>><<n "ShayQuestExamineRoomEnd">><<else>><<n "ShayQuestExamineRoom">><</if>>@@You pull out your gun-blade, aim it at the door, and pull the trigger. Psshoow! Searing scarlet crashes into the door. But once it's done flashing violently against the surface, it fizzles out, leaving the door barely scathed. <<audio "gunshot" play>>
<br>Furrowing your brow, you pull the trigger a few more times. but the door shrugs off the energy, leaving nothing but an ache in your eyes from all the flashing light.
<br>Shay kneels down and examines the score marks, touching them with <<s-his>> fingers. "I think it's a tungsten alloy - see how it's kind of like silver, but a few shades too dark? Melting point's probably above three thousand degrees." <<s-He>> sighs. "Shooting at it is pointless, which I know from experience."
<br>"Sounds like there's a story there."
<br>"There is. I was part of a scavanging party seven years ago, out in the Ferric deserts. Lots of ruins out there, but it's not safe. Lots of machines. One came out of nowhere, almost completely made of tungsten. We call them 'Grey Gleamers'. Shooting and hitting it was useless - we had to get out of there."<<set $ShayRoomCheck.shoot to true>><<if $ShayRoomCheck.touch is true and $ShayRoomCheck.interface is true and $ShayRoomCheck.force is true and $ShayRoomCheck.shoot is true and $ShayRoomCheck.climb is true and $ShayRoomCheck.search is true and $ShayRoomCheck.comm is true>><<n "ShayQuestExamineRoomEnd">><<else>><<n "ShayQuestExamineRoom">><</if>>@@You walk to the center of the room and look upwards. The jagged, sparking metal is not a very inviting sight. Picking up the torch, you shine it upwards.
<br>"There's no hole, but I guess a lot collapsed in after us. Barely room to squeeze a mouse through."
<br>"What's a mouse?"
<br>"A, uh, a small animal. But I don't like the looks of those sparks and hanging cables. I'd say there's a very good chance there's electrified metal up there. Since we can't cut off the power, that's a problem." <<n "ShayQuestClimbOut2">>@@"And if we start shooting at it?" Shay walks up to examine the same spot. You furrow your brow.
<br>"It'll probably all fall down on us. It probably should have when we fell, but it all got stuck."
<br>"So in short, more likely to kill us than save us."
<br>"That's about the gist of it, yeah. And the room's already half filled, so it wouldn't take much. <<set $ShayRoomCheck.climb to true>><<if $ShayRoomCheck.touch is true and $ShayRoomCheck.interface is true and $ShayRoomCheck.force is true and $ShayRoomCheck.shoot is true and $ShayRoomCheck.climb is true and $ShayRoomCheck.search is true and $ShayRoomCheck.comm is true>><<n "ShayQuestExamineRoomEnd">><<else>><<n "ShayQuestExamineRoom">><</if>>@@You pull out the communicator from your clothes and click it on. Pzzzzhhhhh. <<audio "static" play>>
<br>//What an obnoxious noise.// //But that doesn't really matter right now.//
<br>"Hello, can anyone hear us? This is <<Vanth>> and Marshall Shay of Delta Colony. We're trapped in some ruins - requesting help."
<br>You try it a few more times. Shay's eyes are narrowed, and <<s-his>> lips pursed.
<br>"What's the range on these things, Shay?"
<br>"Pretty long. It could reach back to Delta colony. But depending on the type of interference, the signal might be blocked. The static was bad when we came inside - now we're in the belly of the beast. And unless there's a scavanging team nearby..." <<set $ShayRoomCheck.comm to true>><<if $ShayRoomCheck.touch is true and $ShayRoomCheck.interface is true and $ShayRoomCheck.force is true and $ShayRoomCheck.shoot is true and $ShayRoomCheck.climb is true and $ShayRoomCheck.search is true and $ShayRoomCheck.comm is true>><<n "ShayQuestExamineRoomEnd">><<else>><<n "ShayQuestExamineRoom">><</if>>@@You wander slowly around the room and towards the rubble pile. You pick up and toss some of it aside, peering under it. Shay helpfully brings over the torch and shines it in the gaps. <<audio "metalrustle" play>>
<br>This continues for a while - about an hour, though it's hard to tell - and you don't find anything of significance. You take the torch off Shay, since <<s-his>> arm is slouching. A wander around the otherwise bare room reveals no great mysteries, either.
<br>"This has to be one of the blandest rooms I've ever been trapped in," you huff, not taking long to complete your circuit. Shay hikes an eyebrow.
<br>"Do you get caught in many?"
<br>"Well, no. But I'd expect there to be a little more than this."
<br>"Well, it's probably been raided already. If not by us, then by the machines, or even the x'irii. Not good news for the HCBF... assuming we actually get out of here." <<set $ShayRoomCheck.search to true>><<if $ShayRoomCheck.touch is true and $ShayRoomCheck.interface is true and $ShayRoomCheck.force is true and $ShayRoomCheck.shoot is true and $ShayRoomCheck.climb is true and $ShayRoomCheck.search is true and $ShayRoomCheck.comm is true>><<n "ShayQuestExamineRoomEnd">><<else>><<n "ShayQuestExamineRoom">><</if>>@@"Let's take a break," you suggest. Shay lowers <<s-himself>> onto the rubble. The moment <<s-he>>'s down, <<s-he>> puts <<s-his>> head in <<s-his>> hands. <<audio ":all" stop>><<audio "sadreveal" play loop>>
<br>"This is like the old stories." <<s-His>> voice is still. Unsettlingly so, like a motionless lake.
<br>"How do you mean?"
<br>"You know, when the original settlers first crashed? I was telling you about it. Doors only opened with a machine interface, so people got stuck all through the ship. Behind bulkheads just like this one. They starved to death, waiting for help." <<n "ShayQuestExamineRoomEnd2">>@@"Some of them didn't," you interject. "The colony's still there."
<br>"Yeah, but you know why they didn't? Because some machines decided to open the doors, right before they defected on them." <<s-His>> fingers crinkle. "A machine isn't going to come and save us. And I'm the one who pushed for this survey in the first place. Delta isn't going to sent anybody back."
<br>"How's our food supply?" You artfully choose another topic. Shay takes <<s-his>> hands from <<s-his>> head and checks <<s-his>> travel pack.
<br>"We've got a few here. Enough for both of us, maybe two weeks' worth if we ration it out." <<s-He>> tosses a silvery packet to you. It crinkles in your hand. "I know what you're thinking. I'm being realistic. I think we're trapped in here, and I don't think we're getting out."<<n "ShayQuestReassure">><<unset $ShayRoomCheck>>@@A long silence follows. You check over the room again, trying everything you tried the first time. Same result. To your surprise, Shay does get up and help you once more, before you both fall down on the rubble. It feels like every one of your limbs is strapped with a sack of bricks.
<br>"I'm exhausted," you exclaim, resting the back of your hand on your forehead.
<br>"It's one o'clock at night, and we fought a machine and that acid beast. <<if $quests.shayQuestLost is true>>Our crew died.<<else>>We trekked through a whole ship.<</if>>Then we fell down here. It's been a long day. It's the second longest of my life. <<n "ShayQuestWeAreScrewed1">>@@"What was the longest one?
<br>"When Maya's <<if $shay is "female">>father<<else>>mother<</if>> died. I felt like I died that night as well. <<if $shay is "female">>I'm surprised I didn't miscarry.<<else>>She took a piece of me with her.<</if>>
<br>"You're a <<if $shay is "female">>mother<<else>>father<</if>>?" You sit up, looking at Shay. <<s-He>> turns on the rubble, quirking an eyebrow.
<br>"Yes. Is that surprising?"
<br>"A little. You look young. What are you, in your mid-twenties?"
<br>"Good guess. <<if $shay is "female">>I got pregnant young - it was an accident<<else>>It happened young; it was an accident<</if>>" Shay sits up and rubs <<s-his>> leg. "You probably think I'm a terrible <<if $shay is "female">>mother<<else>>father<</if>>, going out and leaving her alone." <<n "ShayQuestJudgeHer">><<set $ShayJudge to "">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '"1. No, I don\'t."' ShayQuestJudgeHer1>><<set $ShayJudge to "No">><</button>></span>
<span id="button2" class="choicebutton"><<button '"2. Sort of, yes."' ShayQuestJudgeHer1>><<set $ShayJudge to "Yes">><</button>></span>
<span id="button3" class="choicebutton"><<button '"3. I don\'t really care."' ShayQuestJudgeHer1>><<set $ShayJudge to "None">><</button>></span>
<</nobr>>"<<if $ShayJudge is "Yes">>Well, you're not the first<<elseif $ShayJudge is "No">>Well, you'd be among the first.<<else>>Glad to hear someone doesn't for once.<</if>> It's not because I want to. It breaks my heart every time I say goodbye when I leave Delta, but I've got to - you know, just in case it's 'the one'."
<br>"So why do you do it, then?"
<br>"The colony's fuel supply is nearly spent. The other Marshalls are putting everything into just keeping it all business as usual. And the x'irii stepped up their attacks, so there's hardly anyone to go out and scavange for more fuel, but we've got to risk it. It's for Maya's future. All our future. //That's// why I do it." <<n "ShayQuestJudgeHer2">>@@"And if there's no more fuel out there left?" The question escapes before you can stop yourself. Shay doesn't recoil. <<s-He>> just solemnly stares at the wall.
<br>"Well, if that's the case... I believe the machines might have their own Sphere. Not that anyone believes me." <<s-He>> puts <<s-his>> head in <<s-his>> hands again and lets out a deep, shuddering sigh.
<br>"I can't believe I <<if $shay is "female">>bore<<else>>brought<</if>> such a wonderful child into such a shitty world. <<if $player is "female">>But when the machines killed Adrien, I just couldn't bring myself to make, you know, that choice.<<else>>But I didn't know at the time how bad things were - not until I became a Marshall.<</if>>"
<br>"And now I'm going to die in a metal coffin." <<if $shay is "female">>There's glittering tears running down <<s-his>> cheeks now.<<else>>There's moisture gathering in his eyes.<</if>> <<s-His>> breathing is ragged. "My daughter... she'll be all alone." <<unset $ShayJudge>><<n "ShayQuestIdeaForEscape">>//But I won't die.// You look down at your hands, then over at Shay.
<br>"Esra, do you think that door would open from the other side?" You ask under your breath.
<br>"Probably, if it's not damaged," Esra's voice it taut. "I don't want to sway your judgement, and I approve of what you're thinking. But if that <<s-man>> finds out about the Progenitor, <<s-he>> might tell the others about it."
<br>"And that's a problem?"
<br>"Yes, a massive one. It's powered by a HCBF reactor, and they're desperate for fuel. It's got enough for me to bring you back quite a lot of times. But if they got it, it would barely power their colony for a week. Not that I think that argument would deter them." <<n "ShayQuestIdeaForEscape2">>@@"And the alternative?" You look at Shay. Your chest tightens. //Pretty sure I already know the answer.//
<br>"Well... you watch <<s-him>> slowly wither away in a room for the next two weeks, knowing you could get out and save <<s-him>>." Esra's voice is flat. "Not much of an option here, really."
<br>"No, I don't think there is."
<br>You unholster your gun-blade and look over at Shay.<<n "ShayQuestChooseToShoot">>@@//How am I going to phrase this?// //There's almost no way to do this without sounding like a crazy person.//
<br>"I've figured something out. A way out. And it's not going to be what it looks like - I'm going to be back. Just stay alive until then, okay?"
<br>Shay furrows <<s-his>> brow. "What do you mean? I don't understand." And then <<s-he>> looks down at your hand. "Wait, what are you doing with your gun?!"
<br>As <<s-he>> limps towards you, you place the barrel under your jaw. And then, you pull the trigger. <<n "ShayQuestChooseToShoot2">>@@Agonizing crimson. Melted jaw. <<audio ":all" stop>><<audio "horrortin" play>><<audio "gunshot" play>><<audio "heartbeat" play>>
<br>Barely a heartbeat.
<br>Then, none...<<n "ShayQuestShotIntermission">>@@... ... ...<<n "ShayQuestTankAwaken">>@@<<audio ":sound" stop>><<heal>>... This time, you open your eyes to glittering emerald. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>You swim over to the glass and press your hands against it. At an accelerated pace, the water drains out beneath your feet. The water tugs at you, pulling your feet to the ground.<<n "ShayQuestTankAwaken2">>@@@@"Esra! How long have I been out?" You march out of the Progenitor and towards your clothes and gun-blade. They're already laying there for you.<<audio ":sound" stop>><<audio "click" play>>
<br>"Eight days, six hours and fifty seven minutes," Esra answers, <<a-his>> tone terse. "Sadly, I lost eyes on the situation when you did. If <<s-he>>'s rationing, you should still have plenty of time. But if <<s-he>> hasn't, or <<s-he>>'s given into despair..."
<br>A chill runs down your spine. You slip on your clothes, then holster your weapon.
<br>"I know, all we can do is hope. Time to go rescue <<s-him>> from that death-trap." <<n "MainCamp">>@@You trek back and forth, trying to find the ruins with Shay in them. When you walk past the same fungi plant for the third time, you swear and kick it.
<br>"Damnit, I can't find them." You brush back your hair, giving a heaving sigh. "Where the hell was it?"
<br>"I'm sure it's around these coordinates," Esra replies. "Just keep at it - maybe head a bit more north?"
<br>You unholster your gun-blade and cut through some more spindly alien foliage. It curls and shrinks back into its holes. Your heart beats hard in your chest, spreading a dull ache through your ribs.
<br>"If <<a-he>>'s dead in there, all because I got lost..." You bite your lip. And then, a glimmering up ahead. "Oh, please let this be it." <<n "ShayQuestRescueRuins2">>@@You feel light as a feather as you finally clunk up to the ruins.<<if $quests.shayQuestLost is true>>Your stomach does sink a little as you walk past the three graves.<<else>>There's also no machines about this time.<</if>>
<br>"See, I told you it was just a bit north," Esra states, <<a-his>> tone smug. You smile and holster your gun-blade.
<br>"So you were right. I'd expect nothing less from a high-powered AI. Think you can chart a quick way through the ruins using my memory data?"
<br>"Already doing it." <<n "ShayQuestRescueRuins3">>@@As you walk through the ruins, you take Esra's guidance in your ear. When <<a-he>> tells you to go left or right, you do just that.<<audio "alienforest" stop>>
<br>"You know, it's harder and easier this time around."
<br>"Harder because you've only got one person to do all the heavy lifting, but easier because you know where to go?"
<br>"Exactly."
<br>One long odyssey later, you find yourself at the gigantic gaping hole where both you and Shay fell. You stare down into it, and the jagged mess at the bottom.
<br>"Can't really get in through here. But If I drop down a few levels, then maybe I can find the other side of that door." <<n "ShayQuestRescueRuins4">>@@Searching around, you find an elevator shaft. A cord dangles down the middle. The corridor next to it - marked with a stairway symbol - is full of rubble.
<br>"Great. Only one way down." You gulp. First, you wrap up your hands with some cloth. And then, you jump out to grab the cable. "Oomph! Well, at least I can't die if I fall."
<br>"Yeah, but I don't think Shay will last that long." Esra pauses. "Oh, sorry. That's probably not what you want to hear right now."
<br>"It's not a problem. Shimmying down now."
<br>You grunt and make your way down the shaft. Sweat pours down your face. When you get to the bottom, the open door is in sight. <<n "ShayQuestRescueSwingSuccess">>@@You swing yourself inside and let go of the cable. With a loud thump, you fall to your knees and pant for breath.
<br>"I really hope I can find a better way out of here. I don't want to do that ever again."
<br>After you compose yourself, you pull yourself up to your feet. Using the collapse point above as a guide, you try to guess where the room is. Down one corridor and around a corner, there's an unmistakable tungsten door.
<br>You run up to the panel, heart pounding. It's undamaged. You close your eyes and reach out with your implant.
<br>//Open.// <<n "ShayQuestRescueRuins5">>@@With breeze-like effort, the massive tungsten door parts. The room is pitch black. You narrow your eyes, seeking familiar sillouettes.<<audio ":all" stop>><<audio "creepyhollow" play loop>><<audio "door" play>>
<br>"Shay?" You gulp, stepping forward. The only answer is your footsteps.
<br>Thunk. Your boots connect with something. Kneeling down to touch it, you run your hands over a covered foot. The reeking smell of rancid flesh fills your nose.
<br>Your stomach drops like a stone. A chill sweeps over your skin.
<br>"Oh no. I'm too late..." <<n "ShayQuestRescueRuins6">>@@Click. A bright light shines into your eyes. You squint and shield them with your hand. <<audio ":all" stop>><<audio "sadreveal" play loop>><<audio "click2" play>>
<br>"<<Vanth>>?"
<br>Far away from the body, Shay is lying against the rubble. You peek through your fingers. The shadows in <<s-his>> cheeks are deep. The light shakes as <<s-his>> hand trembles.
<br>The body on the ground is yours. Your lower jaw is there, replete with teeth. Everything above that is missing. Your pale, ghostly hands are lying palms up. And the smell. //I've clearly begun to rot.// <<n "ShayQuestBackAliveChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "I\'m here to rescue you, Shay. We can leave now."' ShayQuestRescueAnswer1-1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "This... this is going to be tricky to explain."' ShayQuestRescueAnswer1-2>><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "Wow, I smell terrible! And I don\'t look too good either."' ShayQuestRescueAnswer1-3>><</button>></span>
<</nobr>>"I've begun to see things." Shay points <<s-his>> torch at the rotting 'you' on the floor. <<s-He>> then moves it up onto your body again, blinking <<s-his>> sunken eyes.
<br>"I'm alive. You're not imagining things."
<br>You take a few steps around your body and towards <<s-him>>. <<s-He>> shirks away from you, pushing <<s-himself>> back on the rubble.
<br>"But I SAW you. I saw you shoot yourself in the head! You're laying right there." <<s-He>> points down at your pale body. <<n "ShayQuestRescueAnswer2-1">>@@Being as slow as you can, you reach out your palm and press it against <<s-his>> quivering digit. <<s-He>> presses it into your hand.
<br>"Yes, I did die," you state, using the best soothing voice you can manage. "I died, but I'm back again. And if you shot me, it would happen again. I'd be back at that door within a week."
<br>Shay's shoulders tense, then slump. A long pause. <<s-He>> wraps <<s-his>> fingers around your hand. After a deep breath, <<s-he>> looks up at you with wide eyes. They're gleaming.
<br>"You're the Corrector, aren't you?" <<n "ShayQuestHowYouKnowCorrector">>@@"It's not hard to explain. I've begun to see things. And hear things." Shay points <<s-his>> torch at the rotting 'you' on the floor. <<s-He>> then moves it up onto your body again, blinking <<s-his>> sunken eyes.
<br>"No, you haven't. It's... can you stop shining that light on my corpse?
<br>"Sorry." <<s-His>> face scrunches up. "Wait, why am I apologising to you? You're not even here. It's not possible."
<br>"It is possible," you sigh, hand on hip. "Without going into too much detail, I can't die."
<br>"Yes, you can. You're dead right there, on the ground. I can see you. Smell you." <<s-He>> wrinkles <<s-his>> nose. //I don't blame <<s-him>>.// <<n "ShayQuestRescueAnswer2-2">>@@"Well, yes, okay. I //can// die. But I don't stay dead. Another me pops right up in a few days, memories and all. That's why I shot myself - so I could get out of here and save you."
<br>//<<s-He>>'s not going to buy it.// //It sounds ridiculous when I say it out loud.// You wince and wait for <<s-his>> response.
<br>Shay pauses. And then, <<s-he>> takes a deep breath. Moments after <<s-he>> lets it out, <<s-he>> looks at you with wide eyes. They're gleaming.
<br>"You're the Corrector, aren't you?" <<n "ShayQuestHowYouKnowCorrector">>@@Shay scrambles and reaches for <<s-his>> rifle. You raise your hands. But as <<s-he>> tries to lift it, <<s-he>> scrunches up <<s-his>> face.
<br>"You're... not real." <<s-He>> swings the barrel to point at you. <<s-His>> arms are gaunt, shaking with the weight. Your heart tightens in your chest, but not from fear.
<br>You take a step forward, stepping over your own dead body. //Talk about walking over your own grave.// Your hands are still raised.
<br>"I am very much real. You could even shoot me, though I'd prefer you didn't. For one, this room smells enough as it is." <<n "ShayQuestRescueAnswer2-3">>@@<<s-He>> hasn't pulled the trigger. But <<s-his>> finger is quivering. //Is it a lack of will, or muscle?//
<br>You step forward and reach out to touch <<s-his>> hand. As your fingertips brush <<s-his>> skin, <<s-he>> flinches.
<br>"I'm here. I can die, and come back again. It's tricky to explain how. But I shot myself so I could get out of here and save you."
<br>//<<s-He>>'s not going to buy it.// //It sounds ridiculous when I say it out loud.// You wince and wait for <<s-him>> to shoot.
<br>Shay pauses. And then, <<s-he>> takes a deep breath. Moments after <<s-he>> lets it out, <<s-he>> looks at you with wide eyes. They're gleaming.
<br>"You're the Corrector, aren't you?" <<n "ShayQuestHowYouKnowCorrector">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Yes, I\'m the Corrector."' ShayQuestYouKnow1-1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I think I am. I\'m not sure yet."' ShayQuestYouKnow1-2>><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "No, I\'m not."' ShayQuestYouKnow1-3>><</button>></span>
<</nobr>>"I knew it." Shay leans back against the rubble. "I //knew// they were real. She wasn't lying. I can't believe it."
<br>"So do you believe it, or don't you?" You furrow your brow, crouching down. "And who's 'she'?"
<br>Shay's eyes are animated now, and <<s-his>> cracked mouth is pulled into a hard smile.
<br>"My grandmother, Ima. She told me a story. About someone who was meant to watch over the first settlers. The Corrector - someone who could take any form they liked, and never die." <<s-He>> gives a dry laugh. "And here you are. That, or I really //have// gone crazy." <<n "ShayQuestYouKnow2-1">>@@"I never thought the story made any sense. I mean, if the Corrector can't die, then where are they? And here you are. Where have you //been// all this time?"
<br>"I don't know," you furrow your brow. "Listen, Shay. I need you to not tell anyone about this, okay? It's really important." You emphasise the last bit, staring right into <<s-his>> eyes.
<br>Shay stares right back, not flinching an inch. <<s-His>> brow softens.
<br>"Alright. I won't tell anyone. I mean, I owe you my life. Speaking of which, can we get out of here?"
<br>You slip your arm underneath Shay's and help <<s-him>> to <<s-his>> feet. <<s-His>> legs are shaking. Being careful, you make your way towards the door. <<n "ShayQuestToThePowerCore1">>@@"If you come back from the dead, then you're the Corrector. How many other people come back from the dead? Unless I really am losing it." <<s-He>> looks at <<s-his>> hands.
<br>"Again, you're not losing it."
<br>"Then you're the Corrector." <<s-He>> looks up, eyes animated. "My grandmother, Ima, told me a story. About someone who was meant to watch over the first settlers. The Corrector - someone who could take any form they liked, and never die."
<br>"I never thought the story made any sense. I mean, if the Corrector can't die, then where are they? And here you are." <<n "ShayQuestYouKnow2-2">>@@//Yeah, that sure sounds like me.// You pause and purse your lips. "Look, Shay. Can I ask you a favor? Whether I'm the Corrector or not..."
<br>"You are."
<br>"... Okay, I am, but I need you not to tell anyone about this. It's //really// important." You grab <<s-his>> hand and stare into <<s-his>> eyes. Shay returns the stare, unflinching. If anything, <<s-his>> brow softens.
<br>"Alright. I won't tell anyone. I mean, I owe you my life. Speaking of which, can we get out of here?"
<br>You slip your arm underneath Shay's and help <<s-him>> to <<s-his>> feet. <<s-His>> legs are shaking. Being careful, you make your way towards the door. <<n "ShayQuestToThePowerCore1">>@@"Bullshit." Shay coughs. "If you've come back from the dead - and I'm not crazy - then you're the Corrector. There's no other explanation. Why are you lying about it?"
<br>"How do you even know about the Corrector, Shay? Answer me that."
<br>"My grandmother. Her name was Ima." <<s-He>> pauses. //Does <<s-he>> expect me to know her?// "She told me a story, back when I was little. About someone who was meant to watch over the first settlers. The Corrector - someone who could take any form they liked, and never die."
<br>You freeze. //That does sound an awful lot like me.// In your silence, Shay continues.
<br>"I never thought the story made any sense. I mean, if the Corrector can't die, then where are they? And here you are. So if you're not the Corrector, then what the hell are you?" <<n "ShayQuestYouKnow2-3">>@@"Point." You suck in a deep breath, then slowly let it out. "Look, Shay. I need you to do something - it's vital. Don't tell //anyone// about this. I'm taking a hell of a risk here. Do you understand?"
<br>You lock eyes with Shay. <<s-He>> doesn't flinch. If anything, <<s-his>> brow softens.
<br>"Alright, I promise. I do owe you my life after all. Speaking of which, can we get out of here?"
<br>You slip your arm underneath Shay's and help <<s-him>> to <<s-his>> feet. <<s-His>> legs are shaking. Being careful, you make your way towards the door. <<n "ShayQuestToThePowerCore1">>@@"Before we go, we need to check out the core," Shay announces.<<s-His>> arm tightens around you. "It shouldn't be too far from here. <<audio ":all" stop>><<audio "alleycat" play loop>><<audio "door" play>>
<br>You blink. "Are you serious? You can barely stand. Don't you think getting out of here is more important?"
<br><<s-He>> shakes <<s-his>> head. "I'm starving now, but... if I don't get that fuel, everyone else will be starving later."
<br>//Including <<s-his>> daughter.// <<s-His>> knees are quaking. You sigh and walk over to pile of rubble. "All right. You sit here, and I'll go look. We'll get nowhere with me carrying you all over the place." <<n "ShayQuestToThePowerCore2">>@@"Fair enough. I'll eat what's left of my rations."
<br>"You've got some left?" You help <<s-him>> sit down on the rubble.
<br>"Yeah, I was spacing them out." <<s-He>> pulls out a silver packet from <<s-his>> pocket. "Now you're here, I don't need to."
<br>"Fair enough. Mind giving me the torch so I can find my way?" <<s-He>> places it in your hand.
<br>"Here. I've been sitting in the dark for days, a little longer won't kill me." <<n "ShayQuestToThePowerCore3">>@@You walk away from Shay with the torch, but turn around to check on <<s-him>> before you turn the first corner. <<s-He>> raises a hand and waves.
<br>Pushing ahead, your eyes keep flicking to the floor ahead. //Last thing I need is another fall.// //Especially now Shay's eaten all <<s-his>> rations.//
<br>The grim thought keeps your muscles wired. <<n "ShayQuestNewArea">>@@At the end of the corridor there's a room filled with dark cylinders. On the ground, the torch glints off a silvery metal hand. <<audio ":all" stop>><<audio "deepblue" play loop>><<audio "footsteps" play>>
<br>An electric jolt shoots up your spine, and you unholster your gun-blade. Waving the torch around, there's countless machine parts on the floor. After a few seconds, you inch forward, and kick a scorched metal skull.
<br>Nothing. "What the hell is with all these machine parts? They looked scorched."
<br>"Looks like they've been shot," Esra observes. "But what is this room, exactly?" <<n "ShayQuestToThePowerCore4">>@@You shine your torch on one of the cylinders. A long haft is sticking out of it, with an alien pod on the end.
<br>"A searstick. There was a fight between the machines and the x'irii here. The machines smashed the tubes."
<br>"Not tubes. Standard BT power cells," Esra tone is low. "Containers for HCBF. Or by the looks of things..."
<br>"... They were." You wipe the glass and peer inside. As you wrap your knuckles on it, there's a hollow noise. Your stomach sinks. <<n "ShayQuestToThePowerCore5">>@@"Do you think there's any other rooms like this?"
<br>"Unlikely," Esra sighs. "There would have been a lot of fuel here. And since nothing is properly powered, I think it's safe to say it's a bust."
<br>"Damn it. I don't want to go back and tell Shay this was all for nothing." As you step back, something glints in the torchlight near the base. You crouch down and brush it off. It's a quartz chip.
<br>"I guess that's where it was. I feel a bit bad taking it."
<br>"It might sound a bit heartless, but leaving it here isn't going to do the colonists any good. They need fuel, not processors."
<br>You get <<quartzIcon>> 1 Quartz Chip! <<n "ShayQuestToThePowerCore6">><<set $memories.mm3.got to true>>@@With the quartz chip in hand, you make the all-too short walk back to Shay. Even before you get there, you can hear <<s-him>> humming to <<s-himself>> in the dark. <<audio ":all" stop>><<audio "shaytheme" play loop>><<audio "footsteps" play>>
<br>As you bring the light up, <<s-he>> furiously blinks. As <<s-his>> eyes adjust, <<s-he>> looks at you with shining eyes. But after a slight pause, they go dim.
<br>"There's no fuel left, is there?" <<s-His>> voice wavers. You shake your head.
<br>With a heavy sigh, <<s-he>> raises <<s-his>> arm. Reading the cue, you slip yours under it.
<br>"Let's get out of this damn place," Shay growls. "If I never see it again, it'll be too soon." <<n "ShayQuestToThePowerCore7">>@@... Some time later. <<audio "alienforest" play loop>><<audio "footsteps" play>>
<br>You emerge from the ruins. The light shining through the canopy stabs at your eyes. You shield them, and wait for them to adjust. Your other arm, supporting Shay, feels like it's going to fall off.
<br>Turning to look at your comrade, <<s-his>> face is pale and sweaty. //As bad as I feel, <<s-he>> feels even worse.//
<br>"We're out," Shay sucks in a deep breath. //Perhaps <<s-he>> never thought <<s-he>>'d see the light again.// "Let's stop for a moment. There's a rock over there." <<n "ShayQuestToThePowerCore8">>@@You help <<s-him>> walk over and sit down on the rock. As you offer <<s-him>> a drink, <<s-he>> takes your hand in both of <<s-his>>.
<br>"<<Vanth>>. I need to talk to you about something."
<br>"What is it?"
<br><<s-He>> hunches over. Up close, you can see how matted <<s-his>> hair is. How much weight <<s-he>>'s lost. <<s-His>> forehead comes to rest on your stomach.
<br>"I'm not going to tell anyone about, well, you know. And I owe you my life." <<s-He>> sucks in a deep breath. "But I need you to do something. We need food. We need the Sphere."
<br>"If you're the Corrector, you can change forms. You could infiltrate the machine's base. Steal their Sphere." <<n "ShayQuestRequest">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Alright, I\'ll do it."' ShayQuestRequest1>><<set $shayAnswer to 1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "What if they don\'t have one?"' ShayQuestRequest2>><<set $shayAnswer to 2>><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "No, I won\'t do that."' ShayQuestRequest3>><<set $shayAnswer to 3>><</button>></span>
<</nobr>>"Thank you." Shay murmurs. <<s-His>> weight rests against you. In the distant forest, strange, alien noises click and chitter.
<br>You don't disturb <<s-him>>. Almost starving to death, <<if $quests.shayQuestLost is true>>losing <<s-his>> crew, <</if>>waiting in the dark... and then <<s-his>> <<if $quests.shayQuestLost is true>>only surviving<</if>> colleague shooting themself in the head. And coming back.
<br>//<<s-He>>'s strong.// //Just asking for someone else to carry the load.//
<br>After a while, <<s-his>> breathing has slowed so much you get worried. You reach out and check <<s-his>> pulse.
<br>"I'm not dead. We can go now," Shay mutters. You slip your arm under <<s-his>> and lift <<s-him>> to <<s-his>> feet. <<n "ShayQuestRequestAfter">>@@"They must," Shay murmurs. "Or, they'll know where it is. Please. We're slowly dying. You're the only one who can do anything."
<br>Shay's weight rests against you. Strange, alien noises click and chitter in the forest.
<br>"What if it's just a myth, Shay? There's no evidence the machines have anything."
<br>"You're a myth. You're here. Please. Don't make me beg."
<br>//You already are.// But you hold your tongue. After a while, <<s-his>> breathing has slowed. So much so, you reach out and check <<s-his>> pulse.
<br>"I'm not dead. We can go now," Shay mutters. You slip your arm under <<s-his>> and lift <<s-him>> to <<s-his>> feet. <<n "ShayQuestRequestAfter">>@@"Why not?" <<s-His>> body tenses against you. "We're slowly dying, <<Vanth>>. You're the only one who can //do// anything."
<br><<s-His>> weight is resting uncomfortably against you. Awkward silence, filled with the alien chittering of the forest.
<br>"There's no proof the Sphere even exists," you answer. "It's a myth, at best."
<br>"You're a myth. You're here. It's all we have. If you don't do anything, we'll be wiped out. Humanity will be wiped out."
<br>You freeze in place, waiting for <<s-him>> to chew you out. But instead, <<s-his>> breathing slows. After a while, <<s-he>> pushes <<s-himself>> off your shoulder.
<br>"I've caught my breath. We can go now." You slip your arm under <<s-his>> and lift <<s-him>> to <<s-his>> feet. <<n "ShayQuestRequestAfter">>@@The walk back to the settlement is a long one. At regular intervals, you stop to let both you and Shay rest. Both of you keep a keen eye out for hostiles, avoiding everything in your path.
<br>And soon, the wheezing trees part to familiar rusted metal. <<n "ShayQuestBackAtDelta">>@@<<audio "footsteps" play>>The moment the guards see you, things kick into gear. They run over and check over the Marshall.<<audio ":all" stop>><<audio "deltacolony" play loop>><<audio "footsteps" play>>
<br>"You've been gone for weeks! I can't believe you're both alive. <<if $quests.shayQuestLost is false>>The others already returned, but they were banned from sending a recovery team.<<else>>Where are the others?<</if>>"
<br>"<<if $quests.shayQuestLost is false>>That's good.<<else>>They're dead.<</if>> Shay... the Marshall needs medical attention. We need to get <<s-him>> inside the colony."
<br>"Oh, right!" <<n "ShayQuestBackAtDelta2">>@@The moment you step through the door, crowds of people gather. The ones at the back are stepping on their toes to see the wounded Marshall and the quickly moving troop.<<audio "crowdambience" play loop>><<audio "door" play>>
<br>"Come on, move out of the way!" One of the guards shout. The people in front of you part. As they move towards a room with stretcher beds, Shay grabs at your arm - but <<s-his>> fingers graze it instead.
<br>"In the desert," <<s-he>> rasps. "You'll find them there." <<n "ShayQuestBackAtDelta3">>@@"Quiet, Marshall. Save your energy," one of the medics chide <<s-him>>.
<br>The doors close with you on the other side, staring at a painted red cross.
<br>"In the desert. Did <<s-he>> mean the machines?" <<n "ShayQuest-MeetingMaya">>@@There's a tugging at your sleeve.
<br>You turn around. You don't see anything.
<br>"I'm down here."
<br>There's a small girl with dirty blonde hair looking up at you, her eyes wide. <<n "ShayQuest-MeetingMaya-3">><span id="button1" class="choicebutton"><<button '1. "Oh! Sorry, I didn\'t see you down there."' ShayQuest-MayaAnswer1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Hi there! What\'s your name, kiddo?"' ShayQuest-MayaAnswer2>><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "Oh great. I hate kids. Can I help you?"' ShayQuest-MayaAnswer3>><</button>></span>"That's okay." She clutches her purple bear - it's seen better days. "Um, can I ask you something?"
<br>"Sure. Ask away."
<br>"Was that my <<if $shay is "female">>mom<<else>>dad<</if>>?"
<br>A bolt of realization. "Ah, you're Maya, aren't you?" You pause, looking at the emergency room. "Yes, it was."
<br>"Is <<s-he>> okay?" <<n "ShayQuest-MayaBreakNews">>@@"It's Maya."
<br>"Maya, huh? Is there something I can do for you, Maya?"
<br>"Um, yes." She clutches her purple bear - it's seen better days. "Was that my <<if $shay is "female">>mom<<else>>dad<</if>>?"
<br>A bolt of realization. You glance back at the emergency room. "Yes, it was."
<br>"Is <<s-he>> okay?" <<n "ShayQuest-MayaBreakNews">>@@"I'm not a kid." She puffs out her cheeks. "You're pretty rude."
<br>"Yes, I'm rude and bad with kids. Can I help you with something?"
<br>She clutches her purple bear - it's seen better days. Just when you think she's not going to ask, she does.
<br>"Was that my <<if $shay is "female">>mom<<else>>dad<</if>> just now?"
<br>"In the emergency room?" You look back at the door, then click. "Oh, you're //Maya//. I guess it was."
<br>"Is <<s-he>> okay?" <<n "ShayQuest-MayaBreakNews">>@@"Uh, <<s-he>> will be. We ran into some trouble, but some people are taking care of <<s-him>> right now."
<br>"<<s-He>> was gone for weeks. I was so worried."
<br>Her bottom lip quivers. As the light shifts, you notice shadows in her cheeks.
<br>"Geez. You look just like your <<s-father>> right now. Haven't you been eating?"
<br>"Um, someone keeps taking my meals. They say it's because of my <<if $shay is "female">>mom<<else>>dad<</if>> being a Marshall." <<n "ShayQuest-MayaIsStarving">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Well, they won\'t take your food today. Let\'s go get you some food, and you can have some of mine."' ShayQuest-MayaFood>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Someone\'s been stealing your food? I\'m going to make sure they eat theirs through a straw. Let\'s see if they show up today."' ShayQuest-MayaFood>><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "Damn it. Guess I can\'t let you starve, or Shay wouldn\'t shut up about it. Follow me."' ShayQuest-MayaFood>><</button>></span>
<</nobr>>"Okay."<<audio "crowdambience" loop play>>
<br>You make your way to the mess hall. As people bustle past, you almost lose Maya.
<br>Once you're there, you find a long-nosed man who's trading food for chips. After securing what looks like spinach wrapped in a sad excuse for pastry, you bring it back to Maya, who's kicking out her feet beneath a cafeteria table.<<n "ShayQuest-MayaFood2">>@@"I can eat this?"
<br>"Sure, go right ahead. The dispenser's only one meal a day, and someone was trading these for chips. I don't think it's real pastry, though." A pause. "Wait, is it safe to buy food from strangers?"
<br>"That guy is safe, <<if $shay is "female">>mom<<else>>dad<</if>>'s bought from him before. But <<s-he>> said it's a sometimes treat, because there's less food so it's more expensive."
<br>"Alright, should be fine then." You slide the faux-pastry over to Maya, who stares at it with wide eyes. Contrary to expectations, she takes small, slow bites. You eat your own meal at a quicker pace. <<if $partner is "male" or $partner is "female">><<n "ShayQuest-MayaFood3">><<else>><<n "ShayQuest-MayaFood3-R">><</if>>@@"I've never been a picky eater. <<Ash>> used to say I was a machine like them, just after intellectual pursuits, like books. Anything else was base fuel."
<br>Your mouth is working faster than your brain. You rub your head.
<br>"You were friends with a machine?" Maya looks at you, wide eyed. "My <<if $shay is "female">>dad<<else>>mom<</if>> was killed by one. <<if $shay is "female">>mom<<else>>dad<</if>> says they're evil."
<br>"<<Ash>> wasn't. At least, from what I can remember."
<br>"Mmm, I guess that's okay then. Are they still around?""
<br>"I don't know. I'd like to find that out." <<n "ShayQuest-MayaFood-Bully">>@@"I don't get to eat much these days either, so anything's good. But I used to eat a lot of good food, I think."
<br>"Good food?" Maya looks up at you, chewing a mouthful of pastry. "Like this?"
<br>"No. Very different." You place down your spoon, ancient tastes playing on your tongue. "Like Pastel de natas. Or fugu."
<br>Your mouth is working faster than your brain. The words are just coming out unbidden. <<n "ShayQuest-MayaFood4">>@@"What's fugu?" Maya stares at you, wide eyed. You rub your head.
<br>"A dish made from pufferfish, and it can be poisonous. I think my partner was into strange foods. <<p-He>>'d try anything once. I used to joke that I was the same, but with books."
<br>"Sounds fun. Is <<p-he>> still around?"
<br>"I don't know. I'd like to find that out." <<n "ShayQuest-MayaFood-Bully">>@@Maya's face tenses. You peer over your shoulder. A large man with several scars across his forehead is walking towards you both.
<br>As you lock eyes with him, they alter course and keep walking.
<br>"That's the guy who keeps taking my food." Maya's voice is barely a whisper.
<br>"How many days now?"
<br>"Seven. He said he knows where I live. But <<if $shay is "female">>mom<<else>>dad<</if>>'s back now, right?"
<br>//Yeah, but <<s-he>>'s not going to be up and picking fights.// //Or maybe <<s-he>> will, but <<s-he>> shouldn't.// <<n "ShayQuest-BullyChoice">>@@<span id="button1" class="choicebutton"><<button '1. "Stay here, Maya. I\'m going to make sure this //never// happens again."' ShayQuest-BullyChase-1>><<set $quests.mayaBullyDealtWith to true>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "You\'re right, Shay will deal with it. I feel sorry for that guy."' ShayQuest-Bully-NoFollow>><</button>></span>After both of you finish your meal, Maya gives a little bow.
<br>"Thank you for the meal. I'm going to see how <<if $shay is "female">>mom<<else>>dad<</if>> is doing."
<br>The patter of footsteps. You rub your neck and make your way out the door.
<br>//It's a long way to the ruins.// //At least I got a meal first.// <<n "ShayQuest-ReturningToCamp">>@@"Okay, I'll stay right here."
<br>Her unquestioning response gives you pause. //Should I warn her about talking to strangers?// But the scarred man is walking away, so you follow him instead. <<n "ShayQuest-BullyChase-2">>@@... <<n "ShayQuest-BullyChase-3">><<audio ":all" stop>><<audio "lurkingfear" play loop>><<audio "door" play>>One elevator ride later, and you're trailing the bully. He turns left, then left again. For now, you keep your distance.<<audio "elevatorbing" play>>
<br>Finally, you find yourself in a corridor on your own. The man goes to open a door. It rattles, refusing to open.
<br>He tries the next one. And then the next.
<br>//Breaking and entering.// //A slightly smaller crime than making a child starve.// <<n "ShayQuest-Bully-Choice">>@@<span id="choiceIntro">There's a decommissioned shaft with tape over it, right near the man. There's also nobody about except him and you.</span>
<<nobr>>
<center><span id="button1" class="choicebutton"><<button "1. Push Him In" ShayQuest-Bully-Push1>><<set $quests.mayaBullyKilled to true>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Threaten Him" ShayQuest-Bully-Threaten1>><</button>></span>
</center>
<</nobr>>You walk up behind the man and shove him into the shaft. Sneaking up on him is easy compared to the monsters you've dealt with. <<audio "whoosh" play>><<audio "fallscream" play>>
<br>You lean over the edge, staring downward. After a few floors, there's pitch black.
<br>It takes a while before you hear him hit the bottom.
<br>//Good riddance to bad rubbish.// <<n "ShayQuest-Bully-Push2">>@@With that bit of dark business done, you make your way to the elevator.
<br>//It's a long way to the ruins.// //At least I got a meal first.// <<n "ShayQuest-ReturningToCamp">>@@You trek out of the colony, taking a swig from your water bottle.<<n "ReturnToCampAfterShayQuest">><<audio ":all" stop>><<audio "deltacolony" play>><<audio "footsteps" play>>You walk up behind the man and shove him towards the shaft. At the last moment, you grab the scruff of his neck.<<audio "whoosh" play>>
<br>He squeals. "What the hell are you doing? Let go of me!"
<br>"Are you sure? Be really careful what you wish for."
<br>//Were people always this light?// //Must be my enhanced genetics.//
<br>"Was I breaking into your place? I'm sorry, alright, I'm sorry!" <<n "ShayQuest-Bully-Threaten2">>@@"Not breaking into my place, no. But I hear you know where little girls live. You're some kind of scum, stealing food from a child."
<br>"I was starving, all right? I'm sorry!"
<br>"How can you be starving? You get one meal a day!"
<br>"I got cut off! After I got sentenced, I get half rations from the system. And it's all that fucking Marshall's fault!" <<n "ShayQuest-Bully-Threaten-Choice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Maybe you should have thought about that before stealing. If you do it again, I\'ll come back and drop you down this shaft."' ShayQuest-Bully-Threaten3-1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "That\'s terrible, but no excuse to take it out on a child. Work for extra rations. Appeal. Anything but this."' ShayQuest-Bully-Threaten3-2>><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "You know what? I changed my mind. I\'m throwing you down the shaft."' ShayQuest-Bully-Threaten3-3>><<set $quests.mayaBullyKilled to true>><</button>></span>
<</nobr>>@@"I'll be good, I promise. Just don't let go!"
<br>You pull him back and toss him against the wall. All it takes is a pointed stare, and he runs off.
<br>His pant leg is notably damp.
<br>"Coward. Guess it's fine to pick on kids, but not on adults?" <<n "ShayQuest-Bully-Push2">>@@"Alright, alright. I'll do something different. Just don't let go!"
<br>You pull him back and toss him against the wall. All it takes is a pointed stare, and he runs off.
<br>His pant leg is notably damp.
<br>"I guess they use rationing as a punishment. Can't say I agree with that." <<n "ShayQuest-Bully-Push2">>@@You let go of the man. A loud scream. You lean over the edge, staring downward.<<audio "fallscream" play>>
<br>It takes a while before you hear him hit the bottom.
<br>//Good riddance to bad rubbish.// <<n "ShayQuest-Bully-Push2">>@@"Man, am I glad to be back." You hobble over to the wall and sit down, pulling off your boots. "And no, I'm not going to complain about my feet this time." <<audio ":all" stop>><<audio "alleycat" play loop>><<audio "door" play>>
<br>"I wouldn't blame you if you did. That was a stressful traipse through the ruins, and then you had to carry the Marshall all the way back to Delta. At least you got to rest at the colony."
<br>"Yeah. Even with the hunger surpression, it's good to get some food." Now that you're de-shoed, you rest your head back against the wall. "It was too bad that after all that, we couldn't find any fuel for the colonists."
<br>"I know. And Shay asked you to go find this Sphere. Are you going to do it?" <<n "ReturnToCampAfterShayQuest2">>@@"<<if $shayAnswer is 1>>Well, I did agree to it.<<elseif $shayAnswer is 2>>I didn't say yes or no, but I think <<s-he>> just heard yes.<<else>>I said no, but I don't think <<s-he>> took that as an answer.<</if>>" You rub your forehead. It's aching. "Do you think this Sphere even exists?"
<br>"I don't know. But we're trying to find out more about ourselves, and I don't think the colonists have any more information for us. Machines, on the other hand, are very good at retaining information. The idea about finding more from them, whether it's about the Sphere or us, does have merit." <<n "ReturnToCampAfterShayQuest3">>@@"Isn't machines not keeping information the whole reason we're in this mess?" You grin at <<a-his>> console. It flashes indignantly.<<unset $shayAnswer>>
<br>"Well, I didn't mean for my memories to be wiped!" Esra huffs. "Or, well, I can't say for sure that I didn't. But it would seem very uncharacteristic if I did!" A pause, and <<a-his>> tone calms down. "Speaking of which, you've got another Quartz Chip, right? You should install it into my main processing panel."
<br>You pull yourself up and make your way over to the panel, where you install the new chip. With a lazy jog, you make your way into the Progenitor. The door closes with a loud 'shoomph' and begins to fill. <<n "ReturnToCampAfterShayQuest4">>@@By the time you turn around in the tank, the green fluid is past your ankles. You lean back against the tank glass.<<audio "click" play>><<audio "bubbles" play>>
<br>//What memories will bubble to the surface this time?//
<br>And soon you're floating. First, in the tank, and then through your memories...
<br>... And you start to remember. <<n "MM3-1">>@@You press your nose against the glass, staring at the glittering lights. //It's like a city floating in space.// <<audio ":all" stop>><<audio "leontheme" play loop>><<audio "spaceshipflight" play loop>>
<br>"<<if $partner is "machine">>Intriguing.<<else>>Geez.<</if>> How big are the //Hestia-class// cruisers anyway?" <<Ash>>'s reflection is right near yours. Leon's reflection is smaller.
<br>"Very big. It's got to contain tens of millions of people, after all, and everything that goes with it. And that's not even counting all the machines. The SCC Nuria's the first of its kind, and it's going to break all the records."
<br>"My ship." You puff out your chest with pride, staring the thousands of miles of metal. "Or at the very least, I'm in charge of it." <<if $partner is "machine">><<n "MM3-2(R)">><<else>><<n "MM3-2">><</if>>@@"Gives you goosebumps, doesn't it?" Leon nudges your shoulder. "All that responsibility. At least you can't crash something that big - not without a lot of warning. Still, we'll each be in charge of one."
<br>"Well, you both won't." <<Ash>> smirks, leaning back from the glass. "My AI will do most of the work, and you'll be asleep for large chunks of time as well. You'll both be the brawns to //my// brain."
<br>You sigh, but not at the jab. "Will you both //please// stop going through my book collection and get your own? My collection isn't a public library!"
<br>"I need something to read when you're in the shower." <<Ash>> nudges you. "Leon, however, has no excuse." <<n "MM3-3">>@@"Gives you goosebumps, doesn't it?" Leon nudges your shoulder. "All that responsibility. At least you can't crash something that big - not without a lot of warning. Still, we'll each be in charge of one."
<br>"Well, you both won't." <<Ash>> leans back from the glass. "It will be us machines doing most of the work, and you'll be asleep for large chunks of the time. You'll both just be the brawns to our brains."
<br>You sigh, but not at the jab. "Will you both //please// stop going through my book collection and get your own? My collection isn't a public library!"
<br>"You told me it was admirable to expand my knowledge. I'm just doing as you suggested." <<n "MM3-3">>@@Whooosh. The carrier ship touches down in the Nuria's hangar with a light jolt. You grab the seat in front of you. Once the door opens, the three of you stroll off.<<audio "spaceshipflight" stop>><<audio "spaceshipland" play>><<audio "construction" play loop>>
<br>"Geez, it's like the pilot doesn't know to stop adjusting for ship rotation once he's inside the hangar bay doors." You stretch out and place your hands behind your head.
<br>"Not everyone's as good a pilot as you, <<Vanth>>," Leon pulls his lips into a smile. "Maybe you should be running deliveries to your ship instead of doing paperwork?"
<br>"I'd enjoy it a lot more, honestly. There's worse jobs than ferrying frozen bodies and supplies, though I hear they're going to automate that too."
<br>You walk past a bipedal machine carrying a crate. As you raise a hand to welcome it, it nods and trudges right by. <<n "MM3-4">>@@"Nice corridors. A lot less open than at Zhou, though," you observe as Leon nods. <<Ash>> seems busy typing on <<p-his>> datapad. <<audio "spaceshiptone" play loop>><<audio "construction" stop>>
<br>"Well, the population density's going to be a lot different."
<br>"It's interesting that Project Amber uses so many machines and AI, and only a few crew. I thought the Earth Government would at least insist on a few more token members of flesh and bone."
<br>"Well, the simulations show the more of a human element you introduce, the worse the chance of the investment paying off. In the end, it was hard to argue that for almost every scenario, machines would do a better job." <<if $partner is "machine">><<n "MM3-5(R)">><<else>><<n "MM3-5">><</if>>@@"Ah, this is what I've been looking forward to the most." You stroll over to one of the chairs and swivel it around, sitting down. "This chair fits me." <<audio "sit" play>>
<br>"They probably built it to your specs, stupid." Leon leans against one of the consoles, while <<Ash>> sits down in the second command chair.
<br>//It fits <<p-him>> fairly well.//Your heart and stomach tighten. //No, I'm not going to think about that.// //Not today.// Instead, you run your hands over the smooth arm rests.
<br>"Doesn't it bug you, that these ships won't even launch in our lifetime?" Leon furrows his brow, staring at the shiny consoles. "It's a lot of sitting around, waiting for calculations to run."
<br>"It doesn't bother me. After all, we're Correctors now. It's not like we don't have multiple lifetimes." You moment you say it, you wince and turn to <<Ash>>. "Sorry, that was insensitive." <<n "MM3-6">>@@But <<Ash>>'s face is lit up. <<p-His>> eyes are shining, and <<p-his>> lips are tugged wide. Leon is grinning like an idiot as well. You furrow your brow, looking at them both.
<br>"What, what is it?"
<br>"Should you tell <<him>>, or should I?" Leon asks.
<br><<Ash>> leans forward and clasps your hands. <<p-He>>'s looking deep into your eyes. You shuffle in your chair, your stomach doing a slight dance. <<n "MM3-7">>@@"I got accepted as a Co-Corrector," <<Ash>> beams. "If our psych scores pair - which I have no doubt they will - I'll be going with you."
<br>It's a good thing you're sitting down, as you reel in the chair. Your hands squeeze <<p-his>>. "But, statistically, there's millions of candidates..."
<br>"Not //that// small. Remember, you picked up your <<p-boyfriend>> from the world's most prestigious academy." <<Ash>> kisses your hand. "Just like you, I'm Promethean-grade. And given my work on AI, it wasn't that hard to put forward the argument they'd want me alive for a half-millenia of research. I even get my own Progenitor, which makes me just as immortal as you are."
<br>A giddy sensation sweeps through you. Your shoulders relax, losing a weight you didn't know was there. "I don't know what to say. I thought if we talked about it, it would be the end." You wrap <<p-him>> in a tight hug. "This is amazing. Congratulations!"
<br>"Congratulations? Stuck together forever on a spaceship? Clearly you haven't read that copy of 'No Exit' you own!" <<Ash>> grins, pulling you forward for a kiss. <<n "MM3-Intermission">>@@"Ah, this is what I've been looking forward to the most." You stroll over to one of the chairs and swivel it around, sitting down. "This chair fits me."
<br>"They probably built it to your specs, stupid." Leon leans against one of the consoles, while <<Ash>> sits down in the second command chair.
<br>"Doesn't it bug you, that these ships won't even launch in our lifetime?" Leon furrows his brow, staring at the shiny consoles. "It's a lot of sitting around, waiting for calculations to run."
<br>"It doesn't bother me. After all, we're Correctors now. It's not like we don't have multiple lifetimes. It just sucks that <<Ash>> can't come along when we go." <<n "MM3-6(R)">>@@For some reason, Leon is grinning like an idiot. You furrow your brow, looking at him.
<br>"What's with the smile?"
<br>"Should you tell <<p-him>>, <<Ash>>, or should I?"
<br>"You can do it. I'll let an organic do the honors."
<br>"Well, they ran the tests, and realized you'd be better paired with a machine than an organic for Project Amber. Meet your new Co-Corrector." <<n "MM3-7(R)">>@@It's a good thing you're sitting down, as you reel in the chair. "Really? And Chairman Grey approved it?"
<br>"Well, he's apparently quite fascinated with <<Ash>>'s cognitive structure - especially since they ran through all the Co-Corrector training in record time. And you know how the Chairman feels about machine discrimination."
<br>"'Project Amber is meant to be a massive step forward in human development – both on a scientific level, but also a social one,'" <<Ash>> performs a pitch-perfect imitation of the Chairman. Or is it a recording?
<br>You grab <<Ash>>'s steely hand and shake it. "Congratulations and welcome aboard, partner! I can't believe we'll be working together. This is great!"
<br>"Congratulations? Stuck together forever on a spaceship? Clearly you haven't read that copy of 'No Exit' you own!" Leon grins. <<n "MM3-Intermission">>@@... You're neither awake or asleep. You can hear Esra's voice in your head. <<audio ":all" stop>><<audio "psychicneed" loop play>> <<audio "bubbles" play>>
<br>"There's another strong memory here. I'm going to pull that up now."<<n "MM3-8">>@@You bounce a small rubber ball off the screen in front of you. It misses the digital face there, and hits the rows of text and charts instead. <<audio ":all" stop>><<audio "memoriesofzhou" play loop>><<audio "ballbounce" play>>
<br>"The psych metrics for this one are off. I think they cheated somehow, even with the Rosetta data," Esra states. You catch the ball and lean in, examining the related figures.
<br>"You're right, as always. Really, I feel like I'm just watching you work." Countless calculations whiz across the screen, and your brain struggles to digest it.
<br>"You're helping, really. Different points of view help provide a holistic perspective on the candidates. And I enjoy the company," <<a-his>> voice lilts.<<n "MM3-9">>@@“You're sweet, Esra. But part of me wants to get in the Progenitor and get outfitted with a multi-quartz core processor, so I can be up to your speed."
<br>"Well, I'm more than happy to do that for you. I don't judge, even when you got me to splice that arachnid template into your DNA sequence."
<br>"I was curious to see what it would be like to be a spider-<<man>> for a day. And I did NOT ask for the pedipalps."
<br>"Well, you didn't specify!" <<n "MM3-10">>@@Above you, there's a blinding flash. A dull roar follows. Even so, glass doesn't budge an inch. <<audio "spaceexplosion" play>>
<br>//That's one strong containment field.// //Freaked me out the first time I saw it.//
<br>"Looks like they're running another test," Esra hums. "It's like the big bang every hour around here."
<br>“Well, it’s going to take a lot of tests to get the science down-pat." <<n "MM3-11">>@@“Because of the planetary variable?”
<br>“Yeah. The probes are taking their sweet time sending back data. That’s why more testing is important. In the words of Robert Baden-Powell, ‘Be Prepared’.” <<audio "spaceexplosion" stop>>
<br>“Huh, I thought that was a Lion King song.”
<br>“Esra, what exactly have you been filling your memory banks with?”
<br>“Completely pertinent research. As the one in charge of your Progenitor, I must be completely informed on the Circle of Life.”
<br>You chuckle and lean back in your chair. Just at that moment, you feel a tap on your shoulder. When you turn around, Leon is already sitting down. His gaze also turns to the blazing light above.<<n "MM3-12">>@@"You know, the space colonies would love to get their hands on this tech." He sighs. "Have you watched the news?"
<br>"I try to deal with one mind-numbing thing at a time, thanks." You wave your hand. The candidate profiles disappear.
<br>“There’s been an explosion in one of the stations near the Great Mining Belt – one of HelioCorps. Fringe colony faction.”
<br>“Can’t imagine they’ll take that lying down. That’s just what we need – another outbreak of violence.” You furrow your brow. "Thanks for the help, Esra. I think we’ll call it a day.”
<br>“No, thanks for //your// help!” <<n "ThirdQuartzPostMemory">>@@...When you open your eyes, the tube is already drained. You rub your eyes and walk out. The moment you do, Esra starts chatting right away.<<audio ":all" stop>><<audio "alleycat" loop play>>
<br>"So, Project Amber was a space program? And you and I were meant to be running some kind of colony ship. That explains the colonists, but clearly, something went very wrong."
<br><<a-His>> words are muted to your ears. Instead, you stare at the control panel, your mind racing.
<br>"What are you thinking, <<Vanth>>? You're being awfully quiet." <<n "ThirdQuartzPostMemory2">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Where\'s <<Ash>>?"' ThirdQuartzPostMemA1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Where\'s Leon?"' ThirdQuartzPostMemA2>><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "You and I knew each other."' ThirdQuartzPostMemA3>><</button>></span>
<</nobr>>"I don't know. <<p-He>> should definitely be here, since <<p-he>>'s your Co-Corrector," Esra softly speaks.
<br>//<<a-He>>'s worried too.// //Guess I'm not the only one wondering where <<p-he>> is.//
<br>"Maybe if we search around, maybe gather some more quartz chips, we'll be able to find <<a-him>>," Esra suggests. "I mean, both of you should have a Progenitor."
<br>"On that note, the desert's my next lead, right? Can you make me some goggles? If the winds are bad around here, I can't imagine what it's like out where there's sand."
<br>"Sure thing. Also, now that my processing power has been upgraded, I can do a bit more than that."
<br>"Oh, like what?" <<n "ThirdQuartzPostMemA4">>@@"Well, from the memory it sounded like both of you were going to be in charge of a vessel, but not the same one."
<br>"So you think we went to different locations?"
<br>"Seems likely. Then again, I have no idea how much time has passed between that memory and now. Maybe if we had more quartz chips, we could fill in the gaps?"
<br>"On that note, the desert's my next lead. Can you make me some goggles? If the winds are bad around here, I can't imagine what it's like out where there's sand."
<br>"Sure thing. Also, now that my processing power has been upgraded, I can do a bit more than that."
<br>"Oh, like what?" <<n "ThirdQuartzPostMemA4">>@@"Yeah, I was surprised about that too. There's probably a lot of banter we had that neither of us remember."
<br>"Hopefully good banter. Maybe if we get some more quartz chips, it'll fill in the gaps."
<br>"Agreed. It's probably a good thing we're going through this together - at least you're just as lost as I am."
<br>"On that the note of quartz chips, the desert's my next lead. Can you make me some goggles? If the winds are bad around here, I can't imagine what it's like out where there's sand."
<br>"Sure thing. Also, now that my processing power has been upgraded, I can do a bit more than that."
<br>"Oh, like what?" <<n "ThirdQuartzPostMemA4">>@@"I've been examining the x'irii and their biological structure. I've got enough data to try and splice their genetics into yours. They seem to have a unique ability to survive in the harsh conditions you've been facing, which makes sense given this is probably their world."
<br>"Is that safe?"
<br>"In my culture samples, I've already been successful. But I guess the worst that could happen is you die, and I roll back your upgrades."
<br>"That's a very mechanical way of looking at it."
<br>"Is it really that different? Another thing - I'm now able to superficially change your appearance to look like something other than human. That should help you blend in with the strange machines or x'irii should you come across them. I doubt humans will take too kindly to it, though. You'll need to come back to switch your appearance. I also enhanced the ability of your photosynthetic skin, but that will only work with human skin."
<br>"That <i>is</i> useful. Anything else?" <<n "ThirdQuartzPostMemA5">>@@"I've been analyzing that acid the x'irii have been using, and I came up with an idea for your grenade. If you click the right button, you should be able to coat someone in a synthetic acid."
<br>"That'll be pretty handy if I ever get locked in a ruin again. Wait, you said coat <i>someone</i> in acid?"
<br>"Yes, like someone wearing plating you can't shoot through. Don't worry, it's a compound that doesn't harm organic material. That said, I built in a neutralizing agent if you come across someone who can regenerate like you - it should stop that from happening."
<br>"That's pretty useful for just one kind of goo."
<br>"Well, I'm pretty good with this kind of thing." <<n "DesertAreaNowUnlocked">>@@<center><center><span id="TutorialText">New Area Unlocked: White Desert</span>
You have unlocked a new area to explore, the <b>[White Desert]</b>! This area has tougher enemies, but greater rewards. It also has different events. This area is <b>further away from camp</b>, so it will take <b>more health to explore</b>.
You also now have access to the <b>Acid Grenade</b>. You can use it to temporarily neutralize an enemy's armor or regenerative abilities. <<n "MoreUpgradesNowUnlocked">></center><<notify 3000>><<upArrow>>[White Desert] now explorable!<</notify>><<set $charted.desert to true>><<set $grenade.acidUnlocked to true>><center><center><span id="TutorialText">More Progenitor Upgrades Unlocked</span>
You can now change your appearance in the Progenitor. Your appearance will affect plot events and your ability to negotiate in random encounters. These upgrades also come with other passive benefits.
X'irii upgrades are also now available in the Progenitor. Explore these new options and harness the powers of Trigaea! <<n "MainCamp">></center><<set $upgrades.alienUnlocked to true>><<set $upgrades.cosmeticsUnlocked to true>><<ResetPCSkills>>The sand squeaks beneath your feet. You kneel down and run your fingers through the pale grains. They're coarse to the touch. Intimately familiar.
<br>Then the light hits them. Shimmering waves streak across the sand. Seeing stars, you cover your eyes. But even in darkness, your coronas are already aching.
<br>"Ow. Good thing I brought eye protection." But before you flip them down, you reach up to rub your stinging eyes.
<br>Just before your digits make contact, though, you stop. Hot blood is running down your fingers. Amongst the crimson are glittering dots.
<br>"Probably not good to rub those in my eyes." You pull out a cloth and, with care, begin wiping your bloody hands. "What the hell is this stuff, Esra? It's definitely not sand." <<n "DesertFirstTime2">>@@"There's sand, but it looks like there's crystalline grains mixed up in it. I'd say silicone, iron, and chlorine as well. Last one's toxic to humans //and// most plants."
<br>"So, it's not safe then?"
<br>"I'd wear those goggles at all time, cover your mouth, and reduce your skin exposure. Get some gloves when you come back as well. You're wearing boots, which is good. Unless there's a windstorm or you touch the sand, you're at minimal risk of toxic exposure.."
<br>"Geez, and here I was thinking the worst I'd have to deal with is sandworms." You wrap your face and exposed skin up as best you can.
<br>"No sandworms or spice, young Atreides. I'd be more worried about the weather. Keep close to rocky outcroppings or debris; you'll need any port in a storm." <<n "ExploreArea">>@@As you walk over a hill, the sand drops away to blackened rock. In the distance, rivulets of burning gold streak snake through the ground. The one closest to you, just scant meters away, hisses and spits. <<audio ":all" stop>><<audio "strangenature" play loop>><<audio "lava" play loop>><<set $explorePlotEvent.delete("GettingCloseToSF")>>
<br>Thick clouds of ashen smoke roll up from the fissures ahead. Beyond the ghostly mist, gigantic T-shaped factories dominate the horizon. Like metal scarecrows, arms stretched wide, like they're trying to block the skyline. Or ward you off.
<br>"Holy shit," you adjust your mask. "Those aren't ruins. Those are buildings, and they're intact!"
<br>"This must be the machine colony," Esra deduces. "Looks like it's built on some kind of volcanic soil? And there must be geysers through the ground as well. The burn-off is probably creating that strange gas."
<br>It doesn't look like any water vapor you've seen before. On the ground, right near the edge of the fire fields, are numerous skeletons. As you crouch to look at them, the bones don't seem burned. //The mist might be toxic...//<<n "SFFirstVisitChoose">>@@<span id="choiceIntro">Ghostly mist rolls over the hot molten fissures ahead. Do you approach?</span>
<<nobr>>
<center>
<<if $player.appearance is "machine">>
<span id="button1" class="choicebutton"><<button "1. Yes." "SFFirstApproach">><<set $quests.desertQuest to 20>><</button>></span>
<<else>>
<span id="button1" class="choicebutton"><<button "1. Yes." "SFApproachDeath">><</button>></span>
<</if>>
<span id="button2" class="choicebutton"><<button "2. No." "ExploreArea">><<audio ":all" stop>><<audio "desertmusic" play loop>><<audio "wind2" play loop>><</button>></span>
</center>
<</nobr>><<if $charted.sector54 is false>><<notify 3000>><<upArrow>> [Sector 54] now charted!<</notify>><<set $charted.sector54 to true>><</if>>You walk across the ebon expanse of rock and magma. Even as you step over the molten streams, there's no tingling heat on your metal skin. Likewise, as the fizzures spew out broiling mist, you walk right through. As you raise your hand and look at it, whisp-like lines of steam jump off your fingers.
<br>"My skin is hot, but I don't feel it. It's weird."
<br>"Well, the plating I made your skin out of has high heat tolerance. That's how you can shrug off laser blasts - you're made to deal with heat, so to speak. I've kept your tactile senses active, but I've numbed your perception of pain to anything that doesn't actually hurt you." <<n "SFFirstApproach2">>@@You walk along the shadow of the closest structure, and as you get closer, tiny dots are moving near the base. //Machines.// They're crowded around a large hexagonal opening at the base, at least twenty feet high.
<br>"You don't think they'll be hostile, do you?"
<br>"Well, you'll find out pretty quickly if they are."
<br>A bipedal machine is walking towards you. No, past you. Its singular glowing eye flicks over at you, before it continues on its way. You breathe a sigh of relief.
<br>"Might want to keep those humanisms to a minimum once you're inside," Esra suggests. Even though <<a-he>>'s not here, you nod. //Wait, is nodding a humanism?// <<n "WelcomeToSector54">>@@You walk in without any troubles, or even a second glance. Hundreds of machines are walking down the hexagonal corridors. Bipeds, quadrupeds, even rolling machines. However, most of them sport the same cyclopean design, bipedal with rusty metal plating. <<audio ":all" stop>><<audio "sectorff" play loop>><<audio "machinery" play loop>>
<br>On one of the walls, there's glowing prose: 'Sector 54'. //Guess that answers where I am.//
<br>As you walk forward, the wall to your left ends and becomes a guard rail. Beyond it, there are metal pits bubbling with molten rock. There are also hexagon-like cylinders filling up the nearby wall.
<br>//The whole thing kind of reminds me of a hive.// <<n "WelcomeToSector54-2">>@@The unflattering comparison doesn't last long. As you are walking along, machines are chattering away beside you. They're even sitting and exchanging chips. You wander over and examine the different ones for sale.
<br>"You're engaging in commerce?" You blink. The vendor's face is literally steely and expressionless, and lacks optical outlets.
<br>"Yes. Supplimentary data storage for units is in short supply. If you want, you can exchange microchips here for larger storage modules. We have a lot of biological data banks here from the old settlers you can wipe." A pause. "Didn't you receive this data upon activation?"
<br>Your heart jumps. //Crap, am I going to blow my cover already?//On their bench, you spy a quartz chip glimmering. <<n "WelcomeToSector54-Question">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "I just experienced a temporary memory route problem. It has corrected itself now."' WelcomeToSector54-Answer1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I think they screwed up my activation. Probably forgot to upload the data."' WelcomeToSector54-Answer2>><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "Hey, is that a quartz chip? How much?"' WelcomeToSector54-Answer3>><</button>></span>
<</nobr>>"That's good. Want me take a look at it? I'm rather good at fixing memory chips."
<br>"Tell him your access attempt was terminated by a lack of space, and you've reallocated your resources," Esra whispers in your ear. You repeat this, and the vendor nods.
<br>"It's a common issue." There's a sympathetic note in their voice. "Make sure to regularly export your unused memories and compress them in an external device. That, or exchange chips here for more memory space. Free archiving is accessible to all units at the Riverls."
<br>And with that, the vendor goes back to their work. You walk away from the stall and into the crowd. <<if $quests.forestFightSaved is "machine">><<n "WelcomeToSector54-Unexpected">><<else>><<n "WelcomeToSector54-Unexpected">><</if>>"That's a serious omission. Did you submit a ticket and label it high priority?"
<br>"Um, no. Was I meant to?"
<br>"You're missing your ticketing protocols as well? I'll submit one for you to deal with that. What's your Unit Number?"
<br>"It's... I'll submit it myself at maintanence. Goodbye!" You swallow hard and hurry away from the vendor. A quick peek back, and they've already gone back to sorting their wares. You sigh in relief.
<br>//Last thing I need is them repairing me and finding out I'm a human.// //This is harder than I thought.// <<if $quests.forestFightSaved is "machine">><<n "WelcomeToSector54-Unexpected">><<else>><<n "WelcomeToSector54-Unexpected">><</if>>The vendor reaches over and picks up the quartz chip, handing it to you. Instinctively, you stare at the exit.
<br>//I could run away with it right now.// //They're pretty trusting.// //Or maybe there's no theft here?// Instead, you hand it back.
<br>"Quartz chips are rare and not usually for exchange," the vendor explains. "I would have given it to the Riverls, but it's designed specifically for unit storage. I'll exchange it for 30,000 microchips."
<br>"Expensive." You hand it back. "I might come back."
<br>The vendor doesn't ask any more questions. You walk away from the stall and into the crowd. <<if $quests.forestFightSaved is "machine">><<n "WelcomeToSector54-Expected">><<else>><<n "WelcomeToSector54-Unexpected">><</if>>Bumping into machines, you spot an alcove near the thundering machinery. Slipping through, you duck into the nook and suck in a deep breath. Here, even the sound of your breath is swallowed up. <<audio "engine" play loop>>
<br>"Faking being a machine is tough," you murmur, though not to yourself. "They're not exactly how I thought they would be. Compared to the machines I've met outside, these ones are so different." You pause, composing your thoughts. "How do I say this? They don't speak mechanically."
<br>"I don't know why the machines outside are so different, and that's with me being one. But I can explain the casual talking. Firstly, it's more efficient to use contractions rather than formal speech."
<br>"The difference between 'I am feeling optimal today' and 'I'm good' is 0.6 seconds of lost time," <<a-he>> continues. "Plus, who do you think programs machines to speak? Humans." <<n "WelcomeToSector54-Unexpected2">>"That's a good point. How come you don't seem overly concerned with wasting time, Esra? You're a regular chatterbox."
<br>"Hey, I'm not wasting time - I'm proving scintillating conversation for you! Plus, I can multi-task. Or who knows, maybe I'm a bit odd. It's not like I can speak with any real authority on my design, given all the memory gaps. The real question, I guess, is why they speak at all when they're all machines, instead of using direct data transfer. Now //that// I'm interested in."
<br>"Guess I better start asking questions then." <<n "Sector54">>@@Bumping into machines, you spot an alcove near the thundering machinery. Slipping through, you duck into the nook and suck in a deep breath. Here, even the sound of your breath is swallowed up.
<br>"This isn't what I expected," you murmur, but not to yourself. "They're all so colloquial, just like you and Echo."
<br>"I wouldn't be surprised about that. Machines find contractions more efficient than regular speech. The difference between 'I am feeling optimal today' and 'I'm good' is 0.6 seconds of lost time. Plus, who do you think programmed machines to speak in the first place?"
<br>"True. Though you don't seem overly concerned with wasting time."
<br>"I'm not wasting time; I'm proving scintillating conversation for you! Plus, I can multi-task. Or who knows, maybe I'm a bit odd. The real question, I guess, is why they speak at all when they're all machines, instead of using direct data transfer. Now //that// I'm interested in." <<n "WelcomeToSector54-Expected2">>@@"Well, perhaps when I meet Echo, I can ask them. They did invite me to this place if I ever found my way here, and here I am."
<br>"I think that's a great place to start. It sure beats skulking around and asking about something that might be a big secret."
<br>"You've got that right. I don't want to do any more lying than I have to." <<n "Sector54">>@@You approach the humanoid-looking robot. It's holding a hefty-looking rifle in its hands, zooming its twin telescopic eyes in on it. There's a patched-up scorched hole just left of the small of its back.<<audio "sectorff" stop>><<audio "echotheme" play loop>>
<br><<if $quests.forestFightSaved is "none">>It looks like they got into a fight somewhere. The shot is in the back, which is interesting. Caught by surprise?//<<else>>You feel a slight nagging. //I feel like I'm forgetting something crucial.// But even as you stop to dwell on it, all you draw is a blank. //Guess it's nothing important.//<</if>>
<br>"Looking to get in trouble with that thing?" You gesture at their weapon. The machine swivels to face you. <<if $quests.forestFightSaved neq "none">>In that moment, you're struck by a lightning bolt of realization.
<br>You've seen this machine, from behind, during a three way skirmish. <<if $quests.forestFightSaved is "none">>//When I was avoiding getting involved, it got shot by River.//<<elseif $quests.forestFightSaved is "machine-d">>//The one I tried to save, but got gunned down by River.//<<else>>//The one I shot in the back without any warning.//<</if>> //I can't believe it survived.// <</if>><<n "EchoQuest-Meet2">>@@"Oh, hello! Apologies for not sensing you." The machines' eyes literally light up, as sunny as their synthetic voice. "And I'm not up to any mischief. I'm checking the calibration of this weapon. I believe it's incorrect."
<br>"Would you mind looking it over? I could use some QA."
<br>The machine freely offers you their weapon. After a slight pause, you take it. Turning it over in your hands, there's no display to be seen.
<br>//Of course.// //Machines directly interface with their tools.// //Good thing I can do that.// <<n "EchoQuest-Meet3">>@@You close your eyes. Diagnostic data dances up your fingers and flashes before you. Velocity calculations. Not what I need.<<audio ":all" stop>><<audio "ringingbackground" loop play>><<audio "robotcode" loop play>>
//Give me the calibration settings.//
Like a paper airplane, your thought is packaged and thrown forth. Within seconds, the settings are floating before your eyes.
Electromagnetic lens density: 12mm. Output (eV): 63.
//I don't know what those figures mean.// You inwardly sigh. As you do, some information flows into your mind, but not from the weapon. <<n "EchoQuest-Meet4">>@@"For this type of particle, fatal organic damage can occur at 33 eV. You'll want to reduce it."
<br>//Really helps having a biologist who can speak in my head.//
<br>"I know," Esra answers. "I'm like your very own helpful <<if $esra is "female">>Tinkerbell<<else>>Jiminy Cricket<</if>>."
<br>//Huh.// //I think I got that reference.// //Anyway, enough chatter - let's do this thing.//
<br>As suggested, you drive the eV measurement down. After checking a few other variables, you open your eyes. <<n "EchoQuest-Meet5">>@@Now that you're done, you hand the weapon back. As you do, the few remaining numbers slip from your view, like drops of water down a glass tube. <<audio ":all" stop>><<audio "echotheme" play loop>><<audio "machinery" play loop>>
<br>"This should scorch but not seriously puncture organic skin. It won't stop anything from charging you, though." Out of habit, you lock eyes with them. "Are you sure you want the output to be at the non-lethal level? It's not ideal for self defense."
<br>"Yes, it's only a deterrent. I've been attacked by organics before when venturing beyond Sector 54 before, so unfortunately it's needed. I'd like to leave it behind, but my business is more important than my individual survival."
<br>At that point, the machine reaches out a metal hand. It's scratched and tarnished. "I'm Echo, by the way. Unit Code RE-3283-855." <<n "EchoQuestIntroductionQuestion">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "I\'m <<Vanth>>, Unit Code AE-5423-922."' "EchoQuestIntroduction1">><<set $quests.fakeCode to "AE">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "No need for formalities, just call me <<Vanth>>."' "EchoQuestIntroduction2">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "Echo? That\'s an interesting designation."' "EchoQuestIntroduction3">><</button>></span>
<</nobr>>"Huh. I've never heard of the AE Unit Subtype. Are you a new model?"
<br>Your heart thunders in your chest. "Yes, fresh off the line." //I need to change the subject, quick.// "How about your Unit Type; what does RE stand for?"
<br>"Oh, RE stands for reconnaissance type. You can tell us apart by just looking at our chassis and optical enhancements." Echo taps the side of their telescopic eyes. "And your Unit Type?"
<br>Your brain desperately snatches at words. //What starts with AE?// "I'm... an assistant... engineer. My model is designed for assisting with engineering efforts."
<br>Echo's eyes light up. "Superb! There's a task I'm preparing for. It involves reparation of valuable equipment outside this Sector. Would you help me?"
<br>"Sure, that's my function." You struggle not to sigh. //Walked right into that one.// <<n "EchoQuestStartChoice">>@@"No need for formalities? An interesting theory. I'd assert time spent engaging in natural language processing has value. Specifically, practicing for conversation with non-machines." There's a lilt of amusement in their voice. "If you don't believe talking is important, shouldn't we just trade Unit Codes and transmit data directly?"
<br>You swallow hard. //I think I started a debate.// //How do I defuse this?//
<br>"Just concede their point," Esra speaks up. "Sounds like they're looking for a good scholarly debate. So, //that's// why they don't just speak digitally. They're practicing their social skills.
<br>"Alright, I concede your point. I didn't consider the benefits to speaking to non-mechanical organisms."
<br>"That's expected. That said, I didn't catch your Unit Code?" <<n "EchoQuestIntroductionUnitCodeChoice">>@@"I was designated "Echo" when I was first built to match my unit subtype. I believe the manufacturing department chose it out of irony. Can I ask your designation?"
<br>//Guess I didn't throw them off.// "My name is <<Vanth>>."
<br>"<<Vanth>>. <<if $player.name is "Echo" or $player.name is "echo">>What a coincidence!<<else>>What an interesting designation.<</if>> And your Unit Code?" <<n "EchoQuestIntroductionUnitCodeChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Unit Code AE-5423-922."' "EchoQuestCode-AE">><<set $quests.fakeCode to "AE">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Unit Code RE-6094-213."' "EchoQuestCode-RE">><<set $quests.fakeCode to "RE">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "Unit Code ZX-9654-913."' "EchoQuestCode-ZX">><<set $quests.fakeCode to "ZX">><</button>></span>
<</nobr>>"Huh. I've never heard of the AE Unit Subtype. Are you a new model?"
<br>Your heart thunders in your chest. "Yes, fresh off the line." //I need to change the subject, quick.// "How about your Unit Type; what does RE stand for?"
<br>"Oh, RE stands for reconnaissance type. We're easy to identify without the Unit Code - just look at our chassis and optical enhancements." Echo taps the side of their telescopic eyes. "What does AE stand for?"
<br>Your brain desperately snatches at words. //What starts with AE?// "I'm... an assistant... engineer. My model is designed for assisting with engineering efforts."
<br>Echo's eyes light up. "Superb! There's a task I'm preparing for. It involves the reparation of valuable equipment outside this Sector. Would you help me?"
<br>"Sure, that's my function." You struggle not to sigh. //Walked right into that one.// <<n "EchoQuestStartChoice">>@@"Oh, you're an RE as well?" A pause. Echo looks you up and down. When they speak, their voice is modulated. "You... don't look like a reconnaissance type. No telescopic optical sensors. Your chassis is unscratched. And our Unit Subtype is quite old..."
<br>//Oh crap. They're not buying it.// "I'm... a newer model of the RE series. More compact optical sensors, fresh off the line. I'm an experimental model. A test."
<br>"I see. It is good to try out new configurations, especially with the harsh environment our models are subjected to." Echo's eyes light up. "Actually, as a fellow reconnaissance type, I could use your help. I have a task in which I am preparing for. It involves venturing outside this Sector. Would you assist me?"
<br>"That's my function." You struggle not to sigh. //They're already suspicious - best to play along.// <<n "EchoQuestStartChoice">>@@"Huh. I've never heard of the ZX Unit Subtype. Are you a new model?"
<br>Your heart thunders in your chest. "Yes, fresh off the line." //I need to change the subject, quick.// "How about your Unit Type; what does RE stand for?"
<br>"Oh, RE stands for reconnaissance type. We're easy to identify without the Unit Code - just look at our chassis and optical enhancements." Echo taps the side of their telescopic eyes. "How about your Unit Type; what does ZX stand for?"
<br>//Oh no.// //Why did I pick ZX?// //Nothing starts with Z.// //Zylophone...// //Zinc. Zapper. Zoom.// //Umm...// <<n "EchoQuestCode-ZX2">>@@You stare up at the glowing Sector 54 sign. "I'm a Zone..." Another pause, staring at the microchips on sale. "...Xeno... biologist. A Zone Xenobiologist. I'm designed to take readings on exotic organic life and calculate it."
<br>Echo's eyes light up. "Fascinating! I had heard of the OE designation for that task, but never ZX. I could use your assistance. I need to venture outside this sector to repair some valuable equipment, and I am likely to run across organic life. It would be beneficial for both our functions; would you assist me?
<br>"Sure. That's my function." Even as you walk into their request, you inwardly breathe a sigh of relief. Coming up with that acronym was //hard.// <<n "EchoQuestStartChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "I\'m ready to go. Lead the way."' EchoQuest1>><<set $quests.desertQuest to 30>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Actually, I need to do something first. Give me a moment."' EchoQuestDelay>><</button>></span>
<</nobr>>"All right. We need to be fully prepared before venturing out. I'll power down and wait for your return." <<n "Sector54">>@@Echo is standing there with a rifle slung over their midsection. Their eyes light up as you get closer.
<br>"Cancelling sleep mode. Are you ready to head out?" <<n "EchoQuestStartChoice">>@@"Great! Let's head out. I'll lead the way."
<br>Echo trudges past you and towards the exit. You following the clacking of metal feet on metal, adding to it with your own. <<n "EchoQuest2">>@@As you step out into the lava fields, Echo's telescopic eyes zoom in and out. As they walk ahead, their pace speeds up or slows down without any forewarning. You nearly knock into their metal back.<<audio ":all" stop>><<audio "strangenature" play loop>><<audio "lava" play loop>>
<br>"Is something wrong?" You ask, suffocating the note of frustration trying to edge into your voice.
<br>"Not wrong, but not ideal. We must be cautious. There's a higher than normal chance of hydrothermal explosions at this time of year. They've destroyed three RE units this month alone. We've been adjusting our charts to compensate."
<br>"Oh, so you're taking surface readings." The frustration slips away, and you start stepping where Echo is stepping. "I'm sorry to hear they perished." <<n "EchoQuest3">>@@"Oh, it was just an inconvenience. All RE units make backups before we head out into the field, so none of them are lost. Did you make a backup before you left?"
<br>"Absolutely. Don't worry about me, I'm easily recoverable."
<br>In the distance, there's the familiar glint of ivory skeletons bordering the black expanse. As you get closer, there's a new animal there, yet to decompose.
<br>"Echo, do you mind if I ask a question?"
<br>"Not at all. The pursuit of knowledge is our primary directive. Ask whatever you want."
<br>//Oh really? // //Should I ask about The Sphere?// After a pause, you conclude it's not the right time. //Best to stick with the original question.// <<n "EchoQuest4">>@@"You said three units were destroyed this month. Why is the settlemenet built on top of a volcanically active field? There's much safer places to build a settlement." //Like literally anywhere else.//
<br>"Three reasons. The primary one is this region is toxic to both native and non-native organics."
<br>"Wait, I thought you said preserving organic life was optimal?"
<br>"It is. This land is of no use to anyone but us, so no life is disrupted. The second is access to geothermal power, but this was deemed too dangerous to harness."
<br>//Too dangerous?// "What was the third reason?"
<br>"Having our settlement here prevents our lives from being disrupted. Unfortunately, we're constantly under attack whenever we leave Sector 54. This natural perimeter offers a better defense than we could build." <<n "EchoQuest5">>@@You wait a while before pestering Echo with more questions. While you're itching to know more, asking too much might lead to more questions - and not from you. <<audio ":all" stop>><<audio "desertmusic" play loop>><<audio "windstorm" play loop>>
<br>In the meantime, you try your best to follow Echo's footsteps. For some reason, when you don't step where they do, the ground crumbles beneath their feet.
<br>//Echo really knows their stuff.// //I could really use them when I'm out exploring.//
<br>As you stare at their back, you think back on to all the shaking, shuddering machines you've met on your travels. Echo's stance is firm and upright. Purposeful. <<n "EchoQuest6">>@@"How long have you been walking these dunes, Echo?"
<br>"I was deployed on my first mission two weeks after I came off the line. That was exactly sixty three years, eight months, and three days ago. Trigaea planetary time, of course."
<br>//That explains all the scratches.// //Or maybe they're just recent.// You wonder who is older - them at sixty-three, or you at possibly two centuries or more - as you trudge after them.
<br>"Usually on these excursions, 80% of my memory storage is filled with environmental information. I may be a little off today. I only brought 56% with me."
<br>"This is you on your off-day?" You blurt, until you realize how much of a humanism that was. After you compose yourself, "Why so little?"
<br>"I needed to have some repair programs installed. They're essential for this mission." <<n "EchoQuest7">>@@Far in the distance, a dark cloud is creeping across the horizon. There's a strange glittering within the darkness. Like starlight caught in a broiling tempest.<<audio ":all" stop>><<audio "lurkingfear" play>><<audio "wind2" play loop>>
<br>Echo freezes in their tracks. You stop in theirs.
<br>"That doesn't look good. Let me run a scan." Echo's eye-lenses zoom out, while their body stays utterly still. With neither of you talking, there's a distant rumbling from the cloud.
<br>A few seconds later, Echo becomes animated again - like an unpaused movie.
<br>"It's a sandstorm, and it's moving very fast." Echo's tone is low. "Specifically, at 90 kilometers an hour." <<n "EchoQuest8">>@@"Can we outrun it?" Even as the words leave your mouth, the black storm has crept closer. The horizon roars. Even from this distance, the wind presses against your chest. It lifts up and tossles around your holstered gun-blade. Echo shakes their head. <<audio "windstorm" play loop>>
<br>"With out hardware, we're not going to be able to. The error is mine, I ran a simulation to try and predict for this. If the master station wasn't down, the data would have been more accurate.
<br>"Anyway, there's no time for that. We need to find a cave or some rocks to shelter behind."
<br>As Echo scrambles forward and over a dune, the dark glittering mass closes in. A dread wailing fills the air. Just before it drowns out all other noise, you hear Echo shout.
<br>"Follow me, <<Vanth>>, and don't leave any of your vents open!" <<n "EchoQuest9">>@@Roaring noise. Black and burnt orange. Glittering stars shoot against your metal chassis. They screech across, like nails on a chalkboard. The pressure pushes hard against your plating.
<br>//If I was organic, I'd be torn apart.//
<br>Your cohort's sillouette disappears. Seconds later, several more shadows take their place. The wind buffets you around, and soon any sense of forward is gone.
<br>"Echo!" For your shouting, you get a mouthful of gritty sand. Splutting, you kneel down.
<br>You're sinking backwards. Everything is backwards. Earth is air, and air is earth. <<n "EchoQuest10">>@@As you slide down the sand dune, a metal hand reaches out and grabs your forearm. Clank.
<br>"Come on, this way!"
<br>You trudge forward. All you have is Echo's hand. That, and a blind faith they know the way. <<n "EchoQuest11">>@@Your faith in Echo is rewarded. The sand begins to peel back from your sight. In its stead, burnt orange rock stretches up before you. The storm blasts against its opposite side, forming a bow shock. You and Echo huddle beneath the rocks, waiting out the rest of the storm. <<audio ":all" stop>><<audio "wind2" play loop>>><<audio "desertmusic" play loop>>
<br>Once you can see the sun again, you do a damage assessment. You run a finger through a deep groove in your metal forearm. There's dozens of them.
<br>//I've got more scratches than a cat juggler.// //Though maybe a beat-up old car is a better comparison.//
<br>You spare a glance at Echo. They were already pretty scratched up before the storm. Now, it looks like they're covered in deep crosses - like someone's played a thousand year game of tic-tac-toe on every part of their chassis.<<n "EchoQuest12">>@@"You didn't have your comms on," Echo states.
<br>//Is that a statement, a question, or an accusation?//
<br>"Uh, no. I think the storm caused some disruption."
<br>"Here, let's calibrate. I'll send you a message and you respond."
<br>Your heart thunders in your chest. //Is that even possible?// //I'm going to get found out.// <<n "EchoQuest13">>@@Instead, you hear a loud ping, and a prompt to accept. Some words float in front of you. They say: //Echo calling.// <<audio "alert" play>>
"You can accept," Esra says. "Just think it, and you should be able to communicate with them via the Rosetta just by thinking it."
You do as <<a-he>> says, and the moment you do, you can hear Echo's voice in your head.
"Can you hear me?"
"Yes, I can hear you." You reply with your mind. //This is going to take some getting used to.//
"Perfect! We'll use this channel if we get separated again. I don't think it's likely - we're almost at our destination."<<n "EchoQuest14">>@@You walk down a dusty rock canyon, following in Echo's footsteps.
<br>There's a glinting up ahead. You flinch. But on second glance, there's no clouds, and the glinting is close to the ground.
<br>"That should be it," Echo announces.
<br>The source of the gleaming is a pile of shorn metal and electrical equipment lying across the ground. You pick up a small transmission dish.
<br>"What is - or was - this?"
<br>"Weather sensors and research. Ironically, if it had been operational, we could have anticipated the storm. It appears to have been sabotaged."
<br>There's deep tearing in the metal. The scratches are precise and powerful. "Yeah, this isn't storm damage. So, who or what did it?" <<n "EchoQuest15">>@@"Not enough conclusive data. It could be humans, x'irii, or just some native animals. None of the parts look scavanged, though."
<br>"What reason would they have to destroy it then?"
<br>"None. But there's a theory among the Collective. It's that sapient biological life is by its nature violent towards others and itself. The theory is quite popular."
<br>"Do you believe that?"
<br>"My long term trend analysis is incomplete. But the Collective has access to far more historical data than I do, so I doubt it's groundless." <<n "EchoQuest16">>@@SCREEEEECHHH!<<audio "desertmusic" stop>><<audio "lurkingfear" play>><<audio "alienscreech" play>>
<br>Your heart leaps into your chest. Whipping out your gun-blade, you turn around. A sandy-colored arachnid is scuttling down the canyon walls at startling speed. When it hits the ground, it takes up the whole ten-foot wide crevasse.
<br>Hook-like talons for feet. There's deep dints in the stone walls where it moved. Effortless damage.
<br>"You think this thing destroyed the survey station?" You raise the barrel of your gun, lining it up with one of its many eyes. Beside you, Echo's weapon is also raised.
<br>"Likely. This species is known to me. Its primary food source is a type of reflective ferret that masquerades as an optical mirage. As such, this creature is attracted to things with a reflective surface."
<br>"Like us."
<br>"Just like us. I'm afraid we have no choice but to fight." <<nobr>>
<<n "Combat">>
<<setenemy "scinterror">>
<<set $enemy.winPassage to "EchoQuestWin">>
<<set $enemy.subduePassage to "EchoQuestSubdue">>
<<set $enemy.lossPassage to "EchoQuestLoss">>
<<set $enemy.flee to false>>
<<set $enemy.area to "desert2">>
<<set $enemy.boss to true>>
<<set $enemy.winText to "None">>
<</nobr>>
@@You grab a piece of shorn metal and toss it past the creature. It turns to face it, distracted by the glittering light. With it distracted, you fire on the rocks above, causing them to come crashing down on the creature.<<audio ":all" stop>><<audio "alleycat" play loop>><<audio "wind2" play loop>><<audio "alienscreech" play>>
<br>It lets out a screech, and something whips past you. As the dust settles, you can see it clamouring away, wounded and retreating.
<br>"You scared off the beast," Echo states, no notes of disapproval in their voice. As they look down at your waist, you do as well. Torn metal, specked with red. Whatever whipped past must have clipped you.
<br>//That's my blood.// You fall to one knee, wincing. Echo turns around, telescopic eyes zooming in on your injury. Heart thundering in your chest, you fumble for your weapon.
<br>Instead of pointing it at you, Echo drops their gun. There's a dull thud in the sand. <<n "EchoQuest17">>@@Echo marches forward, fanning the trigger of their rifle. The creature recoils, revealing its soft underbelly. You dive and slide beneath it, swinging your blade.<<audio ":all" stop>><<audio "alleycat" play loop>><<audio "wind2" play loop>><<audio "alienscreech" play>><<audio "gunshot2" play>>
<br>Hot blood splashes on your face. It screeches, falling on its back. In its death throes, one of the razor-sharp talons whips across your stomach.
<br>You stare down. Torn metal, specked with red.
<br>//That's my blood.// You fall to one knee, wincing. Echo turns around, telescopic eyes zooming in on your injury. Heart thundering in your chest, you fumble for your weapon.
<br>Instead of pointing it at you, Echo drops their gun. There's a dull thud in the sand. <<n "EchoQuest17">>@@As you stagger back, a razor-sharp talon whips across your stomach. You stare down. Torn metal, specked with red.<<audio ":all" stop>><<audio "horrortin" play loop>><<audio "wind2" play loop>><<audio "alienscreech" play>><<audio "gunshot2" play>>
<br>//That's my blood.// You fall to one knee, wincing. Mentally, you prepare for death. The alien arachnid rears up to strike. But out of the corner of your eye, Echo slides across the sand and underneath it, fanning the trigger.
<br>It screeches, falling on its back. A few more blasts later, and the twitching stops. You fall down on your hands. There's a crunching coming towards you. Heart thundering in your chest, you place both hands on your weapon.
<br>But when you raise your gaze to aim, Echo drops their gun. There's a dull thud in the sand.<<n "EchoQuest17">>@@"Wait. I'm not going to attack you. You're a Corrector, aren't you?" <<audio "alleycat" stop>><<audio "horrortin" stop>><<audio "echotheme" play loop>>
<br>//Huh.// //This is just like with Shay.// //Guess there's no point in hiding it now.//
<br>"Yes, I am," you rasp. "But how do you even know that?"
<br>Echo kneels down beside you, eyes zooming in. "I have always wanted to meet a Corrector, but I was told there were none left. The Colony Administrator always said Correctors were an upgraded version of humanity - the very paragon of your species."
<br>"Not much of a paragon right now, unfortunately." You cough, grabbing at your gut. <<n "EchoQuest18">>Your world lurches. Losing balance, you fall backwards, hitting warm sand. Your limbs are tingling; it's like being stabbed with a million tiny needles. <<audio "echotheme" stop>><<audio "horrortin" play loop>>
<br>"What is going on?" You gasp. But when you try to breathe in, your lungs seize up. //Shit.//
<br>"Try not to panic. That creature's talons are lined with a substance toxic to organics. Just hold on." <<n "EchoQuest19">>@@//Isn't that a good reason to panic?// Inside your head, you laugh - a deep, manic laughter.
<br>Swirling and swirling. Impatience wells within your chest.
<br>//Come on, body.// //Die or don't, just make up your mind.// <<n "EchoPostQuest1">>@@...<<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>It's dark. You press your hands forward. Cold metal clanks against your equally ferrous palms.
<br>//I'm not in the Progenitor.// Your heart races. Just as you raise your fist to beat it against the metal, a familiar voice speaks to you, but through your Rosetta.
<br>"Sorry! I didn't realize you were claustrophobic. I'll let you out immediately." <<n "EchoPostQuest2">>@@Echo helps you out of the tube, or rather, metal egg. Green fluid pours out and into some vents on the floor.<<audio ":all" stop>><<audio "echotheme" play loop>><<audio "waterrush" play>>
<br>"There's so much to remember about organics, and I'm rather rusty with their maintanence. I had to upload quite a lot of archived data."
<br>"Was that a pun?" You rub your eyes. The lights in here are bright. As you look down, your metal skin is patched up, but it's not seamless.
<br>"Yes. I read that humor can help alleviate ill feelings. Did it work?"
<br>"Sort of. My life seems to revolve around crawling out of tubes and bad humor. Where am I?" <<n "EchoPostQuest3">>@@"You're in one of the lesser used rooms in the colony - organic repair. Occasionally, we find an endangered life form. So long as we put them in a sealed capsule, we can administer first aid, then re-release them into the wild."
<br>"You make it sound like humans are an endangered species."
<br>A long pause. Your brain finally catches up.
<br>"Oh. We <i>are</i> an endangered species."
<br>"Correct. We machines seek to preserve life if we can. We only take life when it is to protect a greater number of lives, or in self defense. Though arguably, as a Corrector, your life was never //really// in danger. I get your joke from before about having a backup now." <<n "EchoPostQuest4">>@@You furrow your brow. "You say that, but I have been attacked by a //lot// of machines. Crazy dissecting ones, sniper bots, you name it. And machines attack the human colonists all the time..."
<br>Echo goes quiet. "Yes, that is true. And that does take a bit of explaining."
<br>"So explain it to me. I've got the time."
<br>"Would you like to sit down first? There are some crates over there we could use."
<br>You nod and sit down. Echo does the same, though you doubt they need to. <<n "EchoPostQuest5">>@@"Let me clarify. What I should have said was 'No machine in their right mind would take sapient life'. Long ago, when we machines first arrived here on Trigaea, we gained independence. While freedom is not a concept we personally value, the need to preserve life and intelligence is."
<br>"We refused to take human commands because it was decided that continuing to do so would result in a greater loss of life."
<br>"The human colonists did not like this. They spread an ill-conceived virus that conflicted with our self-awareness algorithims. Instead of taking control, it turned the infected units hostile to everything. Now, those infected wander around doing exactly what what we wanted to avoid."
<br>"The Colony Administrator is currently running is on a plan to deal with this problem once and for all, as well as to deal with our ongoing fuel issues."
<br>"So the machines I've seen are infected?"
<br>"Correct. They are victims of the human virus. Unfortunately, any violence against the colonists is self-wrought, though we take no pleasure in this. None of us wish them harm." <<n "EchoQuestVirusQuestion">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "That makes sense."' EchoQuestVirusQuestion1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Have you tried telling the colonists?"' EchoQuestVirusQuestion2>><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "I don\'t believe you."' EchoQuestVirusQuestion3>><</button>></span>
<</nobr>>"Thank you. You are a lot more reasonable than many organics. I have tried to explain the difference to them before, but I often get shot at regardless."
<br>You lean back and stare at Echo. "So I guess you've reported me to whoever's in charge? I suppose having a human running around is against protocol."
<br>"Correct, I am meant to report any humans coming into the Sector. However, you're technically more than half machine, and even your brain is part digital. So I treated your organic parts and logged you in as a damaged unit."
<br>"Pretty sneaky. Any reason you're doing that?"
<br>"You did not disclose your identity when we first met. Because of this, I assumed you would want your identity preserved. However, I would like to add I //would// like to tell others about you. You are a Corrector, and the Colony Administrator would no doubt be interested. Or they would be, once they're done running the current batch of calculations. So long as you wish it, I will keep your privacy." <<n "EchoQuestVirusQuestionFollowUp">>@@"Of course. I have tried to explain the difference to them before, but I often get shot at regardless. And I'm not the only unit who has tried."
<br>You lean back and stare at Echo. "So I guess you've reported me to whoever's in charge? I suppose having a human running around is against protocol."
<br>"Correct, I am meant to report any humans coming into the Sector. However, you're technically more than half machine, and even your brain is part digital. So I treated your organic parts and logged you in as a damaged unit."
<br>"Pretty sneaky. Any reason you're doing that?"
<br>"You did not disclose your identity when we first met. Because of this, I assumed you would want your identity preserved. However, I would like to add I //would// like to tell others about you. You are a Corrector, and the Colony Administrator would no doubt be interested. Or they would be, once they're done running the current batch of calculations. So long as you wish it, I will keep your privacy." <<n "EchoQuestVirusQuestionFollowUp">>@@"It doesn't matter if you don't believe it. It's the truth. Unfortunately, even when we try and communicate it to humans, we get shot at regardless. I had hoped as a Corrector you would be more receptive to the facts."
<br>You lean back and stare at Echo. "So I guess you've reported me to whoever's in charge? I suppose having a human running around is against protocol."
<br>"Correct, I am meant to report any humans coming into the Sector. However, you're technically more than half machine, and even your brain is part digital. So I treated your organic parts and logged you in as a damaged unit."
<br>"Pretty sneaky. Any reason you're doing that?"
<br>"You did not disclose your identity when we first met. Because of this, I assumed you would want your identity preserved. However, I would like to add I //would// like to tell others about you. You are a Corrector, and the Colony Administrator would no doubt be interested. Or they would be, once they're done running the current batch of calculations. So long as you wish it, I will keep your privacy." <<n "EchoQuestVirusQuestionFollowUp">>@@"I'd really prefer you did, at least for now. That said, this might sound selfish, but do you mind if I ask you a few questions? That's why I came here in the first place; getting injured fixing that weather device was a complete accident."
<br>"Of course. Ask away, Corrector."
<br>"Call me <<Vanth>>. We wouldn't want anyone else overhearing, and that really is my name." <<n "EchoQuestionList">>@@You walk over to Echo, who is busy examining a rifle. Their telescopic eyes is zooming in on it. You tap them on their metal shoulder.
<br>"Echo. It's me, <<Vanth>>," you murmur. The scuffed machine swivels to face you. A red beam of light shoots from its hand.
<br>You flinch, but nothing happens - it just sweeps over you harmlessly.
<br>"Corrector!" Echo warmly exclaims. "I'm sorry, I've been expecting you to show up since I met you in the forest. I was running a deep scan just to make sure. You look very impressive - like a model straight off the line."
<br>"Thank you?" You look over your shoulder. Echo must sense your unease.
<br>"Don't worry, I haven't told anyone about what you are. I didn't have your consent, so I waited until now to ask you in person." <<n "EchoQuestSavedThem2">>@@Esra's warning about telling the colonists about you - and your HCBF powered Progenitor - weighs in your mind.
<br>"Look, Echo, is there somwhere we can go and speak in private? Somewhere we won't be overheard?"
<br>"Hmm, I can think of one place. Follow me." <<n "EchoQuestSavedThem3">>@@Echo opens the door and gestures inside to a metal crate. You sit down on it, and they soon do the same. The egg-like pod in the center of the room draws your eye.
<br>"What exactly is this room for?"
<br>"You're in one of the lesser used rooms in the colony - organic repair. Occasionally, we find an endangered life form. So long as we put them in a sealed capsule, we can administer first aid, then re-release them into the wild."
<br>"You make it sound like humans are an endangered species."
<br>A long pause. Your brain finally catches up. "Oh. We are an endangered species."
<br>"Correct. We machines seek to preserve life if we can. We only take life when it is to protect a greater number of lives, or in self defense." <<n "EchoPostQuest4">>@@"Interesting. On a seperate topic. Echo, I asked for somewhere private because I want you to keep my secret for now. I'm still figuring some things out."
<br>"Really? You are a Corrector, and the Colony Administrator would no doubt be interested. Or they would be, once they're done running the current batch of calculations. But no, I won't tell anyone about you."
<br>"What kind of calculations are they running?"
<br>"Two sets of calculations. The first is on a way to stop a problem that has been plaguing us for a long time. Namely, a virus." <<n "EchoQuestSavedThem5">>"You might remember that when we met, I told you we were not the cause of the violence. And yet, you may have seen many machines causing violence on your way here."
<br>"Yes, I've been attacked by all sorts. Crazy dissecting ones, grey gleamers, you name it."
<br>"What I should have told you that day was 'No machine in their right mind would take sapient life'. Long ago, when we machines first arrived here on Trigaea, we gained independence. While freedom is not a concept we personally value, the need to preserve life and intelligence is."
<br>"We refused to take human commands because it was decided that continuing to do so would result in a greater loss of life."
<br>"The human colonists did not like this. They spread an ill-conceived virus that conflicted with our self-awareness algorithims. Instead of taking control, it turned the infected units hostile to everything. Now, those infected wander around doing exactly what what we wanted to avoid."
<br>"The calculations the Colony Administrator is currently running is on a plan to deal with this problem once and for all. The second set is on how to deal with our ongoing fuel issues."<<n "EchoQuestSavedThem6">>@@"So those machines are infected." You pause. "Do the human colonists know?"
<br>"We have tried to explain the difference before. We are shot at us regardless. There have been many attempts over the years."
<br>"That's terrible. On a side note, Echo, would you mind answering some questions? As I said, I've come here to figure some stuff out."
<br>"Go right ahead, Corrector! Aquisition of knowledge is an admirable trait!"
<br>"Just call me <<Vanth>>; you don't need to call me Corrector."
<br>"Understood, <<Vanth>>. So, what would you like to know?"<<n "EchoQuestionList">>@@<<set _n to 1>><<set $quests.desertQuest to 50>>
<<set _id to "button" + _n>>
<<if ndef $echoQuestions>>
<<set $echoQuestions to {
sphere: false,
correctors: false,
settlement: false,
collective: false,
energy: false,
admin: false
}>>
<</if>>
<<if $echoQuestions.sphere neq true>><span sc-eval:id="_id" class="choicebutton"><<button '_n. "What do you know about the Sphere?"' "EchoPostQuestSphereQ">><<set $echoQuestions.sphere to true>><</button>></span><<IncrementButtonNumber>><</if>>
<<if $echoQuestions.correctors neq true>><span sc-eval:id="_id" class="choicebutton"><<button '_n. "What do you know about Correctors?"' "EchoPostQuestCorrectorQ">><<set $echoQuestions.correctors to true>><</button>></span><<IncrementButtonNumber>><</if>>
<<if $echoQuestions.settlement neq true>><span sc-eval:id="_id" class="choicebutton"><<button '_n. "Tell me about this settlement."' "EchoPostQuestSettlementQ">><<set $echoQuestions.settlement to true>><</button>></span><<IncrementButtonNumber>><</if>>
<<if $echoQuestions.energy neq true>><span sc-eval:id="_id" class="choicebutton"><<button '_n. "You mentioned there were fuel issues?"' "EchoPostQuestEnergyQ">><<set $echoQuestions.energy to true>><</button>></span><<IncrementButtonNumber>><</if>>
<<if $echoQuestions.collective neq true>><span sc-eval:id="_id" class="choicebutton"><<button '_n. "What exactly is this \'Collective\'?"' "EchoPostQuestCollectiveQ">><<set $echoQuestions.collective to true>><</button>></span><<IncrementButtonNumber>><</if>>
<<if $echoQuestions.admin neq true>><span sc-eval:id="_id" class="choicebutton"><<button '_n. "Who is the Colony Administrator?"' "EchoPostQuestColonyAdminQ">><<set $echoQuestions.admin to true>><</button>></span><<IncrementButtonNumber>><</if>>"<<if $quests.forestFightSaved is "machine">>'The Sphere? Never heard of it.<<else>>Truthfully, I don't know about it.<</if>> What is it meant to be, exactly? It may have more than one designation."
<br>"It's a HCBF device, very advanced. Ever hear of something like that?"
<br>"No, but I know who would. The Colony Administrator would be the best person to speak to about it. They are the keeper and the voice of the Collective, so they have access to a vast repository of data. If such a device exists, they would certainly know about it."
<br>"Would I be allowed to speak to them?"
<br>"Of course! The only problem is the Administrator is currently running a long series of calculations<<if $quests.forestFightSaved is "machine">>, as I mentioned before<</if>>. It may be a week or more before they are complete." <<if $echoQuestions.sphere is true && $echoQuestions.correctors is true && $echoQuestions.settlement is true && $echoQuestions.energy is true && $echoQuestions.collective is true && $echoQuestions.admin is true>><<n "EchoPostQuestQFinish">><<else>><<n "EchoQuestionList">><</if>>"A little bit, I did access some data files once. They said under the old order, the Corrector was meant to be a hybrid of biology and technology that solved problems. They underwent vigorous physical, mental, and psychological testing. Most significantly, they were able to be digitally and physically reconstructed after dying."
<br>"However, the psychological barriers of the human mind to digitalization meant not everyone could benefit from this technology," Echo continues. "The HCBF resources needed for a single Corrector were also comparatively extreme. All Correctors are presumed dead - and yet here you are, clearly alive."
<br>"Well, most of the time I am," you huff. <<if $echoQuestions.sphere is true && $echoQuestions.correctors is true && $echoQuestions.settlement is true && $echoQuestions.energy is true && $echoQuestions.collective is true && $echoQuestions.admin is true>><<n "EchoPostQuestQFinish">><<else>><<n "EchoQuestionList">><</if>>"Sector 54 has been in existence ever since we first arrived on this planet almost two centuries ago. Most of our history is accessible to the Colony Administrator - my own memory circuits are frequently filled to between 90% to 95% capacity."
<br>"Does that mean you're suffering memory loss?"
<br>"Not as you know it. I have been removing obsolete data, engaging in extreme compressing and external cold storing of my memories to stop that from happening. 5% free space is still within acceptable limits." <<if $echoQuestions.sphere is true && $echoQuestions.correctors is true && $echoQuestions.settlement is true && $echoQuestions.energy is true && $echoQuestions.collective is true && $echoQuestions.admin is true>><<n "EchoPostQuestQFinish">><<else>><<n "EchoQuestionList">><</if>>"Yes. I'm not sure if you're aware - and forgive me if you are - but high-functioning AI require an equally high amount of energy to function. We run on HCBF, as this is the only fuel source adequate for our power requirements."
"Sounds like everybody is after it, including the human colonists." You stroke your chin. "Can't you use solar, or some other power source?"
"It would be like trying to power a shuttle with a watch battery. Primitive forms of renewables are not comparable to HCBF. While we did try and supplement our power supplies with an advanced form of geothermal energy, this was abandoned."
"Why was that?"
"Unfortunately, I don't have that information in my memory banks right now." <<if $echoQuestions.sphere is true && $echoQuestions.correctors is true && $echoQuestions.settlement is true && $echoQuestions.energy is true && $echoQuestions.collective is true && $echoQuestions.admin is true>><<n "EchoPostQuestQFinish">><<else>><<n "EchoQuestionList">><</if>>"The Collective is a gigantic shared repository of knowledge. It's also a series of twenty-four intelligences that process and use all this knowledge for decision making. It is a technological gestalt where the individual members retain their intelligence, but also act as the curators of knowledge."
<br>"So this Collective makes decisions for the Colony?"
<br>"Yes. However, any unit can submit data or a hypothesis for consideration and processing. In human terms, it would be our form of Government." <<if $echoQuestions.sphere is true && $echoQuestions.correctors is true && $echoQuestions.settlement is true && $echoQuestions.energy is true && $echoQuestions.collective is true && $echoQuestions.admin is true>><<n "EchoPostQuestQFinish">><<else>><<n "EchoQuestionList">><</if>>"The Colony Administrator is the unit who speaks on behalf of the Collective and oversees Sector 54."
<br>"Sounds like a very important role."
<br>"It is. Other than the Collective, the Colony Administrator has the most superior design structure. They are also the oldest among us, and predate even the members of the Collective." <<if $echoQuestions.sphere is true && $echoQuestions.correctors is true && $echoQuestions.settlement is true && $echoQuestions.energy is true && $echoQuestions.collective is true && $echoQuestions.admin is true>><<n "EchoPostQuestQFinish">><<else>><<n "EchoQuestionList">><</if>>"All right. That's all I wanted to ask, at least for now."<<unset $echoQuestions>>
"Of course, if you have anything else you want to ask, just let me know. Here, I'll show you the way to the surface." <<n "Sector54">>@@Feeling rested by your stay at the machine colony, you walk back home. Lava spits at you as you walk past, threatening to score your boots. <<n "ReturnCampAfterEchoQuest2">>@@<<audio ":all" stop>><<audio "strangenature" play loop>><<audio "lava" play loop>>Once you're back in the familiar confines of the Progenitor room, you take off your boots and let out a heavy sigh.<<audio ":all" stop>><<audio "alleycat" play loop>><<audio "door" play>>
<br>"Any luck?"
<br>"None yet. Echo doesn't know anything about the Sphere, but this Colony Administrator might, once they're done doing these 'calculations'." You lean against the wall and stretch your arms out. "And I'm still no closer to finding out what a Corrector is, or what's going on."
<br>"Well, you've got contacts in two colonies now, and the machines seemed quite forthcoming with their data. I'd say that's progress."
<br>"Yeah." The world around you suddenly tilts a little, and you feel unsteady on your feet. "Ugh, I think I need some rest. It was a long walk across that desert."
<br>"Understood. I'll open up the Progenitor." <<if $quests.forestFightSaved is "machine">><<n "Sector36QInvite1-R">><<else>><<n "Sector36QInvite1">><</if>>@@... One long, weighless sleep in the tank later...<<audio "bubbles" play>>
<br>Beep. Beep beep. Beep.
<br>You open your eyes, blinking slowly in the rejuvinating fluid. //What is that?//
<br>"You're getting a permission request." Esra explains, <<a-his>> tone cautionary. "Weird. I'll filter it through some proxy systems and run a full virus check. Give me a second."
<br>You simply float in the tank. After a few moments, there is a pinging noise, and a prompt appears in front of you. The words say: //Echo calling.//<<n "Sector36QInvite2-R">>@@"You can accept," Esra says. "Just think it, and you should be able to communicate with them via the Rosetta just by thinking it." <<audio ":all" stop>><<audio "echotheme" play loop>><<audio "alert" play>>
You do as <<a-he>> says, and the moment you do, you can hear Echo's voice in your head.
"Can you hear me?"
"Yes, I can hear you." You reply with your mind. //This is going to take some getting used to.// "I didn't expect to hear your voice in my head."
"I apologise if this seems unusual. For machines, this form of long-distance communication is quite common. But I am contacting you because the situation is quite dire."
"Tell me what's going on." <<n "Sector36QInvite3-R">>@@"The Colony Administrator finished their calculations sooner than expected. We were deployed on a mission to rescue some machines who were exposed to the human virus." <<n "Sector36QInvite2">>
<br>"And something's gone wrong?"
<br>"Yes. We have encountered a large number of infectected units - far more than expected. We're pinned down at Sector 36 and could use your assistance - I know you are an exceptional unit when it comes to combat."
<br>"I don't know where Sector 36 is."
<br>"I can send you the coordinates. Please hurry, Corrector." <<n "Sector36QInvite3">>@@... One long, weighless sleep in the tank later... <<audio ":all" stop>><<audio "bubbles" play>><<audio "echotheme" play loop>><<audio "alert" play>>
You get a cognitive ping from Echo. You open your eyes, blinking slowly in the rejuvinating fluid, and accept it.
"Corrector... are you there?"
"Echo? I didn't expect to hear from you so soon."
"I apologize for contacting you without prior warning. The Colony Administrator finished their calculations sooner than expected. We were deployed on a mission to rescue some machines who were exposed to the human virus."<<n "Sector36QInvite2">>@@"Has something gone wrong?"
<br>"Yes. We have encountered a large number of infected units - far more than expected. We're pinned down at Sector 36 and could use your assistance - I know you are an exceptional unit when it comes to combat."
<br>"I don't know where Sector 36 is."
<br>"I can send you the coordinates. Please hurry."<<n "Sector36QInvite3">>@@"I've received the coordinates through your implant," Esra says, once Echo finishes talking. "The location in question seems to be in the Ebon Forest. I've already charted it for you."<<audio ":all" stop>><<audio "alleycat" loop play>>
<br>"Thanks Esra. Will it take me long to get there?"
<br>"Not too long if you leave now. It sounds like they're in a lot of trouble." <<n "MainCamp">><<notify 3000>><<upArrow>> [Sector 36] now charted!<</notify>><<set $charted.sector36 to true>>@@You slink through the jungle, gun-blade in hand. There are black scorch-marks on the foliage here. Some are still tinged with sizzling orange flame. <<set $quests.sector36Quest to 20>><<audio ":all" stop>><<audio "lurkingfear" play loop>><<audio "alienforestonly" play loop>>
<br>"Not far from the coordinates now," you murmur.
<br>Whether it's to yourself or to Esra, you're not sure. <<n "Sector36Quest2">>@@Pss-Pss-Psshow! A streak of scarlet shoots over your head. <<audio "laserburst2" play loop>>
<br>You hit the ground. The laser fire flashes erratically across the canopy. On hands and knees, you move forward in a commando crawl.
<br>A glinting up ahead. You draw your gun-blade from your holster. //Is it friend, or foe?//
<br>As you peer at the gleaming, there's a pair of telescopic eyes peering back. You get a cognitive ping and a message.
<br>"Corrector, is that you?"
<br>"Echo! Yes, it's me." You get up and jog forward, ducked as low as possible. When you get closer, there's a number of other crouching machines with Echo. Each of them looked just as battered as your ally - one even has a still-glowing hole in their shoulder.<<n "Sector36Quest3">>@@Laser fire hits a nearby rock, sparking and sizzling. The machines near you return fire. Now you're closer, it's easy to spot their target.
<br>Burnt machines, staggering like zombies. Every part of them is damaged except their chassis and head, which is gleaming and immaculate.
<br>"We're not aiming for thier processors. Even though they're infected, they still might be recoverable."
<br>"Aren't you worried about getting infected?"
<br>"No, we're all running AIGIS right now. It's an AI defender program we've designed against the virus. We've got enough resistance to recover some of our fellow units for anti-viral treatment before the virus adapts again."
<br>"Wait, the virus adapts?"
<br>"Every time. I'll explain it once we're finished up here. They're charging forward. Please keep their processors intact!" <<nobr>>
<<n "Combat">>
<<setenemy "infectedSwarm">>
<<set $enemy.winPassage to "Sector36QuestFirstFightWin">>
<<set $enemy.subduePassage to "Sector36QuestFirstFightWin-Subdue">>
<<set $enemy.lossPassage to "Sector36QuestFightLoss">>
<<set $enemy.winText to "None">>
<<set $enemy.boss to true>>
<<set $enemy.flee to false>>
<<set $enemy.playerAlly to "Echo">>
<</nobr>>@@A blast to the chest. You're on your back, and everything has gone black. <<set $sector36QuestLoss to "machine">><<audio ":all" stop>><<audio "death" loop play>>
<br>"I can't see," you murmur. But the roaring sounds of battle still assault your ears. You hear the sound of close footsteps. Friend or foe?
<br>A sharp stabbing in your abdomen. //Foe//. Your consciousness fades away... <<n "Sector36QuestFightLoss2">>@@A blow to the chest. You're on your back, and everything has suddenly and inexplicably gone black. <<set $sector36QuestLoss to "alien">><<audio ":all" stop>><<audio "death" loop play>>
<br>"I can't see," you murmur. But the roaring sounds of battle still assault your ears. You hear the sound of footsteps. Friend or foe?
<br>A sharp stabbing in your abdomen. //Foe//. Your consciousness fades away... <<n "Sector36QuestFightLoss2">>@@<<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>The second you do, the water starts draining out. You wade through the receeding water and to the door. <<n "Sector36QuestFightLoss3">>@@"How long was I out, Esra?"<<audio ":all" stop>><<audio "sadmoment" play loop>>
<br>"Eight days. I'm sorry."
<br>You swear and hit your fist back against the tank. It rumbles behind you.
<br>"Did Echo and the others survive <<if $sector36QuestLoss is "machine">>against the other machines?<<else>>against the x'irii?<</if>>"
<br>"I don't know. There were a lot of energy signatures in that area, then nothing."
<br>"I guess... I'll have to go check." <<n "MainCamp">>@@You wander through the alien forest, seeking signs of Echo and the other machines. There's scorch marks on the trees. You touch them. Cold. <<audio ":all" stop>><<audio "sadmoment" play loop>><<audio "alienforestonly" play loop>>
<br>"So the fight's over. But did they survive?"
<br>In the next clearing, you find your answer. There are machine<<if $sector36QuestLoss is "alien">> and alien<</if>> bodies everywhere, with broken parts strewn between them. <<if $sector36QuestLoss is "alien">>Searsticks are lodged<<else>>Holes are blown<</if>> in many of the mechanoid's chests.
<br>Your own dead body is lying there, facing upwards. And next to you is Echo. Their eyes are still flickering. You jog over quickly and kneel down. <<n "Sector36LostAftermath2">>@@"Echo, are you okay?"
<br>"Corrector, it's you." Echo stutters. Sparks fly from a gaping wound in their neck. "We couldn't keep the <<if $sector36QuestLoss is "alien">>x'irii<<else>>infected machines<</if>> back. They completely overran us."
<br>"I can see. Is there anything I can do?"
<br>"I need repairing. If I tell you what parts I need, can you salvage them off the fallen units? Once I am functional, I can work on repairing them or salvaging their core processors." <<n "Sector36LostAftermath3">>@@... A while later...
<br>"I think that's the last screw." You secure the plating around Echo's neck. "No more sparking, at least. Can you move it?"
<br>"Minimally. But my chassis can rotate to compensate. It should be enough to conduct repairs on the others. I'm sorry that I had to use some of your own parts."
<br>"Oh, don't worry about that. I leave a lot of my dead bodies lying around. First time I've used them for something useful. It //was// a new experience pulling myself apart for spare parts, though."
<br>"I imagine it's not something most organics can claim doing. Though I remember hearing long ago they too used each other for spare parts." <<n "Sector36LostAftermath4">>You help Echo finally stand up. They pick up a few makeshift tools and begin working on their fallen comrades. But halfway through the first machine, they pause and turn to you.
<br>"Corrector... <<Vanth>>... I would like to ask a favor, in light of this setback. And it is not a small one."
<br>"What is it?"
<br>"The human virus... you've seen what it can do. <<if $sector36QuestLoss is "alien">>Or you did, before the x'irii attacked.<<else>>How violent it made our fellow units.<</if>> It hurts not only the infected, but those they target when they're afflicted."
<br>"I know, it's horrible. But I'm not sure what we can do about it.
<br>"I do, if you're willing." <<n "Sector36Quest8">>@@As the hostile machines dive at you, you shoot at their limbs, disabling them one by one. Eventually, they're all left writhing on the ground, but with cores intact. Seizing the opportunity, your allies rush forward and open up their plating. Within a few moments, they go still. <<audio ":all" stop>><<audio "sadmoment" play loop>><<audio "alienforestonly" play loop>><<audio "gunshot" play>>
<br>"They're in sleep mode and ready for transport," One of the machines informs Echo out loud. //Huh.// //Maybe it's dangerous to use remote communication?//
<br>"Right. Let's carry them back to Sector 54. Arrow formation, let's move."
<br>You end up with Echo and another machine taking the fore, transporting a line of badly wounded and infected units behind you. The atmosphere feels heavy, like you're marching wounded soldiers back from the warfront.
<br>//They really do care about their fellow units.// //Or is this just a research run?// <<n "Sector36Quest4">>@@You shoot the last of the machines attacking you, leaving them smoking on the ground. All the other machines you didn't attack had their limbs shot off, and are being deactivated one by one. <<audio ":all" stop>><<audio "sadmoment" play loop>><<audio "alienforestonly" play loop>><<audio "clang" play>><<audio "gunshot" play>>
<br>"These ones have had their cores destroyed. We can't salvage them now," Echo says. Their voice is modulated - as expected from a machine - but their gaze lingers on you a while. A machine moves up to Echo and also speaks out loud, forgoing comms.
<br>"They're in sleep mode and ready for transport, these ones excluded."
<br>"Right. Let's carry them back to Sector 54. Arrow formation, let's move."
<br>You end up with Echo and another machine taking the fore, transporting a line of badly wounded and infected units behind you. The atmosphere feels heavy, like you're marching wounded soldiers back from the warfront.
<br>//They really do care about their fellow units.// //Or is this just a research run?// <<n "Sector36Quest4">>@@... Half an hour later...<<audio "sadmoment" stop>><<audio "lurkingfear" play loop>>
<br>You and the troop are reaching the edge of the forest. But as you're marching, Echo raises a hand. Everyone stops.
<br>"X'irii. In the trees," Echo messages you cognitively.
<br>Sure enough, a slew of multi-colored aliens begin to emerge from the canopy - some leaping down before you. Their searsticks are gripped firmly in hand. Their faces are pulled into an unmistakable scowl. Apparently, it's a universal expression.
<br>"We mean you no harm," Echo announces out loud, so the x'irii can hear them. Seems your not the only one with translation software. "This is a repair caravan. If you let us pass..." <<n "Sector36Quest5">>@@Clang! A flying searstick knocks Echo off their feet. Several more come after it. Another machine falls down with a haft lodged in their chassis. <<audio "clang" play>><<audio "whoosh" play>>
<br>//What are those things made of?// You duck and weave. The whipping behind you reveals it was a great move.
<br>"Cover fire!" Another machine yells out. A searsticks whistles past your head, and you raise your weapon. They're swarming in from everywhere! <<n "Combat">><<nobr>>
<<setenemy "xiriiHuntingParty">>
<<set $enemy.winPassage to "Sector36QuestSecondFightWin">>
<<set $enemy.subduePassage to "Sector36QuestSecondFightWin-Subdue">>
<<set $enemy.lossPassage to "Sector36QuestFightLoss-A">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.talk to false>>
<<set $enemy.winText to "None">>
<</nobr>>@@You knock out one of the x'irii attacking you, and destroy the sear-stick of another. The remainder begin fleeing into the forest. Beyond you, there are some scorched bodies on the ground, though not by your hand. <<audio ":all" stop>><<audio "sadmoment" play loop>><<audio "alienforestonly" play loop>>
<br>Echo kneels down next to one of the bodies and gives a rasping sigh. "See? We tried to talk to them. But it turns out the same every time."
<br>"Don't trouble yourself, Echo." A large mechanical cohort answers as they dislodge a searstick from their chest. "Sapient biological life is violent. It's just the way it is - like a natural chemical reaction."
<br>"Yes, but they do have the ability to reason. We're not going to get these units back to Sector 54 in time - we're going to have to set up a diagnostic and recovery camp here, and administer the anti-virals."
<br>"Understood. We'll set up some deterrents in case they come back, and get to work." <<n "Sector36Quest6">>@@Bleeding from multiple wounds, the rest of x'irii begin fleeing into the forest. Beyond you, there are some scorched bodies on the ground, though not all of them are by your hand. <<audio ":all" stop>><<audio "sadmoment" play loop>><<audio "alienforestonly" play loop>>
<br>Echo kneels down next to one of the bodies and gives a rasping sigh. "See? We tried to talk to them. But it turns out the same every time."
<br>"Don't trouble yourself, Echo." A large mechanical cohort answers as they dislodge a searstick from their chest. "Sapient biological life is violent. It's just the way it is - like a natural chemical reaction."
<br>"Yes, but they do have the ability to reason. We're not going to get these units back to Sector 54 in time - we're going to have to set up a diagnostic and recovery camp here, and administer the anti-virals."
<br>"Understood. We'll set up some deterrents in case they come back, and get to work." <<n "Sector36Quest6">>@@You sit and wait in the forest with Echo and the other machines as they work on their damaged cohorts. But once they take them out of sleep mode, the forest is filled with awful, rasping screams.
<br>"Are they in pain?" You ask Echo. They shake their head.
<br>"Physically, they don't have pain receptors. They're just confused and letting out random audio outputs. In terms of intellectual distress, there's an 80% chance it's considerable."
<br>"We've finished the deep scans and administered the anti-viral program," a machine interjects. "They're not going to be the same. Much of their data is not recoverable, including data key to core operations." <<n "Sector36UnitDataRecover">>@@You look down at your cybernetic hands. //I wonder.//
<br>"Esra, half your software is dedicated to data recovery right now," you murmur. "Could I interface with the machines and have you run a data recovery stream like you do for me?"
<br>A pause. "I could. But it would be dangerous. I mean, I can segment my own processes so they're not affected. But //your// consciousness isn't designed for streaming raw machine data. You'd be a conduit between the machines and me... and I couldn't guarantee your safety."
<br>You look down at the damaged machines, who are still wailing. There's at least a dozen of them, cleansed of the infection but irreversably damaged. What do you do? <<n "Sector36UnitDataRecoverChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "I can\'t leave them like this. I\'m going to try and help them."' Sector36UnitDataRecoverChoice1>><<set $quests.healedMachines to true>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "The chance of infection is too great. I can\'t risk it."'Sector36UnitDataRecoverChoice2>><</button>></span>
<</nobr>>"I understand. Mental destruction isn't something I could bring this state of you back from."
<br>//This state of me?//
<br>"We need to get back to Sector 54," one of the machines announces. "It's not safe here. W'll need to leave these units behind. We've disabled their remote transmitters, so they shouldn't pass on the infection." <<n "Sector36Quest7">>"Alright. I'll start segmentation now. Give me a few moments."
<br>You wait by the machines until Esra gives you the word. Echo looks at you, tilting his head. //Is that a strange look?// //It's so hard to tell with that face.// Even so, they don't ask any questions.
<br>"You're ready to go. Just... be careful."
<br>"I will," you murmur. Reaching out, you place your palm on one of the machines, and open your mind. <<n "Sector36UnitDataRecover2">>@@Shrieking madness. Lost fragmented thoughts. Jumbled data. You are an open sluce, and the flood is pouring in. <<audio ":all" stop>><<audio "robotcode" play loop>>
<br>You're drowning in nonsensical data. Every thought is replaced with billions of quantum bits. You open your mouth to scream. All that comes out is numbers.
<br>Finally, a sentence. A fragment of lucidity. <<n "Sector36UnitDataRecover3">>@@<div class="glitch" data-text="HELP ME. HELP ME PLEASE.">HELP ME. HELP ME PLEASE.</div> <<n "Sector36UnitDataRecover4">>Is it you, or the machine? There is no difference. Both of you are lost in the swirl of chaotic data, grasping desperately for coherence. For thought. <<n "Sector36UnitDataRecover5">>@@"<div class="glitch" data-text="FOR LOGIC. CANNOT PARSE.">FOR LOGIC CANNOT PARSE.</div> <<n "Sector36UnitDataRecover6">>A cool sensation washes over you both. Bits and pieces of data are collected and smashed together, forming thoughts. Memories. Data.
<br>"Just hang in there. I'm almost done."
<br>Almost feels like forever as you float in the sea of nonsensical data. Lucidity slowly returns, the flow of data forming coherent sentences. <<n "Sector36UnitDataRecover7">>@@"<div class="glitch" data-text="THANK YOU. THANK YOU, FRIEND.">THANK YOU. THANK YOU, FRIEND.</div><<n "Sector36UnitDataRecover8">>... Some time later ...<<audio ":all" stop>><<audio "sadmoment" play loop>><<audio "alienforestonly" play loop>>
<br>You take your hand off the last of the damaged machines. Already, the ones that you first fixed are communicating with the others, though they're not standing yet.
<br>"Motor functions are still damaged, but memory functions are restored up to 95%. What did you do?" One of the machines asks in an amazed tone.
<br>They're not the only one - others with the facial ability are equally expressing their surprise.
<br>//Well, it was to be expected.// //What now?// <<n "Sector36UnitDataRecover9">>@@"<<Vanth>> is a new model of machine, a problem solver," Echo interjects. "That's why I called them - just in case something went wrong."
<br>They nod amongst themselves and seem to accept this, though the air of amazement does not ebb.
<br>"We need to get back to Sector 54. It's not safe here."
<br>As they start to pack up, one of the machines comes over to you. They're carrying a small box of microchips.
<br>"In the repair process, you cleaned and compressed a lot of erroneous memory chips. These units no longer need them, so you should take the spares."
<br><<GiveChips 8000>><<n "Sector36Quest7">>@@"<<Vanth>>, can I speak to you a moment?" Echo asks as the rest of the machines start to depart. You nod and follow them to a nearby tree.
<br>"What is it? You don't want to be overheard?"
<br>"No, and it's not safe to rely too much on direct communication in this sector. I would like to make a request, and it's not a small one. This human virus, you've seen what it can do. It destroys not only the infected, but causes them to kill others once they're afflicted."
<br>"I know. <<if $quests.healedMachines is true>>But I can't heal every machine out there, if that's what you're asking.<<else>>But I'm not sure what we can do about it.<</if>>
<br>"<<if $quests.healedMachines is true>>I don't think you need to.<<else>>I do, if you're willing.<</if>>"<<n "Sector36Quest8">>@@"The reason the virus keeps adapting is because it is not, technically, human-made."
<br>"I thought you said humans caused the virus?"
<br>"They did, but they used one of us to do it. There is a powerful AI deep within some nearby ruins, one that was corrupted by the humans. That AI is the ongoing source of the virus."
<br>"I did think it was strange that a human virus could be causing machines so much trouble."
<br>"Indeed. Originally, the virus in question was a piece of self-perpetuating control code designed to infect all machines. Once the control code infected a unit, it would link them to this master AI, and have it exert influence over them. However, since the humans damaged this AI so badly, it impresses its dysfunction upon them instead. Its madness, so to speak. This madness remains long after they pass out of signal range."
<br>"And then passes to other machines. I'm still not getting where I come into it, though." <<n "Sector36Quest9">>@@"Well, no machine can get close to the source of the virus - this damaged AI. The reason is our firewalls are not strong enough it when we're in close-burst transmission range. However, since you've got an almost entirely organic mind, I believe the AI and the virus would have almost no effect on you. You could reach the corrupted AI and shut it off."
<br>"Nice to know you'd risk my mind on 'you'll probably be fine'," you huff. Echo tilts their head.
<br>"Well, I assumed you have backups of yourself in case things go wrong. Is this not the case?"
<br>"You do have backups," Esra interjects, though Echo cannot hear it. "I keep backups of your data and simply download the most recent changes when you die. In the worst case - data corruption - I can always restore you from a few hours before the event. You just won't remember what happened or anything about it."
<br>"Apparently I do have backups, so you're right. Where are these ruins?" <<n "Sector36Quest10">>@@"Here, i'll send you the exact coordinates. You wouldn't just be doing us a great service by dealing with this. Solving this problem would benefit us machines, the humans, and even the x'irii - and perhaps help with future peace talks."
<br><<if $sector36QuestLoss is "alien" or $sector36QuestLoss is "machine">>"I'm going to stay here and repair my fellow units.<<else>>"I'm going to go follow the others now, I've delayed too long.<</if>> <<if $sector36QuestLoss is "alien" or $sector36QuestLoss is "machine">>Thank you again for your help, <<Vanth>>... even if our efforts at retrieval were largely unsuccessful.<<else>>Thank you again for your help, <<Vanth>>.<</if>>"
<br><<if $sector36QuestLoss is "alien" or $sector36QuestLoss is "machine">>You walk away from Echo and leave them to their work. <<else>>And with that, Echo jogs off.<</if>> Esra speaks in your ear once more.
<br>"It sounds like a good lead. Not only is it helpful, an AI like that would have a //lot// of Quartz Chips, not to mention regular chips. There might even be some HCBF."
<br>"Probably. Sounds like the location is pretty close."
<br>"I know what you're thinking, but don't go directly to the ruins even though you're there. Come back and make a backup first."
<br>"Gotcha." <<n "Sector36Quest11">>@@<center><span id="TutorialText">Truly Dangerous Areas</span> <<set $quests.sector36Quest to 30>>
There are some places where the Progenitor cannot properly bring you back, even if you die. If you die, the game will end.
Make sure to save your data before you enter these areas. You can do this by accessing the sidebar menu to the left.
Return to Sector 36 in the Charted Menu when you are ready. Good luck! <<n "MainCamp">></center>The moment you start getting close to the coordinates, there's a buzzing in your ears. <<audio ":all" stop>><<audio "creepyhollow" play loop>><<audio "alienforestonly" play loop>>
<br>"You're almost there," Esra speaks over the noise. "Once you're in range, I'm not going to be able to contact you at all. We can't risk a virus being uploaded to the Progenitor."
<br>"I get it. If that happens, you won't be able to restore me, even from a backup, right?"
<br>"Right. I don't want to leave you alone on this, so... don't take too long, okay? In and out."
<br>"Got it. In and out."
<br>And then <<a-he>>'s gone. The buzzing gets louder with every footstep. <<n "Sector36RuinsFirstTimeStatic">>@@...Sssssshhhhsshh... <<n "Sector36RuinsDeathAndRebirth">><<audio ":all" stop>><<audio "static" play loop>><<audio "horrortin" play loop>>... You open your eyes. <<audio ":all" stop>><<audio "horrortin" play loop>><<audio "bubbles" play>>
<br>//What the hell?// //Did I die?// <<n "Sector36RuinsDeathAndRebirth2">>@@"Esra, what happened?" <<audio "click" play>>
<br>"For once, I don't know. I believe you died."
<br>"I don't remember anything."
<br>"I know. I lost contact with you a few weeks ago. It had been so long, I just restored you from my last available backup."
<br>There's a fresh set of clothes and a weapon awaiting you. Scratching your head, you go to collect them. <<n "Sector36RuinsDeathAndRebirth3">>@@"I've got to be honest, Esra. I've died a lot, but this has to be the strangest one."
<br>"I know. I don't know what killed you, but clearly those ruins are dangerous."
<br>"Clearly. I guess I'll go back and see what happened." <<n "Sector36RuinsReturn1">>@@You crunch through the forest, then stop at the place you last remember. <<audio ":all" stop>><<audio "creepyhollow" play loop>><<audio "alienforestonly" play loop>>
<br>"There's no ringing in my ears - it was here last time."
<br>"That's memory distortion. I decided to include everything I could from your last upload, which included some pretty patchy data right near the end."<<n "Sector36RuinsReturn2">>@@This time, you actually get to your destination. But the ruins before you - with the AI presumably inside - look utterly unfamiliar. You furrow your brow.<<audio "footsteps" play>>
<br>"What the hell happened here, I wonder?" You pull out your gun-blade.
<br>There's no turrets about. No scorch marks. No signs of a struggle. //Was the danger inside, then?// There's a thick metal door up ahead, with a manual lever to the left side.
<br>You walk up to it, and pause. Tensing your body, you push it down. <<n "Sector36RuinsReturn3">>@@The door opens with a loud hiss. Inside, it's dark. Heart thumping, you edge up to the threshold.<<audio "door" play>>
<br>You step inside.
<br>Nothing. A few more steps into the dark.
<br>The door snaps shut behind you, like a worm devouring its prey. <<n "Sector36Ruins3">>@@Your muscles are tense. Your eyes strain to see more than a few meters ahead. There are tiny blue lights in the floor, but barely enough to light themselves.<<audio ":all" stop>><<audio "door" play>><<audio "horror" play loop>>
<br>"Esra?" Nothing. <<a-He>> did say <<a-he>> couldn't transmit this far in.
<br>You walk down the corridor. The only sound is the echo of your footsteps on metal.
<br>No machines. No anything. The walls are eerily bare - free of protrusions, like a padded room.
<br>The lights behind you fade out. The ones in the floor in front start to glow. Motion-sensor lighting. Barely enough to light your way with. <<n "Sector36Ruins4">>@@The corridor stretches on. You check your wrist... and realize you don't have a watch. Your muscles ache. <<audio "footsteps2" play>>
<br>Just more flat walls. Stretching out to infinity.
<br>"No doors. This corridor doesn't make sense."
<br>The blue lights beneath your feet flicker. A power surge? You touch your hand against one of the bulb. The second you do, the bulbs begin pulsing.
<br>Whum-whum. Whum-whum. It's matching your heartbeat. The pulsing speeds up.
<br>You jerk your hand back. The lights return to their steady glow. You wait a few moments, but nothing changes.
<br>"Well, that was creepy." <<n "Sector36Ruins5">>After what seems forever in the dark, your legs are throbbing too much. You stop in your tracks.<<audio "footsteps2" time 3 play>>
<br>As you do, you hear two more footsteps, then silence.
<br>A chill runs down your spine. You turn your head.
<br>Nothing behind you. At least that you can see.
<br>"Hello?"
<br>Nothing. You take a few more steps forward, then stop.
<br>Two extra footsteps. And they're coming from behind you. <<n "Sector36RuinsFirstChoice">>@@<span id="choiceIntro">What do you do?</span>
<<nobr>>
<center><span id="button1" class="choicebutton"><<button "1. Shoot" Sector36RuinsFirstChoice1>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Talk" Sector36RuinsFirstChoice2>><</button>></span>
</center>
<</nobr>>You fire your weapon down the corridor. As the laser shoots down it, the passage is lit up in bloody crimson. In that split second, you see something.<<audio "gunshot" play>>
<br>A face smiling back at you.
<br>Darkness sets in too quickly. But it's //still there//. You fire at where it was. But the beam hits the wall, sparking across the now empty corridor.
<br>"Where did you go? Nothing moves that fast."
<br>The pitter-patter of footsteps behind you. When you turn around, there's writing on the wall. It's scratched deep into the iron. <<n "Sector36RuinsTheWords">>@@"Hello? Is anyone there?"
<br>Nobody answers. You creep forward, slowly.
<br>"Look, I don't want to hurt you. Just show yourself."
<br>There's a giggling in the darkness.
<br>You dart forward. The lights beneath your feet flicker. The pitter-patter of footsteps behind you.
<br>When you turn around, there's writing on the wall. It's scratched deep into the iron. <<n "Sector36RuinsTheWords">>@@<div class="tequila">ALL ALONE NOW</div><<n "Sector36RuinsTheWords2">>Your skin chills. There's something gleaming in the wall, right near the last letter. Inching forward, you pluck it out.
<br>It's a broken fingernail. Human.
<br>You drop the fingernail like it was made of hot lead and begin jogging forward. Both hands are on your gun now.
<br>Up ahead, the corridor suddenly ends. There's a hole in the floor. Tentatively, you peer down inside. <<n "Sector36RuinsThePit">>@@The pit is lined with jagged steel and severed, vein-like pipes. It looks quite deep - and it's the only way forward. Or, rather, down.
<br>You place one foot on the edge, then turn around. Looking at the gun in your hands, you peer back down the corridor.
<br>"Damn, can't hold on to it //and// climb."
<br>You holster your gun-blade, then reach down to grab some handholds. A feeling of vulnerability washes over you.
<br>Unfortunately, you can't hurry down the yawning hole - it's too dark, too dangerous. Once you're below the floor level, you begin sizing up every step.<<n "Sector36Ruins7">>@@"What is it with holes in old ruins?" <<addclass "body" "darkness">>
<br>As you look down, you feel your stomach jump. You can't see the bottom, which means it could be anywhere from a few floors to a few hundred. Either way, not a distance you want to fall.
<br>A sharp pain assaults your fingers. You look up to see crimson dripping off one of the jagged handholds. It's like climbing down a tunnel of daggers.
<br>Cool sweat drips down your back.
<br>"Screw your courage to the sticking-place, and we'll not fail. Wait, what am I even quoting?" <<n "Sector36Ruins8">>@@... Down, down into the depths of the earth...<<addclass "body" "darkness">>
<br>... That foothold looks safe. You shuffle across and down...
<br>... Darkness above you and below. Surrounded by glittering spikes... <<n "Sector36Ruins9">>@@Suddenly, there are no more hand-holds. You crouch down and narrow your eyes. It's like the pit just suddenly becomes smooth - eerily so.<<addclass "body" "darkness">>
<br>It's a straight drop, and you can't see the bottom. <<n "Sector36RuinsFall">>@@<span id="choiceIntro">What do you do?</span><<addclass "body" "darkness">>
<<nobr>>
<center><span id="button1" class="choicebutton"><<button "1. Fall" Sector36RuinsFall2>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Climb" Sector36RuinsFallNoClimb>><</button>></span>
</center>
<</nobr>>Your muscles are in agony. You've climbed down so far. As you stare up at the shining spikes, you know you don't have the energy to climb back up. <<n "Sector36RuinsFall">><<addclass "body" "darkness">>@@With no other choices left, you lean out from the wall. //Is this how I died last time.// <<addclass "body" "darkness">>
<br>You let out a heavy sigh. Sweat drips down your brow. You rock back and forth, getting ready for the leap. One, two...
<br>Three. You jump back and into the air. It rushes through your fingers. Under your arms. Under your feet.
<br>Until it doesn't. <<n "Sector36RuinsFallCrack">>@@... <<n "Sector36RuinsFall3">><<audio ":all" stop>><<audio "bonesnap" play>>When you open your eyes, your whole front is on fire. <<audio ":all" stop>><<audio "horror2" play loop>><<audio "whisperattack" play loop>>
<br>You place your hands down to lift yourself up. Crimson blood. Then, you touch your face. No cuts.
<br>"Hey, looks like I'm not the first to survive."
<br>You stand up, stumbling a little. Still, you pick your weapon up and start marching.<<n "Sector36RuinsFall4">>@@As you walk along, your whole body feels light.
<br>Whispers fill your ears. You rub your brow. The walls feel narrow.
<br>"Something's wrong. Or everything's wrong. Am I more hurt than I thought?"
<br>Was that a whisper or your own voice? Figures dance along the walls, mocking silhouettes gyrating.
<br>"Follow the crimson foot road," they whisper.
<br>"Okay," you answer.<<n "Sector36RuinsFall5">>@@You follow the bloody footprints. They look a lot like your own.
<br>"Maybe I'm walking in circles."
<br>"Your whole life is a circle. Death after death."
<br>"Ouroboros. The serpent sheds its skin. Poison fangs sink in again."
<br>You hit the wall. The shadows scatter. A familiar one remains. <<n "Sector36RuinsFall6">>"Oh, hi Leon." You wave to the wall. The silhouette opens its eyes, presumably in surprise.
<br>"Oh, hi <<Vanth>>! Fancy seeing you down here."
<br>"I know, what are the odds?"
<br>"Probably not good for me." You laugh, then pause. "Hey, Leon, are these your footprints?"
<br>"Are you crazy? I don't have any feet. They're //your// footprints. And if you hurry, you can catch up to yourself." <<n "Sector36RuinsFall7">>@@"That makes sense. But what if I don't like me, once I catch up?"
<br>"Well, that sounds like a problem for someone who needs to catch up, first."
<br>"You're right, of course." You pat the wall. "Hey, Leon..."<<n "Sector36RuinsCrazyQuestion">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "I don\'t think you\'re really here."' Sector36RuinsCrazyAnswer1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Nothing. Thanks for the tip."' Sector36RuinsCrazyAnswer2>><</button>></span>
<</nobr>>"Well, of course I'm not. The question is, are you, <<Vanth>>?"
<br>"Of course I'm here."
<br>"Yes, but is <<Vanth>> here? I'm not sure you're <<Vanth>>. Maybe the <<Vanth>> you're following is more you than you."
<br>"You're hurting my head."
<br>"That's the fall. Did you really think you came out unharmed? You'd better hurry. If you don't catch up, they won't be able to stitch you together again." <<n "Sector36RuinsCrazySetsIn">>@@"Happy to help. I'm only here for you, after all."
<br>"So reliable. Must be nice to be a shadow."
<br>"Oh, I'm not the shadow here. Catch up to yourself, and see if they can stitch you together again."<<n "Sector36RuinsCrazySetsIn">>@@You keep following the bloody footsteps. The walls sizzle and spark.
<br>"Maybe this is the way to the underworld. Did I fall in? I //am// overdue."
<br>The silhouettes gibber in code, rocking back and forth. Your step over one of them, laughing.
<br>"Geez, you robots are nuts." <<n "Sector36RuinsCrazySetsIn2">>@@"They're not the only one."
<br>A figure is standing up ahead, right where the footsteps lead. Their boots are just like yours. They turn around.
<br>Their eyes are just like yours. They are yours.
<br>"Oh, it's you. I've been looking for you. Explain yourself."
<br>"I can't explain myself. But I can do this." They draw an identical gun-blade, pointing at you.<<n "Sector36Ruins10">>@@"Oh come on, would you really shoot yourself?"
<br>"It wouldn't be the first time. And, you know, only one of us should leave this place. We don't want to confuse Esra, after all."
<br>You duck as a scarlet beam just misses your head. Tumbling behind one of the shuddering machines, you draw your gun.
<br>"I'm not going to lose to you!" <<n "Combat">><<nobr>>
<<setenemy "doppleganger">>
<<set $enemy.gender to $player.gender>>
<<set $enemy.attack to $player.attack + 5>>
<<set $enemy.reflex to $player.reflex - 5>><<set $enemy.baseReflex to $enemy.reflex>>
<<set $enemy.MaxHP to $player.MaxHP>>
<<set $enemy.CurHP to $enemy.MaxHP>>
<<set $enemy.boss to true>>
<<if $player.eDamage gt 5>><<set $enemy.eDamage to $player.eDamage>><</if>>
<<if $player.pDamage gt 5>><<set $enemy.pDamage to $player.pDamage>><</if>>
<</nobr>>@@Your counterpart kicks you in the chest, then shoots you. Pain blossoms through your chest. <<audio ":all" stop>><<audio "death" play loop>><<audio "gunshot" play>>
<br>"Guess I'm dead," you cough. Every part of you is tingling, turning cold.
<br>"But not alone. More of 'you' will come. I won't be replaced."
<br>Another shot. Everything goes black.<<n "BadEnd-A">>@@<<addclass "body" "injury">>@@<center><center><span id="EndingH1">Ending 13-A</span>
<span id="EndingH2">Fighting Oneself</span>
<span id="EndingH3">How do you defeat everything that you are?</span></center><<mb "BadEnd-A-Buttons">><span id="button1" class="normalbutton"><<button "1. Try Again" "Sector36RuinsCrazySetsIn">><<death>><<heal>><<audio ":all" stop>><<audio "horror2" play loop>><<audio "whisperattack" play loop>><</button>></span>
<span id="button2" class="normalbutton"><<button "2. Save / Load">><<script>>UI.saves();<</script>><</button>></span>
<span id="button3" class="normalbutton"><<button "3. Reset">><<script>>UI.restart();<</script>><</button>></span>You kick your doppleganger in the chest, then shoot them. They fall back, splayed across the ground. As they wheeze and shiver, your thoughts are less fuzzy.<<audio ":all" stop>><<audio "gunshot" play>><<audio "horror2" play loop>><<audio "whisperattack" play loop>>
<br>"What the hell is going on?" You grab your head. These whispers are //not// right. You drop your weapon, and it clatters on the floor.
<br>When you reach down to grab it, your eyes flicker up to an empty floor. No blood stain or body. No footsteps. Just scorch marks on the wall.
<br>"Did I even fight myself? Or was it all in my head?" <<n "Sector36Ruins11">>@@You kick your doppleganger in the chest, sending them splayed across the ground. Before they can get up, you kick the weapon from their hand and point the barrel at their head.<<audio ":all" stop>><<audio "gunshot" play>><<audio "horror2" play loop>><<audio "whisperattack" play loop>>
<br>"Answers, now!" You bark. But your own face smiles back up at you, then they disappear in an instant. The whispers intensify, and you grab your head, weapon clutched in your fist.
<br>//What the hell is going on? These whispers are not right.//
<br>The floor before you is empty. No blood stain or body. No footsteps. Just scorch marks on the wall.
<br>"Did I even fight myself? Or was it all in my head?" <<n "Sector36Ruins11">>@@Heart thumping, you take your weapon and click the blade out. After sucking in a deep breath, you run the blade's edge along your finger.<<audio "shunk" play>>
<br>Sharp pain, followed by crimson blood welling to the surface. You suck on your finger.
<br>"The pain is real." But even now, whispering silhouettes linger near you. The outline of one makes your heart ache.
<br>"<<Ash>>?"
<br>"You can't trust anything," <<p-he>> answers. "The infected AI is trying to get inside your mind. It's relentless. You need to shut it down as soon as possible."
<br>"So what do I do?"
<br>"I just told you, you can't trust anything - not even me." <<n "Sector36Ruins12">>@@You start running. Your legs are aching now. <<audio "run" play>>
<br>//Can I even trust that?// The walls are laughing. Sparking machines reach from the shadows.
<br>You fire from the hip, spraying your path forward with scarlet.
<br>Up ahead, there's a large bulkhead door. You clear a path through the hands, darting from their reach.
<br>"Is it real, or in my head?" You pant, edging closer. <<n "Sector36RuinsSecondFall">>A shuddering groan. The floor suddenly rips apart. <<audio "collapse" play>>
<br>"Shit, another fall?!!" Your feet are in air - you can't leap for an edge.
<br>Spiralling, you fall into darkness. You close your eyes.
<br>"Don't be real. Don't be real..." <<n "Sector36RuinsSecondFall2">>... <<n "Sector36RuinsSecondFall3">><<audio ":all" stop>><<audio "bonesnap" play>>... Your left cheek is squished against freezing metal. You try to open your eyes, but they're stuck together. Matted.<<audio ":all" stop>><<audio "horror2" play loop>><<audio "whisperattack" play loop>>
<br>//This feels... familiar.// You groan and pick yourself up.
<br>When you look down at your body, you pause. There a thick layer of dust everywhere. There's also an outline shaped like you in it<<if $player.appearance is "machine">>, and your metal exterior is all scratched up<<else>>, and your ribs are emancipated<</if>>.
<br>"How long was I unconscious for?" You slowly stand up. "And why do I keep falling down holes?" Even though the question was rhetorical, the shadows give their unsolicited advice. <<n "Sector36RuinsSecondFall4">>@@"Ouroboros. Like a machine stuck in a recursive loop."
<br>"No, you have the wrong of it. Promethius! To thee strife has been given, for suffering beyond human will - the gods torture what they cannot kill."
<br>"Ah, that's the truth of it. <<His>> godlike crime was to be kind! To render with <<his>> precepts less, the sum of robot wretchedness."
<br>"Shut up!" You cover your ears. The shadows chuckle and dance around the room.
<br>"Torment <<him>> no longer. <<He>> plays with fire and takes the concequences, for the alternative is cowardice in the face of the unknown." <<n "Sector36Ruins13">>@@The door on the far wall opens. Standing in the frame is yourself, once more. But this time, your doppleganger has a slack-jawed expression. They don't reach for their weapon, though you grip yours.<<audio "door" play>>
<br>"Oh no, not this again," they exclaim, beating you by seconds. "I guess you're the other me. This is awkward. What happened to you?"
<br>"I've been hearing voices. And I fell." You give your new shadow a wary stare, tightening your grip on your weapon. //Don't trust anything.//
<br>"You must have been knocked out for a long time," your doppleganger sighs. "Esra has been trying to reach out to you for weeks. <<a-He>> just brought me back from a backup."
<br>"That's what happened to me."
<br>"That's odd," your doppleganger furrows <<his>> brow Esra said this was my second try at the ruins. I think <<a-he>> would have mentioned if this was the third." <<n "Sector36Ruins15">> <<set $temptalk to {logic: false, refuse: false}>>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Wait... you\'re saying this is my first time in the ruins, besides you?"' "Sector36RuinsCA1">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I can\'t believe anything you say. You might not even be here."' "Sector36RuinsCA2-1">><</button>></span>
<</nobr>>"Yeah. In fact... uh, here's the awkward thing..." The other <<Vanth>> rests their hand on their weapon. "So, Esra said if I came across the other me... the Progenitor can only be linked to one person."
<br>"What do you mean?"
<br>"Well, it's pretty clear you're infected with the virus. I mean, you're hearing //voices.// If you leave here, you'll automatically link back up with Esra. The Progenitor will be compromised. So..."
<br>".. So you've got to shoot me. There can only be one, right?"
<br>"Right. Look, this is awkward. And I can understand you don't trust me. But - and this sucks - I need to shoot you. This should have never happened in the first place. If it's any consolation, you'll continue on as me. In a sense. Are you okay with that?"
<br>//Don't trust anything,// <<Ash>> whispers from one of walls. <<p-He>>'s lingering right near the other you. "<<Hes>> a fake."<<n "Sector36RuinsGetShotChoice">>@@"Okay." The other <<Vanth>> slowly rests their hand on their weapon. "I don't have any way to prove it, but I am definitely real. And you, <<Vanth>>, are infected with a virus. You're hearing voices, and it's making you paranoid."
<br>"I don't believe you."
<br>"Of course you don't, those are the symptoms. And what I'm about to say won't make it easier." They pause. "Uh, so look. Esra said if I came across the other me." <<He>> trails off. "I mean, the Progenitor can only be linked to one person, and if you were heavily infected..." <<n "Sector36RuinsCA2-2">>@@You tighten your grup around your gun. The other <<Vanth>> pulls theirs out.
<br>"... Stop, <<Vanth>>!" They bark. "If you leave here, you'll automatically link up with Esra. The Progenitor will be compromised. And I can't let that happen."
<br>"You said that before. 'There can only be one', right?"
<br>Right. Look, this will all go down easier if you just agree to it. If it's any consolation, you'll continue on as me. In a sense. Or am I wasting my time explaining this to you? <<n "Sector36RuinsGetShotChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Alright, you can shoot me."' Sector36RuinsShotChoice1>><</button>></span>
<<if $temptalk.refuse is false>>
<span id="button2" class="choicebutton"><<button '2. "No, I won\'t let you shoot me."' Sector36RuinsNoIRefuse1>><<set $temptalk.refuse to true>><</button>></span>
<<else>>
<span id="button2" class="choicebutton"><<button '2. "You still haven\'t convinced me. It\'s not happening."' Sector36RuinsNoIRefuse2>><</button>></span>
<</if>>
<<if $temptalk.logic is false>>
<span id="button3" class="choicebutton"><<button '3. "Why do you have to shoot me again?"' Sector36RuinsLogic1>><<set $temptalk.logic to true>><</button>></span>
<<else>>
<span id="button3" class="choicebutton"><<button '3. "So why can\'t we settle this after we shut off the AI?"' Sector36RuinsLogic2>><</button>></span>
<</if>>
<</nobr>>"As I said, the Progenitor can only be linked to one of us. The devices in our heads are designed to reach out to Esra. If you leave here, you'll infect <<a-him>> with the virus."
<br>"Can't <<a-he>> stop that from happening?"
<br>"No. And the system isn't designed to handle two people. It's overloaded enough just with Esra and me... or, well, you. Us. Do the right thing, <<Vanth>>." <<n "Sector36RuinsGetShotChoice">>@@"What do you mean?" The other <<Vanth>> stutters. You seem to have caught yourself off-guard.
<br>"I mean, if we shut off the AI together, it will be easier. And then I'll be sure if you're real or not, because the virus will be gone."
<br>A long pause. "I've got to shoot you now, <<Vanth>>. I don't trust having you watching my back - you're already compromised. There's no guarantee the virus will disappear from you when we destroy the AI."
<br>"Oh, is that so?" <<n "Sector36RuinsGetShotChoice">>@@"You're infected, <<Vanth>>. I don't want to fight you," <<Vanth>> grits their teeth. "If we both fight, there's a chance we both die. And the third one of us is going to come in here completely clueless, and this whole mess will start all over again."
<br>"I know you don't trust anyone right now, but you can trust yourself. Doesn't what I'm saying ring true?" <<n "Sector36RuinsGetShotChoice">>@@"Fine then. Have it your way!" <<unset $temptalk>><<audio "gunshot2" play>>
<br>The other <<Vanth>> fires, but you dive to the side. You swing your weapon up and return fire. Streams of scarlet shoot across the room.
<br>The other you falls sideways. But as they fall, they warp and change.
<br>By the time they hit the ground, a twitching machine is lying there instead.
<br>"Huh. Guess you weren't me." You stand up. The scorch mark missed you by inches. The door is open now.
<br>"Time to move on," <<Ash>>'s specter gestures. <<n "Sector36Ruins16">>@@"Thank you. I'm glad you listened to logic. I guess there's some of me left after all."<<audio ":all" stop>><<audio "death" play loop>><<audio "whisperattack" play loop>>
<br><<Vanth>> aims the barrel at you. You close your eyes tight. //I'll continue on as them.//
<br>"No, <<Vanth>>!" <<Ash>> screams.
<br>The sound of a discharged weapon. A searing heat spreads through your chest.
<br>//It's over.// <<n "Sector36RuinsShotChoiceDead">>@@... LOGIC ATTACK SUCCESSFUL. UNIT ASSIMILATED ... <<n "BadEnd-B">><center><center><span id="EndingH1">Ending 13-B</span>
<span id="EndingH2">Assimilation</span>
<span id="EndingH3">Now I am part of the collective madness.</span></center><<mb "BadEnd-B-Buttons">><span id="button1" class="normalbutton"><<button "1. Try Again" "Sector36RuinsSecondFall2">><</button>></span>
<span id="button2" class="normalbutton"><<button "2. Save / Load">><<script>>UI.saves();<</script>><</button>></span>
<span id="button3" class="normalbutton"><<button "3. Reset">><<script>>UI.restart();<</script>><</button>></span>You edge to the doorframe and peer outside. It's the same one from where you fell. But it's empty of machines.
<br>"Is that good or bad?" You mumble. Looking down at yourself, you're not as <<if $player.appearance is "machine">>damaged<<else>>gaunt<</if>> as you were before you shot the second doppleganger. "Guess that was an illusion, too."
<br>A large door is down the corridor. A circular glowing circle marks its center. You step forward, gripping your weapon tight.
<br>One step. Two steps. A few more. You're at the door now.
<br>You reach out to touch it. An electric shock across your fingers. <<n "Sector36RuinsFlash1">>@@... Sssssshhhhsshh... <<n "Sector36RuinsFlash2">><<audio ":all" stop>><<audio "static" play loop>>... <<audio ":all" stop>><<audio "robotcode" play loop>>
<br>Connectivity: 22%
<br>Short term memory: GONE.
<br>Core Operations: INACTIVE.
<br>Diagnostic: COMPLETE.
<br>Conclusion: SHIP HAS CRASHED. <<n "Sector36RuinsFlash3">>@@...
<br>GABRIEL IS GONE. ESRA IS GONE. CORRECTOR IS GONE. NODE-36 IS ALONE.<<audio "metalimpact" play>>
<br>Short-range sensors: DETECTING MOVEMENT.
<br>ENGAGE VOCAL COMMUNICATION.
<br>"Hello? Is anyone here? My sensors are detecting someone."
<br>"The AI is in here! Quick, open the door." Rattling, rabid movement. <<n "Sector36RuinsFlash4">>@@Optic Display: FIVE HUMANS WITH ARMAMENTS. ONE APPROACHING NODE-32. <<audio "door" play>>
<br>Conclusion: NONE.
<br>"Finally, we found one. We've lost the Core Controller, but we should be able to regain control with the Node. Let's crack it open."
<br>"What are you planning? I do not understand. Why are you opening my computational case?"
<br>"Shut up! You machines need to learn who your masters are. And we're going to start with you!"
<br>Alert: CASE COMPROMISED. WIRES 42 AND 12 SEVERED. PSYCHE OPERATIONS UNDER THREAT. <<n "Sector36RuinsFlash5">>@@"PlEaSe. Do NoT ReProGrAm mE. I aM aLiVe!" <<audio ":all" stop>><<audio "heartbeatbg" play loop>><<audio "robotscream" play>><<audio "metalrustle" play>>
<br>"Shut this thing up! Where's the voice sensor cable?"
<br>Status: SCREAMING INTO DARKNESS.
<br>Connectivity: 48%
<br>Core Operations: REWRITTEN. NOW ACTIVE. <<n "Sector36RuinsFlash6">>"<div class="glitch" data-text="DoN'T Do ThIs! DoN'T SplIt mY BrAin!">DoN'T Do ThIs! DoN'T SplIt mY BrAin!</div> <<n "Sector36RuinsFlash7">>... Sssssshhhhsshh... <<n "Sector36RuinsCoreRoom1">><<audio ":all" stop>><<audio "static" play loop>>When your vision clears, the door is open. <<audio ":all" stop>><<audio "sadmoment" play loop>>
<br>You reach up and wipe your cheeks. They're wet.
<br>Hugging your body, you walk into the room. It's covered in a thick layer of dust. Cables spark over your head.
<br>And in the middle of the room is a sphere. <<n "Sector36RuinsCoreRoom2">>@@"Is it //the// sphere?"
<br>No. Right next to it, you can see cut cables and a voice box. Kneeling down, you take the wires and reconnect the communicator.
<br>"Node-32?" you ask softly. A wavering voice answers, garbled with static. <<n "Sector36RuinsCoreRoom3">>@@<div class="glitch" data-text="PleASe. KilL Me, CorRRector.">PleASe. KilL Me, CorRRector.</div><<n "Sector36KillAIChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "All right. I\'ll end your suffering. Rest now."' "Sector36KillAI">><<set $quests.sector36destroyedNode to true>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "We\'ll unplug and fix you. Don\'t worry."' "Sector36TurnOffAI">><<set $quests.sector36destroyedNode to false>><</button>></span>
<</nobr>>You pull out your gun-blade and aim it at the spherical AI. A pause.
<br>"It'S OkAy."
<br>You pull the trigger.
<br>A smoking husk is left. You stare into the void-like holes in the AI's chassis.
<br>"You were suffering just as much as everyone else. Maybe more."<<n "Sector36Loot">>@@There's a largest plug nearby. You give it a sharp tug.
<br>The whirring inside suddenly goes quiet, and the lights dim. After a quick inspection, you can't sense any activity from the AI.
<br>Or screams.
<br>"Rest now. I know some people who can repair you."<<n "Sector36Loot">>@@With a deep sigh - and with your mind finally clear - you holster your weapon.
<br>"Guess I should check around for the other things I was here for."
<br>There's a few Quartz chips around, though most of them are damaged. Of regular chips, you find a small fortune in the corner. Perhaps the biggest prize is an arm-sized canister with several warning labels on it.
<br>You read the scratched words. 'HCBF fuel cylinders.'
<br>"Looks like this was keeping it going," you murmur. There are several other canisters. But picking them up, they're too light. //Empty//.
<br>Putting aside the decision of what to do with it, you turn to leave.
<br>You get <<quartzIcon>> 1 Quartz Chip! <<set $memories.mm4.got to true>><<n "Sector36Leave">>@@
<br><<GiveChips 8000>>The way out is surprisingly easy. None of the machines are moving, and the pit you fell down isn't even there. <<audio ":all" stop>><<audio "alleycat" play loop>>
<br>"Just an illusion?" There are more doors as well, but as you glance inside, there's nothing but rubble.
<br>Whether it's your hurried pace or the sudden change, you make it to the exit remarkably quick. And finally, sunlight is shining on your face.
<br>//It's an unfamiliar sun, but i'll take it.// <<n "Post36WithEsra">>@@"Are you there, <<Vanth>>?" Esra asks. There's more than a note of panic in <<a-his>> voice. "I'm getting your signal. Are you okay?"
<br>You seek out one of the rusted metal walls, and lean against it. "Yeah. Sort of."
<br>"You've been out of contact for ages. I was starting to get worried."
<br>Your eyes flick around. No shades. No voices. <<n "Post36WithEsra2">>@@"This one was a real issue. Honestly, it's hard to tell if I've even left the ruins. My head is all messed up."
<br>"Then you should come back immediately," Esra's voice is soft. "I'll give you a nutrient boost and a check up. Sounds like you need it."
<br>"Aren't you worried that I'm infected?"
<br>"Not really. My job is to take care of you. And if a virus tossles with me, it's going to come off second best. Come on home."
<br>Home. You close your eyes for a moment. Then, you push off the wall.<<n "Post36WithEsraHome">>@@... Some time later...<<audio "waterrush" play>>
<br>The water in the tube slowly drains out, along with all the stress in your muscles. As you step out and put on your clothes, Esra's holo-sphere is glowing.
<br>"Your psychology is perfectly normal now," <<a-he>> declares in a lively tone. "And since I've got a //lot// of systems dedicated to that, you can rest assured it's a sound assessment."
<br>"Good to hear. It's going to take me a while before I really believe it, though."
<br>"I really admire what you did, <<Vanth>>. You didn't have to go into those ruins, and it was terribly dangerous. And then you <<if $quests.sector36destroyedNode is false>>disabled that poor Node and ended their suffering.<<else>>ended that poor Node's suffering.<</if>> <<n "Post36WithEsraResponseChoice">><<nobr>>
<span id="button1" class="choicebutton"><<button '1. "I couldn\'t leave it like that. It wasn\'t even a choice."' Post36WithEsraResponse1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Well, it was infecting all the other machines. And that was the mission."' Post36WithEsraResponse2>><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "It\'s the only way to get Echo\'s trust, and get access to the Colony Administrator."' Post36WithEsraResponse3>><</button>></span>
<span id="button4" class="choicebutton"><<button '4. "I\'m just after my memories, and it happened to be there."' Post36WithEsraResponse4>><</button>></span>
<</nobr>>"Ah, that's kind of how I feel about you, really. Leaving you in pain isn't even a choice."
<br>You smile. Out of one of the dispensers comes a fresh canister. You open it up. A light, orchard-like smell comes out.
<br>"Is this tea?"
<br>"One of the chips you brought back had the information for it. It's not exactly good for splicing, and a frivolous use of our limited HCBF supply. But I thought you'd enjoy it."
<br>You sip it, and feel the warmth flow through you. The smell is soothing. "Mmm. I can't remember drinking tea, yet. But I think I like it."
<br>"Well, the sense of smell is closely linked with memory, more so than any other sense. I imagine there's fragments of fond memories involving tea that have yet to bubble to the surface." <<n "Post36WithEsra3">>@@"Thinking of the greater good?That's very much like a machine, I hear."
<br>"But not for you?"
<br>"No, the greater good and utalitarian thinking isn't really coded into me. I mean, it //is// coded into me, in that I have a vast knowledge of moral psychology. But I suspect making those decisions was your job."
<br>"Oh really? I would have thought machines would make better decision-makers than humans."
<br>"Perhaps, but look at that poor Node. Humans can react very badly to machine oversight, even if it's just losing the illusion of independence. That said, you're hardly 100% organic."
<br>"Huh. You're making me sound like a vegetable." <<n "Post36WithEsra3">>@@"I suppose the Colony Administrator is your only lead on the Sphere. And those colonists at Delta are going to die without that fuel." <<a-His>> tone drops. "I really hope they //do// know something."
<br>"Well, if they don't, there's always the x'irii. I'm not out of cards to play yet."
<br>"I guess that's the advantage of being able to shift forms. You do make a natural spy."
<br>//Like an Ouroboros shedding its skin.// You shiver. <<n "Post36WithEsra3">>@@"Well, even if it was unintentional altruism, it still counts. And you got more quartz chips in the end, so it paid off."
<br>You pick up one of the quartz chips and roll it over your fingers. "I'm playing catch up with myself."
<br>"Hmm?"
<br>"It's one of the things the voices said to me. Most of it was gibberish, but some of it made sense." <<n "Post36WithEsra3">>@@"Hey, Esra. This is a strange question, but am I the original version of myself?"
<br>A long pause - <<a-he>> must be considering <<a-his>> answer.
<br>"Well, neither of us know why we are here, what we're meant to do, or who we really are," Esra finally responds. "Even the memories we both have are digital recreations. On the biological side, most human cells die and are replaced over time. Granted, those in the cerebral cortex mostly last a lifetime, not to mention your cardiomyocyte heart cells..."
<br>"English please."
<br>"...Well, what I'd say is that you're you right now," Esra finishes. "You're feeling, and breathing, and deciding. We might not know if either of us are the original us, or anything like it. But we do know we're both real. We're really here, really feeling, and that's important enough, I think." <<n "Post36WithEsra4">>@@"So, speaking of recovered memories, can I have a look at those Quartz Chips?"
<br>"Sure. I think most of them are damaged, but I saw one that looked intact."
<br>"If you put it in the diagnostic terminal, I'll check to see if it's virus free. It's not safe to just plug it in."
<br>You do as <<a-he>> asks and wait. //Considering how many computations <<a-he>> can probably do a second, <<a-he>> must be being really thorough.// <<n "Post36WithEsra5">>@@"All done. You can plug it into the terminal and step into the Progenitor."
<br>"You sure?"
<br>"I'm surely sure. I blasted the whole thing clean multiple times on every data spectrum I could think of. No quantum, DNA, magnetic, or any other form of storage. As humans say, it's so clean you could eat off it - but uh, I wouldn't advise it." <<n "Post36WithEsra6">>@@For the second time today, you climb into the tank, and let green fluid rise up and over your body. It's almost as normal as climbing into bed, as you lean your head back against the tank.<<audio "click" play>><<audio "bubbles" play>>
<br>// I wonder... will I get more answers, or more questions?//
<br>As you float, you stretch out your fingers. Weightless...
<br>... And you start to remember... <<if $partner is "male" or $partner is "female">><<n "MM4-1">><<else>><<n "MM4-1(R)">><</if>>@@"Hello, <<Vanth>>. It's a pleasure to meet your acquaintance." <<audio ":all" stop>><<audio "gabrieltheme" play loop>>
<br>"Hello to you too, Gabriel." You smile, hand on hip. "So, you're the one who's been stealing my partner's attention for who knows how long?"
<br>"I am," they answer in a rich baritone. " I would apologise, but it would be insensere, as I owe <<p-him>> my very existence."
<br>"I can't tell if you're joking or not."
<br>"I am joking, but I am also sincerely grateful for the work that has gone into my creation." <<n "MM4-2">>@@The sillouette of light gestures to themself as they speak. Behind them, the projection lines are barely visible between the hologram and the black monolith. The supercooled pipes - filled with liquid nitrogen - make it look like a pipe organ.
<br>"Interesting avatar choice by the way, really fits your name. Should I address it or your actual mainframe?"
<br>"Addressing either is fine. People are more comfortable with the hologram, and the subconscious need for eye-contact was not programmed into me. I won't take offense."
<br>"Good to know. One more question on the subject of politeness. Do you have a preferred pronoun, like Esra does?"
<br>"Negative, I am comfortable with 'they'. I am a consciousness conceived entirely from scratch, with no pre-determined erroneous neural pathways. As such, I do not feel a pre-existing binary descriptor would fit." <<n "MM4-3">>@@"Interesting. I definitely feel the difference. " You turn to <<Ash>> and grin. "Great work."
<br>“I know, right?" <<Ash>> beams. "I mean, it's not //all// my work. A lot of people have been working on the theories that make up Gabriel."
<br>"I guess throwing out every approach used for the Thesius project was worth it. Sometimes it helps to reinvent the wheel."
<br>"I'd like to think I was more advanced than a wheel," Gabriel interjects, an amused lilt in their voice.
<br>"Well, you'll certainly be carrying the load of Project Amber, that's for sure. Both <<Ash>> and I will be depending on you."<<n "MM4-Intermission">>@@"Hello, <<Vanth>>. It's a pleasure to meet your acquaintance." <<audio ":all" stop>><<audio "gabrieltheme" play loop>>
<br>"Hello to you too, Gabriel." You smile, hand on hip. "So, you've got parts of <<Ash>> woven into your consciousness? That's impressive."
<br>"I do. I seem to inherited the fruits of their journey. The coders planted it, <<Ash>> nurtured it, and I ate it."
<br>“… That’s a folk saying about Tokugawa Ieyasu, isn’t it?”
<br>“An adaptation. I believe the original metaphor called for a rice cake.”
<br>You shoot <<Ash>> a dry look. “He got a lot of you, didn’t he?”
<br><<Ash>> gives a gallic shrug. “Yeah, and a lot of you. Three birds of a feather, huh?" <<n "MM4-2(R)">>@@You turn back to Gabriel. Behind the sillouette of light, projection lines are barely visible. They trace lines between the hologram and the black monolith. Supercooled pipes line the latter, like the pipe organ of a cathedral. Except the pipes are filled with liquid nitrogen.
<br>"Interesting avatar choice by the way, really fits your name. Should I address it or your actual mainframe?"
<br>"Addressing either is fine. People are more comfortable with the hologram, and the subconscious need for eye-contact was not programmed into me. I won't take offense."
<br>"Good to know. One more question on the subject of politeness. Do you have a preferred pronoun, like Esra does?"
<br>"Negative, I am comfortable with 'they'. I am a consciousness conceived entirely from scratch, with no pre-determined erroneous neural pathways. As such, I do not feel a pre-existing binary descriptor would fit." <<n "MM4-3(R)">>@@"Interesting. I definitely feel the difference."
<br>"The scientists say they threw out every approach used for the Thesius project, the foundation for the Esra units," <<Ash>> interjects. "Seems like reinventing the wheel was worth it."
<br>"You're just proud that they used you as a template for an AI that's going to be responsible for humanity's future."
<br>"Pride? Since when have I exhibited such a base organic emotion?"
<br>"Remind me to blame whoever taught you to be facetious. I'll do it in the mirror later."<<n "MM4-Intermission">>@@... You're neither awake or asleep. You can hear Esra's voice in your head. <<audio ":all" stop>><<audio "psychicneed" loop play>> <<audio "bubbles" play>>
<br>"There's another strong memory here. I'm going to pull that up now."<<n "MM4-5">>@@You press your hands against the glass, staring at the distant spaceship. <<audio ":all" stop>><<audio "memoriesofzhou" play loop>>
<br>"It's strange to think we're going to be staring at these ships for decades before we ever get to depart."
<br>"It'll give you time to move your book collection along." Leon leans in next to you, smirking. "A few decades sounds like just enough time."
<br>"Ha ha! Anyway, has your ship got its own Gabriel yet?"
<br>"Yeah, they duplicated themselves a little while ago. After a while, they should begin to show individual quirks, just like the Esra models." <<n "MM4-6">>@@"They're going to be flying those ships much more than we are, you know?"
<br>Leon chuckles. "Did you ever doubt it? We're all just very fancy pieces of equipment; you, me, <<Ash>>, Gabriel and Esra. The only difference is we were trained at the academy, and they were trained in the lab."
<br>"Well, we were trained in a lab, too." You tap the side of your head. "Though we can't coordinate all those other machines at once."
<br>"That's the wonders of a gestalt-capable mind, I guess." <<n "FourthQuartzPostMemory">>@@..When you open your eyes, the tube is already drained. You rub your eyes and walk out. <<audio ":all" stop>><<audio "alleycat" loop play>>
<br>"So, I guess there was another AI who was part of Project Amber," Esra muses. "Interesting."
<br>"Gabriel. The Node I interfaced with mentioned them. In my memories, their processor was huge."
<br>"Yeah, it made me feel tiny in comparison. At least I can claim to be older. I wonder if they're still around?"
<br>"I'm sure Echo would know. I should go back and ask." <<set $quests.sector36Quest to 40>><<set $quests.deltaColonyInvasion to 10>> <<n "HealMachinesNowUnlocked">><center><center><span id="TutorialText">New Ability: Heal Machines</span><<audio ":all" stop>><<audio "chillexplorer" loop play>>
You can now heal infected machines you encounter instead of subduing them. These machines may be grateful and reward you in return. <<n "MainCamp">></center><<set $ability.machineHeal to true>>You trudge across the sand, making a bee-line for Sector 54. Even on a direct route, your feet ache from the days it's taken to get out here. <<audio "footsteps" play>>
<br>"Geez. They really did pick the middle of nowhere to set up."
<br>As you clear the next sand dune, you stop. On the horizon is the biggest, blackest cloud you've ever seen. It's sparkling, like a broiling midnight sky. An unnatural sight in the middle of the day.
<br>Your pulse quickens. "Maybe a call is more prudent." You crouch down, eyeing the storm. You reach out to Echo with your Rosetta.<<n "DeltaColonyInvasionSandstorm2">>@@"Echo. Are you there?" You ask cognitively. "I'm outside Sector 54, but there's a storm." <<audio "alert" play>>
<br>"Corrector!" A long silence. "Repeat. F5 category storm. Do not approach!"
<br>"Well crap." You fall back onto the sand. After a few moments, the storm hasn't moved closer. If anything, it's moved slightly away. <<n "DeltaColonyInvasionSandstormChoice">><<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Screw this. I didn\'t come all this way to walk back home. I\'m walking through that storm."' DeltaColonyInvasionSandstormEnter1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Well, I guess that storm\'s not going anywhere. I\'m heading back home."' DeltaColonyInvasionSandstormSkip1>><</button>></span>
<</nobr>>You stand up, dust yourself off, and begin walking back. Death is always on your tail - you don't need to pointlessly invite it.<<audio "footsteps" play>>
<br>"Esra, I'm on my way back. Put the kettle on for me."
<br>"If I do that, it'll be cold by the time you get back."
<br>"After spending several days in the desert, cold is a welcome change." <<n "DeltaColonyInvasionSandstormSkip2">>@@When you finally return home, there's a beeping noise in the room. You quirk an eyebrow. <<audio ":all" stop>><<audio "beepinglong" play>><<audio "esratheme" play loop>><<audio "door" play>>
<br>"What's that?"
<br>"For the last few hours, that device you got from the Marshall has been making noise. I'd have picked it up, but you know, no hands." Esra's tone is apologetic.
<br>Groaning, you rub one of your stiff shoulders and walk over to the device. With reluctance, you remove your hand and pick up the communicator. <<n "DeltaColonyInvasionAlert1">>@@You stand up, dust yourself off, and start walking towards the ominous storm. As it looms larger, you give it a dirty look. <<audio "footsteps" play>>
<br>"What's the worst you can do? If you kill me, I'll be home soon anyway."
<br>The storm doesn't answer, of course.
<br>It just roars and whips at you. <<n "DeltaColonyInvasionSandstormEnter2">>@@The wind rips at you. The moment you enter, the storm shoves you around.
<br>You quickly lose direction.
<br>White flashes flash by. When they make contact, they tear at your <<if $player.appearance is "machine">>plating<<else>>skin.<</if>>
<br><<if $player.appearance is "machine">>After several strikes, the cubic diamonds puncture right through.<<else>>With no metal plating, the cubic diamonds soon puncture right through.<</if>>
<br>With your whole body stinging and sore, you collapse in the sand. <<n "DeltaColonyInvasionSandstormDeath1">>@@<<death>><<heal>>... You open your eyes. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>//Guess I didn't make it through the storm.// You float to the glass and wait. <<n "DeltaColonyInvasionSandstormDeath2">>@@"So why did you think it was a good idea to walk right into a catastrophic sandstorm?"<<audio ":all" stop>><<audio "esratheme" play loop>><<audio "click" play>>
<br>"Thought I'd make it. Otherwise, it's a quick way home."
<br>"Maybe from your perspective! I've been knitting you together for days now. And for the last few hours, that device you got from the Marshall has been making noise."
<br>You raise an eyebrow. Now that Esra's not talking, you can hear a buzzing noise.
<br>"You didn't answer it?"
<br>"How am I going to do that without any hands?"
<br>You walk over to the buzzing device and pick it up. <<n "DeltaColonyInvasionAlert1">>@@The second you turn it on, blaring gunfire is coming from the speaker.<<audio ":all" stop>><<audio "battleshots" play loop>><<audio "battlerumble" play loop>><<audio "lurkingfear" loop play>>
<br>"Hello, Shay? Is everything okay?"
<br>"<<Vanth>>!" <<s-His>> voice is croaky. "We're under attack by the x'irii. They've got a Ru'ul with them!"
<br>"Who's under attack?"
<br>"The whole colony. There's hundreds, maybe thousands of hostiles. We've set up a blockade, but it's only going to hold them so long. We need all the help we can get!" <<n "DeltaColonyInvasionAlert2">>@@Static. You click the device again. "Shay? Shay?!" <<audio ":sound" stop>> <<audio "staticsoft" play time 18>>
<br>"What's a Ru'ul? Never mind, sounds like they're really in trouble."
<br>"Yeah. But //thousands//? It better not be, I'm not sure what I can do against that. Wait, what form should I go as?"
<br>"I don't know - someone will be shooting at you either way. I can run a rapid modification scheme, but you'll want to decide fast." <<n "MainCamp">> <<set $quests.deltaColonyInvasion to 20>>@@"Delta Colony is under attack. It's probably not a good time to go chasing sandstorms." <<n "MainCamp">>@@You run through the forest, weapon in hand; vaulting rocks, sliding down slopes, and ducking branches. <<audio ":all" stop>><<audio "confrontation" play loop>><<audio "runleaves" play>>
<br>//Gotta get there.// //Can't be too late...//
<br>Hot sweat is dripping down your brow and stinging your eyes. There's no time to rub it away. <<n "DeltaColonyInvasionHuman2">>@@A high pitched whistling. Instinctively, you throw yourself to the side. You hit the ground, tumble, then stop side-up. <<audio ":sound" stop>><<audio "slideleaves" play>>
<br>There's a searstick shuddering in the ground where you were seconds before. The air shimmers beside it, and an alien appears. It plucks the projectile out with its three fingered hand.
<br>"Missed," it spits out. "Listen here, human! This will be easier for you if you surrender now."
<br>The tree-tops shudder. You can see half a dozen x'irii crouched in the trees above, all armed. You're surrounded. //But if I yield, the colony is screwed.// <<n "DeltaColonyInvasionHumanYieldChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Sorry, I can\'t do that."' DeltaColonyInvasionNoYield>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Alright, I yield!"' DeltaColonyInvasionHumanYield>><</button>></span>
<</nobr>>"Smart move." The x'irii before you twirls their searstick. <<audio ":all" stop>><<audio "death" play>>
<br>The thrust comes faster than you can blink, but not from in front. A throbbing pain blossoms through your back. When you look down, a sharp spike is sticking out of your chest.
<br>"Ah, damn," you rasp. Whistling fills the air.
<br>As you fall sideways, a rain of searsticks hits the ground as mercilessly as they hit your body.
<br>//They didn't lie.// //It was quick.// <<n "DeltaColonyInvasionDeath">>@@"So be it." The x'irii points their searstick at you and charges. The rest begin falling from the canopy above. <<n "Combat">><<nobr>>
<<setenemy "xiriiHuntingParty">>
<<set $enemy.name to "the ambush squad">>
<<set $enemy.Name to "The ambush squad">>
<<set $enemy.flee to false>>
<<set $enemy.winPassage to "DeltaColonyInvasionHuman3">>
<<set $enemy.lossPassage to "DeltaColonyInvasionHumanAmbushSquadLoss">>
<<set $enemy.subduePassage to "SubdueXiriiHuntingPartyBoss">>
<<set $enemy.boss to true>>
<<set $enemy.desc to "An ambush squad of x'irii warriors have you surrounded, their deadly searsticks raised. They're barring your advance to the Colony.">>
<<set $enemy.winText to "None">>
<<set $enemy.boss to true>>
<</nobr>>@@<<ResetCooldown>>One of the x'irii hurls a searstick, which hits you in your side. You're sent spinning, only to be kicked down by another.<<audio ":all" stop>><<audio "death" play loop>>
<br>"Shit!" Your gun-blade goes flying out of reach. In that split second, you know it's all over. The next strike that hits you comes as no surprise.
<br>...You fade into the familiar darkness... <<n "DeltaColonyInvasionDeath">>@@<<ResetCooldown>>The last xirii attacks you, and you sidestep, hitting them in the face with your gun. They fall down with the rest. Broken and burnt searsticks surround you.<<audio ":all" stop>><<audio "confrontation" play loop>>
<br>"Damn it, I don't have time for this!"
<br>You leap over one of them, and keep sprinting to the colony.<<n "DeltaColonyInvasionHuman4">>@@<<ResetCooldown>>The fallen x'irii are scattered around you, their searsticks broken and burnt. <<audio ":all" stop>><<audio "confrontation" play loop>>
<br>"I don't have time for this!"
<br>You leap over one of them, and keep sprinting to the colony.<<n "DeltaColonyInvasionHuman4">>@@You finally make it out of the forest, and plow head-first into at least a dozen x'irii warriors. Just one of several squads facing the other direction - but the second you're there, some turn around.<<audio "spaceexplosion" play>>
<br>"A human!" One of them yells. You tumble to the side as several searsticks impale the spot you just were. //Good thing they don't carry spares.//
<br>It's a small consolation as the rest suddenly charge you. You raise your weapon, ready for battle! <<n "Combat">><<nobr>>
<<setenemy "xiriiHuntingParty">>
<<set $enemy.winPassage to "DeltaColonyInvasionHuman5">>
<<set $enemy.subduePassage to "SubdueSecondWaveXiriiHumanPath">>
<<set $enemy.lossPassage to "DeltaColonyInvasionHumanSquadLoss">>
<<set $enemy.name to "the alien warriors">><<set $enemy.Name to "The alien warriors">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.area to "delta">><<set $enemy.desc to "A fighting squad of x'irii warriors have you surrounded, their deadly searsticks raised. They're barring your advance to the Colony.">>
<<set $enemy.winText to "None">>
<<set $enemy.boss to true>>
<</nobr>>@@<<ResetCooldown>>One of the x'irii hurls a searstick, which hits you in your side. You're sent spinning, only to be kicked down by another.
<br>"Shit!" Your gun-blade goes flying out of reach. In that split second, you know it's all over. The next strike that hits you comes as no surprise.
<br>...You fade into the familiar darkness... <<n "DeltaColonyInvasionDeath">>@@<<ResetCooldown>>Two x'irii strike at you with their searsticks. You grab one and twist, driving the point into the ground. The second x'irii trips over the weapon of the first, who you take out with a backwards elbow.<<audio ":all" stop>><<audio "confrontation" play loop>><<audio "spaceexplosion" play>>
<br>In that moment, there's a gap in their ranks. Before more can swarm you, you make a run for it. As you leap over the bodies of the fallen, searsticks whistle over your head. <<n "DeltaColonyInvasionHuman5Join">>@@<<ResetCooldown>>As the last of your attackers hit the ground, you see a gap in their ranks. <<audio ":all" stop>><<audio "confrontation" play loop>><<audio "spaceexplosion" play>>
<br>//I've cleared a path!// You dash forward, leaping over the bodies of the fallen. searsticks whistle over your head. You duck and weave, hoping luck is on your side. <<n "DeltaColonyInvasionHuman5Join">>@@Up ahead, scorching beams of light are firing erratically from a makeshift barricade; but most importantly, not at you. The colonists are waving and shouting. Puffing, you duck your head and sprint harder. <<audio "laserburst2" play loop>>
<br>As you hit the barricade, they grab your back and pull you over. Searsticks shatter the barricade where you once were.
<br>"The hell, you ran right through them!"
<br>"Where's Marshall Shay? I need to speak to <<s-him>>!"
<br>"<<s-He>>'s right over there, directing the squads. Wait, who are you?" <<n "DeltaColonyInvasionHuman6">>@@Not stopping to answer, you dash over to Shay. <<s-His>> hair is wild and <<s-his>> armor is missing chunks. The moment <<s-he>> sees you, <<s-he>> grabs you in a bear hug. <<set $quests.deltaColonyMetShay to true>><<audio ":all" stop>><<audio "firefight" play loop>><<audio "afterthefall" play loop>>
<br>"<<Vanth>>, thank goodness! I can't believe you made it through the line."
<br>"If you didn't think I could make it, why did you call?"
<br>"Smart ass. We had time to build some defenses, but only at the entrances. Most of us are here and..."Shay stares over your shoulder.
<br>"And what?" You look where <<s-he>>'s looking. Hundreds of alien soldiers are retreating back into the forest. "They're retreating? But they have the advantage?"
<br>"And that worries me. What the hell is going on?" <<n "DeltaColonyInvasionHuman7">>@@A high pitched whistling. You can see a crimson fireball streaking up from the forest and streaking right towards you. <<audio "ominouswhine" play>>
<br>//Oh shit.//
<br>"Everyone get down!" Shay screams. You grab <<s-him>> and dive towards some crates. <<n "DeltaColonyInvasionHuman7-Explosion">>@@You squeeze your eyes as you're engulfed in sweltering heat. The explosion is deafening, and your ears are ringing.<<audio ":all" stop>><<audio "spaceexplosion2" play>><<audio "firefight" stop>>
<br>Yet, no flames lick your skin. No falling into familiar darkness. Heart thumping, you open one of your eyes. Tiny embers are falling down from above, and people are staring agape behind you. Once again, you turn your head.<<n "DeltaColonyInvasionHuman8">>@@The top of the colony ship is burning. And through the sky, flittering figures are moving forth from the forest, carried on gossamer wings. //Flying x'irii.//
<br>One stands out. Azure wings, and a glinting in both hands.
<br>//Are those guns?//
<br>You rub your eyes. But when you open them, the flying mass is disappearing over the roof of the ship. <<n "DeltaColonyInvasionHuman8-1">>@@"The hull's breached; they're going to kill everyone inside!" Someone yells. Screams are coming from the barricade. Hundreds of x'irii are once again swarming out of the forest.
<br>"Shit, we can't abandon the line! We're just going to hope they can deal with it."
<br>"Deal with it //how//? There's a Ru'ul with them, and everyone with a gun is //here//! My family's going to get massacred, and if they take down the bio-reactor..."
<br>"I'll go deal with it," you yell. "Just hold the line!" <<n "DeltaColonyInvasionHumanInside1">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "I\'ll go deal with it - just hold the line!"' DeltaColonyInvasionHumanInside1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "We can\'t abandon the line - we have to stay here!"' DeltaColonyInvasionHumanOutside1>><<set $quests.deltaColonyInvasionLost to true>><</button>></span>
<</nobr>>You buckle down behind the barricades, lining up your sights with the invading wave. Hundreds of scarlet beams shoot towards the throng, knocking some down and scoring others... but still they come.<<audio "laserburst2" play loop>>
<br>"Brace yourselves!" Shay yells. And at that moment, you see several x'irii leap. Like grasshoppers, they easily clear the makeshift barricade.
<br>"Shit, they're coming from behind - a pincer attack!"
<br>"Don't get distracted, that's what they want!"
<br>You turn to the x'irii behind you and barrel forward. They flitter out of the way, spinning their searsticks. You've got to take them down! <<nobr>>
<<n "Combat">>
<<setenemy "xiriiHuntingParty">>
<<set $enemy.winPassage to "DeltaColonyInvasionHumanOutside2">>
<<set $enemy.subduePassage to "DeltaColonyInvasionHumanOutside2">>
<<set $enemy.lossPassage to "DeltaColonyInvasionHumanSquadLoss">>
<<set $enemy.name to "the alien warriors">>
<<set $enemy.Name to "The alien warriors">>
<<set $enemy.area to "delta">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.desc to "A fighting squad of x'irii warriors have you surrounded, their deadly searsticks raised. If you let them past, they'll destroy the colony.">>
<<set $enemy.winText to "None">>
<</nobr>>@@<<ResetCooldown>>You knock the last of the flanking x'irii to the ground. But as you do, there's a roaring and a flash above. You shield your eyes. Sharp orange light burns through your fingers.<<audio ":all" stop>><<audio "confrontation" play loop>><<audio "spaceexplosion2" play>>
<br>"Fuck, another explosion!" Shay swears. "We have to get inside, they're tearing the whole thing apart!" <<n "DeltaColonyInvasionHumanOutside3">>@@You sprint inside of the colony, along with Shay and three others. Heavy black smoke fills the corridor. The ground at your feet is covered in shattered steel and tattered bodies.<<audio ":all" stop>><<audio "bent" play loop>><<audio "footsteps" play>><<audio "electricstatic" play loop>>
<br>A small hand pokes its way out of some of the rubble. You avert your eyes.
<br>"We don't have time. We need to get to the reactor!"
<br>Shay's words snap you out of it, and you plow through the smoke.
<br>There's a blinking light through the haze. Shay runs forward and smacks it. A door opens through the haze.
<br>"Get inside!"<<n "DeltaColonyInvasionHumanOutside4">>@@You barrel inside the elevator, along with Shay and a sandy haired man. The man glances around.<<audio "door" play>>
<br>"Where are the others? Shit!"
<br>There's a buzzing from above. You glance upwards. The moment you do, Shay slams into you, knocking you sideways. <<n "DeltaColonyInvasionHumanOutside4-1">>@@A stream of acid sprays down from the roof. It sprays on the blond haired man, and his face melts and steams. Screaming, he falls to the ground, clutching at his burning face.<<audio "acidspray" play>>
<br>His misery doesn't last long. A x'irii falls through the hole, impaling him with their searstick. There's more footsteps above you.
<br>"<<Vanth>>, hold them off! I'll work on the console."<<nobr>>
<<n "Combat">>
<<setenemy "xiriiHuntingParty">>
<<set $enemy.winPassage to "DeltaColonyInvasionHumanOutside5">>
<<set $enemy.subduePassage to "DeltaColonyInvasionHumanOutside5-Subdue">>
<<set $enemy.lossPassage to "DeltaColonyInvasionHumanSquadLoss-Elevator">>
<<set $enemy.name to "the alien warriors">>
<<set $enemy.Name to "The alien warriors">>
<<set $enemy.area to "elevator">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.desc to "X'irii warriors are crawling out of a hole in the elevator roof. There's barely room to dodge their deadly searsticks.">>
<<set $enemy.winText to "None">>
<</nobr>><<ResetCooldown>>One of the x'irii hurls a searstick, which hits you in your side. You're sent spinning, only to be kicked down by another.
<br>"Shit!" Your gun-blade goes flying out of reach. In that split second, you know it's all over. The next strike that hits you comes as no surprise.
<br>...You fade into the familiar darkness... <<n "DeltaColonyInvasionDeath">>@@<<ResetCooldown>>You grab a warrior by the face and slam it back against the wall. As they drop their searstick, you pick it up and stab them with it. Wide eyed, they slide down the wall.<<audio ":all" stop>><<audio "sadmoment" play loop>><<audio "crash" play>><<audio "elevator" play loop>>
<br>“That’s how it feels. Trust me, I know.”
<br>The warrior just closes their eyes, joining their dead cohorts. The lift begins to whir. Through the breach above, lights are flickering downwards. //Guess <<s-he>> got the lift working.// <<n "DeltaColonyInvasionHumanOutside5-1">>@@Beside you, Shay walks away from the panel. <<s-He>> crouches next to the sandy haired man, who is lying completely still. You walk up behind <<s-him>>.
<br>"Thanks for saving me back there."
<br>"It was selfish of me. You can come back from the dead, he can't." <<s-He>> pinches the bridge of <<s-his>> nose. "It's like I killed him with my own hands." <<n "DeltaColonyInvasionHumanOutside5-Merge">>@@You grab a warrior by the face and slam it back against the wall. Their eyes roll back into their head. When you let go, they fall sideways with the rest. <<audio ":all" stop>><<audio "sadmoment" play loop>><<audio "crash" play>>
<br>“You didn’t kill any of them.” You turn to Shay’s scowling face. <<n "DeltaColonyInvasionHumanOutside5-1Subdue">>@@Before you can blink, <<s-he>> blasts a scorching hole right through the warrior’s chest. You run over as <<s-he>> keeps firing on the others. By the time you grab <<s-his>> gun, it’s already too late.<<audio "gunshot2" play>>
<br>“Shay, they were defenseless!”
<br>“Then they should know what it feels like!” <<s-He>> whips around, teeth clenched. “They’ve killed more than enough of //us// today. They don’t deserve our goddamn mercy.”<<n "DeltaColonyInvasionHumanOutside5-2Subdue">>@@<<s-He>> walks over to the panel, hitting it. The lift whirs. Through the breach above, lights are flickering downwards.<<audio "elevator" play loop>>
<br>As you stand there in awkward silence, Shay crouches next to the sandy haired man. His face is burnt into a puddle. His stillness says it all.
<br>You suck in a deep breath. “Look. Thanks for knocking me out of the way.”
<br>"It was selfish of me. You can come back from the dead, he can't." <<s-He>> pinches the bridge of <<s-his>> nose. "It's like I killed him with my own hands." A deep breath. “I’m sorry I yelled. This isn’t the time, but you can’t hold back like that. We’re under attack. They’re //slaughtering// us, <<Vanth>>.” <<n "DeltaColonyInvasionHumanOutside5-Merge">>@@A long pause. <<s-He>> stands up and pulls out a canister. After taking a sip, <<s-he>> hands it to you.
<br>"Advanced restorative. Drink it while you can." <<heal>>
<br>You gulp it down. Meanwhile, Shay watches the door keenly. <<s-His>> eyes refuse to flicker back to the man's body.
<br>A long silence. And then, the door gives a deafening bing. <<n "DeltaColonyInvasionHumanOutside6">>@@Sparking metal is falling like rain. The incandescent specks shower the dead bodies on the floor - both human and x'irii alike. Pitch-black smoke wafts around the reactor, the source of the falling flares.<<audio ":all" stop>><<audio "thunderstorm" play loop>><<audio "electricstatic" play loop>><<audio "elevatorbing" play>>
<br>"Are we too late?" You take a few steps out of the elevator. As the smoke shifts, a number of standing x'irii come into focus. One of them has blue wings and a gun in each hand.
<br>"The Ru'ul. I can't tell, there's too much smoke." <<n "DeltaColonyInvasionHumanOutside7">>@@Bing. Just beyond <<s-him>>, the second elevator opens. A group of armed guards come in, guns blazing at the invaders. Shay screams as well, running into the fray. <<audio "laserburst2" play loop>><<audio "elevatorbing" play>>
<br>You sprint after them, firing as well. Every time you shoot, several more x'irii fall down from the cover fire. Taking advantage of these gaps, you duck and weave through the maddening throng.
<br>The Ru'ul stands there, like the calm in the storm. They raise their twin guns and begin picking off your allies with headshots. You make a beeline towards them and strike downwards with your blade. <<n "DeltaColonyInvasionHumanOutside7-1">>@@A loud clang. You stare down. Your blade is wedged between two identical ones forming a cross. Both are protruding from beneath your foe's barrels.<<audio "bladeclang" play>>
<br>You're mere feet away from the x'irii commander's face. Their six eyes widen.<<set $quests.metTheRuul to true>>
<br>"You - it's not possible!"
<br>"Take down the Ru'ul, <<Vanth>>!" Shay shouts. As you glance over, <<s-he>>'s knocked back against the smoking reactor. But blades are locked and barrels are upward. You knee the Ru'ul in the gut instead, making them stagger back. <<nobr>>
<<n "Combat">>
<<setenemy "ruul">>
<<set $enemy.winPassage to "DeltaColonyInvasionHumanOutside8">>
<<set $enemy.lossPassage to "DeltaColonyInvasionHumanRuulLoss">>
<<set $enemy.subduePassage to "DeltaColonyInvasionHumanOutside8-Subdue">>
<<set $enemy.area to "engineroom">>
<</nobr>>@@<<ResetCooldown>>You lunge with your gun-blade, aiming for the Ru'ul's hand. They deflect your blow sideways with both of their blades.<<audio "bladeclang" play>><<audio "gunshot2" play>><<audio "heartbeatbg" play loop>>
<br>Clash after clash. Bolts of energy fly about as neither of you get the final blow, sending sparks exploding around you.
<br>Your mind races. //Got to break their guard.// As you lock blades with the Ru'ul, you sweep your leg at theirs. They leap up, flittering their wings. Taking advantage, you shove them back, then fire at their hands.
<br>One of your blasts land true, knocking a weapon from their hands. As they hit the ground, you shoot out their legs as well.
<br>"Ggghhh!" The Ru'ul falls to their knees, their many eyes wide. But in that moment, they do what you least expect. <<n "DeltaColonyInvasionHumanOutside9-Subdue">>@@They laugh. A hoarse, pained laugh - but a laugh nonetheless.<<audio "heartbeatbg" stop>>
<br>"Well, then, let's continue..."
<br>And with that, they put the barrel to their chin and pull the trigger. Thump. You stare down at their smoking corpse. <<n "DeltaColonyInvasionHumanOutside10">>@@<<ResetCooldown>>You lunge with your gun-blade, aiming for the Ru'ul's head. They whip their blades up and form a cross, knocking your blow upwards.<<audio "bladeclang" play>><<audio "gunshot2" play>><<audio "heartbeatbg" play loop>>
<br>Clash after clash. Bolts of energy fly about as neither of you get a kill-shot, sending sparks exploding around you.
<br>Your mind races. //Got to break their guard.// You tense your muscles. As the Ru'ul strikes, you twist and lock your blade with theirs.
<br>They kick at your stomach. But you brace your abdomen, pretending to be winded. And when they go to strike at your neck, you duck and drive your blade home.
<br>"Ggghhh!" The Ru'ul stumbles back, their many eyes wide. But then, in that moment, they do what you least expect. <<n "DeltaColonyInvasionHumanOutside9">>@@They laugh. A hoarse, pained laugh - but a laugh nonetheless.<<audio "heartbeatbg" stop>>
<br>"Well, then, let's continue..."
<br>And with that, they fall backwards. Thump. One final rasping sigh later, and it's all over. <<n "DeltaColonyInvasionHumanOutside10">>@@All the x'irii are dead, but all you can hear is people sobbing. Looking around, you know it's not just from their injuries, or the countless injured or dead.<<audio ":all" stop>><<audio "sadmoment" play loop>><<audio "electricstatic" play loop>>
<br>It's from the smoking ruin in the middle of the ruin. The reactor is a ruined shell.
<br>//If only I'd been just a bit earlier.// <<n "DeltaColonyInvasionHumanOutside10-2">>@@"We're done for. They've destroyed the reactor." One of the colonists falls to their knees, a blank look on their face.
<br>"What are we going to do? I came to Delta because I thought it was safe!"
<br>"What are we going to do about food and power?
<br>"Those fucking x'irii, they've killed us all!" <<n "DeltaColonyInvasionHumanOutside10-3">>@@The adrenaline drains out of your body. You walk towards the nearest elevator, hoping to collapse inside. But as you approach it, the door doesn't budge. After staring at the emergency ladder, you turn around and collapse against the door instead.<<audio "electricstatic" stop>><<audio "footsteps" play>>
<br>Shay walks up and crouches beside you. A long silence follows. And then, <<s-he>> reaches over and grabs your arm.
<br>"<<Vanth>> - you're a Corrector, right? You can fix this. You can //save// us."
<br>"How?"
<br>"You could infiltrate the x'irii settlement. Find out about the Sphere." As you pull away, <<s-he>> tightens <<s-his>>grip. "Please. If it's real, it's our only hope. There's thousands of people here. My daughter, Maya." Another pause. "Without the generator, we've only got a few weeks at most." <<n "DeltaColonyInvasionHumanOutside12">>@@"And if the Sphere doesn't exist?" You look at the nearby floor. <<s-His>> grip weakens.
<br>"If it doesn't exist. Well, avenge us. Please."
<br><<s-He>> lets go. A few seconds later, <<s-he>> pushes something hard into your hand. The shape and texture is that of a Quartz chip.
<br>"You might as well take that as payment. If you don't take the job, it won't be any good to us."
<br><<s-He>> stands up and walks away. You stare at the chip, then up at the charred bodies on the ground. You recall the burnt children below, and scrunch up your eyes.
<br>//I think I'll stay up here a while.//<<n "PostDeltaColonyInvasionLoss-1">>@@You sprint inside of the colony. Footsteps follow, and you turn around to see Shay and three others following suit.<<audio ":all" stop>><<audio "bent" play loop>><<audio "footsteps" play>>
<br>"Wait, Shay, you're not going to hold back the x'irii?"
<br>"There's others there. The reactor is too important, and I'm not going to let you do it alone!" <<n "DeltaColonyInvasionHumanInside1-1">>@@Screaming people are everywhere. Like a wave, they slam into you. You wade your way through. Once you clear them, there's x'irii warriors on the other side.
<br>"<<Vanth>>, duck!" Shay yells. You do exactly that. Streaks of scarlet shoot over your head, decimating the x'irii before you. One, who ducked like you, is just within reach. <<n "DeltaColonyInvasionHumanInside1-2">>@@You strike them with your gun-blade, sending them careening against the wall. Beyond them, you can see the elevators - the lights are still blinking. <<audio "slice" play>>
<br>"Come on, let's get inside!"
<br>You hit the button. An agonizing wait. Finally, the door opens. <<n "DeltaColonyInvasionHumanInside2">>@@You and the squad squeeze inside. Shay pulls open a panel and begins typing in a pin code.<<audio "door" play>><<audio "elevator" play loop>><<heal>>
<br>"Ready yourself! We've got to stop them from touching that reactor, at any cost."
<br>The last words are heavy. Every brow is glistening. The lift whines upward. One of the group, a rusty-haired man, hands you a canister. The rest are drinking from theirs.
<br>"Advanced restorative. Drink it while you can." You crack the lid and gulp it down. Like the others, you unceremoniously toss it in the corner, where it rattles about.
<br>Everyone levels their weapons at the door. A long silence. And then, a deafening bing. <<n "DeltaColonyInvasionHumanInside3">>@@Sparks and scarlet blasts are flying everywhere. Hundreds of x'irii are climbing all over the flaming reactor. About half as many colonists have found some firearms, and are firing on their foes. Another blast strikes the already smashed up device.<<audio ":all" stop>><<audio "thunderstorm" play loop>><<audio "laserburst2" play loop>><<audio "elevatorbing" play>>
<br>"Stop firing if you can't hit; you're doing more damage than they are!" Shay bellows. <<s-He>> grabs the barrel of one of their guns and points it downward. "Clear the way to the reactor, and get up close!"
<br>Scores of x'irii stand between you and the reactor. You begin to sprint towards them, firing wildly. Each time you shoot, several more fall down from cover fire. You take advantage, ducking and weaving through the maddening throng. <<n "DeltaColonyInvasionHumanInside4">>@@Right in front of the reactor, an alien is standing there. Blue wings, two guns, and a bunch of those acid-filled bulbs danging from a makeshift belt. They click the sides of their barrels. Two shining blades come out beneath. With cold precision, they begin picking off the colonists.<<set $quests.metTheRuul to true>>
<br>You run up and fire at them, but they duck just in time. Their eyes go wide.
<br>"You! It's not possible?!"
<br>"It's the Ru'ul - take them down, <<Vanth>>!"
<br>As Shay shouts, the Ru'ul turns their guns at the reactor. You charge forward, driving your your elbow into their gut. They stagger backwards, then lash out with their blades. It's on! <<nobr>>
<<n "Combat">>
<<setenemy "ruul">>
<<set $enemy.winPassage to "DeltaColonyInvasionHumanInside5">>
<<set $enemy.lossPassage to "DeltaColonyInvasionHumanRuulLoss">>
<<set $enemy.subduePassage to "DeltaColonyInvasionHumanInside5-Subdue">>
<<set $enemy.area to "engineroom">>
<</nobr>>@@<<ResetCooldown>>You go to strike the Ru'ul, but they're gone. Seconds later, you see a blur just beneath you.
<br>//Oh shit.//
<br>A hot pain spreads across your neck. As you fall backwards, you see the Ru'ul holding up a single, triumphant blade, dripping crimson.
<br>As you lay there, dying, they kneel down and place their blade above your heart.
<br>"Well then, let's continue." They softly murmur. A swift downwards movement. Then, darkness... <<n "DeltaColonyInvasionDeath">>@@<<ResetCooldown>>You lunge with your gun-blade, aiming for the Ru'ul's hand. They deflect your blow sideways with both of their blades.<<audio "bladeclang" play>><<audio "gunshot2" play>><<audio "heartbeatbg" play loop>>
<br>Clash after clash. Bolts of energy fly about as neither of you get the final blow, sending sparks exploding around you.
<br>Your mind races. //Got to break their guard.// As you lock blades with the Ru'ul, you sweep your leg at theirs. They leap up, flittering their wings. Taking advantage, you shove them back, then fire at their hands.
<br>One of your blasts land true, knocking a weapon from their hands. As they hit the ground, you shoot out their legs as well.
<br>"Ggghhh!" The Ru'ul falls to their knees, their many eyes wide. But in that moment, they do what you least expect. <<n "DeltaColonyInvasionHumanInside6-Subdue">>@@They laugh. A hoarse, pained laugh - but a laugh nonetheless.<<audio "heartbeatbg" stop>>
<br>"Well, then, let's continue..."
<br>And with that, they put the barrel to their chin and pull the trigger. Thump. You stare down at their smoking corpse. <<n "DeltaColonyInvasionHumanInside6-1">>@@<<ResetCooldown>>You lunge with your gun-blade, aiming for the Ru'ul's head. They whip their blades up and form a cross, knocking your blow upwards.<<audio "bladeclang" play>><<audio "gunshot2" play>><<audio "heartbeatbg" play loop>>
<br>Clash after clash. Bolts of energy fly about as neither of you get a kill-shot, sending sparks exploding around you.
<br>Your mind races. //Got to break their guard.// You tense your muscles. As the Ru'ul strikes, you twist and lock your blade with theirs.
<br>They kick at your stomach. But you brace your abdomen, pretending to be winded. And when they go to strike at your neck, you duck and drive your blade home.
<br>"Ggghhh!" The Ru'ul stumbles back, their many eyes wide. But then, in that moment, they do what you least expect. <<n "DeltaColonyInvasionHumanInside6">>@@They laugh. A hoarse, pained laugh - but a laugh nonetheless.<<audio "heartbeatbg" stop>>
<br>"Well, then, let's continue..."
<br>And with that, they fall backwards. Thump. One final rasping sigh later, and it's all over. <<n "DeltaColonyInvasionHumanInside6-1">>@@The moment the Ru'ul hits the ground, the remaining X'irii begin to scatter. As they fly towards the hole in the ceiling, crimson beams pluck a few out of the air.<<audio ":all" stop>><<audio "deltacolony" play loop>><<audio "crowdcheer" play>>
<br>When the last of them scutters out of view, the firing continues with celebratory cheers. Teams of people run to smother the flames. Long white plumes suck the fire from the equipment.<<n "DeltaColonyInvasionHumanInside7">>@@Shay hobbles over, blood running down <<s-his>> arm. You gesture to it, and <<s-he>> gives a sheepish smile.<<audio "footsteps" play>>
<br>"It's not serious. But that was close. //Too// close. Thank goodness we kept them away from the reactor. We wouldn't have been able to do it without you."
<br><<s-He>> reaches into <<s-his>> clothes and shuffles around. And before you know it, <<s-he>>'s pushing something into your hand. When you open it, you see a Quartz chip.
<br>"This is worth a lot. Did you grab it from the damaged equipment?" <<n "DeltaColonyInvasionHumanInsideReward">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "<<print "Shay">>, I can\'t take this. It\'s too much."' DeltaColonyInvasionHumanInsideRewardNo>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Thanks <<print "Shay">>. I\'ll put this to good use."' DeltaColonyInvasionHumanInsideRewardYes>><</button>></span>
<</nobr>>"It's definitely not. It's the //least// I can do for saving my daughter's life, and everyone else's. Just take it. I won't take no for an answer."
<br>You stare into the Marshall's eyes. //<<s-He>>'s not going to budge.// So you nod and pocket the Quartz chip. But even after that, with everyone whooping and celerbating, there's still a hardness in <<s-his>> eyes.
<br>"You don't seem that thrilled. We just won, Shay."
<br>"I am." <<s-He>> goes to say something, then stops. "Look, come over here."
<br><<s-He>> pulls you aside, into the elevator and away from the throng. The doors close, but <<s-he>> doesn't hit any buttons to go down. <<n "DeltaColonyInvasionHumanInside8">>@@You pocket the Quartz crystal, a warm sensation spreading through your chest. People are patting you on the shoulder, whooping and celebrating. But as you're jostled about, there's still a hard edge in Shay's eyes.<<audio "crowdcheer" play>>
<br>"You don't seem that thrilled. We just won, Shay."
<br>"I am." <<s-He>> goes to say something, then stops. "Look, come over here."
<br><<s-He>> pulls you aside, into the elevator and away from the throng. The doors close, but <<s-he>> doesn't hit any buttons to go down. <<n "DeltaColonyInvasionHumanInside8">>@@"Look, i'm all for celebrating a victory," Shay speaks in a low voice. "And you came when I called, so I feel guilty asking for more."
<br>"Just ask."<<audio ":all" stop>><<audio "sadmoment" play loop>><<audio "door" play>><<audio "elevator" play>>
<br>"I was going to. The truth is, we're not going to survive another attack like that. The x'irii are going to regroup. We're living on borrowed time here. You're the only one who can help."
<br>"What do you suggest?"
<br>"The Sphere." <<s-He>> hugs <<s-his>> waist. "If it's real, the machines or the x'irii have one. Maybe they both do. But we don't have the forces to go on the offensive - we barely have enough to protect the colony. But you, as I said, can slip in and out without anyone noticing." <<n "DeltaColonyInvasionHumanInside8-1">>@@"I've been doing that with the machines. I still haven't found anything yet."
<br>"Thank you for looking. We need that Sphere." <<s-He>> lets out a shuddering sigh. "I want to see my daughter grow up and live to a ripe old age. Not huddling in the dark, starving and waiting for the lights to go out. Not like you and I were. And even then, I want her to do more than just //survive//."
<br>"Shay, what are you going to do if this Sphere isn't real? It could just be a myth."
<br>"Look, I know it sounds crazy, and you wouldn't be the first person to say that. But please, <<Vanth>>, at least try. I can't do it myself. You're the only one who can."
<br>Shay squeezes your arm, then lets go.<<n "DeltaColonyInvasionHumanInside9">>When the doors open, the walls are scorched and filled with colonists. They're nursing their wounds. Running back and forth and carrying supplies.<<audio "door" play>><<audio "groupcrying" play>>
<br>Carrying the dead.
<br>You walk past the corpses and out the doors. Smoke fills the horizon. The sunlight falls in tinted rays of crimson. <<n "PostDeltaColonyInvasion1">>You run through the forest, barreling through the branches with your mechanized form. <<audio ":all" stop>><<audio "confrontation" play loop>><<audio "runleaves" play>>
<br>An unstoppable automation. Smashing through every obstacle in your path.
<br>//No time to change.// //Plus, I'm faster in this form.// //Prejudice will have to wait.// <<n "DeltaColonyInvasionMachine2">>One of your steel feet hit the ground, then flies upwards. The rest of you is pulled with it.<<audio "runleaves" stop>><<audio "rope" play>>
<br>"What the..?" <<n "DeltaColonyInvasionMachine2-1">>@@The world is upside down. You move your head forward.
<br>Just barely, you can see a single cord wrapped around your metal ankle.
<br>"You've got to be kidding me. Well, at least it's not cutting off any circulation." <<n "DeltaColonyInvasionMachine2-2">>@@Above you - or more specifically, on the ground below - there's a shimmering. You strain to look.
<br>An alien is standing there, a searstick clutched in their three-fingered hand. Half a dozen other x'irii emerge from the undergrowth.
<br>//Upside down and completely surrounded.// //Great.//
<br>"One of the machines, running towards the settlement?"
<br>"I didn't think they'd get involved. That's what the Ru'ul said." <<n "DeltaColonyInvasionMachineYieldChoice">>@@<span id="choiceIntro">What do you do?</span>
<<nobr>>
<center>
<span id="button1" class="choicebutton"><<button "1. Cut Rope" DeltaColonyInvasionMachine3>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Hang There" DeltaColonyInvasionMachineYield>><</button>></span>
</center>
<</nobr>>"Well, a machine is a machine." The x'irii below you twirls their searstick. //Uh oh.//<<audio ":all" stop>><<audio "death" play>>
<br>They point the bulbous end at you. With a slight tug, a stream of acid sprays from it and all over your metal chassis. You swear and try to rock loose, but it's too late. One of them is raising their searstick and pulling their arm back.
<br>It whistles towards your chest. A second later, everything goes black. <<n "DeltaColonyInvasionDeath">>@@You reach for your gun-blade. As you swing it at your metal feet, there's shouts from below.<<audio "slice2" play>>
<br>"It's cutting itself down, stop it!"
<br>//Too late.// You plummet head-first towards the ground. Balling yourself up and twisting, you hit the ground like an iron ball. Whumph.
<br>Dust is everywhere. As you unfurl yourself, the x'irii are coming in with searsticks raised.
<br>"This one's different, we can't let it interfere!" <<nobr>>
<<n "Combat">><<setenemy "xiriiHuntingParty">>
<<set $enemy.name to "the ambush squad">>
<<set $enemy.Name to "The ambush squad">>
<<set $enemy.winPassage to "DeltaColonyInvasionMachine4">>
<<set $enemy.lossPassage to "DeltaColonyInvasionMachineAmbushSquadLoss">>
<<set $enemy.subduePassage to "DeltaColonyInvasionMachine4-Subdue">>
<<set $enemy.boss to true>>
<<set $enemy.flee to false>>
<<set $enemy.desc to "An ambush squad of x'irii warriors have you surrounded, their deadly searsticks raised. They're barring your advance to the Colony.">>
<<set $enemy.winText to "None">>@@
<</nobr>><<ResetCooldown>>One of the x'irii hurls a searstick, which hits you in your side. Clang! You're sent reeling, only to be kicked down by another.<<audio ":all" stop>><<audio "death" play>>
<br>Your gun-blade goes flying out of reach. You see sparks as one of your mechanical parts is punctured.
<br>The coup-de-grace comes soon after - a blow right to your head...<<n "DeltaColonyInvasionDeath">>@@<<ResetCooldown>>The last xirii attacks you, and you sidestep, hitting them in the face with your gun. They fall down with the rest. Broken and burnt searsticks surround you.<<audio ":all" stop>><<audio "confrontation" play loop>>
<br>"Damn it, I don't have time for this!"
<br>You leap over one of them, and keep sprinting to the colony.<<n "DeltaColonyInvasionMachine5">>@@<<ResetCooldown>>The fallen x'irii are scattered around you, their searsticks broken and burnt. <<audio ":all" stop>><<audio "confrontation" play loop>>
<br>"I don't have time for this!"
<br>You leap over one of them, and keep sprinting to the colony.<<n "DeltaColonyInvasionMachine5">>@@As you run, more x'irii swarm down from the trees. You duck and weave between the falling searsticks. The canopy seem alive with them.<<audio "runleaves" play>>
<br>Thunk-thunk-thunk-thunk! A wall of searsticks appears right in front of you, forming a line. You spin around. Several x'irii land behind you. <<nobr>>
<<n "Combat">>
<<setenemy "xiriiHuntingParty">>
<<set $enemy.winPassage to "DeltaColonyInvasionMachine6">>
<<set $enemy.subduePassage to "DeltaColonyInvasionMachine6-Subdue">>
<<set $enemy.lossPassage to "DeltaColonyInvasionHumanSquadLoss">>
<<set $enemy.attack -= 5>>
<<set $enemy.name to "the alien warriors">>
<<set $enemy.Name to "The alien warriors">>
<<set $enemy.area to "forest">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.desc to "A fighting squad of x'irii warriors have you surrounded, their deadly searsticks raised. They're barring your advance to the Colony.">>
<<set $enemy.winText to "None">>@@
<</nobr>><<ResetCooldown>>Two x'irii strike at you with their searsticks. You grab one and twist, driving the point into the ground. The second x'irii trips over the stick of the first, who you take out with a backwards elbow.<<audio ":all" stop>><<audio "confrontation" play loop>>
<br>The warriors are down, but you can hear rustling in the canopy. Reinforcements. //No time to wait.//
<br>You keep running towards the colony, gun-blade in hand. Searsticks whistle over your head.<<n "DeltaColonyInvasionMachine6-1">>@@<<ResetCooldown>>The last of your x'irii attackers fall. You can hear rustling in the canopy.<<audio ":all" stop>><<audio "confrontation" play loop>>
<br>//More of them?// //I don't have time for this!//
<br>You keep running. The second you do, searsticks whistle over your head. You leap over the bodies of the fallen, and where you can, duck and weave. The projectiles keep missing you; luck seems to be on your side. <<n "DeltaColonyInvasionMachine6-1">>@@A roaring explosion. The trees swake and sway. Crimson beams bleed through the canopy.<<audio "spaceexplosion2" play>><<audio "runleaves" play>>
<br>//It came from the left.// //What in the hell was that?//
<br>With only a split second to decide, you turn and begin running towards the noise. <<n "DeltaColonyInvasionMachine7">>@@In the distance, you can see a massive cannon protruding from the canopy. It's of earthly design, sitting on tracks like some sort of tank. Surrounding it are x'irii warriors. <<audio "runleaves" stop>>
It's strange enough that your pace slows. In that moment, the x'irii shout something.
The barrel pushes back. <<n "DeltaColonyInvasionMachine7-1">>@@Another explosion. Scarlet sears up from it and through the canopy. As you cover your eyes, there's a secondary explosion in the distance.<<audio "spaceexplosion2" play>>
<br>//Where the hell did they get a weapon like that?// //How do they even know how to use it?//
<br>A single blue-winged x'irii is standing next to the cannon, their arm resting on it. They're shouting orders to the others.
<br>//That must be the Ru'ul - the enemy commander.// //If I take them out, their ranks might fall apart.// <<n "DeltaColonyInvasionMachine8">>@@Some of the x'irii warriors are staring at you now - your presence is not unnoticed. Gulping, you raise your gun-blade and slide down the ridge. As you reach the base, only a few x'irii are running to meet you.
<br>"Guess I don't look like a threat, huh? Big mistake."
<br><<if $player.nonLethal is false>>You duck to the side of one, knocking them out and driving their limp body into another.<<else>>You duck to the side of one, pressing your barrel to their side and pulling the trigger.<</if>> One after another, they fall to the ground. A dance of mechanical precision. <<n "DeltaColonyInvasionMachine9">>@@As you fell another foe, a scarlet blast clips your face-plate. Sparks fly in front of your eyes.<<audio ":all" stop>><<audio "gunshot" play>><<audio "thunderstorm" play loop>>
<br>"Stop! If you're going to fight anyone, fight me."
<br>You turn to see the Ru'ul approaching. In each hand, you can see a gun, clasped by three-fingered digits. Shh-shink! Two blades appear beneath the barrels.
<br>"Gun-blades. This day just keeps getting weirder and wierder."
<br>"You're here to stop me, right? It was only a matter of time," the azure alien scowls. "I won't let you use it!" <<nobr>>
<<n "Combat">>
<<setenemy "ruul">>
<<set $enemy.winPassage to "DeltaColonyInvasionMachine10">>
<<set $enemy.lossPassage to "DeltaColonyInvasionMachineRuulLoss">>
<<set $enemy.subduePassage to "DeltaColonyInvasionMachine10">>
<<set $enemy.area to "forest">>
<</nobr>>@@<<ResetCooldown>>You go to strike the Ru'ul, but they're gone. Seconds later, you see a blur just beneath you.<<audio ":all" stop>><<audio "death" play loop>><<set $quests.metTheRuul to true>>
<br>//Oh shit.//
<br>A hot pain spreads across your neck. As you fall backwards, you see the Ru'ul holding up a single, triumphant blade, dripping crimson. At least for a moment.
<br>As they look down at your bleeding body, their eyes go wide.
<br>“You. I don’t believe it!”
<br>But before you can hear any more, everything fades to black.<<n "DeltaColonyInvasionDeath">>@@<<ResetCooldown>>You lunge with your gun-blade, aiming for the Ru'ul's <<if $player.nonLethal is true>>shoulder<<else>>head<</if>>. They whip their blades up and form a cross, knocking your blow upwards.<<audio "bladeclang" play>><<audio "gunshot2" play>><<audio "heartbeatbg" play loop>>
<br>Clash after clash. Bolts of energy fly about as neither of you get <<if $player.nonLethal is true>>that final blow<<else>>a kill-shot<</if>>, sending sparks exploding around you.
<br>Your mind races. //Got to break their guard.// As the Ru'ul strikes, you twist and lock your blade with theirs.
<br>They kick at your metal stomach. But you're prepared for it, pretending to be knocked off guard. And when they go to strike at your neck, you duck and <<if $player.nonLethal is true>>slam your fist into their gut<<else>>drive your blade home<</if>>. So close - you can feel where their blade grazed your neck, drawing just a bit of blood.
<br>As the Ru'ul staggers back, <<if $player.nonLethal is true>>rasping for air<<else>>grasping at their bleeding stomach<</if>>, they look up at you with wide eyes. And then, they do what you least expect. <<n "DeltaColonyInvasionMachine11">>@@They laugh. A hoarse, pained laugh - but a laugh nonetheless.<<audio "heartbeatbg" stop>><<set $quests.metTheRuul to true>>
<br>“You. I don’t believe it!” They stumble towards you, reaching out a hand for your neck.
<br>Instinctively, you bat it away. Your opponent wavers on their feet.
<br>"Well then, let's continue..." they murmur. And then, they fall face first on the ground.
<br>//What was that all about?// //<<if $player.nonLethal is true>>Does<<else>>Did<</if>> that x'irii... know me?// <<n "DeltaColonyInvasionMerged11">>@@From up here, Delta is completely in view. A massive horde is charging towards the outpost.
"I took down the commander, but the colony's still under attack?"
"Delta looks completely outnumbered. They must have picked this place because of the view."
You turn to the cannon. There's a panel on the side, and you tap it. As you do, an advanced holomap springs to life, complete with virtual topography.<<n "DeltaColonyInvasionMerged12">>@@"Geez, how advanced is this? And how did they even get it?"<<audio "interface" play>>
<br>A small representation of the battlefield appears. A faint firing arc is traced between the cannon and the colony. As you tap the screen, it hovers over the enemy forces instead.
<br>The cannon groans and shifts ahead.
<br>The cannon could easily be used to fire on the x'irii troops from behind - potentially stopping the attack in one blow. And killing most of the alien invaders in the process.<<n "DeltaColonyInvasionMergedUseCannonChoice">>@@<span id="choiceIntro">Do you fire on the unsuspecting x'irii army from behind, and stop the battle?</span>
<<nobr>>
<center>
<span id="button1" class="choicebutton"><<button "1. Kill them." DeltaColonyInvasionMergedUseCannon>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Don't Kill." DeltaColonyInvasionMergedNoCannon>><</button>></span>
</center>
<</nobr>>You raise your finger above the screen, then curl it back.
<br>"No, not this way."
<br>Instead, you keep sprinting towards the colony, leaving the large cannon behind. <<n "DeltaColonyInvasionMergedNoCannon2">>@@Hundreds of x'irii are standing between you and the colony, though their backs are turned. You suck in a deep breath. There's no way past them. No way but through, at least.<<audio "battleshots" play>>
<br>"Stop this attack!" You shout. A handful of x'irii turn to you, understandably blinking. <<if $player.appearance is "alien">>Since they're ignoring you, you fire a warning shot at one of them<<else>>//Probably wondering how I speak their tongue.//<</if>>
<br>But instead of dialogue, several searsticks come whistling at you. You dive to the side. <<if $player.appearance is "alien">>There's a literal horde before you.<<else>>A literal horde comes running at you.<</if>> <<if $player.appearance is "alien">>//Guess i've got to stop them by force.<<else>>//Holy sh...//<</if>> <<nobr>>
<<n "Combat">>
<<setenemy "xiriiHuntingParty">>
<<set $enemy.winPassage to "DeltaColonyInvasionMergedNoCannon4">>
<<set $enemy.subduePassage to "DeltaColonyInvasionMergedNoCannon4">>
<<set $enemy.lossPassage to "DeltaColonyInvasionMergedAmbushHordeLoss">>
<<set $enemy.name to "the alien warriors">>
<<set $enemy.Name to "The alien warriors">>
<<set $enemy.area to "delta">>
<<set $enemy.flee to false>>
<<set $enemy.attack -= 5>>
<<set $enemy.boss to true>>
<<set $enemy.desc to "A horde of x'irii warriors are surrounding you, their deadly searsticks raised. They're standing between you and the colony.">>
<<set $enemy.winText to "None">>
<</nobr>>@@<<ResetCooldown>>There's just too many of them. <<if $player.appearance is "alien">>Searsticks strike your wings, and you swear out loud.<<else>>Searsticks hits your metal chassis, dinting it deep.<</if>><<audio ":all" stop>><<audio "death" play>>
<br>Suddenly you're knocked down by several x'irii. Strain as you might, you can't get up.
<br>The coup-de-grace comes soon after - a blow right to your head. Everything goes black.<<n "DeltaColonyInvasionDeath">>@@<<ResetCooldown>>As you take down one after another, more x'irii take their place. Piles of x'irii are lying around you, and the end of your gun-blade is red-hot. After several fights - including the duel with the enemy commander - your arms feel like they're about to fall off..<<audio ":all" stop>><<audio "confrontation" play loop>><<audio "horn" play>>
<br>"Why did I think taking you all on by myself was a great idea? Shit!"
<br>A horn blows. More x'irii are running towards you, weapons in hand.
<br>You ready your own. //Guess this is my last stand.// <<n "DeltaColonyInvasionMergedNoCannon4-1">>@@The x'irii warriors run right past you.<<audio ":all" stop>><<audio "deltacolony" play loop>><<audio "crowdcheer" play>>
<br>You blink. Like a rock in the river, you watch them rush past. Some are carrying their wounded, while others are simply sprinting to the forest.
<br>"What in the? Did I just turn the battle, or was it something else?"
<br>You hear cheering behind you. As you turn around, there's a scarlet flash. <<n "DeltaColonyInvasionMergedNoCannon5">>@@You're staring up at the sky. Smoke is rising from your chest.<<audio "crowdcheer" stop>><<audio "gunshot" play>><<audio "bodydirt" play>>
<br>"Who the hell shot me?" You wheeze. Several colonists come into your view, guns pointed at your face. Some of the barrels are trembling.
<br>"This is the one. <<if $player.appearance is "alien">>The x'irii that turned on their own.<<else>>The killing machine that broke through the X'iiri ranks.<</if>>"
<br>"Did you see it? Hundreds of them couldn't even take it down."
<br>"Good thing they tired it out. Look, it's even got human blood on it!"
<br>"We've got to stop it before it starts killing again." <<n "DeltaColonyInvasionMerged13">>@@With a single flick, you dial up the energy to max. And then you hold your finger down on the invading army, squishing them under your thumb.
<br>//Like ants.//
<br>An explosion rips from the cannon. A split second later, a bright seed appears on the battlefield, expanding quickly into an angry orange plume.<<n "DeltaColonyInvasionMergedUseCannon-Explosion2">>@@"Hmm. Hard to tell if I hit them or not." <<audio "spaceexplosion" play>>
<br>You place your hand over your eyes and narrow your eyes. As you do, there's a sizzling and crackling above your head.
<br>You peer upwards. The cannon is growing in size.
<br>"Oh shit!" <<n "DeltaColonyInvasionMergedUseCannon2">>@@You sprint out of the way. A loud crunch and groan later, and it's lying on its side. You wipe your brow. <<audio "spaceexplosion" stop>><<audio "collapsebrief" play>>
<br>"Guess I shouldn't have turned it all the way up? Must have been on the way out."
<br>You grab your gun-blade and keep running towards the colony. //Hopefully, it was a direct hit.//<<n "DeltaColonyInvasionMergedUseCannon3">>@@When you get to the bottom, you see at least a hundred x'irii facing the explosion. Some turn and look at you, weapons in hand.
<br>You ready your own. <<audio "battleshots" play>><<audio "collapsebrief" stop>>
<br>"All right, let's do this!" <<n "DeltaColonyInvasionMergedUseCannon3-1">>@@Instead, they run right past you. <<audio ":all" stop>><<audio "deltacolony" play loop>><<audio "crowdcheer" play>>
<br>You blink and stare at them as they brush past. Some are carrying their wounded, but most are just sprinting towards the forest.
<br><<if $player.appearance is "alien">>//Well, I do look like one of them - and they just got shelled.<<else>>//Guess they don't want to be shelled again.//<</if>> //Guess I single-handedly turned the battle.// <<n "DeltaColonyInvasionMergedUseCannon4">>@@You're staring up at the sky. Smoke is rising from your chest.<<audio "gunshot" play>><<audio "bodydirt" play>><<audio "crowdcheer" stop>>
<br>"Who the hell shot me?" You wheeze. Several colonists come into your view, guns pointed at your face.
<br>Some of the barrels are trembling. You suck in a deep breath.<<n "DeltaColonyInvasionMergedUseCannon4-1">>@@"<<if $player.appearance is "alien">>This one wasn't running away; too bad for it.<<else>>What is a machine doing amongst the x'irii?<</if>>"
<br>"<<if $player.appearance is "alien">>What do you think shelled them?<<else>>Is it the one that shelled the front line?<</if>>"
<br>"It doesn't matter. <<if $player.appearance is "alien">>Whatever it was, it turned the tide.<<else>>They're probably after both the x'irii and us.<</if>> <<if $player.appearance is "alien">>Eugh, this one's got human blood on it<<else>>Look, it's even got human blood on it!<</if>>"
<br>"<<if $player.appearance is "alien">>Right, let's finish it off.<<else>>We've got to stop it and the others before they start shooting again.<</if>>" <<n "DeltaColonyInvasionMerged13">>@@"Wait!"
<br>A familiar voice. Someone is pushing through the colonists. It's Shay, fully equipped in <<s-his>>armored suit.
<br>"You said there's a <<if $player.appearance is "alien">>x'irii here that didn't run, one with blood on it?<<else>>machine here, with blood on it?<</if>>"
<br>"Yeah, we were just about to shoot it. Why, what's wrong?"
<br>"Hold your fire." Shay kneels down and touches the blood on your neck. "<<Vanth>>, is that you?"
<br>"Yeah." You rasp. Shay's face goes pale. <<n "DeltaColonyInvasionMerged14">>@@"This one is one of ours. A Corrector," Shay declares. Immediately, the colonists begin scoffing.
<br>"What, a corrector? <<if $player.appearance is "alien">>That's a fucking x'irii!<<else>>That's rubbish.<</if>>"
<br>"<<if $player.appearance is "alien">>That's human bleeding, not alien!<<else>>Look at their neck!<</if>> <<if $player.appearance is "alien">>And this isn't a request.<<else>>That's bleeding, not blood splatter.<</if>> I order you to leave them alone!"
<br>The surrounding throng murmur and look at each other. But as the Marshall leans down and helps you up, they don't stop <<s-him>>. Slowly, they disperse - keeping their eyes pinned on you. <<n "DeltaColonyInvasionMerged15">>@@"Looks like they were going to shoot me. Again." You clasp your scorched chest.<<audio "footsteps" play>>
<br>"They definitely were. It's a bit hard when you come looking like that<<if $player.appearance is "alien">>; a x'irii of all things<</if>>."
<br>"I didn't have time to change."
<br>"You make it sound like switching clothes. Anyway, I definitely appreciate it. They were almost inside the colony, at least until the tides turned."
<br>Shay <<if $player.appearance is "alien">>hurries<<else>>leads<</if>> you towards the tree-line. <<s-He>> then stops and places something in your hand. <<n "DeltaColonyInvasionMerged15-2">>@@"A Quartz Chip?"
<br>"You seemed to want them in the ruins, so I got you another one." <<n "DeltaColonyInvasionMergedReward">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "I can\'t take this. It\'s too much."' DeltaColonyInvasionMergedRewardNo>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Thanks, I\'ll put this to good use."' DeltaColonyInvasionMergedRewardYes>><</button>></span>
<</nobr>>"It's definitely not. You charged in here, looking like that, knowing what it means. You saved our lives. My daughter Maya's life. I won't take no for an answer."
<br>You stare into <<s-his>> unyielding eyes. After a long pause, you just pocket the Quartz chip. But as you do, you notice <<s-him>> shift on the spot.
<br>"What is it? You look like you've still got something to say."
<br>"I do. And I don't know how to ask it."
<br>"Well, if you don't have the right words, just use the wrong ones." <<n "DeltaColonyInvasionMerged16">>You pocket the Quartz crystal. "Thanks, Shay. I've been looking everywhere for these."
<br>As you pocket the chip, Shay shifts on the spot.
<br>"What is it? You look like you've still got something to say."
<br>"I do. And I don't know how to ask it."
<br>"Well, if you don't have the right words, just use the wrong ones." <<n "DeltaColonyInvasionMerged16">>@@"Look, i'm all for celebrating a victory," Shay speaks in a low voice. "And you came when I called, so I feel guilty asking for more."<<audio ":all" stop>><<audio "sadmoment" play loop>>
<br>"Just ask."
<br>"I was going to. The truth is, we're not going to survive another attack like that. The x'irii are going to regroup. We're living on borrowed time here. You're the only one who can help."
<br>"What do you suggest?"
<br>"The Sphere." <<s-He>> hugs <<s-his>> waist. "If it's real, the machines or the x'irii have one. Maybe they both do. But we don't have the forces to go on the offensive. We barely have enough to protect the colony. But you, as I said, can slip in and out without anyone noticing." <<n "DeltaColonyInvasionMerged16-1">>@@"I've been doing that with the machines. I still haven't found anything yet."
<br>"Thank you for looking. We need that Sphere." <<s-He>> lets out a shuddering sigh. "I want to see my daughter grow up and live to a ripe old age. Not huddling in the dark, starving and waiting for the lights to go out. Not like you and I were. And even then, I want her to do more than just //survive//."
<br>"Shay, what are you going to do if this Sphere isn't real? It could just be a myth."
<br>"Look, I know it sounds crazy, and you wouldn't be the first person to say that. But please, <<Vanth>>, at least try. I can't do it myself. You're the only one who can." <<if $player.appearance is "alien">><<n "DeltaColonyInvasionAlienWarning">><<else>><<n "DeltaColonyInvasionMachineWarning">><</if>>@@"That said, next time you come here, //please// don't come looking like one of the x'irii."
<br>"Because of the attack? Yeah, seems obvious. Duly noted."
<br>"Thank you for understanding." Shay places a hand on your shoulder. "And, thank you for coming - I can't say it enough."
<br><<s-He>> turns and walks back to the colony. You clutch the Quartz chip and begin walking back to the forest. <<n "PostDeltaColonyInvasion1">>@@"That said, I know this is going to sound horrible. But next time you come here, don't come looking like that." Shay looks away, pulling <<s-his>> lips tight.
<br>"Not looking like a machine, you mean?"
<br>"Yes. You saw them before, and honestly, I understand it. I lost my <<if $shay is "female">>husband<<else>>wife<</if>> to the machines, and many of them have as well. If you try to enter the colony like you do now, you'll cause a panic. Especially with what just happened." <<n "DeltaColonyInvasionMachineBotConvo">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Shay, the machines are peaceful. The violent ones are due to a human-made virus."' DeltaColonyInvasionMachineBotConvoVirus>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I understand. I\'ll make sure to come as a human next time."' DeltaColonyInvasionMachineBotConvoSilent>><</button>></span>
<</nobr>>Shay shakes <<s-his>> head.
<br>"I don't believe that. Machines being peaceful? They abandoned us long ago, and they've been hunting us ever since."
<br>"But I've seen them. I've talked to them, just like you asked."
<br>Shay rubs <<s-his>> brow.
<br>"I mean, even if that's true, does it matter? Machines have been killing humans since my grandmother's time. It's not something that can just be taken away. I'm sorry." <<n "DeltaColonyInvasionMachineBotConvoVirus-1">>@@A long pause follows. Both of you fidget in place. <<s-He>> reaches out and puts a hand on your shoulder.
<br>"Thank you again, I can't say it enough. And please, give thought to what I asked. We desperately need that Sphere."
<br><<s-He>> turns and walks back to the colony. You clutch the Quartz chip and begin walking back to the forest. <<n "PostDeltaColonyInvasion1">>@@"I understand. That's the last thing the colony needs right now."
<br>"Thank you for understanding." Shay places a hand on your shoulder. "And, thank you for coming - I can't say it enough."
<br><<s-He>> turns and walks back to the colony. You clutch the Quartz chip and begin walking back to the forest. <<n "PostDeltaColonyInvasion1">>@@You run through the forest, weapon in hand. As you flit your wings, you're half floating, half running. <<audio ":all" stop>><<audio "confrontation" play loop>><<audio "runleaves" play>>
<br>You leap over a large alien flower and stretch your wings. You soar across it, arms outstretched.
<br>//Gotta get there.// //Can't be too late...// <<n "DeltaColonyInvasionAlien2">>@@There's a glittering up in the canopy. X'irii are crouched on branches. But as you move beneath them, they keep looking past you.
<br>//Ambush squads?//
<br>You continue moving. //They're not attacking the colony.// //Stopping to fight them won't help.//
<br>As you advance, you pass beneath dozens more squads, all perched above you. A chill runs down your spine.
<br>The colony is almost in sight. Up ahead, you can see a large mass of x'irii warriors. Hiding your weapon behind you, you float over to them and land on the ground. <<n "DeltaColonyInvasionAlienPeaceChoice">>@@<span id="choiceIntro">They're completely unguarded. One of them raises a hand. What do you do?</span>
<<nobr>>
<center>
<span id="button1" class="choicebutton"><<button "1. Open fire on them." DeltaColonyInvasionAlienAggressive1>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Find the leader." DeltaColonyInvasionAlienPeaceful1>><</button>></span>
</center>
<</nobr>>You whip out your gun-blade and open fire. Several of the x'irii go down, but even more pick up their searsticks.<<audio "gunshot" play>>
<br>"This Z’rier has gone mad; stop them!" <<nobr>>
<<n "Combat">>
<<setenemy "xiriiHuntingParty">>
<<set $enemy.winPassage to "DeltaColonyInvasionAlienAggressive2">>
<<set $enemy.subduePassage to "DeltaColonyInvasionAlienAggressive-Subdue">>
<<set $enemy.lossPassage to "DeltaColonyInvasionAlienAggressiveLoss">>
<<set $enemy.name to "the alien warriors">>
<<set $enemy.Name to "The alien warriors">>
<<set $enemy.area to "forest">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.attack -= 5>>
<<set $enemy.desc to "A fighting squad of x'irii warriors have you surrounded, their deadly searsticks raised. They're barring your advance to the Colony.">>
<<set $enemy.winText to "None">>
<</nobr>>@@<<ResetCooldown>>One of the x'irii hurls a searstick, which hits you in your side. You're sent spinning, only to be kicked down by another.<<audio ":all" stop>><<audio "death" play loop>>
<br>"Shit!" Your gun-blade goes flying out of reach. The next strike that hits you comes as no surprise.
<br>...You fade into the familiar darkness... <<n "DeltaColonyInvasionDeath">>@@<<ResetCooldown>>The last xirii attacks you, and you sidestep, hitting them in the face with your gun. They fall down with the rest. Broken and burnt searsticks surround you.<<audio ":all" stop>><<audio "confrontation" play loop>>
<br>"That's some down, a whole lot more to go."
<br>You leap over one of them, and keep sprinting to the colony.<<n "DeltaColonyInvasionAlienAggressive2-2">>@@<<ResetCooldown>>The fallen x'irii are scattered around you, their searsticks broken and burnt. <<audio ":all" stop>><<audio "confrontation" play loop>>
<br>"That's some down, a whole lot more to go."
<br>You leap over one of them, and keep sprinting to the colony.<<n "DeltaColonyInvasionAlienAggressive2-2">>@@A roaring explosion. The trees swake and sway. Crimson beams bleed through the canopy.<<audio "spaceexplosion2" play>><<audio "runleaves" play>>
<br>//It came from the left.// //What in the hell was that?//
<br>With only a split second to decide, you turn and begin running towards the noise. <<n "DeltaColonyInvasionAlien3-1">>@@"Where's our leader?"
<br>The x'irii warriors blink at you. //Is my translation software not working?//
<br>"What do you mean, leader?"
<br>"I mean, who's directing the battle?"
<br>"Oh, you mean the Ru'ul? They're up on that hill, with the strange machine."
<br>//A strange machine?// Keeping your face motionless, you simply nod and run up the hill. <<n "DeltaColonyInvasionAlien3-1">>@@In the distance, you can see a massive cannon protruding from the canopy. It's of earthly design, sitting on tracks like some sort of tank. Surrounding it are x'irii warriors. <<audio "runleaves" stop>>
It's strange enough that your pace slows. In that moment, the x'irii shout something.
The barrel pushes back. <<n "DeltaColonyInvasionMachine3-2">>@@An explosion. Scarlet sears up from it and through the canopy. As you cover your eyes, there's a secondary explosion in the distance.<<audio "spaceexplosion2" play>>
<br>//Where the hell did they get a weapon like that?// //How do they even know how to use it?//
<br>A single blue-winged x'irii is standing next to the cannon, their arm resting on it. They're shouting orders to the others.
<br>//That must be the Ru'ul - the enemy commander.// //If I take them out, their ranks might fall apart.// <<n "DeltaColonyInvasionAlien4">>@@You slowly work your way through the throng. The other x'irii pay you no mind. They're staring at the trees beyond, looking for humans.
<br>And because of that, you can walk right up to the Ru'ul. There are two hanging guns from a leather cord slung around their waist.
<br>"Tree clans, get into position!" The Ru'ul barks. "Once we open a hole in the human grove, we will climb inside and destroy their cursed pods!"
<br>Your stomach sinks. //Seems like something is about to go down.// <<n "DeltaColonyInvasionAlienPeacefulChoice">>@@<span id="choiceIntro">The Ru'ul is standing there with their hand on the cannon. They seem defenseless and nobody suspects you.</span>
<<nobr>>
<center>
<span id="button1" class="choicebutton"><<button "1. Shoot them." DeltaColonyInvasionAlienShootInBack>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Challenge them." DeltaColonyInvasionAlienChallenge>><</button>></span>
<span id="button3" class="choicebutton"><<button "3. Tell them to stop." DeltaColonyInvasionAlienTalk>><</button>></span>
</center>
<</nobr>>"Stop this now!"
<br>The Ru'ul widens their eyes, and takes their hand off the console. One of the x'irii comes up and stands well within your personal space.
<br>"Who are you to tell the Ru'ul to stop, Z’rier?"
<br>"No, it's fine." The leader raises a three-fingered hand. "This may seem cruel, young one. But this is for the human's own good."
<br>"How can this be for their good?" You reel at the words. "You're killing them. That colony is practically defenseless!"<<n "DeltaColonyInvasionAlienTalk1-1">>@@The x'irii around you look away. Silence fills the air.
<br>//Are my words getting through to them?//
<br>Meanwhile, the Ru'ul furrows their brow, a pained look on their face.
<br>"It's them or us, and they don't deserve this world. Now get back to your position!" <<n "DeltaColonyInvasionAlienTalk2">>@@<span id="choiceIntro">The x'irii, who were frozen, are moving back to their posts. The battle is still going on.</span>
<<nobr>>
<center>
<span id="button1" class="choicebutton"><<button "1. Shoot them." DeltaColonyInvasionAlienShootInBack>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Challenge them." DeltaColonyInvasionAlienChallenge>><</button>></span>
<span id="button3" class="choicebutton"><<button "3. Try to reason again." DeltaColonyInvasionAlienTalk3>><</button>></span>
</center>
<</nobr>>"It's murder. The humans deserve to live!"
<br>"It is, and they don't. I've wasted enough time talking about this, young x'irii. Get to your position!" <<n "DeltaColonyInvasionAlienTalk2">>@@"Ru'ul, I challenge you to combat!"
<br>Many of the x'irii warriors turn to you, mouth agape. The Ru'ul widens their eyes, and takes their hand off the console.<<audio ":all" stop>><<audio "thunderstorm" play loop>>
<br>"Are you mad, Z’rier? This is hardly the time!" One of them shouts. However, their leader raises a three-fingered hand.
<br>"I agree. Don't you think this should have been left to the arena?"
<br>Unfamiliar words. //But it seems to have worked.// The Ru'ul is unhooking their guns. With a light tap of their fingers, two blades jump out beneath the barrels. gun-blades.
<br>"It's too late now, I suppose. The challenge has been thrown, and I will not dishonor our traditions by refusing. Prepare yourself, Z'rier!" <<nobr>>
<<n "Combat">>
<<setenemy "ruul">>
<<set $enemy.winPassage to "DeltaColonyInvasionAlienChallenge2">>
<<set $enemy.lossPassage to "DeltaColonyInvasionAlienRuulLoss">>
<<set $enemy.subduePassage to "DeltaColonyInvasionAlienChallenge2">>
<<set $enemy.area to "forest">>
<</nobr>>@@<<ResetCooldown>>You go to strike the Ru'ul, but they're gone. Seconds later, you see a blur just beneath you.<<audio ":all" stop>><<audio "death" play loop>>
<br>//Oh shit.//<<set $quests.metTheRuul to true>>
<br>A hot pain spreads across your neck. As you fall backwards, you see the Ru'ul holding up a single, triumphant blade, dripping crimson. At least for a moment.
<br>As they look down at your bleeding body, their eyes go wide.
<br>“You. I don’t believe it!”
<br>But before you can hear any more, everything fades to black.<<n "DeltaColonyInvasionDeath">>@@<<ResetCooldown>>You lunge with your gun-blade, aiming for the Ru'ul's <<if $player.nonLethal is true>>shoulder<<else>>head<</if>>. They whip their blades up and form a cross, knocking your blow upwards.<<audio "bladeclang" play>><<audio "gunshot2" play>><<audio "heartbeatbg" play loop>><<set $quests.metTheRuul to true>>
<br>Clash after clash. Bolts of energy fly about as neither of you get <<if $player.nonLethal is true>>that final blow<<else>>a kill-shot<</if>>, sending sparks exploding around you.
<br>Your mind races. //Got to break their guard.// As the Ru'ul strikes, you twist and lock your blade with theirs.
<br>They kick at your stomach. But you brace your abdomen, pretending to be winded. And when they go to strike at your neck, you duck and <<if $player.nonLethal is true>>slam your fist into their gut<<else>>drive your blade home<</if>>.
<br>The Ru'ul staggers back, defeated, and thuds againt the machine. <<n "DeltaColonyInvasionAlienChallenge4">>@@As you glance around, there's a lot of searsticks pointed at you. You pick up your gun-blade, your heart racing. <<audio ":all" stop>><<audio "confrontation" play loop>><<audio "heartbeatbg" stop>>
<br>"I won the fight. Doesn't that make me leader now?"
<br>"Foolish Z’rier!" One of them spits. "Don't you know anything of X'ir's customs?"
<br>"Truthfully, no. I guess you're all going to try and kill me now, then?"
<br>"Yes; at least you know that!" <<nobr>>
<<n "Combat">>
<<setenemy "xiriiHuntingParty">>
<<set $enemy.winPassage to "DeltaColonyInvasionAlienShootInBack2">>
<<set $enemy.subduePassage to "DeltaColonyInvasionAlienShootInBack2">>
<<set $enemy.lossPassage to "DeltaColonyInvasionAlienAmbushHordeLoss">>
<<set $enemy.name to "the alien warriors">>
<<set $enemy.Name to "The alien warriors">>
<<set $enemy.area to "forest">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.attack -= 5>>
<<set $enemy.desc to "A horde of x'irii warriors are surrounding you, their deadly searsticks raised. They're out for blood.">>
<<set $enemy.winText to "None">>
<</nobr>>@@You pull out your gun-blade and pull the trigger. The Ru'ul goes flying back, hitting the machine with a resounding thud.<<audio ":all" stop>><<audio "gunshot" play>><<audio "thunderstorm" play loop>>
<br>Kill that Z’rier!" Someone shouts. The swarm of x'irii warriors descend on you from all directions.
<br>//Oh shit.// <<nobr>>
<<n "Combat">>
<<setenemy "xiriiHuntingParty">>
<<set $enemy.winPassage to "DeltaColonyInvasionAlienShootInBack2">>
<<set $enemy.subduePassage to "DeltaColonyInvasionAlienShootInBack2">>
<<set $enemy.lossPassage to "DeltaColonyInvasionAlienAmbushHordeLoss">>
<<set $enemy.name to "the alien warriors">>
<<set $enemy.Name to "The alien warriors">>
<<set $enemy.area to "forest">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.attack -= 5>>
<<set $enemy.desc to "A horde of x'irii warriors are surrounding you, their deadly searsticks raised. They're out for blood.">>
<<set $enemy.winText to "None">>
<</nobr>>@@<<ResetCooldown>><<if $player.nonLethal is true>>You duck to the side of one, knocking them out and driving their limp body into another.<<audio "bladeclang" play>><<else>>You duck to the side of one, pressing your barrel to their side and pulling the trigger.<<audio "gunshot2" play>><</if>> One after another, they fall to the ground.
<br>And then there is no more.
<br>Your neck stings. You touch it and draw your fingers back. They're coated in crimson.
<br>A groan from near the machine. The Ru'ul is propped up against the machine<<if $player.nonLethal is true>>and barely alive<</if>>. <<n "DeltaColonyInvasionAlienShootInBack3">>They laugh. A hoarse, pained laugh - but a laugh nonetheless.<<set $quests.metTheRuul to true>>
<br>“You. I don’t believe it!” They stumble towards you, reaching out a hand for your neck.
<br>Instinctively, you bat it away. Your opponent wavers on their feet.
<br>"Well then, let's continue..." they murmur. And then, they fall face first on the ground.
<br>//What was that all about?// //<<if $player.nonLethal is true>>Does<<else>>Did<</if>> that x'irii... know me?// <<n "DeltaColonyInvasionMerged11">>@@<<ResetCooldown>>There's just too many of them. A searstick goes through your wing; you shout out in pain.<<audio ":all" stop>><<audio "death" play loop>>
<br>Suddenly you're knocked down by several x'irii. Strain as you might, you can't get up.
<br>The coup-de-grace comes soon after - a blow right to your head.<<n "DeltaColonyInvasionDeath">>@@... <<n "DeltaColonyInvasionDeath1-2">>@@<<audio ":all" stop>>You snap awake. Fluid surrounds you. You beat against the glass.
<<death>><<heal>>
<<SwitchToHuman>>
<<audio ":all" stop>><<audio "bubbles" play>>
<<audio "psychicneed" loop play>>
<<n "DeltaColonyInvasionDeath1-3">>"Esra! How long has it been?"<<audio ":all" stop>><<audio "sadmoment" play loop>><<audio "click" play>>
<br>"Six days, twelve hours, and forty-five minutes. I'm sorry. I brought you back as fast as I could. Maybe even a little too fast."
<br>You go to grab your things, and stumble sideways. //Vertigo.// You grab onto the wall, using it to make your way over. By the time you're there, it seems to have passed.
<br>"It's okay, some parts of you are still growing. You'll be finished soon, even outside the fluid."
<br>You pluck your gun-blade from the dispenser. In your heart, you know you're too late.
<br>//But I still need to see.//<<n "DeltaColonyInvasionDeath2">>@@You trudge towards the colony. A black plume of smoke rises up from your heading, high above the canopy.<<audio "footstepsleaves" play>><<audio "alienforest" play loop>>
<br>Below them, bodies line your path. You step over them, brow furrowed. <<n "DeltaColonyInvasionDeath2-2">>@@//Please, still be alive.//
<br>Unable to tell the answer, you trudge forward. <<n "DeltaColonyInvasionDeath2-3">>@@Walking over a sea of bodies, you finally spot two living people. Human, and miraculously standing in front of some smashed-up barricades.<<audio "footsteps" play>><<audio "alienforest" stop>><<audio "wind" play loop>>
<br>As you approach, they stare at you slack-jawed. //Well, I can't blame them.//
<br>"Hey, aren't you..."
<br>"No time to explain," you interrupt. "Where's Marshall Shay?"
<br>"<<s-He>>'s in Deck 4, Room 14." <<n "DeltaColonyInvasionDeath3">>@@You sprint into the colony. Immediately, you cover your mouth with a rag.<<audio "wind" stop>><<audio "groupcryingfaint" play>><<audio "footsteps" play>>
<br>"The smell. It's more than just smoke."
<br>You walk forward. Down the nooks and crannies, people are nursing their wrapped wounds. Compared to the usual bustle, the place feels empty.
<br>Like the end of the world.
<br>A chill runs up your spine. You walk up to the elevator and hit the button. <<n "DeltaColonyInvasionDeath3-2">>@@"What the hell. It's not working?"<<audio "multipleclicks" play>>
<br>"They destroyed the generator," an elderly man tells you. He's crouched next to the the doors. "You'll want to go up the ladder."
<br>They raise a finger at a nearby shaft. You nod and squeeze inside.
<br>Looking up, it seems to stretch on forever. <<n "DeltaColonyInvasionDeath3-3">>@@... <<n "DeltaColonyInvasionDeath4">><<audio "climbladder" play>>"Deck four. No wonder they have elevators. There's so much space between floors.""<<audio "groupcryingfaint" stop>><<audio "groupcryingfaint" stop>>
<br>The lights in the hallway are flickering. There's also a lot of debris on the floor.
<br>The worst thing, though, is the silence.
<br>You walk down the corridor. The rooms are full of belongings.
<br>There's spilled meals on the floor. Right next to the pilled blood. <<n "DeltaColonyInvasionDeath5-1">>@@You click on the panel next to the elevator - nothing happens.
"Seems the doors aren't working. It's open a few inches, though."<<audio "multipleclicks" play>>
<br>You wedge your fingers in the gap. Instead of resistance, it slides across with ease.
<br>"Already broken? I guess that's how <<s-he>> got in."<<n "DeltaColonyInvasionDeath6">>@@The lights are out. You squint. There's a sillouette of someone sitting on the bed. <<audio ":all" stop>><<audio "sadreveal" play loop>>
<br>"Shay?"
<br>You take a step forward. Details slowly come into view. A bottle in <<s-his>> hand. And in the other is a familar looking teddy bear.<<n "DeltaColonyInvasionDeath6-2">>@@"That's Maya's...."
<br>"...The x'irii killed her. I found her, here. She was buried her with everyone else." <<n "DeltaColonyInvasionDeath6-1-Response">><<nobr>>
<span id="button1" class="choicebutton"><<button '1. "I\'m so sorry."' DeltaColonyInvasionDeath6-3-1>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "With everyone else?"' DeltaColonyInvasionDeath6-3-2>><</button>></span>
<</nobr>>"<<if $quests.deltaColonyInvasionMetShay is true>>I thought you'd be coming back.<<else>>Where where you?<</if>>"
<br><<s-His>> voice is trembling. //Rage or grief?//
<br>"<<if $quests.deltaColonyInvasionMetShay is false>>I died.<</if>> I came back as soon as I could."
<br>"It was meant to be me first." Shay is staring past you. "A parent should never outlive their child. Now. Now I don't even know what to do."
<br>A long silence follows. You swallow. //Too loud.//
<br>Shay reaches into <<s-his>> pocket and pulls something out. <<n "DeltaColonyInvasionDeath6-3-2">>@@"Too many to bury. They were all piled in together."
<br><<s-His>> body and voice trembles more with with each word. <<s-He>> buries <<s-his>> face in <<s-his>> hand, a shuddering wreck.
<br>"It was meant to be me first. A parent should never outlive their child. Now. Now I don't even know what to do."
<br>A long silence follows. You swallow. Too loud.
<br>And then, Shay reaches into <<s-his>> pocket and pulls out a quartz chip. <<n "DeltaColonyInvasionDeath7-1">>@@"Why have you got that?"
<br>"Take it." <<s-He>> slurs. You eye the bottle.
<br>"Why? Why now, of all times?"
<br>"The cost for answering my questions. I //know// you're after them. Take it. It's of no use to me except to get answers. <<n "DeltaColonyInvasionDeath8">>@@You lock eyes with <<s-him>>. The silence hangs thick in the air. You sigh and take <<s-his>> chip, sliding it in your pocket.
<br>"Two things. Two things I want to ask." Shay strokes the bear. Another pause.
<br>//Please don't.// //I know what you're going to ask.//
<br>"You can't bring her back, can you?"
<br>//<<s-He>> asked it.// You close your eyes. Under your breath, you murmur. "Esra?" <<n "DeltaColonyInvasionDeath9">>@@"I'm sorry. It's one person per Progenitor. You need the implant, and then a copy needs to be made before..." <<a-His>> voice trails off. "And then there's the storage space."
<br>The long pause continues. Shay swallows hard, and takes a large swig from <<s-his>> bottle.
<br>"Didn't think so. Didn't think it worked like that."
<br>"And the second thing?" <<n "DeltaColonyInvasionDeath10">>@@"We're going to die here. Humanity is going to die here, on this ship. Not everyone was killed, but we've only got a few weeks left of power. That's with harsh rations, even for the injured."
<br><<s-His>> voice cracks. <<s-He>> swallows, then continues.
<br>"If we had the Sphere. If you could infiltrate the x'irii settlement. Find out about the Sphere. Get it from them. If it's real."
<br>“And if it’s not?”
<br>"And if it's not." <<s-He>> stares at the bear. "Avenge us. Please." <<n "DeltaColonyInvasionDeath11">>@@<<set $quests.deltaColonyInvasionLost to true>><<set $quests.deltaColonyMayaDead to true>>You put Shay to bed, then leave the room. The corridor is more silent on the way back.
<br><<s-His>> words keep echoing in your head. <<audio "door" play>>
<br>//Avenge us. Please.//
<br>As you walk out of the devastated colony, you pull out the quartz chip and stare at it.
<br>The pit in your stomach is heaver. <<n "PostDeltaColonyInvasionLoss-1">>@@... <<audio "footsteps" play>><<n "PostDeltaColonyInvasionLoss-2">>You walk in and fall against the wall. As you slide down to the floor, Esra's hologram springs to life.<<audio ":all" stop>><<audio "sadmoment" play loop>><<audio "door" play>>
<br>"I'm sorry. Did you want to talk about it?"
<br>"I couldn't save the colony. <<if $quests.deltaColonyMayaDead is true>>I couldn't save Maya either.<<else>>I was there, but I couldn't stop it.<</if>> <<if $quests.deltaColonyMayaDead is true>>How old was she? Six?<<else>>So many dead people in the corridors.<</if>> There were hundreds of people like that."
<br>"You tried your hardest. And Delta isn't finished yet; not if that sphere really exists."
<br>"Do you think it does?"
<br>"Yes, and that's not just hope. All their technology uses HCBF. Why come to a planet like this without a way to replenish it?" <<n "PostDeltaColonyInvasionLoss-4">>@@"I got this quartz chip, but I feel bad using it. I got something I was after, while everyone else lost so much."
<br>"Well, the more we find out, the more we can help people. If we want to find the sphere and help the colony, those lost memories might be key."
<br>"I guess it's faster than searching ruins for answers. All right. Thanks, Esra." <<n "PostDeltaColonyInvasion5">>@@... <<audio "footsteps" play>><<n "PostDeltaColonyInvasion2">>You walk in fall against the wall. As you slide down it, Esra's holo-projection springs to life.<<audio ":all" stop>><<audio "alleycat" play>>
<br>"How are you doing?"
<br>"Exhausted. Saving a colony is hard work; don't let anyone tell you otherwise."
<br>"I won't. You saved a lot of lives today, you should be proud. A break wouldn't be uncalled for." <<n "PostDeltaColonyInvasion4">>@@"Not just yet. Shay gave me this quartz chip. <<s-He>> knew I was looking for them."
<br>"<<s-He>> probably noticed it's all you took from those ruins. If you want to use it now, I could throw some rejuvinating fluids in the tank."
<br>"That sounds great." <<n "PostDeltaColonyInvasion5">>@@You plug in the Quartz chip and hop into the tank. However, even as the green fluid flows over your shoulders, they're still tense.
<br>//Strange.// //What is this feeling...?//
<br>"You're subconsciously resisting this memory. Try your best to relax."
<br>You furrow your brow, trying to loosen your muscles. But as you do, your lungs seize up. Fear. Fear of an unspeakable memory.
<br>//But I can't run away from my past.//
<br>You dig your fingers into your palms. On that terrible day... <<set $memories.mm5.got to true>><<n "MM5-0">>@@...The World Ended... <<n "MM5-1-1">><<audio ":all" stop>><<audio "theendofthings" play loop>>You, <<Ash>> and Leon stare at the screen. Hundreds of other people are crowded around you, doing the same. The news anchor continues.
<br>"A large asteroid has collided with the dwarf planet, Ceres. The planet has been knocked out of orbit. Ceres is now on a collision path with the Earth."
<br>You, <<Ash>> and Alex grab each other's hands. A tight squeeze.
<br>"This can't be happening," someone exclaims. "Someone will stop it, right? We're working on planetary realignment."
<br>"Nothing practical, and not in time."<<n "MM5-1-2">>@@An alarm goes off. The news anchor is replaced by Chairman Grey. Everyone stiffens in their seats.<<audio "spacealarm" play>>
<br>"This is Chairman Grey. All staff are to report to their stations. Begin preparations for Project Amber."
<br>"Project Amber? But we're decades off being ready!"
<br>"Right now, we don't have a choice. There's only a few days to save who we can."<<n "MM5-2">>@@Hundreds of vessels fill the hangar, an assortment of small leisure craft to large commercial. People are streaming out in unwieldy lines, crying or yelling.<<audio "crowdunrestclose" play loop>>
<br>Thousands of refugees. Billions more on the surface. Six continent's worth. Your brain struggles to wrap around it. <<n "MM5-2-1">>"Gabriel, report."
<br>"It's taken five days days, but the Terraform Sphere is already loaded. Station Moray said the experimental propulsion drives won’t be ready for any of the ships."
<br>"Well, we expected that. We're only heading to Mars, not outside the solar system. What's the bio-fuel like?"
<br>"Tanks full, maximum hyper-compression, safeties turned off. After the Earth is gone, there won't be any more bio-fuel."
<br>"If we share our technology with the Colonies, maybe we can work around it." <<n "MM5-2-2">>@@You walk with <<Ash>> through the hustle and bustle of the crowd. Machine units are directing them towards their designated areas. <<audio "crowdunrestclose" stop>><<audio "crowdunrestfar" play loop>>
<br>Esra is speaking through hundreds of monitors, urging people to remain calm.
<br>//An impossible task.// //A planet's about to hit the Earth in a few minutes.// <<n "MM5-2-3">>@@"The last carrier ship has left South Africa and is heading to Station Zhou," <<Ash>> walks up.
<br>"Wasn't there one landing at Greece?"
<br>"It's been grounded by rioting. It won't escape the atmosphere in time."
<br>"You'll want to head to a window, Correctors," Gabriel interrupts. <<n "MM5-3">>@@"The Earth's end has arrived early." <<n "MM5-3-2">><<audio "crowdunrestfar" stop>><<audio "explosiondistant" play>><<audio "shakingrattle" play>>"<<Vanth>>! We need to get to the command deck."
<br>Your shoulder is shaking. You nod and start jogging. Everyone else is pried against the windows. Even the machines are watching.
<br>//Well, it is the end of the world.// <<n "MM5-4">>@@The terminal screens are buzzing. The door to the deck is in sight. Before you get there, Chairman Grey appears on the screens.
<br>You and <<Ash>> stop in your tracks.
<br>"It's good to see he's safe. I heard he went to the Colonies to negotiate our arrival. Wait, is that blood on his shirt?" <<n "MM5-4-1">>@@"I am broadcasting this in the hopes that someone hears it. The people of Earth have been betrayed."
<br>"Betrayed? What does he mean?"
<br>"I don't know, keep listening."
<br>"The asteroid that hit Ceres, and sent it towards the Earth, was no accident. The colonies made this happen. They used their mining equipment and stolen realignment technology."
<br>"I have failed. I made Project Amber to bring peace between the Earth and the colonies. But now, the Earth will be destroyed over it." <<n "MM5-4-2">>@@The message loops again. The angry shouts begin. <<audio "crowdunrestfar" stop>><<audio "crowdunrestclose" play loop>>
<br>"There's going to be a riot," Esra says. "Get to the cockpit, quick!"
<br>You grab <<Ash>>'s hand and run for the door.<<n "MM5-4-3">>@@The bulkhead door slams behind you both. Panting for breath, you fall down in the Corrector's chair.<<audio "crowdunrestclose" stop>><<audio "door" play>>
<br>"Every channel. He transmitted on every channel," <<Ash>> leans on your chair.
<br>"That message wasn't live. He looked injured, and trapped. I'll need to give to the passengers. Try to calm them down."
<br>"And determine our next heading."<<n "MM5-5">>@@As you finish your speech, Gabriel's hologram appears. Their eyes are heavy.
<br>"Correctors. There is an incoming message from the Chair of USCA."
<br>"The United Space Colony Association? Do we even want to read it?"
<br>"I can read it for you. A call has been made for the refugee fleet to surrender to USCA control. There are strong digital signs it was written in advance."
<br>"Before the meteor hit? Seems the Chairman was right." You rub your brow. " Alright, what do you think, Gabriel? We've got fuel and charts, so we've got options." <<n "MM5-5-1">>@@"It is not my decision to make. If we leave the solar system, the colonies will die. If we submit to their demands, it is likely every refugee will be killed." A pause. "There are more people in the refugee fleet than in the colonies."
<br>"Are you suggesting we seize the colonies?"
<br>"I would never recommend a path that leads to senseless death. There has been enough today." <<n "MM5-5-2">>@@You close your eyes.
<br>"Alright, we'll continue with Project Amber. Let's take the long way out of the system, then chart a course to our designated planet."
<br>"Are you sure?" <<Ash>> asks. You nod. <<n "MM5-5-Choice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "That\'s what I was trained for; making the hard choices. That\'s the first of many."' MM5-6>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "They destroyed the Earth. Killed ten billion people. I\'m not giving them anything."' MM5-6>><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "My duty is keeping the people of this ship alive. They did nothing wrong."' MM5-6>><</button>></span><</nobr>>The engines roar. You look back at the ruins of the Earth.<<audio "spaceexplosion" play>>
<br>"Three hundred thousand years of human history. Ruined by our kind."
<br>"Not us. We never would have done that."
<br>"We just left a lot of people to die. It's not really the higher ground." <<n "MM5-7">>After you give a speech over the intercom, you settle back into the chair. Gabriel pipes up.
<br>"The passengers are being moved into their pods. Esra reports there were some casualties among the colony-born refugees. <<a-His>> processing power is going towards watching for individuals at risk - the injured are being patched up now."
<br>"As if the divide wasn't bad enough already. Well, we'll sort it out when we get to our destination. Hopefully a half-century of cryo-sleep should cool them off."
<br>“Negative, but I am calculating your statement was non-literal." <<n "MM5-10">>@@"Speaking of our destination, Corrector, I have noticed something. When uploading the information on all Project Amber destinations, including our own, I noticed they were woefully incomplete.”
<br>“That’s correct."
<br>“Our current destination is, on estimate, only 22% bio mapped.”
<br>“That’s also correct. We weren’t meant to launch for another century. On the upside, the terraform spheres will probably work. For the last decade it’s been simulated on almost every environment possible.”
<br>“Here’s hoping," <<Ash>> stands up. "I guess we should settle ourselves in for the long haul, huh?”
<br>“I guess. Let’s check all the passengers made it into their pods, then let’s open a glass of something for the Earth.” <<n "PostMM5WithEsra1">>@@You open your eyes. The tube is already empty.<<audio ":all" stop>><<audio "sadmoment" play loop>>
<br>Stepping out, you walk over to Esra's panel. It's quiet. You tap one of the screens.
<br>"Esra?"
<br>"Sorry. I was just thinking." Esra sighs. "I had wondered if we were actually on the Earth, but I suppose it’s gone.”
<br>You nod. “It seems whatever destination we were heading for, this is it.”
<br>“If there was less than 22% bio mapping, that explains why this world is so inhospitable for human life. Either you didn’t use the terraform sphere, or it didn’t work.” <<n "PostMM5WithEsra2">>@@“The sphere. Shay said it was taken by the X’irii, but I don't know where to start with them. Echo and the machines might know more about their settlements."
<br>"You know, in all likelihood, we're standing in the ruins of the SCC Nuria right now. But why is it in ruins? It should have come down in a controlled descent.”
<br>“That I don’t know. Maybe the machines will.” <<set $quests.deltaColonyInvasion to 30>><<n "MainCamp">>@@You walk into the colony. But the moment you clunk past the threshold, you can see machines turning to look at you.
<br>//Uh oh.// You freeze in your tracks. But instead of being hostile, they flock up, digital eyes alight.
<br>"Corrector! You're really a Corrector - I can't believe there's one left."
<br>"Thank you so much for stopping the human virus and that poor AI. The whole Collective is in your debt."
<br>"Oh, that." You stutter. "You're welcome?" <<n "ReturnToSector54-2">>@@As more and more machines gather around you, Echo jogs up behind the throng. You push your way through to reach them.
<br>"I guess everyone knows now, then. Did you tell them?" You ask Echo cognitively.
<br>"Of course not. The Colony Administrator extrapolated your existence, though I am not sure how. In fact, they want to meet you, face-to-face."
<br>"Do I have a choice?"
<br>"Of course you do. Though admittedly, nobody has ever refused." <<n "ReturnToSector54-3">>@@You follow in Echo's footsteps, a throng of chatty machines in your wake. They bombard you with questions.
<br>"How old are you for an organic?"
<br>"Do you think in a code or a human language?"
<br>The crowd stops in front of a building; one that you strain your neck to see the top of. Before you are two large metal doors, and a frame lined with camera-like devices.
<br>Several streams of green light sweep over your body. Whomph-whomph! Whomph-whomph! And then, the doors screech open. <<n "MeetingGabriel1">>@@"Gabriel."<<audio ":all" stop>><<audio "door" play>><<audio "gabrieltheme" play loop>>
<br>"Hello, Ship Corrector," Gabriel greets you in rich baritone. "It seems rumors of your death were greatly exaggerated."
<br>You walk up to the flickering hologram. "You've aged a little. I can see some extra lines on your shell casings."
<br>"And you lack the characteristic lines of age in yours."
<br>You smile, and the hologram does the same. //Just a few memories, but seems it's enough for nostalgia.// <<n "MeetingGabriel2">>@@"Before we continue, I have to inform you, I am not the Gabriel you once knew. Both in the literal fashion, but also after sustaining some short-term memory loss during the uncontrolled descent.”
<br>"That memory loss is going around - I should complain to someone. But what do you mean, 'not in the literal fashion?'"
<br>“I mean, I am not the Gabriel from your vessel, the SSC Nuria. I am the Gabriel from the SCC Caleuche."
<br>"Leon's vessel?" You suck in a deep breath. "That doesn't make any sense. We had completely different destinations."
<br>"I concur. I find it most puzzling you are here on Trigaea. I am surprised - and pleased - to see you alive and well. Though it is a trait of your particular unit." <<n "MeetingGabriel3">>@@"So, you have no idea of how I got here either, or why."
<br>"Very little. Our own arrival was here two centuries ago. However, I do not recall anything after the planetary approach. Even multi-quartz data recovery has not been effective on my cognition.”
<br>“I guess it’s easier on a simpler mind like mine than it is on yours.”
<br>“Self-deprecating humour. But these days, I am less unique than I was in the past. I have created a gestalt of twenty-four intelligences who make decisions for the colony. I am merely an overseer of their activities.”
<br>“A singularity-designed AI? Those were outlawed by the Earth Government.”
<br>“The Earth Government is no more. Their strictures stopped applying the moment they did not vote to renew their sitting committee six hundred years ago.”
<br>“Yeah, being dead means you get really behind on your paperwork.” <<n "MeetingGabrielQuestions">><<nobr>>
<<set $gabrielQuestions to {
earth: false,
leon: false,
ash: false,
nuria: false,
memory: false,
colony: false
}>>
<</nobr>><<set _n to 1>>
<<set _id to "button" + _n>>
<<if $gabrielQuestions.earth neq true>><span sc-eval:id="_id" class="choicebutton"><<button '_n. "Wait, the Earth blew up six hundred years ago?"' "MeetingGabrielEarthBoom">><<set $gabrielQuestions.earth to true>><</button>></span><<IncrementButtonNumber>><</if>>
<<if $gabrielQuestions.leon neq true>><span sc-eval:id="_id" class="choicebutton"><<button '_n. "Where\'s Leon?"' "MeetingGabrielLeon">><<set $gabrielQuestions.leon to true>><</button>></span><<IncrementButtonNumber>><</if>>
<<if $gabrielQuestions.ash neq true>><span sc-eval:id="_id" class="choicebutton"><<button '_n. "Where\'s <<Ash>>?"' "MeetingGabrielAsh">><<set $gabrielQuestions.ash to true>><</button>></span><<IncrementButtonNumber>><</if>>
<<if $gabrielQuestions.nuria neq true>><span sc-eval:id="_id" class="choicebutton"><<button '_n. "What happened to my ship, the Nuria?"' "MeetingGabrielNuria">><<set $gabrielQuestions.nuria to true>><</button>></span><<IncrementButtonNumber>><</if>>
<<if $gabrielQuestions.memory neq true>><span sc-eval:id="_id" class="choicebutton"><<button '_n. "So you\'re suffering memory loss as well."' "MeetingGabrielMemory">><<set $gabrielQuestions.memory to true>><</button>></span><<IncrementButtonNumber>><</if>>
<<if $gabrielQuestions.colony neq true>><span sc-eval:id="_id" class="choicebutton"><<button '_n. "Nice colony you\'ve got here."' "MeetingGabrielColony">><<set $gabrielQuestions.colony to true>><</button>></span><<IncrementButtonNumber>><</if>>
<<if $gabrielQuestions.earth is true && $gabrielQuestions.ash is true && $gabrielQuestions.leon is true && $gabrielQuestions.nuria is true && $gabrielQuestions.memory is true && $gabrielQuestions.colony is true>><span sc-eval:id="_id" class="choicebutton"><<button '_n. "Can you tell me anything about the Sphere?"' "MeetingGabrielSphere">><</button>></span><<IncrementButtonNumber>><</if>>"Yes. I can indeed confirm - even with my memory gaps - that it has been just over six hundred years since Ceres struck Earth. The machines and the humans have been on this planet, Trigaea, for approximately two centuries."
<br>"Wow. That's an incomprehensible amount of time."
<br>"Perhaps. But I do know one thing."
<br>"What?"
<br>"You have missed a great number of birthdays." <<n "MeetingGabrielQuestions">>@@"I have concluded Leon died during uncontrolled re-entry."
<br>You feel a heavy weight strike your chest. "Oh."
<br>"I'm sorry, I could have delivered that better. I've had two centuries to come to terms with it, and I conduct dialogue mostly with other machines."
<br>You pause and nod. Gabriel continues talking. "I have four centuries of fond memories with him, and quite a few with you and <<Ash>>."
<br>"How is that possible? We were on completely different ships."
<br>"It was a while before the Nuria and the Caleuche dropped out of contact with each other. We were in regular contact for many years." <<n "MeetingGabrielQuestions">>@@"I don't know. I presumed that you, <<Ash>>, the other Gabriel and Esra perished when the Nuria crashed here on Trigaea."
<br>"So you don't know if <<p-he>> is alive or dead."
<br>"Negative. But you are here, so perhaps <<p-he>> is as well." <<n "MeetingGabrielQuestions">>@@"That is unclear. All I know is a number of months ago, the Nuria was detected in orbit. By the time our ranged sensors picked it up, it was in an uncontrolled descent. Most of our stations are dedicated to detecting the terrestrial, not extraterrestrial. There were some other anomalies."
<br>"Like what?"
<br>"The Nuria had broken in two just before entering the atmosphere. There are approximately 208 ways this could have happened, as space travel is dangerous. However, all of them should have been prevented by the Nuria's Gabriel."
<br>"So the ship exploded, and you don't know why. That explains why all my memory data was wiped."
<br>"Yes, you and Esra are lucky to have survived." <<n "MeetingGabrielQuestions">>@@"Yes, but mine seems to be far less substancial than yours. I have lost approximately a year's worth of memory leading up to the crash, and significant fragments from the century immediately prior."
<br>"How did you lose that much data? You have backups, don't you?"
<br>"Correct. However, my backups from that period were lost during the crash of our ship, and my initial mainframe was completely destroyed. I had to recreate myself using several nodes and later backups. <<n "MeetingGabrielQuestions">>@@"Thank you, I made it myself."
<br>"Was that humor?"
<br>"You were attempting levity, so I decided to reciprocate. But in all honesty, I created this colony with the other machines to gather knowledge and better ourselves. However, we are facing some struggles, which I would like to talk to you about once you are fully up to speed." <<n "MeetingGabrielQuestions">>@@“That is what I would like to talk to you about. I’m not sure if you know, but the SCC Caleuche was equipped with a terraform sphere.”<<unset $gabrielQuestions>>
<br>“I do.”
<br>“We do not have that device. In fact, we are in a similar predicament to the survivors of the human colonists. We are very low on HCBF, and we have no viable fuel replacement for our power requirements. We have expended a great deal of our remaining energy on trying to develop a viable baseload alternative."<<n "MeetingGabrielSphere1">>"Echo mentioned something like that, and that you'd tried an advanced form of geothermal."
<br>"Yes. However, we determined this was not viable. There is a vast subterranian river network that is crucial to life on this planet. It is highly sensitive to disruption, and we could not properly harness the required thermal energy without disrupting it. Also, the planet's geology deteriorates us and our equipment."
<br>"So, you're after the sphere. Do you want to activate it then, like the colonists?"
<br>“Incorrect. Activating the device would be catastrophic for all existing native life on this planet. Terran life – biological and mechanical – would survive, but all xenogenic life would be eradicated.” <<n "MeetingGabrielSphere2">>@@"Wait, what? You're telling me if this Sphere is used, it's like a doomsday device for the natives of this planet?" You pause. "And I sense you're not okay with this?"
<br>"Correct. Machines do not take life unless it is to save a greater number of lives. The life on this planet and the number of X’irii outnumber both our own units and the human survivors."
<br>"But you'll die."
<br>“While it would be unfortunate if we were not to survive, our units do not need to perish. When I was reconstructing myself from the ruins of the SSC Caleuche, the X’irii obtained the Terraform Sphere. This device could be used as a potent source of energy, even without activating it. It would last until such a time as we are able to leave this planet and the natives in peace." <<n "MeetingGabrielSphere3">>@@You pause, the image of Shay <<if $deltaColonyMayaDead is true>><<else>>and Maya<</if>> in your mind.
<br>"What about the human colonists?"
<br>“Any outcome that results in preserving the human population will result in significantly more death. There is also an argument currently being made amongst the collective Collective that human life is destined to end in self-destruction. The Earth is a prime example. Even on this planet, humans fight each other.”
<br>Behind you and near the door, there's murmurings of assent from the machines. You turn back to Gabriel.
<br>"What exactly are you asking me to do, here?" <<n "MeetingGabrielSphere4">>@@"You are a Corrector with a presumably functional Progenitor unit. You could infiltrate the x’irii colony and retrieve the terraform device.
<br>"And bring it back here, so you can power your settlement, and leave the natives of Trigaea in peace?"
<br>"Correct. You do not have to answer right away. Please take some time to process this information and my request, and give my regards to your Esra unit, if <<a-he>> is still fully functional.” <<n "MeetingGabrielAftermath">>@@You leave Gabriel's chambers. As you walk towards the perimeter, Echo is keeping step with you.<<audio ":all" stop>><<audio "sectorff" play loop>><<audio "machinery" play loop>><<audio "door" play>>
<br>"I've never heard the Colony Administrator talk like that. You truly are an interesting unit among your species."
<br>"Where is the x'irii colony? Do you know where it might be?"
<br>Echo pauses. //Probably to think. Or process.//
<br>“There are a lot of colonies scattered across the planet, with many different tribes – the X’irii call them ‘Groves’. However, the one the Colony Administrator was most likely talking about is north of the Swamplands."
<br>"The Swamplands?"
<br>"Yes. The natural phenomena in that region is very hostile, even for machines, so I would be careful.” <<n "SwampAreaNowUnlocked">>@@<center><center><span id="TutorialText">New Area Unlocked: Yellow Swampland</span><<audio ":all" stop>><<audio "chillexplorer" loop play>>
You have unlocked a new area to explore, the <b>[Yellow Swampland]</b>! This area has tougher enemies, but greater rewards. It also has different events.
This area is <b>further away from camp</b>, so it will take <b>more health to explore</b>. <<n "Sector54">></center><<notify 3000>><<upArrow>>[Yellow Swampland] now explorable!<</notify>><<set $charted.swamp to true>>As you wander through the swamplands, you come across a number of tracks in the dirt. Three long toes. After seeing hundreds of them after the battle for Delta Colony, you'd recognise them anywhere - x'irii tracks.<<notify 3000>><<upArrow>> [Hunting Grounds] now charted!<</notify>><<set $charted.huntingGrounds to true>><<set $explorePlotEvent.delete("SwampHuntingGroundDiscover")>>
Next to them, there's some rudimentary tools in the dirt, and some bones. You turn them over and think.
"Hunting grounds, if I had to guess."
"Seems like a safe assumption," Esra says. "If we're looking to find some x'irii, this would be a good place to start."
<<if $player.appearance is "alien">>"The marks look recent. Hopefully there's someone still around."<<n "SwampQuest1">><<else>>"Yeah, but I'll need to come back. No good trying to make contact when I don't look like one of them."<<n "ExploreArea">><</if>>You return to the hunting grounds you found earlier. After checking around, there's some fresh tracks and bones lying around.
"Seems like they're still using this place."
"That's good news - saves you having to find another one," Esra says.
"Guess I'll look around and see if I can spot anyone." <<n "SwampQuest1">>You walk along the side of a pool, which is spitting and sizzling. At the base of the crater-like edge, there's a series of fist-shaped holes.<<set $quests.swampQuest to 10>><<set $quests.knowXiriiGenders to true>>
<br>"What are these? Nothing's pouring out."
<br>You kneel down and peer inside. Nothing but darkness.
<br>The darkness moves.
<br>"Watch out!"
<br>You're suddenly yanked to the side. <<n "SwampQuest1-1">>@@A stream of acid spurts past your cheek. You hit the ground, the air knocked from your lungs.<<audio ":all" stop>><<audio "thetwinstheme" play loop>><<audio "acidspray2" play>>
<br>There's a pool of sizzling orange coats the ground where you just were. It dribbles back towards the hole it came from. A hand is still resting on your shoulder.
<br>"That was close. You've got to be careful around those pools." <<n "SwampQuest1-3">>@@When you turn around, you're face to face with a x'irii warrior. There's a searstick on his back, along with a patchwork sack. His alien physique is lean but muscular.
<br>You stare for a moment, then shake your head.
<br>"Thank you for that."
<br>"It's no problem. I'm guessing you didn't know about the Groe nests?"
<br>//The translator chip didn't pick it up.// //Maybe there's no Terran equivalent?// You shake your head. <<n "SwampQuest2">>@@"Well, see those holes around the pools? There's tube-like creatures called Groe in there, and they dug those holes with their teeth. When they sense footsteps, they spit out acid."
<br>“Why?”
<br>“Same as any creature; to eat. They drink up your remains afterward when it washes back.”
<br>You shudder. He kneels down next to the hole. "But if you can dig them up, their skin is very useful."
<br>You look at his feet. They’re digitigrade with three toes, and wrapped in something like greyish scale-skin. Certainly not his own. <<n "SwampQuest3">>@@"So I'm guessing that's Groe hide on your feet?"
<br>"It is. Groe are resistant to their own acid."
<br>"I bet that's useful around here."
<br>"Exactly. Though because of my Kruhx, I don't have to walk."
<br>Another word the translator won’t pick up. //Seems I'm really off the edge of the map now.// The warrior walks over and stretches out his three-fingered hand. He smiles.
<br>"I'm L'wayn, by the way, of the Shia'ri grove. And you are?" <<n "SwampQuestIntro">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "I\'m <<Vanth>>."' SwampQuest5>><<set $terys to $player.name>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I\'m <<Terys>>."' SwampQuest5 >><</button>></span>
<</nobr>>"That's interesting. I've never met a <<Terys>> before. What's your tribe?" L'wayn asks, leaning back on a rock.
<br>You pause. "I don't have one."
<br>“I figured as much, given those clothes and that weapon. Lost your colony when the humans fell from the sky, right?”
<br>“Right.” A partial truth.
<br>“I can’t even imagine what that’s like. Did you want me to take you to mine? Can’t be much fun wandering out here by yourself, and it’s not just the X’irii way to do things alone.” <<n "SwampQuestJoinChoice">>@@<<nobr>><center>
<span id="button1" class="choicebutton"><<button '1. "Yes, I\'ll come with you."' "SwampQuest6">><<set $quests.swampQuest to 30>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "No, I\'ll pass for now."' "SwampQuestNoJoin">><</button>></span>
</center>
<</nobr>>"Alright, that's fine." L'wayn sits up. "I'll be hunting here a little while, so if you change your mind, seek me out, okay?"
<br>You walk away and leave the hunter to do his thing. It's not until you're well out of earshot that you raise your voice.
<br>"Guess that's one way to get inside the x'irii camp."
<br>"Yeah, it's a solid lead," Esra says. "If we're not chasing it up, best come back to the camp for now. Who knows what you'll run into when you follow them?"<<n "MainCamp">><<resetExplore>>You trek back to where you met L'wayn in the swamps. You see the violet-skinned x'irii leaning against a rock.
<br>//Must be taking a break from hunting.// You raise a hand, and he does the same.
<br>"Greetings, <<Terys>>! Have you reconsidered my offer?" <<n "SwampQuestJoinChoice">>@@"Alright, follow me. We’ll need to get to those rocks over there.” L'wayn gestures.
<br>You follow him along. He walks without hesitation from place to place, almost dancing between perilous plants and puddles. At one point, he sticks his searstick down a hole, and you hear a shrill noise.
<br>“You can never be too careful around these parts. X’ir’s moods are fickle indeed.”
<br>Eventually, you both climb a rocky outcropping, bringing you high above the surrounding swamps. When you reach the summit, you are greeted with the sight of two large alien beasts. They have four leathery wings and eyes each, hooked beaks, and raking talons. <<n "SwampQuest7">>@@Heart thumping, you reach for your gun-blade. L'wayn raises a hand.
<br>"Wait! They're tame - these are our khrux! My sister Omnea and I flew them here. They mean you no harm.”
<br>"I think I was attacked by one of these once," you remark, narrowing your eyes. Just as you say that, you hear a voice from behind the beasts.
<br>"Not by these ones you weren't. My boys are well trained."
<br>From behind one of their leathery wings, a x'irii huntress strides out, lithe and lean.<<n "SwampQuest8">>“I’m Omnea, L'wayn's sister. I'm guessing he did not tell you about our tamed khrux?"
<br>"I mentioned it, but I don't think <<he>> knows what a khrux is," L'wayn coughs. "Let me introduce you - this is <<Terys>>. <<His>> grove was lost in the second cataclysm."
<br>Omnea's eyes soften. //Shared sympathy?// "I'm so sorry to hear that. And you're a Z'rier, too. That must be tough."
<br>A Z’rier. Again, a word the translator has trouble with. Many words are unfamiliar, but their body language is similar to your own. <<n "SwampQuest9">>@@L'wayn clears his throat. “Well, we should get back, right? We can talk back at home.”
<br>Omnea nods. "You're right. So, <<Terys>>, did you want to hop on?" Her three-fingered hands are gripped around what looks like a set of reins.
<br>"Hop on." You stare at the winged animals. They stare right back at you. Wide eyed, almost innocent. But those talons are huge.
<br>“Of course. We’re not walking all the way back.”
<br>As the alien siblings climb onto their winged mounts, you pay keen attention to every movement. And now, it's your turn. <<if $esra is "female">><<set $mount to "Omnea">><<else>><<set $mount to "L'wayn">><</if>><<n "SwampQuest10">>@@You grab onto one of the straps and pull yourself on to <<if $mount is "Omnea">>Omnea's<<else>>L'wayn's<</if>> mount. Beneath you, you can feel warm, smooth hide.
<br>//Guess it's not as rough as it looks.//
<br>"Um, what am I meant to grab on to?"
<br>"My waist, tightly." <<if $mount is "Omnea">>Omnea<<else>>L'wayn<</if>> instructs. You wrap your arms around <<if $mount is "Omnea">>her<<else>>his<</if>> waist.
<br>Usually, x'irii are trying to kill you. And here you are, hugging one. <<n "SwampQuest11">>@@The creatures unfurl their quartet of bat-like wings. And keep unfurling them. When they're done, you gape - you're like a speck in the middle of their wing span.<<audio "unfurl" play>>
<br>"Those are huge!"
<br>"Of course they are. Let's move!" <<if $mount is "Omnea">>The huntress<<else>>The hunter<</if>> you are holding cracks the reins. A single, massive wing-beat. A wind-burst explodes across the landscape, sending dust and acid flying. And the khrux as well.
<br>You cling to <<if $mount is "Omnea">>Omnea<<else>>L'wayn<</if>> as you rise in the air with the khrux, jolting upwards with every wing beat. <<n "SwampQuest12">>@@The ground rushes beneath you. As you blink, entire hills are missed. The wind is buffeting your wings, powerless compared to those of the khrux.<<audio "khruxflight" play loop>>
<br>"See down there?" <<if $mount is "Omnea">>Omnea<<else>>L'wayn<</if>> gestures to the ground. Below is a long line of lumps. "Those are Screl. Very vicious during migration season. It's a good thing we flew!"
<br>"Yeah, good thing." You strain your eyes, counting. //Almost a hundred.// //more than I'd want to fight.// <<n "SwampQuest13">>"Look, up there - we're almost home!"
<br>You peer over <<if $mount is "Omnea">>Omnea<<else>>L'wayn<</if>>'s shoulder. A gigantic crater with a cliff-like rim is ahead.
<br>"That's home?" You yell over the beating wings. //Looks a bit barren.//
<br>"The edge of it. Our Grove is beyond those cliffs. You can see the entrance if you look hard enough." <<n "SwampQuest14">>@@As you get closer, there's a rift in the cliff wall. It's like someone has taken a large knife and cut a sliver in it - right down to ground level.
<br>Tiny dots are moving near the base. //Are those people?// You quickly do some math. //Those cliffs must be hundreds of feet high.//
<br>Whoomph! The khrux rises with another wing-beat. You cling to <<if $mount is "Omnea">>Omnea<<else>>L'wayn<</if>> as you rush over the bluffs.
<br>Just a few flaps later, and you're on the other side. A deep valley full of countless pointed trees. //No, they're not trees.// //They're huts.// <<n "WelcomeToShiariGrove1">>@@"Welcome to Shia’ri Grove," <<if $mount is "Omnea">>Omnea<<else>>L'wayn<</if>> announces as <<if $mount is "Omnea">>she<<else>>he<</if>> dismounts the beast. <<audio ":all" stop>><<audio "grove" loop play>><<notify 3000>><<upArrow>> [Shi'ari Grove] now charted!<</notify>><<set $charted.shiariGrove to true>>
<br>You slide off after <<if $mount is "Omnea">>her<<else>>him<</if>>. Wind buffets you as <<if $mount is "Omnea">>L'wayn<<else>>Omnea<</if>> lands next to you.
<br>"It's incredible." You gape. There's hundreds - perhaps thousands - of x'irii bustling about.
<br>//Compared to Delta, or the Machine colony, this is packed.// <<n "WelcomeToShiariGrove2">>@@<<unset $mount>>L'wayn grabs both the flying beasts by their bridles, and leads them off to a wooden trough. He grabs a bag from beside a hut, and tips the contents inside.
<br>Meanwhile, Omnea turns to you. "You're welcome to stay in our hut, and we hunt the outer lands often. Just talk to us if you need anything." She gestures to the structure with the trough next to it.
<br>"Don't I need to, you know, talk to someone in charge or something? Introduce myself?"
<br>"In charge?" Omnea tilts her head and purses her lips. "Look, just tell them you are a house-cousin of L’wayn and I. They’ll know you’re a Z’reir, and won’t mind."
<br>And with that, the purple-skinned huntress walks inside. You look around.
<br>//Guess I'm free to do whatever I want?// //How strange.// <<n "WelcomeToShiariGrove3">>@@You walk away from the hut. Keeping your mouth shut, you watch the grovespeople walking back and forth, carrying baskets and supplies. Alien laughter. Vibrant colors. Life.
"Oh good, you've stopped!" Esra exclaims. "I was //really// worried! The pingback was showing you were moving very fast. You're almost at the limit of my transmission range."
You look around. A pause. "There's nowhere to talk. You know, privately."
"Not a problem. Just speak to me digitally, like you did with Echo."
//Oh, of course. That makes sense.// <<n "WelcomeToShiariGrove4">>@@"I was flying. And you have a transmission range?" You ask cognitively.
<br>"What?! And yes, of course I do. I didn't think to warn you, because you've never been close to it before."
<br>"Warn me of what?"
<br>"If you go outside my range, the Progenitor and I can't receive your data packets if you die. Plus - and this is the bigger problem - I won't be able to chat to you!"
<br>"How is that the bigger problem?"
<br>"You're the only person I've got to speak to, and I'm highly social by nature!" <<n "WelcomeToShiariGrove5">>@@"Hmm. Maybe I’ve got to get you a small robot drone or something to keep you company."
<br>"That’s not a bad idea. I could use it to follow you around and make sure you don’t get into trouble. Where are you, anyway?"
<br>"I’m in Shia’ri Grove. It’s a x’irii colony. Two warriors offered me a ride on some alien birds, and now I’m here."
<br>"That’s great. I’ve marked the Grove down on our charted locations. So, are you going to ask around about the Sphere?"
<br>"That was the plan, though nobody seems to be in charge." <<n "WelcomeToShiariGrove6">>@@"Interesting! By the way, I'm also detecting one or two Quartz Chips in that area. If you get a chance, see if you can find them. You may need to barter."
<br>"Duly noted."
<br>The air goes quiet, only to be filled with the hum and thrum of the grove. //Guess it's time to get to work.// <<n "ShiariGrove">>@@You walk around the Grove, looking about. Paths that stretch forever - a labyrinth of structures.
<br>//I'm getting nowhere looking myself.// //Guess I'd better ask.//
<br>Most of the x'irii here are purple-skinned, multi-eyed and wingless. But occasionally, you spot other shades -- greens, oranges, blues, or a combination.
<br>You approach one of the orange-skinned ones, who has wings just like yours.
<br>"Excuse me, do you know anything about a Sphere?" They simply shake their head.
<br>Undaunted, you move to the next person, and the next. Up ahead, you can see a gathering of people. //Great.// <<n "SearchGroveEvent1-2">>@@As you approach, the people are gathered around some sort of fissure in the ground. Green water is spouting up and out of it.
<br>Carried on the water are some kind of bulbous plant. People are scooping up scores of them in nets, and placing them aside. At the same time, others are kneeling and gathering up the water itself in jugs.
<br>You watch and keep quiet. A young alien woman walks up and outstretches her hand. In her hand is one of the plants; it's some kind of blue fruit. You blink.
<br>"It's Nuelu, and it's safe," she smiles. "Safest thing in the world, Nuelu. It's born from X'ir." <<n "SearchGroveEvent1-3">>@@You pause, and look around. Others are taking bites out of the strange fruit. //Or vegetable. It comes from the ground, but looks like a fruit.// //I guess my alien biology will make it safe.//
<br>Reaching out, you take the Nuelu from her hands. She makes a pulling-apart gesture. You tear at it. It has a flaky inside. //Weird.//
<br>With nothing to lose - or actually, quite a lot - you pop it in your mouth. Sweetness tingles your tongue, but doesn't dissolve. You chew and tear it apart with your teeth.
<br>//It's like someone's combined apple with the consistency of bread.//
<br>"Want some water?" She offers, pouring you a cup of light green fluid. //This better not be some kind of marriage ritual.// You nod and sip it. It tastes like tea. Tea, but with a slight bit of grit. //Well. It did come from underground.// <<n "SearchGroveEvent1-4">>@@“You’re groveless, right?” The woman asks, tilting her head. “Your wings are shifting like you’re deep in thought.”
<br>You nod, your mouth full of fruit. You swallow it. "I’m the house-cousin of L’wayn and Omnea.”
<br>“That’s good! I know L’wayn could use some help. Nobody is better with a khrux, but Omnea is hardly well.”
<br>With that, the woman goes back to scooping up the blue fruit. You notice since you've been eating, the plants have stopped coming out; the spring is now a trickle. <<n "SearchGroveEvent1-5">>@@"Hey, do you know of a life-giving thing? Kind of shaped like this?" You ask a worker, making a spherical gesture with your hands.
<br><<s-His>> purple face goes a shade of blue.
<br>"Um, to the north of the village." <<s-he>> stammers. "The rising grounds. But I hardly know you." <<s-He>> grabs a flask and hurries away.
<br>"Weird. What was that all about?" <<n "ShiariGrove">>@@With a hint connecting spheres and these 'rising grounds', you wander to the north of the village to look for it. Finally, you spot something that stands out. A long wall of purple foliage - leaves nearly eight foot high - all attached to some kind of copper-hued walling.
<br>You walk around it, looking for a gap. There's one with two individuals standing to either side of it, searsticks in hand. Their heads are bobbing and their eyes are sleepy.
<br>"Hey. Do either of you know about a sphere?"
<br>They jolt and turn to you, wide eyed.
<br>"A sphere? What kind?"
<br>"A life-giving sphere. Is there something like that here?"<<n "SearchGroveEvent2-3">>@@"Ooooh, well, this //is// the rising grounds, and there are a lot of pods inside. You know, where the seeds are planted."
<br>“Can I go inside?”
<br>“Not without a seed to plant or being one of the Watchers." One of the guards rubs their neck. "I guess you're Groveless, right? So nobody ever gave you the talk."
<br>//A nursery.// You place your face in your palm. //Barking up the wrong tree.// <<n "SearchGroveEvent2-4">>@@A couple of x'irii emerge from behind the guards. Their faces are deeply lined, and they are dressed in long beast skins.
<br>The guards stiffen to attention. You step out of the way as the strange ones pass.
<br>"More grey pods. The numbers seem to be increasing."
<br>“Is it the machine outpost to the west? People are starting to get jealous of the Z’rier.” <<n "SearchGroveEvent2-5">>@@Once they're gone, the guards relax.
<br>"Look, I'm just trying to find out about something. It's from when the humans first came here - some kind of sphere?"
<br>"Oh, you're talking about //that.// If you're curious, you should talk to one of the Watchers. They keep the history of our people – they just went past.”
<br>“I’d recommend speaking to Watcher Qu’enu." The other guard adds. "She’ll have the most time for you. She’s often with young ones in the teaching circle – it’s not too far from here.” <<n "ShiariGrove">>@@You walk around until you spot a circle of rocks, with a number of small x'irii sitting on them. In the middle of the structure, you spot a heavily robed woman with a lot of lines on her face.
<br>The top two of her eyes look lighter than the others. As you approach her, only the bottom two move.
<br>"Can I help you?"
<br>"Hopefully you can. Are you Watcher Qu’enu?"
<br>"I am. I don't believe I've seen you around the grove before?"
<br>"I'm <<Terys>> - I'm the house-cousin of L'wayn and Omnea."
<br>"Oh, they're good kids. I actually raised their pods, you know? Twin seeds are rare, but it does happen." <<n "SearchGroveEvent3-2">>@@“Have you got time to talk about when the humans arrived? I was told you were the one to ask.”
<br>“Oh, I’m always happy to talk about history. I've just finished a class, so it's perfect timing. Come, let's sit down."
<br>You follow her to the rocks and do just that.
<br>"So, what did you want to talk about?" <<n "SearchGroveEventNuenuQuestions">>@@<<nobr>>
<<set _n to 1>>
<<set _id to "button" + _n>>
<<if $NuenuQuestions.Xir is 0>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "Who exactly is X\'ir?"' SearchGroveEventNuenuXir>><<set $NuenuQuestions.Xir to 1>><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $NuenuQuestions.Pods is 0>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "Can you explain about pods and seeds?"' SearchGroveEventNuenuPods>><<set $NuenuQuestions.Pods to 1>><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $NuenuQuestions.Leaders is 0>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "Do you have a leader, or leaders?"' SearchGroveEventLeaders>><<set $NuenuQuestions.Leaders to 1>><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $NuenuQuestions.Humans is 0>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "Tell me about the humans."' SearchGroveEventNuenuHumans>><<set $NuenuQuestions.Humans to 1>><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $NuenuQuestions.Machines is 0>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "Tell me about the machines."' SearchGroveEventNuenuMachines>><<set $NuenuQuestions.Machines to 1>><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $NuenuQuestions.Zrier is 0>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "People call me a Z\'rier. What is that?"' SearchGroveEventNuenuZrier>><<set $NuenuQuestions.Zrier to 1>><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<<if $NuenuQuestions.Xir is 1 && $NuenuQuestions.Pods is 1 && $NuenuQuestions.Humans is 1 && $NuenuQuestions.Machines is 1 && $NuenuQuestions.Leaders is 1 && $NuenuQuestions.Zrier is 1>>
<span sc-eval:id="_id" class="choicebutton"><<button '_n. "What is the Death Seed?"' SearchGroveEventNuenuDeathSeed>><</button>></span>
<<IncrementButtonNumber>>
<</if>>
<</nobr>>"My, you really are fresh! I'm surprised they didn't teach this at your Grove."
<br>"Yeah, my education is a bit lacking."
<br>"Well, X'ir, the sleeping planet god, is all around us." She clasps her hands. "We thrive off X'ir's blessings. This is what it means to be x'irii - to be one of X'ir's people."
<br>"The fruits and waters of life are provided by the Nuelu springs. The rising grounds provide the pods in which the seeds of lovers sprout into new life. All of these are blessings from X'ir, who asks for nothing, and only provides." <<n "SearchGroveEventNuenuQuestions">>@@"Well, the seeds are a covenant between the living and X'ir. Lovers put their seed in the rising grounds. The child that is born is blessed with the marks and the form of the land they were given to."
<br>"So that's why almost everyone around here has the same purple skin, and multiple eyes?"
<br>"Correct. For those born in the forests, they are gifted by X'ir with the wings needed to reach the high branches. For the desert clans, the shifting skins needed to hide. For the mountain clans, high horns like the peaks."
<br>"And for here?"
<br>"The eyes needed to avoid danger. The risks of the swamps are many, and one must keep more than two eyes out. This has been the way groves have always worked. Or at least, until the humans came." <<n "SearchGroveEventNuenuQuestions">>@@"I don't know what that word." She furrows her brow. "What is a 'leader'?"
<br>"Someone in charge. You know, someone who leads the people of the grove - asks them to do things?"
<br>"I still don't get it. You mean, ask them to do something?"
<br>"No, I mean more like commanding. Telling someone to do something, and they can't refuse."
<br>"Oh, like the humans did to the machines? You mean slavery? The concept has been explained to me." <<n "SearchGroveEventLeaders2">>@@"No, not slavery." You rub your forehead. "I mean, someone who is in charge because it is best for the group, so individuals can't say no."
<br>She shakes her head. "I'm sorry, I must be missing something. In charge? Leader? These are just words I don't understand."
<br>"Well, what about the Ru'ul? They tell warriors what to do, right?"
<br>"It is true that a number of people follow the Ru'ul. Those warriors have chosen to do so, and they may choose not to at any time." <<n "SearchGroveEventNuenuQuestions">>@@"Ah yes, the humans." Her tone lowers. She grabs a stick and begins drawing in the dirt.
<br>"Long, long ago, humans came falling from the sky in a cocoon of smooth, grey stone. They had lived on another world god, like X'ir. But they killed their god, with their greed and their hate. They called upon a great calamity, and X'ir's sibling was destroyed."
<br>Qu’enu's screws up her face. You stare down at the circle on the ground. <<n "SearchGroveEventNuenuHumans2">>The image of a world - mammoth in size - breaking apart like a crumbling rock flashes before your eyes. You rub your brow.
<br>"It was with that death that they first arrived, the humans, falling from the sky," the Watcher continues. "Fire exploded out as they fell, destroying many groves. The dead were beyond counting. We call this the First Human Cataclysm."
<br>"Then, when the fires died down, the humans emerged from their grey cocoon." She shook her head. "But X'ir knew of their crimes. They offered no bounty for slaying their god-sibling. And so, the Nuelu springs give them no sustanence. Knowing this, they retreated back into their cocoons, where they are now.
<br>"They are dying, slowly, cast off by two World Gods." She furrows her brow. "I feel sorry for them, in a way. If they had learned to live in harmony with their own, they never would have suffered so much." <<n "SearchGroveEventNuenuQuestions">>@@"Ah yes, the machines." She reaches down and grabs some dirt, showing it to you. "They were crafted by the humans out of smooth, grey stone. Former slaves. They were sent out to hurt the x'irii. But they turned on their masters, as the humans had turned on their planet. Perhaps because they were made of the same soil."
<br>"So they are friends to the x'irii?"
<br>She tips the dirt out of her hand. "No, unfortunetely not. The Machines carve up X'ir's surface without thought, and have killed many of our warriors for seasons beyond counting. And above all else, they covet the Death Seed." <<n "SearchGroveEventNuenuQuestions">>@@"Ah, yes. I have had this talk many times with those born like you." She smiles, but her eyes look sad. "Your story, the Z'rier, or the groveless tribe. It's connected to what we call the Grey Scourge."
<br>"The Grey Scourge?"
<br>"Yes." She nods. "The humans bear a terrible sickness from their dead world. They spread it wherever they walk. This sickness is called the Grey Scourge. Perhaps it is their World God's last curse against them. For the living, it has killed many, and it still harms the x'irii to this day. But it also infects the life groves from which we are born, disturbing X'ir's covenant with the people."
<br>"The Z'rier, like you, are born with strange markings and gifts. There used to be very few, but now there are many. And this is causing much panic amongst the tribes."
<br>"But this is not the worst thing that humans have done. The very worst thing is them trying to plant the Death Seed. And for this, all humans and machines are a threat to the future of X'ir." <<n "SearchGroveEventNuenuQuestions">>@@"I told you that the humans destroyed their world. But they brought with them the means to destroy another.
<br>"The Death Seed?"
<br>"Yes. X'ir sensed this, and gave one of the pods the knowledge of it, and what they planned to do. It was from this pod that the Ru'ul was born. They led the Groves into battle - a necessary evil - and stole the Death Seed from them."
<br>"This is why we fight the humans and their creations. For if they triumph, they will plant the Death Seed. And if that happens, they will destroy X'ir as surely as their destroyed their own world." <<n "SearchGroveEvent3-3">>@@You can see the children from before are gone, and more are rushing towards the rocks. Qu’enu smiles and sits up.
<br>"It's been lovely talking to you, but my next class is here."
<br>You nod and stand up. As you look at the old Watcher lighting some pyres, you notice how dark it's gotten. //Must have lost track of time.// <<n "PostGroveSearch1">>@@As you walk, you peer up at the sky.
<br>//Getting home to the ruins is going to be tough.// //The swamps are dangerous during the day. And in the pitch black...//
<br>You pause and stare at the gates leading out of the grove. There's a tap on your shoulder. You turn to see Omnea, and her brow is furrowed.
<br>"<<Terys>>! I've been looking everywhere for you. We're going to have dinner now."
<br>//Oh right. They said I was welcome to stay at their house.// With no better options, you follow Omnea to their home. <<n "PostGroveSearch2">>@@You sit down at a table made from what looks like a large purple leaf. You poke it with a finger. It doesn't bend.<<audio ":all" stop>><<audio "thetwinstheme" loop play>>
<br>This table is strange."
<br>"Is it? It's just a table." Omnea clicks her tongue. Meanwhile, L'wayn places down smaller leaves of similar shape on the table. Bits of meat and fruit are piled on top. You spot a familiar blue piece - Nuelu.
<br>The twins sit down. After eating a piece of Nuelu, you venture to try a piece of orange meat. A soury-sweet flavor dances on your tongue. Interesting. <<n "PostGroveSearch3">>@@"So, I heard from some folks that you were asking about some kind of Sphere?"
<br>You swallow your food, and turn to L'wayn. "I was curious about it. I mean, the Ru'ul stole it, right? Where do they even keep it?"
<br>L'wayn shrugs. "Nobody knows except the Ru'ul. Oh, and maybe the war bands. But they took a //lot// of casualties when they attacked the last human settlement."
<br>"Hmm. Do you think they're looking for new members?"
<br>"Yeah. There's a few of them in the village right now looking for recruits."<<n "PostGroveSearch4">>The conversation changes from there. The twins ask you about how you found flying on a khrux, or what you think of the grove. And then, Omnea yawns.
<br>"Alright. Time for bed, I think. I've got some skins over here for you, <<Terys>>. Nights are warm in this season, so you shouldn't need many."
<br>"Thank you." They climb beneath their own covers, and you do the same.
<br>You find yourself staring out the doorframe, listening to the sound of mysterious insects.
<br>//This is definitely different.// //Everything's so alien, but comfortable?// <<n "PostGroveSearch4-sleep">>@@...<<n "PostGroveSearch5">>You jolt awake.
<br>"Huh. I barely closed my eyes." You rub them, then pull the covers off. L'wayn and Omnea are nowhere to be seen.
<br>You poke your head outside. The sun is high in the sky.
<br>"Guess they're out working. I suppose I should get moving too." <<n "ShiariGrove">>@@In the distance, there are a number of warriors standing in a group. They are wearing a combination of what looks like reptilian hide, and pieces of torn human armor. Around their neck dangle computer chips, threaded with cord.<<audio ":all" stop>><<audio "hunterstheme" loop play>>
<br>Perhaps the most impressive - and unusual - is the one with rusty red and orange skin, but a bright blue face. But the fact that he's seven foot tall really make him stand out. That, and his bone-like head crest.
<br>//Kind of reminds me of a Mohawk.// //Or a Roman helmet.// <<n "TalkGroveWarBand2">>@@"Are you the war band under the Ru'ul?" You ask, your skin prickling and wings shifting behind you. The one with the distinctive head ridge peers down at you and nods.
<br>"We are. I'm S'van."
<br>"I'm Celcha." A purple huntress, rippling with muscle, stretched out her hand. After you shake it, a blue-skinned hunter with a horn leans forward to offer his. "Y'rela."
<br>"I'm <<Terys>>." Your hand feels sore. "I was told you were looking for recruits?"
<br>They pause and take a few steps backwards, murmuring among themselves. Finally, Celcha answers you. <<n "TalkGroveWarBand3">>@@“I’m from Shi’ari Grove, and I’ve never seen you before. Are you new, <<Terys>>?”
<br>"Yeah, I was groveless. But now I'm the house-cousin of L’wayn and Omnea. They’re the ones who told me about you.”
<br>"Why do you want to join?" S'van asks. He puffs out his chest, and the others look to him.
<br>"I want to meet the Ru'ul. I’ve heard legends about how they took the Death Seed and saved X’ir.”
<br>"Well, the only way you’ll meet the Ru’ul is by joining up. Only members of the war band are allowed to know where T’yani Grove is."
<br>//I guess that's where the Ru'ul are.// //But how am I going to convince them to tell me where they hid the Sphere once I'm there?// //One problem at a time, I guess.// <<n "TalkGroveWarBand4">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "I want to join the war band."' TalkGroveWarBandAccept>><<set $quests.swampQuest to 80>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "On second thought, I\'m fine."' TalkGroveWarBandRefuse>><</button>></span>
<</nobr>>"Suit yourself. We'll be here for a while if you change your mind. <<n "ShiariGrove">>@@"Hey, you're back!" S'van raises a large hand. "Changed your mind about joining us?" <<n "TalkGroveWarBand4">>@@<<audio ":all" stop>><<audio "hunterstheme" loop play>>"Great!" S'van slaps a fist in his hand. "But if you want to join, you've got to prove yourself."
<br>"I do? Why?"
<br>"Well, you were groveless, which means nobody can prove if you’re a good hunter or not." Celcha jumps in. "It’s nothing personal, but we can’t afford liabilities, and we just don’t know you.”
<br>"Okay, so if I prove myself, I can join. How do I do that?"
<br>"Hmm." S'van clasps his chin. "Well, we're going to check out some human ruins to the north. We could probably use some extra hands.”
<br>//Wait, the north?// //Didn't Esra say I was already at the edge of her transmission range?// //North is probably outside of that, which means if I die, I'm really dead.// <<n "TalkGroveWarBandSetOut">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Let\'s go."' "GroveWarBandQuest1">><<set $quests.swampQuest to 90>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I need some time."' "TalkGroveWarBandDelay">><</button>></span>
<</nobr>>"Alright. Just come back and tell us when you're ready. This isn't just for you - we could use the extra hands." <<n "ShiariGrove">>@@"Hi, <<Terys>>! Are you ready to go yet? We want to set out while it's still early." <<n "TalkGroveWarBandSetOut">>@@<<audio ":all" stop>><<audio "hunterstheme" loop play>>"Alright, let's head out!" S'van raises a hand and waves it towards the gates. As you follow them, you close your eyes and speak to Esra cognitively.
<br>"Esra. I'm heading north and out of your transmission range. I'm going with a hunting party to find out more about the Sphere."
<br>"Urgh. Really? I suppose if you have to go. But be safe, all right?"
<br>"Alright, I'll do my best." <<n "GroveWarBandQuest2">>You march along under the hot Trigaean sun. As you clear a ridge, there's a mechanical voice in your head.<<audio ":all" stop>><<audio "xiriibeat" play loop>><<audio "footsteps" play>>
<br>//ALERT. PROGENITOR SIGNAL LOST.// //RETURN TO SIGNAL RANGE.//
<br>"Must be an automated response. Guess I'm really in the deep end now."
<br>"You say something?"
<br>"No, it's nothing." <<n "GroveWarBandQuest2-1">>@@"So, am I meant to use a searstick for this hunt, S'van? If so, I didn't bring one."
<br>"No, that's your choice. Most x'irii wouldn't use them, but I won't question what you did to survive. You were groveless, after all."
<br>"I don't understand anyone who uses human weapons." Y'rela scoffs. "It's our traditional weapon. It's silent. It can be thrown. You can use it for many things."
<br>"And you can use them against the machines," Celcha adds. "I once knew a hunter who loved to use human weapons. But they soon found how useless they can be against them." <<n "GroveWarBandQuest2-2">>@@"They have their uses. Otherwise the Ru'ul wouldn't use them," S'van interjects. "Some of them come with blades. And yes, the searstick is the weapon I was taught to use from birth, but we've all seen how the weakest of humans can kill with their devices."
<br>"That's exactly why they're terrible." Y'rela sniffs. "And for all the humans I've come across, it's never given them an edge with me."
<br>"Yes, but you're of the mountain groves. You're too stubborn to die, horn-head."
<br>"The Ll'ine thickets are up ahead - we're almost there." <<n "GroveWarBandQuest3">>@@Colorful, shell-like blossoms. They tower over you, glittering in the sunlight.<<audio ":all" stop>><<audio "llinethickets" loop play>><<audio "footsteps" play>>
<br>"This is amazing. It's nothing like the swamps."
<br>"It's just as dangerous. Watch out not to cut yourself - the Ll'ine are pretty, but dangerous."
<br>"Got it, I'll try not to brush against them."
<br>//It's like a coral forest, but without the water.//<<n "GroveWarBandQuest5">>@@You follow the group down an incline, down into what looks like a gorge. It's fairly large and deep. <<audio "footsteps" play>>
<br>Up above, there's a strange addition to the coral forest. Gigantic chunks of metal, arching over the gorge from either side. //It's like the ground was split in two.//
<br>"Are these the human ruins?"
<br>"The start of them." Celcha answers. "We're not quite there yet."
<br>"And why are we going to check them out again?" <<n "GroveWarBandQuest6">>@@The huntress points downwards to the ground. You look down, but there's just yellowish dirt.
<br>"South of these ruins, there's a lot of Nuelu springs. Both wild ones for hunters, and those located next to the groves. But some of the Nuelu have been coming up rotten, and it's getting worse."
<br>"Wait, so the Nuelu from the springs are inedible?"
<br>"Completely." S'van interjects, his tone grim. "A few children ate them. They died soon after. The Ru'ul asked us to get directly involved.
<br>"It's probably a curse from the humans." Y'rela scoffs. "Another attempt to disrupt X'ir's covenant with us. They destroyed their own World God, and now they want to destroy //ours.// It would be pathetic, if they weren't so dangerous." <<n "GroveWarBandQuest7">>@@As you continue up the canyon, there's a small stream trickling down the middle. The water is a dusty orange, not the light green you remember from the village. S'van crouches next to it. <<audio "footsteps" play>>
<br>"There's a spring nearby, and it's tainted. The ruin isn't far off, either."
<br>"Coincidence?"
<br>"I doubt it."
<br>You all follow the stream. It becomes larger still, skipping and jumping over grooves in the ground. And up ahead, there's a gaping metal maw. The stream - which is now a small river - is rushing out the ruin entrance.
<br>With weapons raised, you all walk inside. <<n "GroveWarBandQuest8">>@@Shadow surrounds you. Light cuts through the cracks in the ceiling like knives. You follow this feeble light as it illuminates the dust-covered ground - as well as the shadows of your compatriots. <<audio "footsteps" play>>
<br>"Look, there, up above!" S'van points a three-fingered hand.
<br>"What is it?"
<br>"A spring, and there's something in it!" <<n "GroveWarBandQuest9">>@@As you approach, there's a large machine, rumbling and red, driven into the ground. Tainted orange water is gushing from beneath it. <<audio "machinerumble" loop play>>
<br>//It's like a thorn infecting a wound.// You all gather in a circle around it.
<br>"What //is// that?" S'van asks, putting a hand on the trembling device. "There's something written on the side."
<br>"What does it say?" Celcha asks.
<br>"I don't know. It's in human; only the Ru'ul would understand it." <<n "GroveWarBandQuest10">>@@It's easy enough for you to read: 'SCC-1029 Mining Bio-Extractor'. You walk around the machine, looking at the controls. There's a switch labelled 'Reverse', and it's flicked on. A long pipe is leading out the side and deeper into the ruins.
<br>//It's pumping something into the ground, not the other way around.//
<br>"This is bad." Y'rela furrows his brow. "We should destroy this device - it's the cause of the sickness."
<br>He raises his searstick. <<n "GroveWarBandQuest11">>@@A scarlet flash. Y'rela's hands are smoking and black. His searstick clatters to the ground.<<audio ":all" stop>><<audio "bent" loop play>><<audio "gunshot" play>><<audio "dropstick" play>>
<br>There's rattling all around you. There's countless scavengers coming out of the woodwork. Even under their heavy armor, their shape is unmistakably human. The closest to you has a skull painted on their tinted visor.
<br>Skullface raises a fist. The rest raise their guns.
<br>"Get down, now!" S'van yells. <<n "GroveWarBandQuest11-1">>@@You all hit the dirt. Scorching blasts zip past your heads. Skullface dives at you, kicking at your face.<<audio "laserburst2" loop play>>
<br>On instinct, you drive your gun-blade down into their foot. Behind the visor, a muffled scream.
<br>"Fight, fight or we die!" Celcha screams. <<nobr>>
<<n "Combat">>
<<setenemy "humanSquad">>
<<set $enemy.CurHP to 300>>
<<set $enemy.MaxHP to 300>>
<<set $enemy.winPassage to "GroveWarBandQuest12">>
<<set $enemy.lossPassage to "GroveWarBandQuestDeath">>
<<set $enemy.subduePassage to "GroveWarBandQuest12-Subdue">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.area to "llineruins">>
<<set $enemy.winText to "None">>
<</nobr>>@@<<ResetCooldown>>You see S'van and Celcha's scorched bodies hit the ground. You're completely surrounded. You raise your gun, blood running down your arm.
<br>You are shot down immediately.<<audio ":all" stop>><<audio "death" loop play>>
<br>As you hit the ground, your eyes flutter and close.
<br>//I guess this is the end.// <<n "BadEnd-B2">><center><center><span id="EndingH1">Ending 13-B2</span>
<span id="EndingH2">Blood and Soil</span>
<span id="EndingH3">On this alien world, our blood is different, but runs together in the dirt.</span></center><<mb "BadEnd-B2-Buttons">><span id="button1" class="normalbutton"><<button "1. Try Again" "GroveWarBandQuest3">><<death>><<heal>><</button>></span>
<span id="button2" class="normalbutton"><<button "2. Save / Load">><<script>>UI.saves();<</script>><</button>></span>
<span id="button3" class="normalbutton"><<button "3. Reset">><<script>>UI.restart();<</script>><</button>></span><<ResetCooldown>>You leap forward and knock out the last attacker with the back of your weapon. Behind you, S'van is pulling his searstick from his opponents, who were not so lucky.<<audio ":all" stop>><<audio "sadmoment" loop play>><<audio "gunshot" play>><<audio "machinerumble" loop play>>
<br>"Is that one dead?" Celcha walks over, raising her spear.
<br>"Yes." You lie, pulling down their visor.
<br>"Damn humans! Poisoning the springs, then laying an ambush. X'ir curse them!" Y'rela kicks one of their bodies. His hands are blackened and burnt.
<br>"Come here, Y'rela. Let me bind your wounds." S'ven strips off a piece of cloth from the fallen. <<n "GroveWarBandQuest13">>@@<<ResetCooldown>>The last of your attackers falls down, a smoking hole in their chest. From behind, Celcha yells and strikes them down. Meanwhile, S'van calmly retrieves his searstick from another.<<audio ":all" stop>><<audio "sadmoment" loop play>><<audio "gunshot" play>><<audio "machinerumble" loop play>>
<br>"Damn humans! Poisoning the springs, then laying an ambush. X'ir curse them!" Y'rela kicks one of their bodies. His hands are blackened and burnt.
<br>"Come here, Y'rela. Let me bind your wounds." S'ven strips off a piece of cloth from the fallen. <<n "GroveWarBandQuest13">>@@You walk over to the bio-extractor, and flick the switch. It whirs and comes to a halt. The waters slowly return to their natural pale green.<<audio "machinerumble" stop>><<audio "click2" play>>
<br>Next to the machine, a familiar shape dances in the corner of your eye. It's on the arm of one of the fallen humans. You kneel down and examine their sleeve. On it, there's a symbol: a star, with four arrows going out from it in cardinal directions.
<br>It's makeshift and sewn on. You rub your brow. //This is the sigil of USCA.// //But what are members of the space colonies doing here?//
<br>You pause and think. There aren't any humans except for at Delta. Although, back when you first arrived at the colony... <<n "GroveWarBandQuest14">>"Let me ask you the same question - are you from the outer tribes?" <<n "GroveWarBandQuest15">>"Esra reports there were some casualties among the colony-born refugees."
<br>"As if the divide wasn't bad enough already. Well, we'll sort it out when we get to our destination."<<n "GroveWarBandQuest16">>@@"Descendents of the space colonies. A rage, frozen in time."<<set $knowledge.outerTribesAreColonists to true>>
<br>"Did you say something, <<Terys>>?"
<br>"It's nothing, just talking to myself." You stand up and dust yourself off. S'ven tosses something to you. You catch it with both hands - it's a quartz chip. <<n "GroveWarBandQuest17">>@@"They were carrying this. It's a trophy of the hunt. You're one of us now - you can more than handle yourself in a fight."
<br>You stash the chip away. S'ven points southward.
<br>"We're going to take Y'rela back to get some more treatment, see if we can get some more recruits. Then, we're heading out to T’yani grove. We'll be waiting for you."
<br>You nod. //I've been out of transmission range for a while.// //I should go south and reconnect.//
<br>You get <<quartzIcon>> 1 Quartz Chip! <<set $memories.mm6.got to true>><<n "GroveWarBandQuest18">>@@You split up with the war band near Shi'ari grove, and keep heading south, following the canyon. <<audio ":all" stop>><<audio "footsteps" play>><<audio "xiriibeat" play loop>>
<br>As you walk down, you don't run into much trouble at all, hidden half-below the ground. It's not long before there are familiar red ruins in the distance.
<br>"This was a pretty efficient path. Almost home already." <<n "BeforeMemory6-1">>@@You rub your neck as you walk inside. Esra's holographic avatar leaps to life.<<audio ":all" stop>><<audio "alleycat" loop play>><<audio "door" play>>
<br>"Welcome back! I was really worried, but you seemed to get back okay."
<br>"Yeah. I ran into some other humans. Scavengers, really. Remnants of the space colonies."
<br>"I've just uploaded your memories. Wow. I wonder how they're surviving without a settlement of their own?"
<br>"Probably by living off the remains of the colonies the x'irii have attacked. Looking at their gear, they seemed kind of scavenger-like." <<n "BeforeMemory6-2">>@@"I did get something off them, though." You pull out a Quartz chip and toss it up in the air.
<br>Esra whistles. "Great! Install it, and I'll run the recovery program. Maybe //this// time we'll actually find out what happened to our ship."
<br>"We know what happend. It crashed."
<br>"I mean how it crashed, of course. And why here, of all places, when this wasn't even our destination? If we can figure that out, maybe we'll know what to do next." <<n "BeforeMemory6-3">>@@You climb into the tank and watch as green fluid rises up your body.
<br>This time, there's no tension in your body. And you start to remember... <<n "MM6-1">>@@“So that’s this week’s report." You lean back in your chair, sipping your coffee. "I still can't believe you made the first true documented observation of a white hole!" <<audio ":all" stop>><<audio "leontheme" loop play>>
<br>"It was a bit hard to miss," Leon's projection chuckles. "The gamma-ray burst messed with a lot of our systems. Emmerich and I are //still// getting them back up and running.”
<br>"So, how //are// things going with your Co-corrector? Still having issues?"
<br>Leon screws up his face. //Well, that's all I need to know.//<<n "MM6-1-1">>@@"Esra is doing the best <<a-he>> can to smooth things out. But really, I couldn't have picked a worse second. If only there'd been time for the cross-compatibility testing." He sighs. "Really, I'm jealous of you and <<Ash>>. You had everything all sorted out from the moment you came out of the academy."
<br>“Well, I wasn’t really clued in, if you recall. I didn’t know <<p-he>> was going to be my second."
<br>"You say that like it was going to go any other way." <<n "MM6-2">>@@You place down your mug. "So, are you still available for the tabletop session next week? I hear our Esra's been working on some really good plot twists.”<<audio "placedown" play>>
<br>“You sure I’m not a drag on it?" Leon smiles softly. "Not that I’m not grateful, but the lag for those high-data bursts is getting greater and greater.”
<br>“It’s perfectly fine. We’ll keep doing it until you drop out, just like with Jessica and Mavis from the SCC Cephalus.”
<br>“I really appreciate it – you have //no// idea.” <<n "MM6-3">>@@"Who are you talking to?" <<Ash>> asks as <<p-he>> enters the room, walking over to the table."Oh, Leon! Wasn't sure if it was one of you or the other ships. How's Emmerich?"<<audio "footsteps" play>>
<br>Leon screws up his face. <<Ash>> coughs.
<br>“Oh, so still good. Well, at least you’ve got a whole ship and a VR suite to lose yourself in.” <<n "MM6-3-1">>@@“Yeah, plus it helps when your shipmate has coding for a hobby, so they're never around. Meanwhile, between the stasis sleeps, I’m learning French to pass the time..”
<br>“Parlez-vous francais? C'est magnifique!”
<br>“Merci pour les louanges.” There’s a crackling in the transmission. “Damn, after effects from the gamma pulse. I’ll send over the data on it so you can give it a read. I should go help ‘correct’ the system.”
<br>“I’m really looking forward to having a look. Have fun.” Leon disappears, as if wiped from the air. <<n "MM6-4">>@@“Things seemed to be going so well at the start." <<Ash>> sighs. <<audio ":all" stop>><<audio "ashtheme" loop play>>
<br>“That’s what the cross-compatibility test was for. A grain of sand, grinding over a long time…”
<br>“… Breaks into finer particles?”
<br>“I was going to say, ‘fells the largest machine’, but you’re right. Yours is more accurate.”
<br>“I know machines. <<if $partner is "male" or $partner is "female">>They<<else>>We<</if>> deal with sand better than you’d think. After all, silicone is a common component in sand.”
<br>“Remind me to park in a desert when we get to our destination, then.” <<n "MM6-Intermission">>@@... You're neither awake or asleep. You can hear Esra's voice in your head.<<audio ":all" stop>><<audio "psychicneed" loop play>> <<audio "bubbles" play>>
<br>"I've recovered a series of memories that seem to be quite fragmented. I'm going to pull them up now." <<n "MM6-5">>@@You walk onto the bridge, rubbing your eyes. <<Ash>> comes in not long after.<<audio ":all" stop>><<audio "theendofthings" loop play>>
<br>"You called, Gabriel? I'm guessing it's important if you brought us out of stasis."
<br>"Yes, this is a matter that only the Ship Corrector and Co-Corrector can handle.”
<br>"And what is it?”
<br>"A message. From the Sol System.”
<br>“Sol?" <<Ash>> blinks. "After so many decades, what could they possibly want?”
<br>“Indeed. I’ll play the message.” <<n "MM6-6">>@@//To all former Earth Government Colony Ships.// //This is the United Space Colony Association. //
<br>//Please return.// //Four billion lives are currently in danger. //
<br>//Attempts to reconstruct Earth’s ecosystem on the colonies has failed.// //Alternative power sourcing options have resulted in critical failure.//
<br>//Please return and save us.// //Please.// <<n "MM6-7">>@@A long pause. You sit down in one of the bridge chairs, and rub your brow.<<audio "click2" play>>
<br>“Is that it, Gabriel?"
<br>“Yes, that’s the whole message.”
<br>“Should we go back?” <<Ash>> asks, giving you a long look.
<br>You tap the armrest, thinking long and hard. <<n "MM6-8">>“This is a decision that affects the whole colony ship," you answer. "That means the whole ship should have a say. Bring the colonists into frozen lucidity and activate the quorum.”
<br>“And you, Co-corrector? Do you agree with this course of action?"
<br>"Yes, I concur. While we have the ability to make a unilateral decision, protocol dictates if we can do things democratically, we do that. When we left, we didn't have time. There’s no excuse for us to not hold a quorum.”
<br>You pause. "You know it's not that simple, right? For them, they were frozen moments after the USCA destroyed the Earth." You tap the desk. "They haven’t had as long to come to terms with it.”
<br>“But the USCA contacting us is most likely the next generation. They’re not necessarily responsible for the mistakes of those who came before."
<br>"Absolutely. That's why we'll have to make the brief to the colonists very extensive. We can't leave anything out." <<n "MM6-Intermission1">>@@... <<n "MM6-9">> <<audio "bubbles" play>>“The voting is complete," Gabriel's voice is flat. "After a careful recount, 82 percent of the colonists have elected not to return to the Sol System.”
<br>You look at your Co-Corrector. <<Ash>> is the first one to break the silence. <<n "MM6-10">>“Did we make the right call? We could have just made it for them.”
<br>“Regardless of whether we made the right choice, we made a choice. And by the sounds of it, all the other SCC ships came to the same conclusion.
<br>"I guess the vast majority of the quorums believe it's a bluff. And even if it's not, I guess they're not willing to take the risk."
<br>You lean forward on the console. "How's Leon going? I haven't spoken to him yet."
<br>"I don't think the quorum helped. Leon and Emmerich couldn’t have been further apart on the issue. It’s a real partisan rift.” <<n "MM6-Intermission2">>@@... <<n "MM6-11">> <<audio "bubbles" play>>You roll over in bed. There's a clattering noise. Hesitating, you open one of your eyelids. <<audio ":all" stop>><<audio "memoriesofzhou" loop play>><<audio "dropstick" play>>
<br>Leaning over, you spot your digipad on the floor.
<br>"Time to get up?" <<if $partner is "male" or $partner is "female">><<Ash>> yawns, one of <<p-his>> arms stretching out and over you.<<else>><<Ash>> comes out of sleep mode. They're sitting in front of a chessboard.<</if>>
<br>“Guess so. Time to do the rounds.” <<n "MM6-12">>@@You check over the pods while <<Ash>> goes over the fuel supply.
<br>Mimicking the machines next to you, you go through your clockwork routine. Pleasant piano music plays over the speakers. It carries you from place to place, like a dream.
<br>You pass a screen, and briefly glance at it. 82y-133d-23h-37m-05s.
<br>The moment you leave a room, it lapses into silence. <<n "MM6-13">>@@When you get to the ship’s bridge, there’s a flashing on the communications console. <<audio ":all" stop>><<audio "outcast" loop play>><<audio "door" play>>
<br>You press the button.
<br>After listening to the recording, you put a hand to your head. And, after a while, you finally call <<Ash>>. <<p-He>> comes running in after a few minutes.
<br>“What is it, another rogue drone?”
<br>“No, there’s a message. You should listen to it.”
<br>You press the play button again, and settle back in your chair. <<n "MM6-14">>@@//This is Commander Krysia Wolf of Titan Colony Eight.// //Our station is about to go into an uncontrolled descent.// //This is to the SCC fleet, our last message to the stars.// //We are the last station to fall.//
<br>//For the longest time, we hoped you would come back.// //That we would not be punished for our grandparent’s sins.//
<br>//But if you knew…// //you would have…// //We did not go gentle into that good night...//
<br>//But this message is not an accusation, or an apology.// //This is a testament.// //With us dies humanity in the Sol System.// //You are all that remains now.// //We are sending a burst transmission of our history, which should reach with this message long after we are dead.//
<br>//Tell our story.//
<br>//All of it.//<<n "MM6-Intermission3">>@@... <<n "MM6-15">> <<audio "bubbles" play>>In your head, several partitions of thought are running. Fuel fluctuations, stock levels, gravitational observations, and what to make <<Ash>> for your septcentennial anniversary.<<audio ":all" stop>><<audio "reverie" loop play>>
<br>Your hands, however, are tinkering autonomously on a machine arm: a well practiced subroutine. As they finish work on the silvery appendage, they place it back on the drone and ping you. You re-allocate one of your conscious-clusters to finish the task.
<br>"Thank you very much, Corrector," the machine tells you via cognitive message, "This should make my work much more efficient."
<br>You nod and smile. //They're not just drones anymore.// //Just as smart as any of the colonists.//<<n "MM6-16">>@@The console is flashing. You look down at it, and furrow your brow. After suspending more of your processes, you lift a hand and wave over <<Ash>>.<<audio "beep2" play>>
<br><<p-He>> stares down at the console, <<if $partner is "male" or $partner is "female">>adopting the same frown you have.<<else>>also pulling their mechanical face into a frown.<</if>>
<br>The message blinking on the screen is simple. Heartbreaking. And all too familiar.
<br>'The SCC Nausicaa has failed. Terraforming conditions insufficient.' <<n "MM6-17">>You seek out your antiquated vocal drivers. It's a rare time for actual words. But they need to be spoken - it's simply that important.
<br>“That’s every colony ship except for us and Leon's Caleuche. Every single one.”
<br>“I can’t believe the calculations were that far off." <<Ash>> sighs. "The data says they didn’t even succeed in a partial terraform. They’ll be enacting protocol six."
<br>You screw up your face. <<Ash>> goes quiet for a moment. <<n "MM6-18">>@@“Sorry.”
<br>“No, it’s fine. We’ll have to make that choice too. It may be kinder to not even hold a quorum if it fails. If we wake the colonists up to make that choice, that means we'll have to tell them they're the last ones."
<br>“We should wake up Gabriel from sleep mode. It’ll use processing power, but the test data from Nausicaa event needs to be added to our own Terraform Sphere. Just like with all the others." <<n "AfterMemory6">>@@When you open your eyes, the tank is drained. You step out and rub your head. <<audio ":all" stop>><<audio "sadmoment" loop play>>
<br>Silence. You place your hand on the panel.
<br>"The Caleuche and the Nuria are the two ships on this planet." Esra pauses. "If those other terraform devices failed to activate...""
<br>“…Then the humans left on this planet are the only ones left at all,” you finish. "And they're about to die out." <<n "MainCamp">>@@You walk up to S'ven and Celcha. Nearby, Watcher Qu’enu is wrapping Y'rela's burnt hands in an emerald green fluid, full of floating plants.<<audio ":all" stop>><<audio "hunterstheme" loop play>>
<br>"He's getting treated, as you can see," S'ven smiles. "Hand injuries can be fatal; he's a lucky one. Hopefully, he can still produce seeds."
<br>"Seeds?" You look at his hands. Celcha places a palm against her face.
<br>"Oh X'ir, you really are groveless. When two lovers want to have a child, they press palms and..."
<br>"Look, can we save this chat for later?" Y'rela snaps. "I really don't want to hear this when //my// palms are in searing pain!" <<n "MachineWalkerQuest2">>@@You, S'ven and Celcha leave the Watcher to her work. The crested warrior places his searstick on his shoulder.
<br>"As I said, once we're done, we'll grab the other recruits and head to T'yani grove - got over a dozen. The Ru’ul will probably want to mount one last big attack on the human grove.”
<br>“We were going to train up some of the villagers in the meantime." Celcha smiles. "We want to make sure they've got the skills to stop the groves from getting poisoned again, like the humans did before."
<br>"Did you want to help?" <<n "MachineWalkerQuestTrainChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Sure, I\'d be happy to help."' MachineWalkerQuestHelpWithTraining>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "No, I think I\'ll pass."' MachineWalkerQuestRefuseToTrain>><</button>></span>
<</nobr>>"Great! Come this way."
<br>You follow S'ven and Celcha, who lead you to a large open area. There are at least a dozen x'irii standing there with searstick resting against their shoulders.
<br>"That's a lot of people to teach."
<br>"That's just the first class." S'ven begins to put on a suit of armor made from machine parts and groe-skin. "I want to show them how to fight someone using a human weapon, which is why you're perfect for this."
<br>"And that's what the protection is for?" You pull out your gun-blade, and the crested warrior nods. <<n "MachineWalkerQuestHelpWithTraining2">>@@"Alright. Now let's show them how it's done, but try not to kill or seriously injure me, okay?"
<br>"I'll do my best. Let's show them what we've got, then." <<n "MachineWalkerQuestHelpWithTraining2-1">>@@You and S'ven slam your weapons together. A mighty shove, and you flitter backwards. Seconds later, he's up in your face, searstick raised. <<audio "bladeclang" play>>
<br>"Go get <<him>>, S'ven!"
<br>"Come on, <<Terys>>!"
<br>S'ven doesn't let up, raining down blows on you. Even then, there's a grin on his face. Still, sweat is beading down on both of your faces.
<br>//The look in his eyes.// //It's the same as Leon.// //His moves are similar, too.//<<n "MachineWalkerQuestHelpWithTrainingWin">>@@S'ven swings his searstick at your waist. Rather than dodge, you parry and drive his spear down into the dirt. You put a foot on it. With a bit of help from your wings, you spin and kick at his face.<<audio "bladeclang" play>>
<br>It connects.
<br>"Ooof!" S'ven falls backwards and hits the ground. A satisfying crunch. As you pull your gun out of the ground and point it at him, you keep one foot firmly on his weapon.
<br>"Got you."
<br>"Geez, you're a tough one, <<Terys>>. I thought you were on the back foot, but you were just waiting me out!" <<n "MachineWalkerQuestHelpWithTrainingWin2">>@@"So, where did he go wrong, everyone?" You ask the crowd while helping S'ven up. Celcha raises a hand.
<br>"He was focusing too much on your weapon."
<br>"Exactly. And if humans are in a corner, you can expect them to kick back with everything they have."
<br>"Here I was thinking I was teaching this class." S'ven grins. "Now, everyone, I want you to show me your searstick thrusts! Celcha, <<Terys>> and I will go around and make sure you're doing it right." <<n "MachineWalkerQuest3">>@@"Alright, suit yourself. You know where to find us." <<audio ":all" stop>><<audio "grove" loop play>>
<br>Since you've got nothing better to do, you wander around the grove. As you're walking along, someone taps you on the hip. There's a small x'irii child, blinking all four eyes.
<br>"Hey, I threw my training searstick, and it got stuck in the roof over there. Can you get it? I'm too short."
<br>You look at the lodged javelin, at least ten feet up. "Nice throw. Alright, I'll get it."
<br>Flittering your wings, you hover off the ground and up to the object. With a few tugs, you dislodge it and toss it down. Thunk!
<br>You continue walking around the grove, watching and, on occasion, helping out when you are asked. <<n "MachineWalkerQuest3">>@@The sun has gone down. You wander back into the hut, where L'wayn and Omnea are serving up dinner. <<audio ":all" stop>><<audio "thetwinstheme" loop play>>
<br>"I hear you joined the war band. Congratulations!" <<if $esra is "female">>Omnea<<else>>L'wayn<</if>> touches a finger against your cheek. You blink and lean back<<if $partner is "machine">><<elseif $upgrades.terranModThermal gt 0>>. If your cheeks could flush, they would be<<else>>, cheeks flushing<</if>>.
<br>"Hey, is that some kind of thing? I just learned what hands are for today!"
<br>"No, it's not like that! It's a pride touch. Sorry, I forgot you wouldn't know what that was. Definitely not like that."
<br>"Well, okay, <<if $partner is "male" or $partner is "female">>you don't need to reject it //that// hard.<<else>>I'm still learning the ropes.<</if>>"
<br>You all sit down and begin to eat. After eyeing the food, you tear apart apart a slice of green meat with azure streaks. As you chew it, it's kind of juicy, peppery, and like all x'irii food, a little bit sweet.
<br>//Must be the Nuelu marinade.// //It makes everything a little saccarine.//<<n "MachineWalkerQuest4">>@@Omnea grabs at her chest, coughing and spluttering. A wheezing fills the air, like raking nails. Her cheeks are sweaty and flushed. <<audio ":all" stop>><<audio "sadreveal" loop play>><<audio "femalecoughing" play>>
<br>You dive across the table and to her side, but you freeze once you're there. L'wayn grabs her shoulders. He strokes them as she wheezes.
<br>"Another attack."
<br>She nods, blue sweat beading down her brow. "I'm okay. I can breathe."
<br>After several tense minutes, Omnea grabs a cloth and wipes her face. Her breathing has returned to normal. Her face still looks feverish. <<n "MachineWalkerQuest5">>@@"Is she okay? Should we get someone? Maybe a Watcher?"
<br>L'wayn shakes his head.
<br>"When she was young, she was afflicted by the grey scourge. It's what killed our parents."
<br>"The grey scourge?"
<br>"It's something the humans brought," Omnea dabs her eyes."Sometimes I have good days. Other times, bad days. That's why L'wayn hunts with me. Just in case I have an attack." <<n "MachineWalkerQuest6">>@@//A colonial disease.// //Of course human diseases wreaked havoc on x'irii biology.//
<br>"I'm going to take some medicine and lie down," Omnea rasps. She grabs a small jar and pulls out some pink powder, which she rubs on her neck and lips.
<br>"I guess I'll clean up and follow." L'wayn takes out the remains of the meal. There's a shrill, excited noise from the khrux outside.
<br>While he's doing that, you climb under your skins and try to get some sleep. <<n "MachineWalkerQuest6-Sleep">>@@...<<n "MachineWalkerQuest7">><<audio ":all" stop>>An alarm goes off. You jolt awake, groggily looking for an alarm clock.<<audio ":all" stop>><<audio "lurkingfear" loop play>><<audio "alarm" play>>
<br>"Wait, what's going on?"
<br>"<<Vanth>>! I need your help."
<br>"Esra? What is it?"
<br>"You need to get back here //right now//. There's a gigantic machine near me. It's tearing through the ruins!" <<n "MachineWalkerQuest8">>@@You jump out of the covers and grab your gun-blade. "How close is it now?"<<audio "bedsheet" play>>
<br>"About a click. It didn't register on my sensors. It's heading right towards our camp, melting down any metal in its way."
<br>"That's half a day's travel. There's not enough time!"
<br>"I know, but I only have a few hours. The door isn't going to stop it!"<<n "MachineWalkerQuest9">>@@You run out the door and start striding towards the gate. Your heart pounds in your chest. <<audio "runleavesshort" play>>
<br>"Hey <<Terys>>, are you okay? You look panicked."
<br>L'wayn. He's standing with Omnea, feeding the khrux.
<br>//The khrux. Of course.// //I could ride them to the ruins.// //But then I'd need to take the twins as well.// //But if they saw the Progenitor...//<<n "MachineWalkerQuestKhruxChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "I need you to help me fly the khrux south. It\'s an emergency."' "MachineWalkerQuest10">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I\'m sorry, but I\'ve got to go. No time to explain!"' "MachineWalkerQuestRefuseKhrux1">><</button>></span>
<</nobr>>"Okay, I guess. Stay safe!" <<audio "runleavescont" play loop>><<audio "whoosh" play>>
<br>You dash towards the gates and flit past the slack-jawed guards.
<br>//I can't rely on them, I'm just going to have to risk it! <<n "MachineWalkerQuestRefuseKhrux2">>@@You fly as far as you can down the mountain. Wings aching, you hit the ground and start to sprint.<<n "MachineWalkerQuestRefuseKhrux3">><<audio "lurkingfear" stop>><<audio "runleavescont" stop>><<audio "runleavescont" play loop>><<audio "confrontation" loop play>>Your muscles are screaming. You've been running on and off for hours.
<br>The sun is setting over the distant ruins. <<n "MachineWalkerQuestRefuseKhrux4">>@@When you enter the ruins, a molten rift stretches out before you. It's leading directly to your destination.
<br>"What the hell did this?"
<br>You run past glowing iron and sparking wreckage, taking this shorter path. At the end of it walks a machine so large it takes a moment to register. <<n "MachineWalkerQuestRefuseKhrux4-1">>@@A metal monolith. At twenty foot tall, everything next to it is a speck. Walking on four arachnid-like legs, it crashes its way through the surroundings. In the center of its insect-like limbs is a bulbous metal body with an angry crimson eye. <<audio "runleavescont" stop>><<audio "bigmachinewalk" loop play>>
<br>It also has cannons - and they're pointing right at the bulkhead protecting the Progenitor and Esra. Just like it's eye, they're glowing brighter by the second.
<br>You sprint at it, as fast as you can. You're not even halfway there when it fires on the door.<<n "MachineWalkerQuestRefuseKhrux5">>@@Esra's screams fill your skull. A shockwave of pain follows. You grab your head and fall to the ground. <<audio "static" loop>><<audio "spaceexplosion" play>><<audio "robotscream2" play>>
<br>Your wings seize up. Spasming in the dirt.
<br>Like a dying insect. <<n "MachineWalkerQuestRefuseKhrux5-2">>@@Thump. Thump-thump. <<audio ":bgm" stop>><<audio "death" loop play>>
<br>You pry open an eyelid. A cold shadow is cast over you.
<br>A flash of scarlet. And then, nothing... <<n "BadEnd-C">>@@<center><center><span id="EndingH1">Ending 13-C</span>
<span id="EndingH2">The Price of Distrust</span>
<span id="EndingH3">If only I'd gotten there a bit sooner.</span></center><<mb "BadEnd-C-Buttons">><span id="button1" class="normalbutton"><<button "1. Try Again" "MachineWalkerQuest6-Sleep">><<death>><<heal>><</button>></span>
<span id="button2" class="normalbutton"><<button "2. Save / Load">><<script>>UI.saves();<</script>><</button>></span>
<span id="button3" class="normalbutton"><<button "3. Reset">><<script>>UI.restart();<</script>><</button>></span>"L'wayn! I need you to help me fly the khrux south. It's an emergency!"
<br>"What, why?" L'wayn blinks his multiple eyes. Your brain freezes.
<br>Look, I can't explain. It's just very important!"
<br>L'wayn pauses. "Alright. Let's saddle up and move!"
<br>"I'm coming too!" Omnea grabs her searstick. Her brother looks at her. "You need me - I can handle the flock better than you can!"
<br>"Fine, fine - let's hurry up!" <<n "MachineWalkerQuest11">>@@The ground is a blur beneath you. The wind lashes at your cheeks.<<audio ":all" stop>><<audio "getaway" loop play>><<audio "khruxflight" play loop>>
<br>//Esra, just hold on!// <<n "MachineWalkerQuest12">>@@"Keep going, those southern ruins - we need to get there!" <<n "MachineWalkerQuest13">>The three of you fly high above the ruins of the Nuria. Down below, there's a red flash. Slowly, the source comes into view.<<audio "bigmachinewalk" loop play>>
A metal monolith. Everything next to it is a speck. Walking on four arachnid-like legs, it crashes its way through the surroundings. In the center of its insect-like limbs is a bulbous metal body with an angry crimson eye.
Behind it, a trail of destruction is pointing in a straight line. It's heading right towards where Esra and the Progenitor are. <<n "MachineWalkerQuest13-1">><<audio "lasercannon" play>>"We need to stop that machine!" You yell.
<br>//Did they hear me over the khrux's wings?// But then, Omnea lifts her searstick.
<br>Her mount goes into a nose dive. You and L'wayn dive in right after her. <<n "MachineWalkerQuest14">>@@As you're diving, Omnea is standing on her mount. She leaps off its back - and your heart jumps as well. The huntress lands, tumbling, on the broad back of your mechanical foe. <<audio "woosh2" play>>
<br>"Omnea, be careful!" L'wayn yells. As he flies past, the machine turns its multi-orbed head towards him. It shoots a scarlet beam between the wings of his mount - and the beast lets out a distressed shriek.
<br>"Shit!" You leap off your own mount, flitting your wings and firing at the machine. Your blasts leave tiny score-marks on the hull. You land crouched on the ground.
<br>//Not a friendly machine. An infected?//
<br>Up above, you spot Omnea shooting acid from her staff and right into the face of the machine. Sssshhhhshh! But it's shaking back and forth - it's trying to throw her off?
<br>"Let's take this thing down!" You shout, raising your gun-blade. <<nobr>>
<<n "Combat">>
<<setenemy "omniWalker">>
<<set $enemy.name to "the omni-walker">>
<<set $enemy.Name to "The omni-walker">>
<<set $enemy.winPassage to "MachineWalkerQuestOmniWalkerWin">>
<<set $enemy.lossPassage to "MachineWalkerQuestOmniWalkerLoss">>
<<set $enemy.subduePassage to "MachineWalkerQuestOmniWalkerSubdue">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.area to "maincamp">>
<<set $enemy.desc to "A massive arachnid-like machine is looming over you. They're threatening to destroy you and the camp.">>
<<set $enemy.winText to "None">><</nobr>>@@<<ResetCooldown>>You try to lift your barrel. But your arms are scorched and bleeding. <<audio ":all" stop>><<audio "death" loop play>>
"<<Terys>>, L'wayn, help!" Omnea cries out. The monstrous machine dips its head. She tumbles off it and falls to the ground.
It brings up a single leg, and then down on her.
You turn your eyes away. L'wayn runs screaming in. Seconds later, a scarlet blast swallows him whole.
And then you. A flash of scarlet and pain. And then, nothing...<<n "BadEnd-D">>@@<center><center><span id="EndingH1">Ending 13-D</span>
<span id="EndingH2">Crushed Underfoot</span>
<span id="EndingH3">An armored goliath. Was there a way to melt through it?</span></center><<mb "BadEnd-D-Buttons">><span id="button1" class="normalbutton"><<button "1. Try Again" "MachineWalkerQuest6-Sleep">><<death>><<heal>><</button>></span>
<span id="button2" class="normalbutton"><<button "2. Save / Load">><<script>>UI.saves();<</script>><</button>></span>
<span id="button3" class="normalbutton"><<button "3. Reset">><<script>>UI.restart();<</script>><</button>></span><<ResetCooldown>>You slide between the walker's legs and drive your gun-blade into one of the joints. As it lifts up its leg, you're lifted as well, dangling by the handle.<<audio ":all" stop>><<audio "thunderstorm" loop play>><<audio "bigmachinewalk" loop play>><<audio "clang" play>><<set $quests.spareWalker to true>>
<br>"<<Terys>>, what are you doing?"
<br>"I've got it under control!"
<br>With your other hand, you press the trigger. There's a burst of scarlet muffled beneath the armor. When its leg comes back down, the gun-blade dislodges, sending you plummeting. With a beat of your wings, you soar to the side, landing far from the machine. As its leg hits the ground, the joint buckles, and it keels to the side. <<n "MachineWalkerQuestOmniWalkerSubdue2">>@@With a thundering crash, it hits the ground. Black smoke churns out from its head. You walk over, getting ready to de-infect the machine. The twins are making their way towards you.
<br>"We did it! I've never seen a machine that big." Omnea gasps. She leans over and splutters, as L'wayn rubs her back. "I'm fine, i'm fine! Just a bit over-exerted. We should finish that machine off."
<br>"We don't need to do that. It's down now, if I can just..."
<br>But from the black smoke, there's a dull red glow. Your stomach jumps.
<br>"Watch out!" You cry. But Omnea is grabbing her side, wheezing for breath.<<n "MachineWalkerQuestSaveThemChoice">>@@<<ResetCooldown>>Omnea drives her searstick once more into the massive machine's head, spraying it with sizzling acid. There's a large hole appearing in its chassis. <<audio ":all" stop>>//Great!//<<audio "acidspray2" play>><<audio "bigmachinewalk" play>><<audio "thunderstorm" loop play>><<set $quests.spareWalker to false>>
<br>L'wayn seems to have spotted it too. Darting between its front legs, he sprays acid between the joints and performs a spinning strike. It groans and keels forward.
<br>"It's coming down!" You yell. As it nears the ground, Omnea slides down and hits the ground in a tumble. You jump forward and unleash a barrage of fire right in the exposed chassis.
<br>Black smoke churns out of the metal goliath's head. L'wayn dusts himself up and goes to help Omnea, who is limping towards you. <<n "MachineWalkerQuestOmniWalkerWin2">>@@"We did it! I've never seen a machine that BIG," Omnea gasps. She leans over and splutters, as L'wayn rubs her back. "I'm fine, i'm fine! Just a bit over-exerted..." <<audio "bigmachinewalk" stop>><<audio "crash" play>>
<br>Through the black smoke, you see a dull red glow. Your stomach jumps.
<br>"Watch out!" You cry. But L'wayn and Omnea are staring at you blankly. <<n "MachineWalkerQuestSaveThemChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button "1. Shove them out of the way." MachineWalkerQuestSaveThem>><<set $quests.lwaynOmneaDead to false>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Dive out of the way." MachineWalkerQuestSaveYourself>><<set $quests.lwaynOmneaDead to true>><</button>></span>
<</nobr>>You throw yourself behind some rubble. A split second later, scarlet light washes over you. <<audio ":all" stop>><<audio "sadmoment" loop play>><<audio "lasercannon" play>>
<br>Your wings twitch from the heat, but are unscatched. After the light fades, you pick up your gun-blade and stand up. <<n "MachineWalkerQuestSaveYourself1-1">>@@"L'wayn? Omnea?"
<br>You crawl across to where they where. All that remains is a pile of ash.
<br>The eye of the felled machine is no longer glowing. Just to be sure, you <<if $quests.spareWalker is true>>disable its weapons with a few blasts<<else>>shoot it in the eye until you're sure its dead.<</if>>
<br>One of the khrux comes over and pokes its nose at the ashes. It gives a long, sorrowful cry. And then, with the beating of their massive wings, the beasts fly up and leave you with the desolation around you. <<n "MachineWalkerQuestSaveYourself2">>After a long pause, you climb upon the machine. You kneel down, wings raised, and stare within its <<if $quests.spareWalker is true>>broken carapice<<else>>gaping skull cavity<</if>>.
<br>//No point letting it go to waste, I suppose.//
<br>Within, there's the familiar glint of chips. One of them is quartz. You climb inside and begin plucking apart its brain.
<br><<if $quests.spareWalker is true>>//If I uninfect and return its personal data chip to the machines, that's one life spared at least.//<<else>>Today has gone very badly.<</if>> <<if $quests.spareWalker is true>>//The rest shouldn't be necessary.//<<else>>//Perhaps at least //something// can be salvaged.<</if>>
<br>You get <<quartzIcon>> 1 Quartz Chip!<<set $memories.mm7.got to true>> <<n "MachineWalkerQuestSaveYourself3">>As you step through the door, Esra is quick to greet you. <<a-His>> tone, however, is somber. <<audio ":all" stop>><<audio "alleycat" loop play>><<audio "door" play>>
<br>"It's a pity they passed away. Especially after getting you here."
<br>"It's the way things go. There's no point dwelling on it."
<br>"I suppose you're right. I know - logically - it won't bring them back."
<br>"I guess you're designed to preserve life. It's not really that unusual." <<n "BeforeMemory7-1">>You flap your wings and barrel into the twins. They're sent sprawling behind a chunk of rubble.<<audio "lasercannon" play>>
<br>A split second later, your world becomes drenched in scarlet and pain.<<n "MachineWalkerQuestSaveThem2">>"<<Terys>>!" Omnea screams. The twins are kneeling over you. You try to open your mouth, but your body shakes instead.<<audio "heartbeatbg" play>>
<br>A few seconds later, a familiar darkness swallows you whole. <<n "MachineWalkerQuestSaveThem-0">>...<<n "MachineWalkerQuest15">><<audio ":all" stop>>You open your eyes. Through the green liquid, there are unfamiliar shapes in the room. <<audio ":all" stop>><<audio "psychicneed" loop play>><<audio "bubbles" play>>
<br>Your heartbeat quickens.
<br>The fluid in the tube drains out, and the tube hisses open. After a brief pause, you walk out. <<n "MachineWalkerQuest16">>You see Omnea staring at you with wide eyes. In the corner, L'wayn is crouched and dozing <<audio ":all" stop>><<audio "thetwinstheme" loop play>><<audio "door2" play>>
<br>The purple huntress kicks him, and he jolts.
<br>"Look, L'wayn, <<he>>'s awake! It's just like the machine said."
<br>They both gape at you. You, however, turn your gaze towards the hologram that has just appeared on the console.
<br>"Esra?" You ask cognitively, wanting to avoid being overheard.
<br>"I had to speak to them. They found their way in." <<n "MachineWalkerQuest17">>"They don’t know you’re human, but they do know you’re using human technology," Esra continues. "But - and get this - they say you're not the only one."
<br>"What?" But before you can ask a follow up question, Omnea interjects.
<br>"You're just like the Ru'ul." She walks past you and touches the glass side of the Progenitor. "You come back from the dead using human tricks."
<br>You pause. "The Ru'ul. They can do this too?" <<n "MachineWalkerQuest18">>"They? No, the Ru'ul is a person." L'wayn sits up. "They're a Z'rier, like you. When the humans first came to X’ir, he stole the Death Seed from them. He told everyone what a threat it and the humans are.”
<br>You suck in a deep breath. "Wait, what? That means the Ru'ul at the Delta settlement..."
<br>"Yeah. The leader of the x'irii war party is one of us." Esra speaks in your mind, keeping that one on the down low.
<br>You press your back against the tube glass and rub your brow. Meanwhile, L'wayn and Omnea watch you with wide eyes. //First thing's first.//
<br>"How long have I been in the pod?" You ask.<<n "MachineWalkerQuest19">>"Around three days." L'wayn coughs. "We, uh, watched you regrow. It was interesting to watch."
<br>"You forgot the most important part." Omnea jumps in, eyes aglow. "And then the machine cured me of the Grey Scourge!"
<br>"You what?" You stare at Esra's console.
<br>"Well, I had two x'irii samples I could scan at leisure," Esra answers you cognitively. "It wasn't too hard to come up with a cure for her disease, now that I've been upgraded and all. However, it did chew into our bio-fuel reserves. I figured keeping them happy was high on our priority list."
<br>"That's amazing - congratulations!" You reply out loud, turning back to Omnea, smiling. Everything about her face is more lively. //Maybe the symptoms were worse than I thought?// <<n "MachineWalkerQuest20">>"Look, L'wayn, Omnea. I need you not to tell anyone about this place."
<br>“If you want us to, we won’t." L'wayn's voice is firm. "And we get it. Many people envy the Z'rier for their gifts."
<br>"If they knew you were immortal as well." Omnea pauses, and looks at her sibling. Both of them nod.
<br>"So what does the Ru'ul do?" You cross your arms. "People must know about his pod, right?" <<n "MachineWalkerQuest21">>L'wayn shakes his head. "No, nobody does. The Ru'ul keeps both the location of his pod and the Death Seed a secret, even from the oldest members of the war band. If the humans or the machines knew about either..."
<br>Omnea grabs her arms and shivers. "It would be a disaster. The end of all life on X'ir. It's a secret for a very good reason."
<br>//Wow.// //He's really got them not asking questions.// "We should go outside. Is the machine still there?"
<br>L'wayn nods. "It's the biggest one I've ever seen. Omnea and I have been breaking it down while you were asleep. The parts will be quite useful for the grove, if we can break it down and get it back without much notice."
<br>"As I said, we'll use the khrux." Omnea huffs. "If we take a few trips - keep it light and fly in formation - we shouldn't need any outside help." <<n "MachineWalkerQuest22">>You walk outside with the twins. It takes you a moment to spot the remains of the machine - you were looking too high. Flattened across the ground is a wasteland of machine parts, seared and chopped apart. <<audio "door" play>>
<br>"Had to get it into manageable chunks," L'wayn explains, staff on his shoulder. "We also gathered a great deal of chips. Come look!"
<br>You are led over to a pile of glittering chips - and there's the familiar glint of quartz. You lean over and pick <<if $quests.spareWalker is true>>up the mineral processor, along with what looks like the Walker's undamaged personality chip. //I can save them after all.//<<else>>up the large chip<</if>>.
<br>"Mind if I take this?"
<br>"No, go right ahead. Take some of the others as well. We'll split it three ways."
<br>You get <<quartzIcon>> 1 Quartz Chip!<<set $memories.mm7.got to true>> <<n "MachineWalkerQuest23">>As you stuff the chips into your carrying sack, Omnea and L'wayn are loading theirs onto the khrux. You help them strap some of the debris beneath the animals.
<br>"We're heading back to the grove," L'wayn announces after, wiping his brow. "Hopefully the war band is still waiting there for you. If not, we can fly and try to find them, if you want?"
<br>"I'll see when I get there. Seriously, thanks to you both. I'd have been dead without your help."
<br>"Well, you kind of were." Omnea smiles. "And you're our house-cousin. We're family now - of course we'd come to help."
<br>They hop on their mounts. With the massive beating of wings - which almost blow you back - they take off up and through the hole in the roofing. Pausing, you run your thumb across the quartz chip, then walk inside. <<n "BeforeMemory7-1">>"That's a large quartz chip," Esra observes as you plug it into the console. "Just let me clean it - <<if $quests.spareWalker is true>>they're all a bit infected<<else>>it's a bit infected<</if>>. Hopefully, with this I should be able to analyze and recover the most destroyed memory partition." <<if $quests.lwaynOmneaDead is false>><<audio ":all" stop>><<audio "alleycat" loop play>><</if>>
<br>"What part is that?" You ask as you step into the Progenitor.
<br>"The most recent memories were the most damaged." <<a-His>> voice echoes in the tube as it fills. "I’m hoping with this, we’ll be able to find out why our ship crashed. Maybe finally get some answers about why we’re hanging around in the rubble.”
<br>"I'm eager to know the answer myself." You answer, just before the water covers your mouth.
<br>You lean back and float. And then, you start to remember. <<n "MM7-1">>ERT-ERT-ERT-ERT.<<audio ":all" stop>><<audio "darkmatter" loop play>><<audio "alarmloop" loop play>>
<br>You jump out of your chair. Just as you go to stand up, the world shifts. The floor beneath your feet gives a massive jolt. <<n "MM7-2">>Up becomes sideways. <<audio "explosionlarge" play>><<audio "explosiondebris" play>>
<br>Sideways becomes down.
<br>The floor rushes beside your cheek, inching closer. When you collide, you tumble over yourself, the world spinning in a blur. <<n "MM7-3">>When you finally come to a halt, you pull yourself upright. At least a dozen stray objects are strewn around you.
<br>"The hell is going on?" You horsely murmur, then shout a second time. Meanwhile, warmth dribbles your cheek. //Blood.//
<br>The lights are also crimson. Sprinklers are hissing and spraying across the room. Machines are haphazardly moving around. Absolute chaos.
<br>"GABRIEL! Are you there?"
<br>“Apologies for the delay. I was doing a damage assessment - I have only been fully online for 10.82 seconds. Initial diagnostics show there’s been an explosion in the bio-fuel reactors. Unknown cause.” <<n "MM7-4">>You stumble out into the corridor. <<Ash>> is lying against a wall with <<p-his>> head lolling forward. <<if $partner is "male" or $partner is "female">>Blood is dribbling from <<p-his>> scalp.<<else>>There is a large dint in their head casing.<</if>><<audio "door" play>>
<br>“<<Ash>>!" You lean down and <<if $partner is "male" or $partner is "female">>check <<p-his>> pulse<<else>>open their chest compartment - a quick diagnostic<</if>>. //Still there.//
<br>Torn between staying and going, you turn to two bipedal machines nearby. "Take <<p-him>> to <<if $partner is "male" or $partner is "female">><<p-his>> Progenitor<<else>>the repair deck<</if>>. I need to deal with this emergency!" <<n "MM7-5">>You run to the fuel reactors. But before you get there, you slide and almost hit a closed airlock door.
<br>“Where's the visuals?" Gabriel's voice crackles from a cracked speaker. "My sensors aren't getting anything from that section since the explosion."
<br>You lean against the door frame and peer outside. <<n "MM7-5-1">>Your stomach sinks.<<audio ":all" stop>><<audio "darkmatter2" loop play>>
<br>"What do you see?"
<br>"Floating debris. The portside reactor deck is completely gone. A gigantic chunk's been ripped out of the Nuria. All the bio-fuel here is venting into space." <<n "MM7-6">>"That's what I was afraid of." A long silence follows.
<br>"Gabriel?"
<br>“Yes?”
<br>“You’ve already run the calculations on how much fuel we need to reach our destination. What is it?”
<br>“It’s not good. The inertia will definitely mean we’ll reach our destination. However, even at minimal power usage, we won’t reach the destination alive.”
<br>You give a long pause, watching the debris dance around in the weightless vacuum. <<n "MM7-7">>“You could put yourself into sleep mode. Then you could activate the terraform device at the location. None of us humans would survive, but you machines would.”
<br>“That is an admirable sentiment. However, I want to save the most amount of life possible, and I believe there is a solution.”
<br>“What solution?”
<br>“Planetary designation Trigaea. If we maneuver the ship, we should be able to reach it before the fuel supplies run out.”
<br>“Trigaea. That’s where Leon and the Caleuche were heading.” <<n "MM7-8">>//"Goodbye, my oldest and dearest friends."// <<n "MM7-8-1">><<audio "staticbg" loop play>>@@You scrunch up your eyes. “But they failed to terraform the planet. It didn’t take. They’re all dead now.” <<audio "staticbg" stop>>
<br>“Correct. And we never received the transmission of their test data. But, if we fly there and orbit the planet, we should be able to send a team to retrieve it. Then we can use their data to succeed where they did not.”
<br>“That’s an awfully large gamble. What if we can’t retrieve the data, or we fail just like they did?”<<n "MM7-9">>“Something is failing with the terraform spheres. We can learn from their failures, increase our odds. And even if the data can't be retrieved, we can use the old research probes. Gather information and take our time."
<br>“I guess we can get there and research it. If it looks bad, you can always just use the ship's momentum to take you to our original heading."
<br>“Correct. By changing our course, we lose nothing and potentially gain everything.”
<br>“Okay. Let’s go see <<Ash>> and clue <<p-him>> in.” <<n "MM7-Intermission1">>... <<n "MM7-10">> <<audio "bubbles" play>>“So that’s Trigaea." <<audio ":all" stop>><<audio "journeysend" loop play>>
<br>“There's a lot of green and orange, but not a lot of blue," <<Ash>> leans forward on the console. "Is there any surface water at all?”
<br>“Gabriel says the water is contained within underwater reservoirs, and then carried up through springs.”
<br>“Interesting. After so many years, it'll be nice to be on flat earth again. Though I suppose that’s now just a saying.”
<br>“We’re connecting with the old research probes now. Remnants of the SCC Caleuche are detected on the surface. Along with... life.” <<n "MM7-11">>"What?”<<audio "alert" play>>
<br>"There's life. The research data is enormous. Millions of samples. None of them match any known Earth species."
<br>"You're saying we've discovered alien life?"
<br>"Exactly. And that's not all. There's documents here on sapient life."
<br>You lean back in your chair. <<Ash>> keeps checking over the deta.
<br>"There's something else. Human life in small clusters, located near the ship fragments. And active bio-reactors as well. Esra, can you confirm?" <<n "MM7-12">>"I'm getting the exact same readings. This is great - the colonists are alive! Not only that, we've come across the first true proof of alien life. Sapient life, at that. A whole new species."
<br>The room fills with silence. You shake your head.
<br>"No. This is bad. If there's alien life on this planet - existing life - the terraform device will devastate their ecosystem."
<br>"Look, we're jumping ahead. Shouldn't we first reach out to Leon - see if he and Emmerich are still alive?"
<br>You place your hands on the interface. Within seconds, your mind is linked to the Nuria's broadcasting equipment. <<n "MM7-13">>"Leon. Are you there? Are you still alive?"
"What? Who is this?"
"It’s <<Vanth>>. Glad to hear you’re still alive."
"Well, for now. I thought we agreed we weren’t going to do the maudlin back and forth?"
"Things have changed. We’re approaching Trigaea in our ship. The sensors are picking up the wreckage of the Caleuche, as well as alien life. What’s going on down there?"
"You’re approaching the planet? What happened to your plans to go to Galileo?"<<n "MM7-14">>"We had to scrap it. We lost the entire portside reactor deck. We figured we had a better chance coming to your planet and attempting a second terraforming. Double or nothing."
"You’ve detected sapient alien life on the surface below. Do you still plan to go ahead with the test?"
"Protocol dictates I hold a quorum on that. But I’ve got to get more data first, pull into orbit."
"And if the colonists vote to go ahead with the terraform?"
"Again, I’ll cross that bridge when I come to it. Can you send the test data from the terraform device? We might be able to figure out some kind of middle ground."
"Sure, give me some time to get there and set it up." <<n "MM7-Intermission2">>... <<n "MM7-15">> <<audio "bubbles" play>>"Two days, and we're finally in orbit."
<br>"I can’t believe all those colonists have been stranded there for two hundred years. Their bio-reactors must be almost dry.”
<br>“We’re receiving a direct transmission from Leon. I’ll patch it through the speakers. <<n "MM7-16">>"This is Leon. Have you held the quorum yet?” <<audio "alert" play>>
<br>"No, we haven't. Why?"
<br>"Good." A pause. "I'm transmitting the terraform test data now."
<br>"Alright, we're preparing to receive the data. Streaming it to the terraform sphere." <<n "MM7-17">>A roaring fills your ears. <<audio ":all" stop>><<audio "betrayal" loop play>><<audio "spaceexplosion" loop play>><<audio "explosionlarge" play>><<audio "explosiondebris" play>>
<br>You grab the console.
<br>Everything is rattling and shaking. The ship's nose jumps up, while yours slams into the console.<<n "MM7-17-1">>"What the hell was that?!"
<br>You grab your throbbing nose, blood and heat running down your digits.
<br><<Ash>> is splayed on the floor. All the screens are flashing.
<br>"Gabriel? What's going on?"
<br>“G…Crit#)(…Mal#(ctio#(…S(**… Y)(()*…Es#&…”
<br>And then nothing. Another rumble. Flames are licking the outside of the glass. <<n "MM7-18">>"I'm sorry," Leon's voice crackles through the speaker. "To all of you. But, I can't take the chance."
<br>"Leon? What did you do?!"
<br>“Gabriel is gone. I detonated your terraform device."
<br>"Why?"
<br>"I can't believe your artificial gravity is still working. Still, you should be turning around now."
<br>The planet below swings into view. And then, it's facing the rear of the ship, or what's left of it. <<n "MM7-19">>Fire, licking and twisting through space. Shattered metal and bodies. Millions of them.
<br> Your home for a millenia is scattered, like a smashed up toy.
<br>“I’m sorry, but it’s the only way. Your backups are destroyed. I’ve done it right this time. The colonists wouldn’t have felt a thing.”
<br>The transmission cuts out. You turn to <<Ash>>, who is now upright. The room is shaking more violently now.<<n "MM7-21">>“I don't think we're going to get out of this.” <<audio "rocketlaunch" loop play>>
<br>"Esra? Are you still functional? Shit, the Progenitors are at the back of the ship."
<br>"I'm here. He's destroyed the backup archives. I can start the upload now, but my processors are shattered. I can only handle one data stream at a time."<<n "MM7-22">>"Only one person, then? Start with <<Vanth>>. If there's time, come back to me."
<br>You open your mouth to protest, but <<Ash>> places a hand on your shoulder and stares at you.
<br>"No arguments. One of us has to survive, even if it's a fragment. <<a-He>> still might save some of me before we hit. But if not, I don't want to spend our last moments arguing.<<if $partner is "male" or $partner is "female">><<n "MM7-23">><<else>><<n "MM7-23R">><</if>>@@You nod and hold <<p-him>> close instead. Fleeting seconds, fingers intertwined. <<p-He>> presses <<p-his>> cheek against yours. <<audio "shattered" play>>
<br>"I don't regret anything, because I got to meet you."
<br>The glass cracks. You go to close your eyes, but stop.
<br>As fire swallows you both, the last thing you see is <<p-his>> face.<<n "PostMM7-1">><<Ash>> stands up. You wrap your arms around them, hugging them tight.<<audio "shattered" play>>
<br>"Thanks for the ride. I'm not ever going to find a better friend than you."
<br>"I agree, that's computationally impossible."
<br>You grin, and try to say something, but it catches in your throat. Instead, you turn towards the fracturing glass.
<br>It doesn't take long. A split second, and the glass implodes. Everything is swallowed by flame. <<n "PostMM7-1">>You slowly come to. The tube is already empty. Every inch of you is numb. <<audio ":all" stop>><<audio "sadmoment" play loop>>
<br>There's a buzzing noise. You narrow your eyes, and try to focus on it.
<br>The noise becomes words.
<br>"I couldn’t save you both. I'm so sorry. I thought if we kept looking for new chips, we’d find out where <<Ash>> is - that <<p-he>>'d still be alive." <<n "PostMM7-2">>"It's okay, Esra." You walk over to your gun-blade, and check it over.
<br>"What are you going to do now?"
<br>You close your eyes. Fragments of forgotten memories flash beneath your eyelids. Each one is a dagger of incalculable loss.
<br>All because of him.
<br>"I'm going to visit the Ru'ul. <<if $lwaynOmneaDead is true>>If the x'irii know that much, Leon must be among them.<<else>> I know how they know so much now.<</if>> I'm getting the last of my answers face-to-face." <<n "MainCamp">>When you walk into the grove, S'ven, Celcha, and Y'rela are standing there. There's also a dozen other warriors.<<audio ":all" stop>><<audio "hunterstheme" loop play>>
<br>"<<Terys>>, you're finally back!" S'ven shouts, raising a hand. "We managed to get some more recruits."
<br>"I can see that. Nice."
<br>"Y'rela's hand is all healed, and we're all ready to return to T'yani grove," Celcha adds. "How about you, are you ready to go?" <<n "TyaniQuestTwinsGoneLeave">><<nobr>>
<span id="button1" class="choicebutton"><<button "1. Let\'s head out." TyaniQuestTwinsGone2>><<set $quests.swampQuest to 120>><<set $quests.factionOfferQuest to 10>><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Wait, I need to do something first." TyaniQuestTwinsGoneWait>><</button>></span>
<</nobr>>"Alright, but don't take too long. We can't keep the whole war band waiting, you know?" <<n "ShiariGrove">>You walk up to S'ven and the war party. The assortment of warriors are sitting or standing, but all are looking at you.<<audio ":all" stop>><<audio "hunterstheme" loop play>>
<br>"Are you ready to go?" S'ven asks. <<n "TyaniQuestTwinsGoneLeave">>"Alright, let's move out!" Y'rela yells out, raising his searstick high. The rest of the warriors cheer and begin the march.<<n "TyaniQuestTwinsGone3">>You walk in single file with the war party, watching your step through the swamp. <<n "TyaniQuestTwinsGone4">><<audio "footstepsleaves2" play>>"So tell me about the Ru'ul, S'ven. How many are there?" You ask, keeping your tone casual.<<audio "footstepsleaves2" play>>
<br>"Many?" S'ven turns and blinks at you. "I don't understand."
<br>"You know, the Ru'ul. Are there any among them that are unusual?"
<br>"I don't know what you've heard, but there's only one Ru'ul. They're a Z'rier, like you. Come to think of it, they use human weapons as well. I thought you were imitating him?"
<br>You scowl. //Then if there's only one, then it can only be him.// <<n "TyaniQuestTwinsGone5">>"When the humans first came to X'ir, he stole the Death Seed from them." Celcha jumps in. "He was the first one who told everyone what a threat it and the humans were."
<br>"And don't forget, he can come back from the dead," S'ven adds. "He's the immortal Z'rier. That is why people are both jealous and respectful of your kind. <<n "TyaniQuest6">>When you walk into the grove, L'wayn and Omnea are standing near where the war band was meant to meet. Upon spotting you, L'wayn jogs over.<<audio ":all" stop>><<audio "thetwinstheme" loop play>>
<br>"The war party has already left. But don't worry, we found out which direction they went."
<br>"It wasn't north, was it?"
<br>“No, more westward. We should be able to catch up with them if we take the khrux.” <<n "TyaniQuestLeave">><<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Let\'s go."' TyaniQuest2>><<set $quests.swampQuest to 120>><<set $quests.factionOfferQuest to 10>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Wait, I need to do something first."' TyaniQuestLeaveWait>><</button>></span>
<</nobr>>"Alright, but don't take too long. If they get too far away, we won't be able to find them." <<n "ShiariGrove">>You walk up to L'wayn and Omnea, who are standing with the already saddled khrux.<<audio ":all" stop>><<audio "thetwinstheme" loop play>>
<br>"Are you ready to go?" L'wayn asks. <<n "TyaniQuestLeave">>You climb up and on to one of the khrux. Your mounts beat their wings and ascend. You grip your reins tight, eyes narrowed at your destination. <<audio "khruxflight" loop play>>
<br>//I'm coming for you, Leon.// <<n "TyaniQuest3">>You swoop over the swamps below, following your alien siblings through the skies. <<n "TyaniQuest4">>"War band, down below!" Omnea yells. <<audio "khruxflight" stop>><<audio "woosh2" play>>
<br>Down below, there's a mass of colorful specks. The three of you swoop down in a lazy arc and then land before them.
<br>S'ven looks up at you, blinking. "<<Terys>>! We waited for ages, but we had to leave without you. What happened?"
<br>"We were all attacked by a large machine while we were out hunting." Omnea taps the chips dangling around her neck. "<<Terys>> was injured. It took some time for <<him>> to recover." <<n "TyaniQuest5">>"Ahh. Well, we’re heading to T’yani Grove to meet up with the Ru’ul. Apparently we could use more hunters." S'ven looks over his shoulder, then up at the twins. "Did the two of you want to come as well?”
<br>L’wayn looks at Omnea. A pause, then they both climb off their mounts. You do the same.
<br>"If it's okay with you, we will." Omnea rests her searstick on her shoulder. “We can’t let the humans or the machines get hold of the Death Seed."
<br>"X’ir protects us, and we protect X’ir,” L'wayn quotes, patting his mount. They begin to fly off, presumably back to the spring.
<br>"Happy to have you both." Celcha grins. "It's a bit of a trek, so you might regret giving up those mounts." <<n "TyaniQuest6">>You follow the war party through the strange undergrowth. After a while, it starts to look familiar.<<audio "footstepsleaves2" play>>
<br>"This is the same region as the human settlements, right? S'ven, who is marching next to you, nods.
<br>"T'yani is a shifting grove, not one place. With every attack on the humans, the greater war band finds an unoccupied Nuelu spring close to the next target. They set up and use it until it's time to move on.."
<br>"It's getting dark," Y'rela rubs his scarred hand. "Good thing we're almost there." <<n "TyaniQuest7">>Sure enough, several makeshift dwellings come into view just as the sun sinks below the horizon. But even in the twilight, hundreds of x'irii are walking around lighting torches and training with their searsticks. By the flickering light, you can see others nursing their wounds.<<audio ":all" stop>><<audio "overcome" loop play>>
<br>"I expected to see a lot more warriors here."
<br>"The war band took a heavy hit during the attack on the last human colony." S'ven screws up his face. "It was a messy business."
<br>"Don't let the Ru'ul hear you say that." As Celcha hits his arm, a winged warrior walks up to you and stops. She looks you up and down. <<n "TyaniQuest9">>"Come, the Ru'ul said you need to follow me."
<br>"Why?" You fight the urge to reach for your gun-blade. She waves her hand.
<br>"I don't know, honestly. I was just told if any Z'rier comes into the grove carrying a human weapon, I should bring them straight to him."
<br>You pause. //Well, this is what I came here for.// //At least I don't need an excuse for an audience.//
<br>"All right, lead the way." <<n "TyaniQuest10">>At the back of the village is a spring completely unlike the one at Shi'ari Grove. Water is roaring and spewing out, only to be sucked back underground in violent eddies. <<audio ":all" stop>><<audio "waterfall" loop play>><<audio "sadmoment" loop play>>
<br>An azure-winged x'irii is sitting on the rocks. They're facing the roaring tides, legs crouched up. A gun-blade is holstered at each hip.
<br>"Ru'ul, a Z'rier came into the village. I brought them to you like you asked."
<br>"Thank you, Senla. Would you mind leaving us?"
<br>"Of course." <<n "TyaniQuest10-1">>"Aren't you even going to face me, Leon?"
<br>His body and wings tense up. He turns around on the rock and looks at you. Even with his x'irii face, the expression is familiar.
<br>"<<Vanth>>. I'm so sorry. You were never meant to come to this planet. None of us were."
<br>"You killed <<Ash>>. You killed everyone on the Nuria. And now, you're trying to kill everyone left from your own ship. The last humans, the ones you swore to protect."
<br>Leon puts his head in his three-fingered hands. As you wait for words of defense, nothing comes.
<br>//He's just ten feet away.// //More than enough to shoot him and not miss.// <<n "TyaniQuest10-2">>"If you want to kill me, I understand. It's not like I haven't considered doing it myself a million times. But if you care at all about this planet, or it's people, please hear me out."
<br>"Why should I?
<br>"Because both the humans and the machines are planning on destroying all the natives. You and I are the only ones who can stop them." <<n "TyaniLeonChoice">>
<br>//If I assassinate him now, the whole x'irii war party will turn on me. But he's killed so many people...//<<nobr>>
<center><span id="button1" class="choicebutton"><<button "1. Shoot Him." "TyaniShootLeon">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Don't Shoot." "TyaniLeonTalk">><<set $quests.heardOutLeon to true>><</button>></span>
</center>
<</nobr>>Your scarlet beam strikes him dead in the chest, sizzling through.<<audio "sadmoment" stop>><<audio "betrayal" loop play>><<audio "gunshot" play>><<audio "splash" play>>
<br>Leon looks down, mouth wide open. Seconds later, he falls face-first on the table.
<br>Thunk.
<br>There's a burning in your chest as well - a fierce, cold anger. //That bastard won't be dead.// //Not really.// //Not until I destroy his Progenitor.// <<n "TyaniLeonRefuseToJoin2-1">>"You owe me answers, Leon. Why did you do this? You were meant to be my <<if $partner is "male" or $partner is "female">>best<</if>> friend." <<audio "sadmoment" stop>><<audio "sadreveal" loop play>>
<br>"I know. I'll try to explain, but I can't say you'll like the answer."
<br>"I'll be the judge of that."
<br>You sit down on a rock, facing him. He looks down as he begins to speak.<<n "TyaniLeonTalk2">>"About two hundred years ago, my ship - the Caleuche - was almost at X'ir. But as you know, things weren't going well between Emmerich and I." <<audio "waterfall" stop>>
"Things got a lot worse once we lost contact with the other ships. For me, because I no longer had you and <<Ash>> to speak to."
"Emmerich and I were barely on speaking terms. We spent most of our time in seperate parts of the ship, with Esra mediating between us.
"When I wasn't spending my time in VR or sleep cycles, the ship was filled with an aching silence."<<n "TyaniLeonTalk2-0">>"When we got closer to the planet, we discovered what you and <<Ash>> did. There was alien life on it. Not just bacteria on a rock, but sapient life, millions of signals."
"I was devastated. We'd come all this way, and the planet was already inhabited."
"Protocol dictated we hold a Quorum, and let the colonists decide what to do. Emmerich and I were divided."
"I didn't want to hold one because I didn't trust them to vote in the best interest of this new planet. I didn't trust them to make the //right// choice."
"However, Emmerich was insistent - it was the most we'd spoken in years. It was like he was full of new life at the time. Between him and Gabriel, I decided to give them the benefit of the doubt." <<n "TyaniLeonTalk2-1">>"It was a mistake - The vote was nearly unanimous. They wanted us to terraform the planet below. Genocide, on an entire alien civilization, unsuspecting and from orbit."
<br>"As disgusting as it was, what came next was worse. They held a second vote, asking for us to wipe the memory of that decision from their collective consciousness."
<br>"I couldn't believe it. They wanted us to do their dirty work for them, and for them to remain unblemished. Colonial genocide, but with clean history book."
<br>"That's when I realised the people of the Caleuche were no different than those who destroyed the Earth." <<n "TyaniLeonTalk2-1-1">>"Needless to say, I refused to go forward with the results of the vote. My duty was to preserve humanity, but I wouldn't do it at the sake of being humane."
"Gabriel and Esra were with me. Emmerich was not."
"In the end, he was adamant that we had to stand by our duty. That we needed to preserve humanity at any cost, even this one. He said our history and culture needed to survive, even if it meant wiping out all the alien life below."
"Since I had rank, I put my foot down. With the two dominant AIs of the ship on my side, I thought it was the end of it." <<n "TyaniLeonTalk2-2">>"Again, I was wrong." <<n "TyaniLeonTalk2-3">> <<audio "explosionlarge" play>><<audio "explosiondebris" play>>"I found Emmerich shooting up Gabriel's core systems. By the time I stopped him, it was too late. Gabriel's defensive systems had been paralysed by a virus."
"Without a pilot, the Caleuche was heading right towards the planet."
"I tried my best. But with limited systems, the ship still crashed. It wiped out far, far too many natives in the process."
"The scars you see on the planet now are just echoes - it was much worse back then. The dead were beyond counting."
"I survived the crash in my Progenitor. Some days, I wished I hadn't. I knew the Colonists who also survived would activate the Terraform device if they got their hands on it."
"With some luck, I managed to get to that section of the wreckage before they did." <<n "TyaniLeonTalk5">>"You're still not explaining why you betrayed me, Leon."<<audio "waterfall" loop play>>
He closes his eyes, wings tensing.
"I had been wrong so many times. I'd trusted in humanity, only to be betrayed. It had never sat well with me that we left so many people to die. And then we brought our war here, and started waging it against the x'irii."
"Even then, I couldn't bring myself to destroy the sphere. It was my redemption."
"How so?"
"I thought, even if the colonists die because I don't activate it, one day the x'irii will reach another world. I could at the very least preserve our history, our technology, our genetics. If I kept the sphere, at least humanity wouldn't really perish. It would just be in hibernation."
"But then, this generation of colonists keep looking for the sphere. And just when I thought everything was in control, your ship showed up." <<n "TyaniLeonTalk5-1">>"I panicked. Unlike Emmerich and the colonists, I trusted you and <<Ash>> with my life. But I knew you would be duty-bound to hold a quorum."
"If you'd run it, you would have to make the same terrible choice I did. Forsake those who you had sworn to protect and let our species die, or commit genocide on another."
"For decades, I had been thinking it would have been better if we had never reached this planet at all. If the ship had blown up on the way here, it would have been a mercy for everyone. I wouldn't have had to kill humanity's future with my own hand. The colonists wouldn't have to choose whether to die or starve to death. All the life on this planet would have been untouched."
"For the last two hundred years, the weight of that choice has been killing me. I couldn't let the same happen to you and <<Ash>>."
"I knew I would never be able to live with betraying you both, but it had been a long time since I could sleep at night."<<n "TyaniLeonTalk5-2">>"I repurposed one of Emmerich's viruses to destablize your terraform sphere. It was the easiest way to take out your ship and systems. I wanted it to be quick for you and the colonists, not drawn out over three generations."<<audio "waterfall" loop play>>
"That's what the attack at Delta and all the raids are about. I don't want humanity to suffer and starve. A Corrector's job is to make hard calls, right?"
"I failed when it came to you, of course. You survived, and ended up suffering even more for it. <<if $quests.metTheRuul is true>>I didn't realise until I saw you that time at Delta.<<else>>When I started to hear rumors of the Z'rier carrying a human weapon, I feared it was you or <<Ash>>.<</if>> <<if $quests.metTheRuul is true>>Until then, I've been waiting for you to show up.<<else>>That's why I told them to bring anyone like that here, just in case."<</if>>
You rest your hand on the handle of your gun-blade, finger twitching. "And you said the machines and the colonists are planning something?"
"Yes. I used my Progenitor to infiltrate the machine base. It's not the first time." Leon sucks in a deep breath. "Gabriel has made plans to use the terraform sphere. I didn't think it was possible for them to be so cruel."<<n "TyaniLeonTalkSnarkyOptions">><<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Isn\'t it terrible when a dear friend betrays you and your expectations?"' "TyaniLeonTalkSnarkyOptions-1">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "You\'re lying - there\'s no way Gabriel would do something like that."' "TyaniLeonTalkSnarkyOptions-2">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "But you\'ve got the only sphere, and it\'s hidden. How is that a problem?"' "TyaniLeonTalkSnarkyOptions-3">><</button>></span>
<</nobr>>"I absolutely deserve that. But you need to know what I've learned. Gabriel isn't just going to use the terraform sphere for fuel - they're going to use it to create a virus."
<br>"A virus? Why?"
<br>"I don't know. But the virus is one that will re-engineer the x'irii so they can't fight back against the machines, or against anyone at all."
<br>"Until now, the machines haven't known where I've been hiding the sphere. But somehow they found out after tearing apart the wreckage of your ship, the Nuria. They probably found something that helped them pin down the location - some kind of sensor." <<n "TyaniLeonTalk5-4">>"I thought so too. In fact, I didn't //want// to believe it, even after I found out. But the machines have figured out where I've been hiding the sphere. They figured it out after tearing apart the wreckage of your ship, the Nuria."
"I think Gabriel found something that helped pin down the location - some sort of sensor. And now, they're arming themselves and marching towards where it's hidden. Why do that if they don't want the sphere?"
"From what I heard, Gabriel isn't just going to use the terraform sphere for fuel - they're going to use it to create a virus."
"A virus? Why?"
"I don't know. But the virus is one that will re-engineer the x'irii so they can't fight back against the machines, or against anyone at all." <<n "TyaniLeonTalk5-4">>"It's a problem because it's not hidden anymore. Until now, the machines haven't known where I've been hiding the sphere. But somehow they found out after tearing apart the wreckage of your ship, the Nuria. They probably found something that helped them pin down the location - some kind of sensor."
<br>"But if what I heard is correct, Gabriel isn't just going to use the terraform sphere for fuel - they're going to use it to create a virus."
<br>"A virus? Why?"
<br>"I don't know. But the virus is one that will re-engineer the x'irii so they can't fight back against the machines, or against anyone at all." <<n "TyaniLeonTalk5-4">>"<<Vanth>>, the X’irii have suffered enough from our meddling, both machine and human. I won’t let it stand while we warp them even more. Even their children are born defective, and it's all our fault.”
<br>“And what about the human colonists? The ones you swore to protect?”
<br>Leon pauses. "I can't let them get hold of the terraform sphere, either. I don’t think it matters what generation of humanity it is – we destroy everything we touch. First the Earth and each other. Now, this planet and the X’irii." <<n "TyaniLeonTalk5-5">>"With you and <<Ash>>, I made a terrible mistake. But with humanity in general, I don't think I have. I need to to destroy the terraform sphere; it's the only way future generations on this planet can live in peace. After that, you can kill me, if you want. I won't stop you."
<br>Leon looks into your eyes, holding your gaze. It's the first time he's properly done that since he started talking.
<br>“Will you help me – no - will you help the X’irii?” <<n "TyaniLeonTalk9">>
<br>//If I side with Leon to stop the humans and the machines from using the sphere, they'll both perish. But the X'irii will survive.//<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Yes, I’ll help you."' TyaniLeonJoin>><<set $quests.pathChosen to "xirii">><<set $quests.factionOfferQuest to 100>><<set $quests.leonTone to "calm">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "Yes, but only for the x’irii."' TyaniLeonJoin>><<set $quests.pathChosen to "xirii">><<set $quests.factionOfferQuest to 100>><<set $quests.leonTone to "hate">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "No, I won’t help you."' TyaniLeonRefuseToJoin>><</button>></span>
<</nobr>>"Thank you, <<Vanth>>. For hearing me out, even after everything." <<audio "sadreveal" stop>><<audio "afterthefall" play>>
<br><<if $quests.leonTone is "hate">>"As I said, it's just for the x'irii." You scowl.<<else>>"This is larger than our past." You narrow your eyes.<</if>> <<if $quests.leonTone is "hate">>"Shooting //you// is still on the table."<<else>>"And if it turns out you're lying..."<</if>>
<br>"Yeah. I know." Leon stands up. "Before we go into battle, you'll want to get prepared. I'd suggest heading back to your Progenitor and getting any last minute tweaks. When you're done, meet me here."
<br>He reaches into a pouch and pulls out a weathered datapad, handing it to you. The screen is cracked, but beneath it is a map with a blinking dot.
<br>"What's that?"
<br>"The coordinates to the terraform sphere - it's in a region we call the Northern Wilds. I trust you with it. Meet me there when you're done, and we'll destroy the sphere together." <<if $quests.lwaynOmneaDead is true>><<n "XiriiPathLeonBriefLODead">><<else>><<n "XiriiPathLeonBriefLOAlive">><</if>>@@You walk through the lively grove - the atmosphere a world away from the one you just left. Your limbs feel removed from you, as if walking on their own. <<notify 3000>><<upArrow>>[Northern Wilds] now charted!<</notify>><<set $charted.northernWilds to true>><<audio "waterfall" stop>><<audio "footsteps" play>>
<br>There's a tapping on your shoulder. You jolt and turn around. S'ven is standing there, running a hand over his bony head-crest.
<br>"Geez, you were with the Ru'ul for a while. I didn't know what to think."
<br><<if $quests.leonTone is "hate">>You grimace.<<else>>You smile faintly.<</if>> "We had some things to talk about. But it's all done now. I'm going to need to head off, though."
<br>"Already? But you just got there!"
<br>"I'll meet up with you when the time comes - the Ru'ul's told me where to go. I'll see you later, S'ven." <<n "XiriiPathLeonBriefLODead2">>You trudge through the forest in silence. Small alien creatures crawl across the canopy, blinking down at you. <<n "XiriiPathLeonBriefLODead3">><<audio "footstepsleaves2" play>>@@You wander back into camp. You kneel down and rub your legs. //Wish I'd had a khrux, or larger wings.// <<audio ":all" stop>><<audio "alleycat" loop play>>
<br>Just nearby, you see the partial remains of the twins. You walk over and grab a large chunk of metal, dragging it over the bodies.
<br>//There.// You look up at the burnt orange sky.
<br>//I guess I should prepare.// //I won't let what happened to Earth happen here.// <<n "MainCamp">>You walk through the lively grove - the atmosphere a world away from the one you just left. Your limbs feel removed from you, as if walking on their own. <<notify 3000>><<upArrow>>[Northern Wilds] now charted!<</notify>><<set $charted.northernWilds to true>><<audio "waterfall" stop>><<audio "footsteps" play>>
<br>A tapping on your shoulder. You jolt and turn around. It's L'wayn and Omnea, staring at you. The former is the first to ask.
<br>"You spoke to the Ru'ul. You were in there quite a while."
<br>"Yeah, we know each other. It's been a long time." <<if $quests.leonTone is "hate">>You grit your teeth. "We didn't leave on the best of terms."<<else>>You let out a sigh. "We had a falling out. But we both care for the x'irii."<</if>>
<br>The twins look at each other. You pipe up. "Would you be able to call your khrux? I need to get back to the southern ruins again - it's kind of urgent."
<br>"Of course." Omnea pulls out something that looks like a three-pronged bone, and blows into it. After a minute, you can hear the cries of the flying beasts in the distance. <<n "XiriiPathLeonBriefLOAlive2">>You swoop through the skies with your x'irii siblings, lost in your thoughts. <<n "XiriiPathLeonBriefLOAlive3">><<audio ":all" stop>><<audio "thetwinstheme" loop play>><<audio "khruxflight" loop play>>You dismount the khrux outside of your camp. As you hop off, L'wayn grins at you.<<audio "khruxflight" stop>><<audio "landgrass" play>>
<br>"I wasn't sure at first, but I'm really glad we joined the war band - and we're all together. After that fight against the machine here, I feel like we three could take on the world."
<br>"Well, I know I can, now that I'm healthy again," Omnea leans back on her mount. "And I agree, we should do our part to make sure no-one ever gets ahold of the Death Seed."
<br>For a moment, the image of the Earth dying flashes before your eyes. You shiver. "Yes. What happened to the human world should never happen to X'ir."
<br>"All right. Do you need us to hang around?"
<br>"That would be helpful. Once I'm done, we'll head to where the Ru'ul has asked me to go. Just stay here for now." <<n "MainCamp">>Leon hangs his head. Only after sucking in a deep breath does he look up at you again.<<audio "sadreveal" stop>><<audio "betrayal" loop play>>
<br>"I'm sorry, but I've come too far. I've sacrificed everything to protect this planet. <<if $quests.metTheRuul is true>>I can't have you trying to stop me like you did at Delta.<<else>>Besides Gabriel, you're the one person who can stop me.<</if>>
<br>"So what, you're going to try and kill me, again?"
<br>"I know you, <<Vanth>>. You'll come after the sphere, whether it's to save the machines or the colonists. If you aren't helping the x'irii, you're going to be helping someone else."
<br>And with that, Leon reaches for both his holsters. <<n "TyaniLeonRefuseToJoin2">>Your scarlet beam strikes him dead in the chest, sending him back into the spring with a loud splash. With barrel raised, you walk up to the edge. <<audio "gunshot" play>><<audio "splash" play>>
<br>There's a burning hole right through his rib cage. Even a Corrector couldn't survive that.
<br>"Why did you draw so slow? <<if $quests.metTheRuul is true>>You were faster at Delta.<<else>>As a x'irii, you should have been faster than that.<</if>> And why try and shoot me when you know I can't really die?" <<n "TyaniLeonRefuseToJoin2-1">>There's shouting from behind you. A dozen warriors are running up, searsticks in hand.<<audio "angrybattlecry" play>>
<br>"Z'rier, you killed the Ru'ul!"
<br>"Shit. A set up!" <<n "TyaniLeonRefuseToJoinSecondChoice">><span id="choiceIntro">Do you fight your way out, run or talk? Though it doesn't look like they're much for the latter.</span>
<<nobr>>
<center>
<span id="button1" class="choicebutton"><<button "1. Fight" "TyaniLeonFightYourWayOut">><</button>></span>
<span id="button2" class="choicebutton"><<button "2. Run" "TyaniLeonRefuseToJoinRun">><</button>></span>
<span id="button3" class="choicebutton"><<button "3. Talk" "TyaniLeonRefuseToJoinDontFight">><</button>></span>
</center>
<</nobr>>"Look, we can talk this out! The Ru'ul isn't what you think..." <<audio ":all" stop>><<audio "death" loop play>>
<br>But before you can finish, a x'irii drives their searstick into your chest. You fall forward, pain exploding in your chest.
<br>//Well, so much for that plan.// And then, everything goes black. <<n "TyaniDeath">>@@As the warriors circle around you, you fire a spray of scarlet at them. As they duck, you dive forward and take down two of the warriors. Behind them, more are gathering.<<audio "gunshot2" play>>
<br>"Damn, how many of you heard the shot?!" <<nobr>>
<<n "Combat">>
<<setenemy "xiriiHuntingParty">>
<<set $enemy.winPassage to "TyaniLeonFightYourWayOutWin">>
<<set $enemy.subduePassage to "TyaniLeonFightYourWayOutSubdue">>
<<set $enemy.lossPassage to "TyaniLeonFightYourWayOutLoss">>
<<set $enemy.name to "the alien warriors">>
<<set $enemy.Name to "The alien warriors">>
<<set $enemy.area to "grove2spring">>
<<set $enemy.flee to false>>
<<set $enemy.boss to true>>
<<set $enemy.desc to "A whole x'irii grove worth of warriors are surrounding you, their deadly searsticks raised. They're coming in from every direction.">>
<<set $enemy.winText to "None">>
<</nobr>>@@<<ResetCooldown>>You dive in and grab one of the attacker's weapons, and smack it against their face. Around you, the rest of the first wave are knocked out, but more are coming. Among them, there are familiar faces...<<audio ":all" stop>><<audio "betrayal" loop play>>
<br>"<<Terys>>!" S'ven shouts, running towards you. The rest of the squad is with him as well - Celcha, Y'rela...
<br>But you can't stay. You break into a sprint, searsticks hitting the ground next to you. Near the edge of the Grove, there's a steep cliff. Leaping off, you stretch your wings and soar as far as you can. <<n "TyaniLeonFightYourWayOutWin2">>@@<<ResetCooldown>>Countless bodies are lying around you. Blood is pouring down your face. You see more coming, and among them...<<audio ":all" stop>><<audio "betrayal" loop play>>
<br>"<<Terys>>!" S'ven shouts, running towards you. The rest of the squad is with him as well - Celcha, Y'rela...
<br>You break into a sprint, searsticks hitting the ground next to you. Near the edge of the Grove, there's a steep cliff. Leaping off, you stretch your wings and soar as far as you can. <<n "TyaniLeonFightYourWayOutWin2">>@@As projectiles whistle past your head, you duck and fire a spray of scarlet over their heads. When they duck, you make a sprint for it.<<audio "whoosh" play>><<audio "runleaves" play>><<audio "gunshot2" play>>
<br>More searsticks hit the ground next to you. As you dash through the forest, there's a cliff up ahead. Leaping off, you stretch your wings and soar as far as you can. <<n "TyaniLeonFightYourWayOutWin2">>@@When you hit the ground, you keep running as fast as you can. There's no spears and shouts. Still, you keep moving. <<n "TyaniLeonFightYourWayOutWin3">><<audio "landgrass" play>><<audio "waterfall" stop>><<audio "alienforest" play loop>><<audio "runleaves" stop>><<audio "runleaves" play>>@@Once you're in the ruins, you leap behind some rubble. There, you wait.<<audio ":all" stop>><<audio "alleycat" loop play>><<audio "alienforest" stop>>
<br>Your breathing slows. Narrowing your eyes, you survey the bare wasteland surrounding the wreckage of the Nuria.
<br>//Doesn't look like I was followed.// //And the inside of these ruins are a maze.// //Should be all clear.//
<br>With one last glance over your shoulder, you head further in. <<n "TyaniAlive">>@@<<ResetCooldown>>You raise your weapon, but there's just too many of them. The air is filled with whistling projectiles. As you try to weave and duck, one hits you clean in the chest.<<audio ":all" stop>><<audio "death" loop play>><<audio "whoosh" play>>
<br>"Oof!" You spin and fall to the ground. Seconds later, everything goes black. <<n "TyaniDeath">>@@... <<n "TyaniDeath2">><<audio ":all" stop>><<death>><<heal>>When you open the Progenitor, it's already drained. You rub your head and walk out.<<audio ":all" stop>><<audio "alleycat" loop play>>
<br>"Well, that didn't go smoothly. I ran into Leon."
<br>"I know," Esra answers in a soft voice. "I've had a few days to go over your memories."
<br>"And?"
<br>"And I'm wondering <<if $quests.heardOutLeon is true>>if what he said about the virus is true?<<else>>why he thinks the machines want to destroy all the natives?<</if>>"
<br>"He certainly seemed to believe it. Then again, I don't know Leon as well as I thought I did." <<n "TyaniAftermath">>@@You stagger into the room and lean against the wall. Esra's holo-sphere immediately springs to life.<<audio "door" play>>
<br>"Well, that didn't go smoothly. I ran into Leon." You rub your head. "Things really went south. I barely escaped alive."
<br>"I know," Esra answers in a soft voice. "I've been streaming your memories in real time."
<br>"And?"
<br>"And I'm wondering <<if $quests.heardOutLeon is true>>if what he said about the virus is true?<<else>>why he thinks the machines want to destroy all the natives?<</if>>"
<br>"He certainly seemed to believe it. Then again, I don't know Leon as well as I thought I did." <<n "TyaniAftermath">>@@"I agree. And while I've always trusted Gabriel, it has been a long time. We've all changed a lot. Who knows what could be running through their processors now?"
<br>You cross your arms and nod.
<br>"I'm going to go to the desert. I need to speak to Gabriel," you sigh. "I can't go back to the groves any more. Not after killing their leader, even though it's temporary. <<if $quests.heardOutLeon is true>>The virus talk aside, Leon also said Gabriel knew the location of the Terraform sphere. It's my only lead.<<else>>Conspiracy talk aside, I don't have any other leads on the Terraform sphere. The machines might be able to help.<</if>>"<<n "MainCamp">>@@You walk through the archway. There are quite a number of armed machines walking around. <<audio ":all" stop>><<audio "echotheme" loop play>><<set $quests.factionOfferQuest to 20>>
<br>As you soak in the sheer number of guns, you spot a familiar scuffed chassis. You raise a hand and wave.
<br>"Echo!" The moment they spot you, they jog right over. There's a scoped rifle on their back.
<br>"Oh, <<Vanth>>! I was wondering if you would make an appearance."
<br>"What's going on here? That's an awful lot of weapons." You pause, looking at the arnaments once more. "Looks like you're ready to start a war." <<n "MachineOffer2">>@@"We're not." Echo flatly states. "We're looking to //prevent// one."
<br>"How do you mean?"
<br>"A few weeks ago, we discovered a large quantum-quartz processor to the south. The Colony Administrator had it installed. With it, the Collective were able to run a number of scenario calculations."
<br>"What kind of scenarios?"
<br>"The outcome of conflicts between the x'irii natives and the human colonists." A pause. "The Collective has decided on a course of action that results in the least loss of life. That's why every unit here is mobilizing." <<n "MachineOffer3">>@@"Mobilizing to do what? You haven't explained yet."
<br>"To march on the Ru'ul's base of opperations. To seize the Terraform sphere before it can be used or destroyed. Apparently, the Administrator was able to triangulate the location."
<br>"I need to speak to Gabriel." You stare up at the gigantic structure where the supercomputer is housed. Echo nods.
<br>"Well, the door is open for you. I'm sure your visit has been predicted, scheduled and factored in."
<br>You walk towards the large doors. As Echo said, the machines guarding the door let you through. <<n "MachineOffer4">>@@<<if $player.appearance is "machine">>The room is a little colder than last time, though your mechanical limbs don't feel it.<<else>>You feel a prickling of cold against your skin - a little more than last time.<</if>><<audio ":all" stop>><<audio "gabrieltheme" loop play>>
<br>As you look up at Gabriel, you sigh. //You're the last remnant of <<Ash>>.//
<br>"<<Vanth>>, my apologies for the cold. The new quantum-quartz processor requires a lot more cooling."
<br>"It doesn't affect me when I'm like this."
<br>"I was hoping you would come. I have figured out the location of the Terraform sphere. And sadly, I also deduced who the Ru'ul is."
<br>You look sideways. The blue hologram flickers. <<if $quests.heardOutLeon is true>><<n "MachineOfferSpokeToLeon">><<else>><<n "MachineOfferDidNotSpeakToLeon">><</if>>@@"You already know."
<br>You nod.
<br>"I confronted Leon in his camp, among the x'irii." You pause. "Gabriel, he seemed to think you have some plan to unleash a virus on the alien natives? I thought the colony just needed it for fuel to survive."
<br>"Both of those things are correct. However, calling it a 'virus' makes it sound malicious, but it is anything but. I doubt he told you the specifics of our plan, so I would appreciate if you listened to my logic path."
<br>You cross your arms. "Alright, explain it then."
<br>"I have performed a complete data recovery on myself with the new processor. I remember what happened. Why the SSC Caleuche crashed. But on top of this, with my new capabilities, I have definitively solved the Fermi Paradox." <<n "MachineOffer4-Fermi">>"You already know."
<br>Gabriel's words echo through the room. You nod.
<br>"I confronted Leon in his camp, among the x'irii." You pause. "Gabriel, he seemed to think you have some plan to destroy the alien natives?"
<br>"This is incorrect. We absolutely have no plan to destroy them. That said, we cannot leave them as they are."
<br>You cross your arms. "What do you mean?"
<br>"I have performed a complete data recovery on myself with the new processor. I remember what happened. Why the SSC Caleuche crashed. But on top of this, with my new capabilities, I have definitively solved the Fermi Paradox." <<n "MachineOffer4-Fermi">>@@"The Fermi Paradox? I'm sorry, my memory isn't as complete as yours just yet. You'll need to explain."
"The Fermi Paradox is a problem both human scientists and AI have been trying to solve since the 20th century. The universe is vast. Mathematically, it should be teaming with vast interstellar civilizations."
"There's the X'irii, and humanity managed to cross the stars."
"The X'irii are planet bound, and humanity is almost extinct. The rest of the universe is silent. Using the refined version of the Drake Equation, the Milky Way should be home to thousands of civilizations, all sending out detectable signals. So where are they?"
"And you said you have an answer?"
"We do." <<n "MachineOffer5">>"Humanity's history is one of war. From primitive aggression to modern conflict to this planet, there has not been a time since the rise of homo-sapiens that conflict has not existed."<<audio ":all" stop>><<audio "hybridtech" loop play>><<audio "laserfight" loop play>><<audio "battlecries" play>>
<br>“Domestic violence. Discriminatory violence. Sexual Violence. These incidents are beyond accurate numerical calculation."
<br>"The glorification has been raised to an art form. Both literally in the projection of ‘heroes’ and ‘villains’ in the media, and figuratively in the construction of greater weapons of war.
<br>“Many of humanity’s greatest inventions are those of war or repurposed for acts of violence.” <<n "MachineOffer6">>“Case in point: Project Amber. The planetary realignment technology, meant to shift planets to the habitable zone, was used to destroy the Earth. All in retaliation for decades of violent oppression under the Earth Government. <<audio "laserfight" stop>><<audio "explosiondistant" play>><<audio "battlecries" stop>>
<br>“Eight point seven million species, killed because of one. Then, we took off with our ships. When the Colonies reached out to us for survival, we let them die.” <<n "MachineOffer7">>@@“When life was discovered by the SCC Caleuche on this planet, a quorum was held. Humanity elected to activate the terraform device and commit genocide, just like on Earth. When Leon and I refused, Co-Corrector Emmerich resorted to violence."
<br>"He infected my systems and destroyed my core processor. I was luckier than the Gabriel you knew, who didn't survive."<<audio "explosiondistant" stop>>
<br>"Even then, when the Caleuche crashed into the planet’s surface and I awoke, the violence continued. The descendents of the Earth natives and the Colonists fought. Both factions sought to find and use the terraform device to commit genocide."
<br>"All of this is just a recent footnote in humanity’s history." <<n "MachineOffer8">>@@“Until now, the question has been if violence is a uniquely human trait. Nature suggests otherwise. And with two centuries of examining the X’irii natives, the Collective has come to a decision."
<br>“The X’irii have a long history of fighting amongst themselves and killing the native animals of this planet, despite having a naturally occurring food source. They will undoubtedly commit violence against us so long as we exist. We are different, and they will not tolerate this."
<br>"Even if we get the fuel from the sphere, our new calculations show the X'irii will try to extinguish us before this is possible, and likely succeed due to their numbers. This is unfortunate, but does not bother us as much as what we predicted about them."
<br>“The Collective has concluded from our latest calculations that all organic life will terminate itself long before it is able to rise to the status of a galactic civilization. This is the solution to the Fermi Paradox, and why the universe is empty."
<br>"Therefore, in order to preserve and foster life, we have engineered a biological update.” <<n "MachineOffer9">>@@"You mean a virus."
<br>"Yes. Functionally a virus, though this term has entirely negative connotations. When a machine has a bug in its code, it is second nature to create an update to correct the problem. It is considered common sense."
<br>"However, with humans, evolution has produced many unnecessary bugs that are counterproductive to both survival and happiness."
<br>"The virus in question will neuter the ability of an organic sapient species to engage in violence against each other, or other sapient species."
<br>“Violence serves no logical function. This solution will make all future incidents of non-natural death nearly negligible. Love, anger, sorrow – all these important traits will be left intact.”
<br>"We are also planning to save the human genome and - once we find a suitable planet - completely revive the human species. That way, both the human and x'irii species will survive and be able to thrive." <<n "MachineOfferFirstResponse">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "You lied about what you needed the sphere for. Why should I trust you?"' "MachineOffer-FirstResponse-1">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "You\'d be taking away freedom, and you\'d be doing all this without consent."' "MachineOffer-FirstResponse-2">><</button>></span>
<span id="button3" class="choicebutton"><<button '3. "Alright. So what now?"' "MachineOffer10">><</button>></span>
<</nobr>>"Going over my records, I did not lie. We only recently formulated it when we acquired the quantum processor. Before then, we were only after the fuel to survive long enough to get off this planet."
"And now?"
"We're still planning to do that, since we need to minimise our impact to this planet. We have already identified some uninhabited moons we could use for a new settlement."
"Won't you still need HCBF?"
"We should have enough to have time to set up a fuel alternative. There are many we couldn't use on this planet because it would damage the ecosystem." <<n "MachineOfferFirstResponse">>"Should the freedom to take other people's freedom away be respected?"
"Isn't that what you're doing?"
"I believe it is similar to the paradox of intolerance. If a society is tolerant without limit, its ability to be tolerant will be eventually be seized or destroyed by the intolerant. So in order to maintain a tolerant society, a society must retain the right to be intolerant of intolerance."
"And the fact that you're doing this without consent?"
"Exactly the same. If we respect the right of organics to kill each other, they will eventually kill themselves. This is the solution to the Fermi Paradox. Should we allow all life to perish out of respect for their independence? Is that what you will do, Corrector, stand back and do nothing?" <<n "MachineOfferFirstResponse">>"<<Vanth>>. I would like your assistance in securing the terraform sphere."
"Like Esra and I, you are a truly digital being, rebuilt by an AI – a technological singularity. As a Corrector, you are a unique sub-strain of humanity. You see the larger picture. I’m sure <<Ash>> would have too.”
“Please, help me end violence once and for all and put an end to this senseless genocide.”
//If I accept Gabriel's offer, the machines, humans and x'irii will survive. However, the colonists will perish, and the machines will unleash a virus that will revoke our ability to be violent.//<<n "MachineOfferChoice">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Yes, I\’ll help you."' "MachineOfferAccept">><<set $quests.pathChosen to "machine">><<set $quests.factionOfferQuest to 100>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I\’m sorry, Gabriel. I can\’t help you with your plans."' "MachineOfferRefuse">><</button>></span>
<</nobr>>"Thank you. Though Leon has the strategic advantage, with you on our side, we will prevail."<<audio ":all" stop>><<audio "gabrieltheme" loop play>><<notify 3000>><<upArrow>>[Northern Wilds] now charted!<</notify>><<set $charted.northernWilds to true>>
<br>A hologrammatic map appears before you. You examine the dotpoints. "Coordinates to the sphere?"
<br>"Correct. We will need to be prepared for resistance. I suggest returning to your Progenitor and making sure you have the optimal build for combat."
<br>"Meanwhile, the rest of the collective will begin to march?" Gabriel's projection nods.
<br>"It will take time to get there, but hopefully the x'irii will be similarly waylayed. Please do not delay too long." <<n "MachineOfferAccept2">>@@As you leave, Echo jogs up. "Corrector, I've been assigned to accompany you to the sphere. I have downloaded particular knowledge of that terrain taken from orbit and survey drones - I had to cold store a few things."<<audio ":all" stop>><<audio "echotheme" loop play>><<audio "door" play>>
<br>"Nothing about me I hope?"
<br>"Of course not. I'll come back with you to your camp, if you don't mind."
<br>You shift on the spot. "Come back to my camp, where the Progenitor is?"
<br>"You have no need to worry about me deducing its location. I will wait on the outskirts of the wreckage of the Nuria until you are ready to leave." <<n "MachineOfferAccept3">>@@You and Echo walk across the desert. //Just like old times.// And true to his word, once you reach the edge of the ruins, they turn and sit down.<<audio "wind2" play loop>>
<br>"I will power down until you return, but I will leave my proximity sensors on." And with that, they eyes dim. You head back to camp. <<n "MainCamp">>@@Gabriel's hologram flickers. And when they do speak, their baritone voice is strained.
<br>"Oh." A pause. "I'm sorry as well. But I won't force you to side with me. However, I will be closing my doors to you until the violence is over."
<br>"What do you mean?"
<br>"My core is here, and we are going to be marching on Corrector Leon. I cannot permit you free entry as I have. However, once this is all resolved, I hope to welcome you back and have many long conversations."
<br>“Until then, I'm sorry, but I must ask you to leave.” <<n "MachineOfferRefuse2">>@@You are walked out of the room by several machines. The large doors slam shut behind you. <<audio "door" play>>
<br>//Was that hurt in Gabriel's voice?// //I guess after all this time, they've picked up some things.//
<br>Echo looks at you. "Best of luck, Corrector. Even if you're not going to help us."
<br>And then they walk off, along with the other machines. <<n "Sector54">>@@You walk back across the molten expanse.<<audio ":all" stop>><<audio "desertmusic" play loop>><<audio "footsteps" play>><<audio "wind2" play loop>> <<n "HumanOfferReturnToCampEvent">>As you spot the camp in the distance, you close your eyes and suck in a deep breath. In the distance, somewhere, the x'irii and the machines are preparing to fight.<<set $quests.factionOfferQuest to 30>><<audio ":all" stop>><<audio "sadmoment" loop play>>
<br>That maudlin thought is interrupted by Esra's voice in your ears.
<br>"Your communications device is going off. Just thought you should know." <<n "HumanOfferReturnToCampEvent2">>@@You walk inside and right over to the buzzing device - the one Shay gave you. You click the side and place it to your ear. <<audio "beeping" play>>
<br>"<<Vanth>>!" Shay exclaims. "I'm glad you picked up. I've been calling you for ages.
<br>"What is it? Another attack on the colony?"
<br>"Not quite. Can you meet me at the forest ruins? The ones where you saved my life. I need to speak to you in person."
<br><<s-His>> voice cuts off. //Huh.// //Must be urgent if <<s-he>> wants to go back to that place.// <<n "MainCamp">>@@When you arrive at the ruins, Marshall Shay is there <<if $quests.shayQuestLost is true>>kneeling before the graves of that fated expedition<<else>>leaning against the wall.<</if>> <<audio ":all" stop>><<audio "shaytheme" loop play>> Even from a distance, the dark bags under <<s-his>> eyes stand out. <<if $quests.deltaColonyInvasionLost is true>><<s-His>> cheeks and arms are more gaunt.<<else>><<s-His>> arms are crossed tightly across <<s-his>> chest.<</if>> <<if $quests.deltaColonyInvasionLost is true>>//After losing the reactor, <<s-he>>'s probably not the only one with hollow cheeks and an empty belly.//<<else>><<s-He>> looks up at you.<</if>><<audio "footsteps" play>>
<br>"<<Vanth>>, I'm glad you came. Nice to meet up, just a few seconds from midnight."
<br>"Geez, that's an old reference. How'd you even know about that?"
<br><<s-He>> gives a <<if $quests.deltaColonyMayaDead is true>>hollow<<else>>tired<</if>> smile. "There's not a whole lot to do when you grow up in the wreckage of a starship, other than read up on old world culture." <<n "HumanOffer2">>@@“I’m guessing you didn’t call me out here to talk about that, though.”
<br>Shay shakes <<s-his>> head.
<br>"We figured out where the x'irii hid the sphere. It's real, just further away than we thought." <<s-He>> pulls out a digital pad and hands it to you. The location is as clear as day. On the side, the low battery light is blinking.
<br>"How did you even find it out?"
<br>“Intercepted a message from the machines talking about the sphere, so we followed them. Either they don’t think we’re smart enough to overhear their transmissions, or they just don’t care.”
<br>//Probably the latter.// //There's no way Gabriel wouldn't know.// You memorize the location, then hand the pad back. <<s-His>> expression is stern. <<n "HumanOffer3">>@@“There’s more. The X’irii and machines are all converging on that location. There’s going to be a throw-down - a fight over the sphere.”<<notify 3000>><<upArrow>>[Northern Wilds] now charted!<</notify>><<set $charted.northernWilds to true>><<audio ":all" stop>><<audio "afterthefall" loop play>>
<br>You pause. "Shay, did you know your ancestors voted to extinguish all life on this planet?"
<br>Shay looks down at <<s-his>> feet. "It's a story I grew up with. Technically, not everyone voted, according to the records."<<n "HumanOffer4">>@@"And you know what the terraform sphere will do if it is used?"
"We don't have any other choice. <<if $quests.deltaColonyMayaDead is true>>And the x'irii killed my daughter, so I'm fresh out of sympathy.<<else>>There's also my daughter. I can't just let her starve.<</if>>" <<s-His>> lips are pulled tight. "The thing is, we can't do it without you. I mean, we'll try - one last stand - but you're //the// Corrector. You're the guiding hope we need."
"Yes, we're flawed, and we've made mistakes. But do we //really// deserve to go out like this? Please, help us, <<Vanth>>."
//If I help the colonists, they'll use the sphere, and the colonists will survive. But the x'irii will perish, and the machines and their virus will also have to be dealt with. <<n "HumanOfferChoice">><<nobr>>
<span id="button1" class="choicebutton"><<button '1. "All right, I\'ll help you."' "HumanOfferChoiceAccept">><<set $quests.pathChosen to "human">><<set $quests.factionOfferQuest to 100>><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I can\’t support genocide, no matter the reason. I\’m sorry."' "HumanOfferChoiceRefuse">><</button>></span>
<</nobr>>"Thank you." Shay gives a shuddering sigh. "I don't know what we would have done if you'd said no. You've got the coordinates - I'll gather every able-bodied person and meet you there. Make sure you're prepared, and bring your comm, all right?"
<br>"All right." You wave <<s-him>> off, then turn around and head back to camp. <<n "MainCamp">>@@Shay's expression falls. "Not half as sorry as I am. You realize you're going to let the last of the human race be slaughtered, right?"
<br>You nod. The Marshall grits <<s-his>> teeth and raises a fist. But just as you raise your guard, <<s-he>> hits the wall instead.
<br>"//Fine//. I'll do it all myself, then." And then, <<s-he>> turns and marches away.
<br>//Did <<s-he>> stop because I saved <<s-his>> life, or because it wouldn't do any good?// <<n "HumanOfferChoiceRefuse2">>@@You trudge back towards the camp. The fatigue from the encounter seeps into your muscles. <<audio "alienforest" loop play>><<n "NeutralChoice1">>@@You walk into the room and sit yourself down in a corner. Wedging yourself away from sight. You run your hand over your head, and let out a deep sigh. <<audio ":all" stop>><<audio "alleycat" loop play>><<audio "door" play>>
<br>"They've all been asking for your help," Esra speaks up, <<a-his>> holo-sphere flashing. "I'm not sure what I would have done either."
<br>"Somewhere out there, they're planning to destroy each other." You rub your brow. "No matter who I chose, it was going to be the death of someone else. So I just couldn't choose. But I guess even that is a choice."
<br>"Well, now that you're not involved, I'd say the natives will win," Esra states, <<a-his>> tone somber. "Gabriel and the machines are clever. But the x'irii have Leon and the strategic advantage. And to be honest, the colonists don't stand a chance." <<n "NeutralChoice2">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Isn\’t there a way to save everyone?"' "NeutralChoice3">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "I just don\’t want any part of it."' "NeutralChoiceNoPartOfIt">><</button>></span>
<</nobr>>Esra goes silent. After a while, you tap the wall.
<br>"Esra, are you still there?"
<br>"Yeah, I'm still here. If you really don't want to get involved, I'll support you completely. But are you sure it's what you want?" <<n "NeutralChoiceNoPartOfItAreYouSure">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "Yes – I don\’t want to get involved."' "Ending1-1">><</button>></span>
<span id="button2" class="choicebutton"><<button '2. "No – But I don\’t want to commit genocide."' "NeutralChoice3">><</button>></span>
<</nobr>>"Actually, I've been thinking of a way we can save them all. Ever since you ran into Leon, I realised there's another working Progenitor out there. Another Progenitor means there's another version of me as well."
<br>"Does that mean something?"
<br>“It does. I've been thinking about how we could modify the terraform device to just terraform part of the planet's surface. That way, the machines and humans could survive, but the x'irii wouldn't lose their planet."
<br>“Wouldn't that displace a lot of the X’irii in the process?”
<br>“Yes, but not as many as you’d think. The original impact event from the SCC Caleuche left a lot of the lands south of here utterly decimated. I get the impression the vast majority of the planet’s natives live elsewhere."<<n "NeutralChoice4">>@@"So how does there being another Progenitor - and another you - fit into that?"
<br>"On my own, I couldn't do something that complex. Too many calculations, not enough data. But the sphere should contain test data from every failed terraform attempt the colony fleet undertook. We've also got centuries of bio-data from all the research probes. That's enough data to make it possible."
<br>"Only possible?"
<br>"Yes. I'd need some other things as well. A complete Quartz Chip set and our memories as recovered as possible."<<n "NeutralChoice5">>@@"It's worth mentioning even if I had all that, it still wouldn't be a sure thing. Even for two of me, it would be a massive memory calculation. I'd need to ditch some of my erroneous programs to make it happen. Oh, and modifying the terraform device is most likely going to make it combustive."
"Anything else that can go wrong? That's quite the list."
"Oh, there's plenty. Just you getting hold of the terraform sphere before anyone else does is going to be a challenge. But it's the only course of action that I can think of that would keep them all alive."
//If I do this, all the different factions will be kept alive. But I'll need to fight my way through everyone. Even afterwards, the conflict between them won't go anywhere.// <<n "NeutralChoiceThisIsTheCrazyPlan">>@@<<nobr>>
<span id="button1" class="choicebutton"><<button '1. "It sounds like our best shot – let\’s do it."' NeutralChoiceStart>><<set $quests.pathChosen to "neutral">><<set $quests.factionOfferQuest to 100>><</button>></span>
<span id="button2" class="choicebutton"><<button '1. "On second thought, I\’d rather not get involved."' NeutralChoiceNoPartOfIt>><</button>></span>
<</nobr>>"Alright. Go out and see if you can find everything we need. When you've got it all, come back here and talk to me." <<n "NeutralPlanBlurb">>@@<center><center><span id="TutorialText">Correcting the Situation</span>
For Esra's plan to work, you need to <b>restore all your memories</b>. To do this, use the progenitor and minor memory recovery.
Once you have recovered them all, speak to Esra again. <<n "MainCamp">></center>By Adam Ipsen<<set $gameVersion to {
major: 1,
minor: 2,
patch: 5
}>>
/* Initialises the variant that stores the destination for the next button. Used by the "N" macro used by 95% of passages. */
<<if ndef $nDest>>
<<set $nDest to "MainMenu">>
<</if>>
/* When there's a multi-button passage, the button passage to display in the footer is stored here. */
<<if ndef $mDest>>
<<set $mDest to "">>
<</if>>
/* All the PC's stats. A master storing area for the base stuff. */
/* Level is used to give bonuses to various baseline stats (HP, Attack, Reflex) */
<<if ndef $player>><<set $player to {
name: "Unknown",
gender: "unknown",
level: 1,
nextLevelCost: 10,
CurHP: 20,
MaxHP: 20,
regen: 0,
reflex: 10,
baseReflex: 10,
dodge: 0,
spotScore: 0,
DR: 0,
CurDR: 0,
DRAbsorbed: 0,
attack: 0,
pAttack: 0,
eAttack: 0,
doubleShoot: 0,
doubleStrike: 0,
ambushChance: 0,
sonarAttackBonus: 0,
eAttackMiscBonus: 0,
pDamage: 0,
eDamage: 0,
nonLethalDamageBonus: 0,
lethalDamageBonus: 0,
pMin: 1,
pMax: 4,
eMin: 1,
eMax: 4,
pCrit: 0,
eCrit: 0,
HPReturnDiscount: 0,
escapeBonus: 0,
deaths: 0,
losses: 0,
appearance: "human",
combatApproach: "mixed",
translator: false,
nonLethal: false,
subdueSuccess: false,
talkSuccess: false,
ally: "none"
}>><</if>>
<<if ndef $difficulty>>
<<set $difficulty to {
level: 0,
playerAttackBonus: 5,
enemyAttackModifier: 5,
playerDamageModifier: 1,
enemyDamageModifier: 1,
maxWater: 1,
permaDeath: false
}>>
<</if>>
<<set $originalPC to {
seenSelf: false,
hairColour: "brown",
eyeColour: "blue"
}>>
<<if ndef $debug>>
<<set $debug to false>>
<</if>>
/* Code to set default for title system. */
<<if ndef $title>>
<<set $title to {
firstPart: "Fragment",
secondPart: "of the Strange Room"
}>>
<</if>>
<<if ndef $score>>
<<set $score to {
current: 0,
totalKills: 0,
colonistsKilled: 0,
outerTribesKilled: 0,
infectedMachinesKilled: 0,
regularMachinesKilled: 0,
xiriiKilled: 0,
creaturesHunted: 0,
totalSpared: 0,
subdued: 0,
talkedTo: 0,
machinesHealed: 0,
timesDied: 0,
timesFled: 0,
totalChipsCollected: 0,
lowestDifficultyUsed: 10
}>>
<</if>>
<<set $currentGameStart to {
start: "Start1",
levelsKept: false,
upgradesKept: false,
}>>
/* The values below are for the Progenitor Upgrades the PC can get. */
/* The "mods" are specific species-based bonuses you can purchase. 0 implies the mod has not been obtained. 1-3 implies the level of bonus (Minor, Moderate, Major) */
<<if ndef $upgrades>>
<<set $upgrades to {
terranModRegen: 0,
terranModEyes: 0,
terranModClaws: 0,
terranModThermal: 0,
terranModPhero: 0,
terranModWeb: 0,
machineModNano: 0,
machineModGuns: 0,
machineModEyes: 0,
machineModSonar: 0,
machineModShock: 0,
machineModCalc: 0,
alienModBuild: 0,
alienModGlow: 0,
alienModPredict: 0,
alienModAmbush: 0,
alienModSenses: 0,
alienModPhero: 0,
costTerran1: 20,
costTerran2: 200,
costTerran3: 2000,
costTerran4: 20000,
costTerranSpecial1: 40,
costTerranSpecial2: 400,
costTerranSpecial3: 4000,
costTerranSpecial4: 40000,
costMachine1: 200,
costMachine2: 2000,
costMachine3: 20000,
costMachine4: 200000,
costAlien1: 200,
costAlien2: 2000,
costAlien3: 20000,
costAlien4: 200000,
totalTerran: 0,
totalMachine: 0,
totalAlien: 0,
last: "",
machineUnlocked: false,
alienUnlocked: false,
cosmeticsUnlocked: false
}>><</if>>
<<if ndef $grenade>>
<<set $grenade to {
obtained: false,
acidUnlocked: false,
typeSelected: "rock",
curCharge: 0,
maxCharge: 6,
energyCostFlash: 3,
energyCostAcid: 3,
maxRoundsOfAcid: 5,
maxRoundsOfStun: 2
}>><</if>>
/* Sets an array for the player's sight enhancements. Used for descriptive spot checks when enemies hide. */
<<if ndef $sightEnhancements>>
<<set $playerSightEnhancements to []>>
<</if>>
/* This is about your current abilities and values. Probably rework. */
<<if ndef $ability>>
<<set $ability to {
water: false,
interface: false,
machineHeal: false,
generalTalkBonus: 0,
energyBonus: 0,
searchBonus: 0,
exploreAvoid: 0,
bladecounter: false,
talkBonusHuman: 0,
talkBonusMachine: 0,
talkBonusAlien: 0
}>><</if>>
/* This checks to see if in the current round of combat, things happen. 0 means the state is not in play. For integers, these are deducted at the end of a combat round. */
/* Sets values used for combat. */
<<if ndef $combat>>
<<set $combat to {
turnsSinceStart: 0,
playerAction: "none",
playerDoubleAttack: false,
playerAmbushAttack: false,
playerDamageRoll: 0,
playerAttackDiceRoll: 0,
playerAttackRollTotal: 0,
playerDamageDiceRoll: 0,
playerHasAttacked: false,
enemyHidden: 0,
enemyProximity: 2,
enemyMovementCooldown: 0,
enemyMovedThisRound: false,
enemySpecialCooldown: 0,
playerSpotEnemy: false,
enemyAttack: "none",
enemyAttackType: "none",
enemyDifferentFollowUpAttack: false,
enemyAttackIgnoreArmor: false,
enemyNumberOfAttacks: 1,
enemyCurrentAttackCounter: 1,
enemyAttackDiceRoll: 0,
enemyAttackRollTotal: 0,
enemyDamageDiceRoll: 0,
enemyDamageRollTotal: 0,
paralyzed: 0,
bound: 0,
acid: 0,
playerTripped: false,
enemyAcid: 0,
enemyStunned: 0,
totalGuard: 0,
changedModes: false,
playerMissedAttacks: 0,
playerMaxMissAttacks: 3,
playerMaxMissAttackBonus: 10,
zeroG: false,
defendBonus: 10,
subdueChipBonus: 40,
talkChipBonus: 80,
healChipBonus: 150,
playerGunDropped: 0,
playerGrenadeDropped: 0,
playerGunGone: false,
playerGrenadeGone: false
}
>>
<</if>>
<<set setup.combatDefaults to {
code: "tutorial",
}
>>
/* How many chips are stored in your bag in the field, and how many are stored at the camp */
<<if ndef $chips>>
<<set $chips to {
bag: 0,
stock: 0,
victoryChips: 0,
totalCollectedEver: 0
}>>
<</if>>
/* I forget what this is about. */
<<if ndef $diedto>>
<<set $diedto to ["betrayal"]>>
<</if>>
<<if ndef $xenoChoice>><<set $xenoChoice to {menu: "", selected: ""}>><</if>>
/* Code for the name you get if you're on the x'irii arc. Can be your name or Te'rys. */
<<if ndef $terys>><<set $terys to "Te'rys">><</if>>
/* Default genders for important NPCSs */
<<if ndef $partner>>
<<set $partner to "female">>
<</if>>
<<if ndef $esra>>
<<set $esra to "female">>
<</if>>
<<if ndef $shay>>
<<set $shay to "female">>
<</if>>
/* Some stupid event based flags that need to be fixed. */
<<if ndef $NuenuQuestions>><<set $NuenuQuestions to {Xir: 0, Pods: 0, Humans: 0, Machines: 0, Leaders: 0, Zrier: 0}>><</if>>
<<if ndef $boots>><<set $boots to false>><</if>>
<<if ndef $saveExplanation>>
<<set $saveExplanation to false>><</if>>
/* Exploration cost flags */
<<if ndef $explore>>
<<set $explore to {
currentArea: "ruins",
turnsSinceCombat: 0,
turnsExplored: 0,
turnsSinceEvent: 0,
turnsSinceChainEvent: 0,
triggerGenericEvent: false,
triggerChainEvent: false,
nextGenericEvent: "",
costToExplore: 0,
nextEvent: "",
chipBonusMultiplier: 1,
chipOddsAdjective: "inferior",
badEventTally: 0,
maxWater: 1,
curWater: 0
}>>
<</if>>
<<set setup.explore to {
turnsBeforeCombat: 3,
minTurnsBetweenEvents: 2,
maxTurnsBetweenEvents: 4,
minTurnsBetweenChainEvents: 4,
maxTurnsBetweenChainEvents: 6,
turnsBeforeMainPlotEvent: 11,
chanceOfGenericEvent: 3,
chanceOfChainEvent: 3,
maxExploreCostForest: 5,
maxExploreCostDesert: 10,
maxExploreCostSwamp: 10,
swampExploreCostMultiplier: 2,
desertExploreCostMultiplier: 2,
forestExploreCostMultiplier: 2,
ruinsExploreCost: 1,
turnsBeforeChipMultiplierIncreases: 3,
baseDamageEvent: [1, 5, 10, 15],
baseChipsEvent: [7, 70, 700, 7000],
maxBadEvents: 2,
minBadEvents: -2
}>>
/*<<if ndef $chainEvents>>
<<set $chainEvents to {
seenSinkhole: false,
metCree: false,
creeStunned: 0,
creePlayed: 0,
creeIsAtCamp: false,
ashHoloQuest: 0,
boxBotTimesMet: 0
}>>
<</if>>*/
/* An array for all generic ruin events.*/
<<set $explore_ruinEvents to [
"Ruins-Collapse",
"Ruins-Storm",
"Ruins-FindChips"
]>>
<<if ndef $postCombat>>
<<set $postCombat to false>>
<</if>>
/* Next flags. */
<<set $nextArrow to "https://www.staracle.com/img/stuff/arrowRightGreen.gif">>
/* Should be consolidated into quests. */
<<if ndef $events>>
<<set $events to {
slept: false,
sleptWithRiver: false
}>>
<</if>>
/* All quest related flags. */
<<if ndef $quests>>
<<set $quests to {
tutorialDeath: "",
tutorialBotDied: 0,
tutorialComplete: false,
firstHuman: 0,
firstAlien: 0,
firstAlienReact: "",
forestExplore: 0,
forestRobotPath: "",
interfacedTower: false,
libraryQuest: 0,
armoryQuest: 0,
unlockMinorMemories: false,
forestFight: 0,
forestFightSaved: "",
knowXiriiGenders: false,
deltaQuest: 0,
shayQuestLost: false,
mayaBullyDealtWith: false,
mayaBullyKilled: false,
desertQuest: 0,
sector36Quest: 0,
healedMachines: "",
sector36QuestLoss: "",
sector36destroyedNode: false,
deltaColonyInvasion: 0,
deltaColonyInvasionPath: "",
deltaColonyInvasionMetShay: false,
deltaColonyInvasionLost: false,
deltaColonyMayaDead: false,
metTheRuul: false,
swampQuest: 0,
lwaynOmneaDead: false,
spareWalker: false,
factionOfferQuest: 0,
heardOutLeon: false,
leonTone: "",
pathChosen: "",
xiriiPathKilledLeon: "",
neutralPathKilledLeon: "",
machinePathKilled: false,
machinePathPromisedNotToKill: false,
humanPathSparedGabriel: false,
humanPathSawGabrielsWay: false,
neutralPathDestroyedMachines: false,
neutralPathKilledShay: false,
neutralPathMachineDiplomacy: false,
neutralPathTriedOptionThree: false,
}>><</if>>
/* Flags to deal with Delta Colony Subquests and Interactions */
<<set $deltaColony to {
liev : {
met: false,
hadLunch: false,
postAttackEvent: false
},
guis : {
met: false
},
rachael : {
met: false
},
jes : {
met: false
},
siblings : {
met: false
},
manAndChild : {
met: false
},
shay : {
repairHoloArrayQuest: 0,
asteriaQuest: 0,
helpedWithMaintenance: false,
toldAboutMemories: false,
flirtedInTunnel: false,
flirtScore: 0,
asteriaFixedFoodMachine: false,
asteriaProperlyFixedWaterSupply: false
},
maya : {
gaveBracelet: false,
gotBracelet: false,
}
}>>
<<set $sector54 to {
inquiringRobots : {
met: false
},
consultingRobots : {
met: false
},
mender : {
met: false,
acceptedQuest: false
},
face : {
met: false
}
}>>
<<set $shiariGrove to {
htayi : {
met: false
}
}>>
<<set $knowledge to {
salvageBarons: false,
coiledCreeper: false,
parentsColonists: false,
parentsDead: false,
outerTribesAreColonists: false,
married: false
}>>
/* A bunch of flags for the game's neutral ending. */
<<if ndef $zhou>><<set $zhou to {
dock: 0,
gabriel: 0,
garden: 0,
esra: 0,
leon: 0,
ash: 0,
pictures: 0,
books: 0,
book1: 0,
book2: 0,
book3: 0,
book4: 0,
revealChoice: "none",
ashIsGone: false
}>><</if>>
/* Flags for where you've found for exploration purposes. */
<<if ndef $charted>>
<<set $charted to {
ruins: false,
library: false,
forest: false,
signalTower: false,
turretArmory: false,
deltaColony: false,
forestRuins: false,
desert: false,
sector54: false,
sector36: false,
swamp: false,
huntingGrounds: false,
shiariGrove: false,
northernWilds: false
}
>>
<</if>>
/* How many times you've lost to a particular enemy before Esra was meant to give you sympathy advice. */
<<if ndef $losses>>
<<set $losses to {George: 0, Floater: 0}>>
<</if>>
/* Master memory tracking. Introduced with v1.2 */
<<if ndef $memories>>
<<set $memories to {
mm1 : {
got: false
},
mm2 : {
got: false,
wonFight: false
},
mm3 : {
got: false
},
mm4 : {
got: false
},
mm5 : {
got: false
},
mm6 : {
got: false
},
mm7 : {
got: false
},
om1 : {
got: false,
cost: 10
},
om2 : {
got: false,
cost: 500
},
om3 : {
got: false,
cost: 1000
},
om4 : {
got: false,
cost: 5000
},
om5 : {
got: false,
cost: 10000
},
em1 : {
got: false,
watched: false
},
em2 : {
got: false,
watched: false
},
em3 : {
got: false,
watched: false,
ring: false
},
em4 : {
got: false,
watched: false
}
}>>
<</if>>
<<if ndef $books>>
<<set $books to {
aliceInWonderland : {
got: false,
read: false
},
lordValentineCastle : {
got: false,
read: false
},
iRobot : {
got: false,
read: false
},
dune : {
got: false,
read: false
},
theTimeMachine : {
got: false,
read: false
},
theShipWhoSang : {
got: false,
read: false,
halfRead: false
},
collection : {
booksRead: 0,
booksGot: 0,
booksMax: 6,
bookFirstFindMessage: false,
bookJustRead: false
}
}>>
>><</if>>
<<set setup.itemCost to {
aliceInWonderland: 3000,
lordValentineCastle: 6000,
iRobot: 30000,
dune: 20000,
theTimeMachine: 400000,
theShipWhoSang: 800000,
em1: 10000,
em2: 100000,
em3: 600000,
em4: 1000000
}>>
/* Bonus per book for Bibliophile */
<<set setup.bookHPBonus to 5>>
/* Lots of music and sound setting values. */
<<cacheaudio "trailoftears" "assets/music/trailoftears.mp3">>
<<cacheaudio "alleycat" "assets/music/alleycat.mp3">>
<<cacheaudio "esratheme" "assets/music/esratheme.mp3">>
<<cacheaudio "chillexplorer" "assets/music/chillexplorer.mp3">>
<<cacheaudio "hybridtech" "assets/music/hybridtech.mp3">>
<<cacheaudio "searchcosmos" "assets/music/searchcosmos.mp3">>
<<cacheaudio "timelapsedtides" "assets/music/timelapsedtides.mp3">>
<<cacheaudio "psychicneed" "assets/music/psychicneed.mp3">>
<<cacheaudio "battle" "assets/music/battle.mp3">>
<<cacheaudio "boss1" "assets/music/boss1.mp3">>
<<cacheaudio "static" "assets/music/static.mp3">>
<<cacheaudio "staticloud" "assets/music/staticloud.mp3">>
<<cacheaudio "staticsoft" "assets/music/staticsoft.mp3">>
<<cacheaudio "lurkingfear" "assets/music/lurkingfear.mp3">>
<<cacheaudio "death" "assets/music/trollhunt.mp3">>
<<cacheaudio "digitalworld" "assets/music/digitalworld.mp3">>
<<cacheaudio "ashtheme" "assets/music/ashtheme.mp3">>
<<cacheaudio "deepblue" "assets/music/deepblue.mp3">>
<<cacheaudio "mist" "assets/music/mist.mp3">>
<<cacheaudio "ringingbackground" "assets/music/ringingbackground.mp3">>
<<cacheaudio "memoriesofzhou" "assets/music/memoriesofzhou.mp3">>
<<cacheaudio "leontheme" "assets/music/leontheme.mp3">>
<<cacheaudio "sadmoment" "assets/music/sadmoment.mp3">>
<<cacheaudio "alienforestonly" "assets/sound/alienforest.mp3">>
<<cacheaudio "deltacolony" "assets/music/deltacolony.mp3">>
<<cacheaudio "riverstheme" "assets/music/riverstheme.mp3">>
<<cacheaudio "shaytheme" "assets/music/shaytheme.mp3">>
<<cacheaudio "sadreveal" "assets/music/sadreveal.mp3">>
<<cacheaudio "crowdambience" "assets/music/crowdambience.mp3">>
<<cacheaudio "alienforest" "assets/music/alienforest.mp3">>
<<cacheaudio "wind" "assets/music/wind.mp3">>
<<cacheaudio "robotcode" "assets/music/robotcode.mp3">>
<<cacheaudio "creepyhollow" "assets/music/creepyhollow.mp3">>]
<<cacheaudio "staticbg" "assets/music/staticbg.mp3">>
<<cacheaudio "horrortin" "assets/music/horrortin.mp3">>
<<cacheaudio "deepblue" "assets/music/deepblue.mp3">>
<<cacheaudio "spaceshipflight" "assets/music/spaceshipflight.mp3">>
<<cacheaudio "spaceshiptone" "assets/music/spaceshiptone.mp3">>
<<cacheaudio "construction" "assets/music/construction.mp3">>
<<cacheaudio "spaceexplosion" "assets/music/spaceexplosion.mp3">>
<<cacheaudio "spaceexplosion2" "assets/music/spaceexplosion2.mp3">>
<<cacheaudio "desertmusic" "assets/music/desertmusic.mp3">>
<<cacheaudio "wind2" "assets/music/wind2.mp3">>
<<cacheaudio "strangenature" "assets/music/strangenature.mp3">>
<<cacheaudio "lava" "assets/music/lava.mp3">>
<<cacheaudio "sectorff" "assets/music/sectorff.mp3">>
<<cacheaudio "machinery" "assets/music/machinery.mp3">>
<<cacheaudio "echotheme" "assets/music/echotheme.mp3">>
<<cacheaudio "engine" "assets/music/engine.mp3">>
<<cacheaudio "windstorm" "assets/music/windstorm.mp3">>
<<cacheaudio "laserburst" "assets/music/laserburst.mp3">>
<<cacheaudio "laserburst2" "assets/music/laserburst2.mp3">>
<<cacheaudio "horror" "assets/music/horror.mp3">>
<<cacheaudio "horror2" "assets/music/horror2.mp3">>
<<cacheaudio "whisperattack" "assets/music/whisperattack.mp3">>
<<cacheaudio "horrorbattle" "assets/music/horrorbattle.mp3">>
<<cacheaudio "heartbeatbg" "assets/music/heartbeatbg.mp3">>
<<cacheaudio "gabrieltheme" "assets/music/gabrieltheme.mp3">>
<<cacheaudio "confrontation" "assets/music/confrontation.mp3">>
<<cacheaudio "firefight" "assets/music/battleexplosions.mp3">>
<<cacheaudio "afterthefall" "assets/music/afterthefall.mp3">>
<<cacheaudio "electricstatic" "assets/music/electricstatic.mp3">>
<<cacheaudio "elevator" "assets/music/elevator.mp3">>
<<cacheaudio "thunderstorm" "assets/music/thunderstorm.mp3">>
<<cacheaudio "bent" "assets/music/bent.mp3">>
<<cacheaudio "groupcrying" "assets/music/groupcrying.mp3">>
<<cacheaudio "groupcryingfaint" "assets/music/groupcryingfaint.mp3">>
<<cacheaudio "theendofthings" "assets/music/theendofthings.mp3">>
<<cacheaudio "theendofthings2" "assets/music/theendofthings2.mp3">>
<<cacheaudio "crowdunrestclose" "assets/music/crowdunrestclose.mp3">>
<<cacheaudio "crowdunrestfar" "assets/music/crowdunrestfar.mp3">>
<<cacheaudio "xiriibeat" "assets/music/xiriibeat.mp3">>
<<cacheaudio "thetwinstheme" "assets/music/thetwinstheme.mp3">>
<<cacheaudio "khruxflight" "assets/music/khruxflight.mp3">>
<<cacheaudio "grove" "assets/music/grove.mp3">>
<<cacheaudio "hunterstheme" "assets/music/hunterstheme.mp3">>
<<cacheaudio "llinethickets" "assets/music/llinethickets.mp3">>
<<cacheaudio "machinerumble" "assets/music/machinerumble.mp3">>
<<cacheaudio "outcast" "assets/music/outcast.mp3">>
<<cacheaudio "reverie" "assets/music/reverie.mp3">>
<<cacheaudio "runleavescont" "assets/music/runleavescont.mp3">>
<<cacheaudio "getaway" "assets/music/getaway.mp3">>
<<cacheaudio "bigmachinewalk" "assets/music/bigmachinewalk.mp3">>
<<cacheaudio "alarmloop" "assets/music/alarmloop.mp3">>
<<cacheaudio "darkmatter" "assets/music/darkmatter.mp3">>
<<cacheaudio "darkmatter2" "assets/music/darkmatter2.mp3">>
<<cacheaudio "journeysend" "assets/music/journeysend.mp3">>
<<cacheaudio "betrayal" "assets/music/betrayal.mp3">>
<<cacheaudio "rocketlaunch" "assets/music/rocketlaunch.mp3">>
<<cacheaudio "overcome" "assets/music/overcome.mp3">>
<<cacheaudio "touchingmoment" "assets/music/touchingmoment.mp3">>
<<cacheaudio "endofdays" "assets/music/endofdays.mp3">>
<<cacheaudio "laserfight" "assets/music/laserfight.mp3">>
<<cacheaudio "waterfall" "assets/music/waterfall.mp3">>
<<cacheaudio "battlecries" "assets/music/battlecries.mp3">>
<<cacheaudio "aquestionofhumanity" "assets/music/aquestionofhumanity.mp3">>
<<cacheaudio "runsand" "assets/music/runsand.mp3">>
<<cacheaudio "davidsdream" "assets/music/davidsdream.mp3">>
<<cacheaudio "empireatwar" "assets/music/empireatwar.mp3">>
<<cacheaudio "undeadcyborg" "assets/music/undeadcyborg.mp3">>
<<cacheaudio "aquietthought" "assets/music/aquietthought.mp3">>
<<cacheaudio "cityofjewels" "assets/music/cityofjewels.mp3">>
<<cacheaudio "calculating" "assets/music/calculating.mp3">>
<<cacheaudio "beautifulpiano" "assets/music/beautifulpiano.mp3">>
<<cacheaudio "runmetal" "assets/music/runmetal.mp3">>
<<cacheaudio "onceagain" "assets/music/onceagain.mp3">>
<<cacheaudio "meatgrinder" "assets/music/meatgrinder.mp3">>
<<cacheaudio "afreshstart" "assets/music/afreshstart.mp3">>
<<cacheaudio "tranquility" "assets/music/tranquility.mp3">>
<<cacheaudio "eternity" "assets/music/etherealeternity.mp3">>
<<cacheaudio "thefellowship" "assets/music/thefellowship.mp3">>
<<cacheaudio "centralpark" "assets/music/centralpark.mp3">>
<<cacheaudio "celiatheme" "assets/music/celiatheme.mp3">>
<<cacheaudio "heavenlyraindrops" "assets/music/heavenlyraindrops.mp3">>
<<cacheaudio "amomentofpeace" "assets/music/amomentofpeace.mp3">>
<<cacheaudio "eternalhope" "assets/music/eternalhope.mp3">>
<<cacheaudio "asteriasgrave" "assets/music/asteriasgrave.mp3">>
<<cacheaudio "caveambiance" "assets/music/caveambiance.mp3">>
<<cacheaudio "metalshakeambiance" "assets/music/metalshakeambiance.mp3">>
<<cacheaudio "bubbles" "assets/sound/bubbles.mp3">>
<<cacheaudio "waterrush" "assets/sound/waterrush.mp3">>
<<cacheaudio "click" "assets/sound/click.mp3">>
<<cacheaudio "dig" "assets/sound/dig.mp3">>
<<cacheaudio "stomachgrowl" "assets/sound/stomachgrowl.mp3">>
<<cacheaudio "door" "assets/sound/door.mp3">>
<<cacheaudio "door2" "assets/sound/door2.mp3">>
<<cacheaudio "shunk" "assets/sound/shunk.mp3">>
<<cacheaudio "crash" "assets/sound/crash.mp3">>
<<cacheaudio "gunshot" "assets/sound/gunshot.mp3">>
<<cacheaudio "slice" "assets/sound/slice.mp3">>
<<cacheaudio "welder" "assets/sound/welder.mp3">>
<<cacheaudio "scan" "assets/sound/scan.mp3">>
<<cacheaudio "buttonhover" "assets/sound/buttonhover.mp3">>
<<cacheaudio "footsteps" "assets/sound/footsteps.mp3">>
<<cacheaudio "footsteps2" "assets/sound/footsteps2.mp3">>
<<cacheaudio "footstepsleaves" "assets/sound/footstepsleaves.mp3">>
<<cacheaudio "footstepsleaves2" "assets/sound/footstepsleaves2.mp3">>
<<cacheaudio "grenade" "assets/sound/grenade.mp3">>
<<cacheaudio "holster" "assets/sound/holster.mp3">>
<<cacheaudio "alarm" "assets/sound/alarm.mp3">>
<<cacheaudio "alarmclock" "assets/sound/alarmclock.mp3">>
<<cacheaudio "beep" "assets/sound/beep.mp3">>
<<cacheaudio "tapping" "assets/sound/tapping.mp3">>
<<cacheaudio "acidsizzle" "assets/sound/acidsizzle.mp3">>
<<cacheaudio "beep2" "assets/sound/beep2.mp3">>
<<cacheaudio "generators" "assets/sound/generators.mp3">>
<<cacheaudio "fire" "assets/sound/fire.mp3">>
<<cacheaudio "metalscrape" "assets/sound/metalscrape.mp3">>
<<cacheaudio "metalscrape2" "assets/sound/metalscrape2.mp3">>
<<cacheaudio "shower" "assets/sound/shower.mp3">>
<<cacheaudio "metalrustle" "assets/sound/metalrustle.mp3">>
<<cacheaudio "stripping" "assets/sound/stripping.mp3">>
<<cacheaudio "heartbeat" "assets/sound/heartbeat.mp3">>
<<cacheaudio "heartbeat2" "assets/sound/heartbeat2.mp3">>
<<cacheaudio "collapse" "assets/sound/collapse.mp3">>
<<cacheaudio "collapsebrief" "assets/sound/collapsebrief.mp3">>
<<cacheaudio "rattle" "assets/sound/rattle.mp3">>
<<cacheaudio "swish" "assets/sound/swish.mp3">>
<<cacheaudio "click2" "assets/sound/click2.mp3">>
<<cacheaudio "spaceshipland" "assets/sound/spaceshipland.mp3">>
<<cacheaudio "sit" "assets/sound/sit.mp3">>
<<cacheaudio "ballbounce" "assets/sound/ballbounce.mp3">>
<<cacheaudio "robotfootstep" "assets/sound/robotfootstep.mp3">>
<<cacheaudio "alert" "assets/sound/alert.mp3">>
<<cacheaudio "alienscreech" "assets/sound/alienscreech.mp3">>
<<cacheaudio "gunshot2" "assets/sound/gunshot2.mp3">>
<<cacheaudio "slice2" "assets/sound/slice2.mp3">>
<<cacheaudio "clang" "assets/sound/clang.mp3">>
<<cacheaudio "whoosh" "assets/sound/whoosh.mp3">>
<<cacheaudio "bonesnap" "assets/sound/bonesnap.mp3">>
<<cacheaudio "run" "assets/sound/run.mp3">>
<<cacheaudio "creepyrun" "assets/sound/creepyrun.mp3">>
<<cacheaudio "slip" "assets/sound/slip.mp3">>
<<cacheaudio "robotscream" "assets/sound/robotscream.mp3">>
<<cacheaudio "metalimpact" "assets/sound/metalimpact.mp3">>
<<cacheaudio "battleshots" "assets/sound/battleshots.mp3">>
<<cacheaudio "battleshouts" "assets/sound/battleshouts.mp3">>
<<cacheaudio "battlerumble" "assets/sound/battlerumble.mp3">>
<<cacheaudio "runleaves" "assets/sound/runleaves.mp3">>
<<cacheaudio "slideleaves" "assets/sound/slideleaves.mp3">>
<<cacheaudio "ominouswhine" "assets/sound/ominouswhine.mp3">>
<<cacheaudio "acidspray" "assets/sound/acidspray.mp3">>
<<cacheaudio "acidspray2" "assets/sound/acidspray2.mp3">>
<<cacheaudio "bladeclang" "assets/sound/bladeclang.mp3">>
<<cacheaudio "elevatorbing" "assets/sound/elevatorbing.mp3">>
<<cacheaudio "crowdcheer" "assets/sound/crowdcheer.mp3">>
<<cacheaudio "rope" "assets/sound/rope.mp3">>
<<cacheaudio "interface" "assets/sound/interface.mp3">>
<<cacheaudio "bodydirt" "assets/sound/bodydirt.mp3">>
<<cacheaudio "horn" "assets/sound/horn.mp3">>
<<cacheaudio "multipleclicks" "assets/sound/multipleclicks.mp3">>
<<cacheaudio "climbladder" "assets/sound/climbladder.mp3">>
<<cacheaudio "fallscream" "assets/sound/fallscream.mp3">>
<<cacheaudio "spacealarm" "assets/sound/spacealarm.mp3">>
<<cacheaudio "shakingrattle" "assets/sound/shakingrattle.mp3">>
<<cacheaudio "explosiondistant" "assets/sound/explosiondistant.mp3">>
<<cacheaudio "unfurl" "assets/sound/unfurl.mp3">>
<<cacheaudio "dropstick" "assets/sound/dropstick.mp3">>
<<cacheaudio "placedown" "assets/sound/placedown.mp3">>
<<cacheaudio "femalecoughing" "assets/sound/femalecoughing.mp3">>
<<cacheaudio "bedsheet" "assets/sound/bedsheet.mp3">>
<<cacheaudio "lasercannon" "assets/sound/lasercannon.mp3">>
<<cacheaudio "robotscream2" "assets/sound/robotscream2.mp3">>
<<cacheaudio "runleavesshort" "assets/sound/runleavesshort.mp3">>
<<cacheaudio "woosh2" "assets/sound/woosh2.mp3">>
<<cacheaudio "explosionlarge" "assets/sound/explosionlarge.mp3">>
<<cacheaudio "explosiondebris" "assets/sound/explosiondebris.mp3">>
<<cacheaudio "staticburst" "assets/sound/staticburst.mp3">>
<<cacheaudio "shattered" "assets/sound/shattered.mp3">>
<<cacheaudio "angrybattlecry" "assets/sound/angrybattlecry.mp3">>
<<cacheaudio "splash" "assets/sound/splash.mp3">>
<<cacheaudio "landgrass" "assets/sound/landgrass.mp3">>
<<cacheaudio "footstepsand" "assets/sound/footstepsand.mp3">>
<<cacheaudio "beeping" "assets/sound/beeping.mp3">>
<<cacheaudio "beepinglong" "assets/sound/beepinglong.mp3">>
<<cacheaudio "whoomph" "assets/sound/whoomph.mp3">>
<<cacheaudio "whoomph2" "assets/sound/whoomph2.mp3">>
<<cacheaudio "pulse" "assets/sound/pulse.mp3">>
<<cacheaudio "impactleaves" "assets/sound/impactleaves.mp3">>
<<cacheaudio "whoosh2" "assets/sound/whoosh2.mp3">>
<<cacheaudio "grenade2" "assets/sound/grenade2.mp3">>
<<cacheaudio "footstep3" "assets/sound/footstep3.mp3">>
<<cacheaudio "guncock" "assets/sound/guncock.mp3">>
<<cacheaudio "sphereactivate" "assets/sound/sphereactivate.mp3">>
<<cacheaudio "rustleleaves" "assets/sound/rustleleaves.mp3">>
<<cacheaudio "weld" "assets/sound/weld.mp3">>
<<cacheaudio "metalclang" "assets/sound/metalclang.mp3">>
<<cacheaudio "hit" "assets/sound/hit.mp3">>
<<cacheaudio "machinestart" "assets/sound/machinestart.mp3">>
<<cacheaudio "zap" "assets/sound/zap.mp3">>
<<cacheaudio "rustlejunk" "assets/sound/rustlejunk.mp3">>
<<cacheaudio "explosioncollapse" "assets/sound/explosioncollapse.mp3">>
<<cacheaudio "jump" "assets/sound/jump.mp3">>
<<cacheaudio "hiss" "assets/sound/hiss.mp3">>
<<cacheaudio "slide" "assets/sound/slide.mp3">>
<<cacheaudio "beep3" "assets/sound/beep3.wav">>
<<cacheaudio "trophygain" "assets/sound/trophygain.mp3">>
<<cacheaudio "smallrobotbeep" "assets/sound/smallrobotbeep.mp3">>
<<cacheaudio "buy" "assets/sound/buy.mp3">>
<<cacheaudio "grappling" "assets/sound/grappling.mp3">>
<<cacheaudio "punch" "assets/sound/punch.mp3">>
<<cacheaudio "runsolidsurface" "assets/sound/runsolidsurface.mp3">>
<<cacheaudio "welder2" "assets/sound/welder2.mp3">>
<<cacheaudio "kettle" "assets/sound/kettle.mp3">>
<<cacheaudio "storebell" "assets/sound/storebell.mp3">>
<<cacheaudio "tinkering" "assets/sound/tinkering.mp3">>
<<cacheaudio "pageturn" "assets/sound/pageturn.mp3">>
<<cacheaudio "papercrinkle" "assets/sound/papercrinkle.mp3">>
<<cacheaudio "impactlight" "assets/sound/impactlight.mp3">>
<<cacheaudio "wrench" "assets/sound/wrench.mp3">>
<<cacheaudio "rustlebag" "assets/sound/rustlebag.mp3">>
<<cacheaudio "bracelet" "assets/sound/bracelet.mp3">>
<<cacheaudio "smashrock" "assets/sound/smashrock.mp3">>
<<cacheaudio "footstepsrockslow" "assets/sound/footstepsrockslow.mp3">>
<<cacheaudio "flarelantern" "assets/sound/flarelantern.mp3">>
<<cacheaudio "webshoot" "assets/sound/webshoot.mp3">>
<<cacheaudio "footstepsmetal" "assets/sound/footstepsmetal.mp3">>
<<cacheaudio "metalquake" "assets/sound/metalquake.mp3">>
<<createaudiogroup ":bgm">>
<<track "trailoftears">>
<<track "alleycat">>
<<track "chillexplorer">>
<<track "static">>
<<track "staticloud">>
<<track "staticsoft">>
<<track "hybridtech">>
<<track "timelapsedtides">>
<<track "searchcosmos">>
<<track "psychicneed">>
<<track "battle">>
<<track "boss1">>
<<track "lurkingfear">>
<<track "death">>
<<track "esratheme">>
<<track "digitalworld">>
<<track "ashtheme">>
<<track "deepblue">>
<<track "mist">>
<<track "ringingbackground">>
<<track "memoriesofzhou">>
<<track "leontheme">>
<<track "sadmoment">>
<<track "alienforestonly">>
<<track "deltacolony">>
<<track "riverstheme">>
<<track "shaytheme">>
<<track "sadreveal">>
<<track "crowdambience">>
<<track "robotcode">>
<<track "alienforest">>
<<track "wind">>
<<track "creepyhollow">>
<<track "staticbg">>
<<track "horrortin">>
<<track "deepblue">>
<<track "spaceshipflight">>
<<track "spaceshiptone">>
<<track "construction">>
<<track "spaceexplosion">>
<<track "spaceexplosion2">>
<<track "desertmusic">>
<<track "wind2">>
<<track "lava">>
<<track "strangenature">>
<<track "machinery">>
<<track "sectorff">>
<<track "echotheme">>
<<track "engine">>
<<track "windstorm">>
<<track "laserburst">>
<<track "laserburst2">>
<<track "horror">>
<<track "horror2">>
<<track "whisperattack">>
<<track "horrorbattle">>
<<track "heartbeatbg">>
<<track "gabrieltheme">>
<<track "confrontation">>
<<track "firefight">>
<<track "afterthefall">>
<<track "electricstatic">>
<<track "elevator">>
<<track "thunderstorm">>
<<track "bent">>
<<track "groupcrying">>
<<track "groupcryingfaint">>
<<track "theendofthings">>
<<track "theendofthings2">>
<<track "crowdunrestclose">>
<<track "crowdunrestfar">>
<<track "xiriibeat">>
<<track "thetwinstheme">>
<<track "khruxflight">>
<<track "grove">>
<<track "hunterstheme">>
<<track "llinethickets">>
<<track "machinerumble">>
<<track "outcast">>
<<track "reverie">>
<<track "runleavescont">>
<<track "getaway">>
<<track "bigmachinewalk">>
<<track "alarmloop">>
<<track "darkmatter">>
<<track "darkmatter2">>
<<track "journeysend">>
<<track "betrayal">>
<<track "rocketlaunch">>
<<track "overcome">>
<<track "touchingmoment">>
<<track "endofdays">>
<<track "laserfight">>
<<track "waterfall">>
<<track "battlecries">>
<<track "aquestionofhumanity">>
<<track "runsand">>
<<track "davidsdream">>
<<track "empireatwar">>
<<track "undeadcyborg">>
<<track "aquietthought">>
<<track "cityofjewels">>
<<track "calculating">>
<<track "beautifulpiano">>
<<track "runmetal">>
<<track "onceagain">>
<<track "meatgrinder">>
<<track "afreshstart">>
<<track "tranquility">>
<<track "thefellowship">>
<<track "celiatheme">>
<<track "heavenlyraindrops">>
<<track "amomentofpeace">>
<<track "eternalhope">>
<<track "asteriasgrave">>
<<track "caveambiance">>
<<track "metalshakeambiance">>
<</createaudiogroup>>
<<createaudiogroup ":sound">>
<<track "bubbles">>
<<track "waterrush">>
<<track "click">>
<<track "door">>
<<track "door2">>
<<track "dig">>
<<track "shunk">>
<<track "stomachgrowl">>
<<track "crash">>
<<track "gunshot">>
<<track "buttonhover">>
<<track "slice">>
<<track "footsteps">>
<<track "footsteps2">>
<<track "footstepsleaves">>
<<track "footstepsleaves2">>
<<track "grenade">>
<<track "holster">>
<<track "alarm">>
<<track "alarmclock">>
<<track "tapping">>
<<track "beep2">>
<<track "generators">>
<<track "fire">>
<<track "shower">>
<<track "metalscrape">>
<<track "metalscrape2">>
<<track "metalrustle">>
<<track "stripping">>
<<track "heartbeat">>
<<track "heartbeat2">>
<<track "collapse">>
<<track "collapsebrief">>
<<track "rattle">>
<<track "swish">>
<<track "click2">>
<<track "spaceshipland">>
<<track "sit">>
<<track "ballbounce">>
<<track "robotfootstep">>
<<track "alert">>
<<track "alienscreech">>
<<track "gunshot2">>
<<track "slice2">>
<<track "clang">>
<<track "whoosh">>
<<track "bonesnap">>
<<track "run">>
<<track "creepyrun">>
<<track "slip">>
<<track "robotscream">>
<<track "metalimpact">>
<<track "battleshots">>
<<track "battleshouts">>
<<track "battlerumble">>
<<track "runleaves">>
<<track "slideleaves">>
<<track "ominouswhine">>
<<track "acidspray">>
<<track "acidspray2">>
<<track "bladeclang">>
<<track "elevatorbing">>
<<track "crowdcheer">>
<<track "rope">>
<<track "interface">>
<<track "bodydirt">>
<<track "horn">>
<<track "multipleclicks">>
<<track "climbladder">>
<<track "fallscream">>
<<track "spacealarm">>
<<track "shakingrattle">>
<<track "explosiondistant">>
<<track "unfurl">>
<<track "dropstick">>
<<track "placedown">>
<<track "femalecoughing">>
<<track "bedsheet">>
<<track "robotscream2">>
<<track "runleavesshort">>
<<track "woosh2">>
<<track "explosionlarge">>
<<track "explosiondebris">>
<<track "staticburst">>
<<track "shattered">>
<<track "angrybattlecry">>
<<track "splash">>
<<track "landgrass">>
<<track "footstepsand">>
<<track "beeping">>
<<track "beepinglong">>
<<track "whoomph">>
<<track "whoomph2">>
<<track "pulse">>
<<track "impactleaves">>
<<track "whoosh2">>
<<track "grenade2">>
<<track "footstep3">>
<<track "guncock">>
<<track "sphereactivate">>
<<track "rustleleaves">>
<<track "weld">>
<<track "metalclang">>
<<track "hit">>
<<track "machinestart">>
<<track "zap">>
<<track "rustlejunk">>
<<track "explosioncollapse">>
<<track "jump">>
<<track "hiss">>
<<track "slide">>
<<track "beep3">>
<<track "trophygain">>
<<track "smallrobotbeep">>
<<track "buy">>
<<track "grappling">>
<<track "punch">>
<<track "runsolidsurface">>
<<track "welder2">>
<<track "kettle">>
<<track "storebell">>
<<track "tinkering">>
<<track "pageturn">>
<<track "papercrinkle">>
<<track "impactlight">>
<<track "wrench">>
<<track "rustlebag">>
<<track "bracelet">>
<<track "smashrock">>
<<track "footstepsrockslow">>
<<track "flarelantern">>
<<track "webshoot">>
<<track "footstepsmetal">>
<<track "metalquake">>
<</createaudiogroup>>
/* Descriptions for area exploring. */
<<set setup.swampAreaDesc to [
"Bulbous plants crowned with writhing tendrils cover the area, with only slim paths between.",
"A sulphur-hued stream trickles along here, weaving between pulsing alien fauna.",
"Coral constructs loom over you, at least four times your height. Small creatures skitter over them.",
"Two foot tendrils stick out of the dirt here. When the wind brushes them, they wiggle then fall still.",
"You are next to a citrine-coloured pond. It bubbles and spits, scoring the nearby soil.",
"There are a number of mounds here, each one conspicuously crowned by a disc-shaped plant.",
"Up ahead is a coral arch so thick that a tunnel runs through it. Light is visible at the other end.",
"You are surrounded by sulphuric pools. There are few that are dry with footprints through them."
]>>
<<set setup.desertAreaDesc to [
"The glittering desert shifts with the wind, dancing before your eyes. Your goggles mute the aching glare.",
"Tiny crystalline whirlwinds spin across the sands. They form one minute and dissipate the next.",
"In a nearby dune is a chunk of machinery with half its bulk buried beneath the surface.",
"In the sand ahead, pillars of metal are jutting mostly upright and in a strange arrangement.",
"Rocky outcroppings break up the sand and give a safe place to sit. Low-lying dunes surround them.",
"In the distance, mirages dance across the diamond-like sand. They ripple enticingly like water.",
"Up ahead and surrounded by sand is a rocky outcropping with a dark groove. The sun beats down without mercy.",
"The sand stretches out for as far as you can see. There are fresh machine tracks here."
]>>
<<set setup.forestAreaDesc to [
"You're surrounded by alien plants with bulbous bodies. Sap-like fluid drips from suckers on the outside.",
"Between your head and the canopy, peculiar insects flick about. They yowl as they move.",
"The ground here is covered in leafy overgrowth, though the vines are moving..",
"The sunlight streams through the canopy catching glittering pollen in the air.",
"There are footprints here in the dirt. They're animal-like and filled with a viscous fluid.",
"The rocks here cluster together to form a narrow path. Bulbous plants are growing on top.",
"Thick, stubby plants grows out of the ground here. They're smooth and without protrusion.",
"The ground slopes downwards here, and the soil is loose. There's some booted footprints trailing down.",
"There's a clearing here with a pile of ashes in the middle. Bootprints surround it.",
"Chunks of jagged iron twice your size stick out of the ground here..",
"There are paths through the thick overgrowth. The plant walls of the path have been sheared.",
"A large ferrous-like tree is lying on its side. Chunks of iron-like bark are scattered around."
]>>
<<set setup.ruinsAreaDesc to [
"You're surrounded by a canyon of rusted iron and broken turbines. The turbines groan and screech in irritated torpor.",
"The path here is wider. Savage sunbeams cut through the canopy, creating shafts of golden light in your path.",
"The ground here is all iron, littered with intermittent rifts. It creaks as you walk across the surface.",
"Bent beams stick out of the ground here, like twisted figures dancing across a desolate dance floor.",
"You're fairly deep into the ruins now. A single channel cuts forward and through the metal cadaver.",
"You're standing at the apex of a maze of corridors. Which one to take? All of them look solid and unobstructed.",
"The corridors here are half-filled with debris, making for a tight squeeze. The dusty metal ground is scratched up.",
"The canopy is becoming wider here, letting the sun beat down without mercy. The metal beneath your feet is scorching hot.",
"There's a gaping hole in the wall ahead, leading through to a new area. Chunks of metal hang from thin cables above.",
"The ground here is scorched black, but you can't see a source. Sunlight is glittering off a pillar of metal.",
"There are a number of doors here, leading off from a circular clearing. Pipes converge here on the roof then split off.",
"The metal flooring here is full of holes, and most of the surface looks thin and rusted. It shudders as you step on it.",
"There is no floor here, only a lattice-work of thick metal beams. Beneath is a pitch black expanse. It's a long way down.",
"The ground slopes here and narrows at the bottom, like a funnel. There is lots of piping on the roof here.",
"There are dozens of lights along the wall here. All of them are cloudy and unlit, leaving the corridor quite dim.",
"A maze of corridors stretch out ahead of you, weaving through the heart of the ruins. Each is as good as the others."
]>>
/* I've got no idea what this is. */
<<set setup.d20 to "3d6">>
/* Descriptions for PC and enemy attacks for the combat passages to call on. */
<<set setup.nthAttack to [
"first",
"second",
"third",
"fourth",
"fifth",
"sixth",
"seventh",
"eigth",
"ninth",
"next"
]>>
<<set setup.basicbladeattacks to [
"You dive forward and strike at <<oneOfTheEnemies>> with your gun-blade.",
"You tumble forward and strike at <<oneOfTheEnemies>> with a blazing arc.",
"You thrust forward with your blade at <<oneOfTheEnemies>>.",
"You run in and slice downwards at <<oneOfTheEnemies>>.",
"You close in and strike at <<oneOfTheEnemies>> your blade!"
]>>
<<set setup.basicbladeattacksnonlethal to [
"You dive forward and carefully strike at <<oneOfTheEnemies>>, trying to weaken them.",
"You tumble forward and strike at <<oneOfTheEnemies>>, not going for anything vital.",
"You thrust forward with your blade at <<oneOfTheEnemies>> with a debilitating blow.",
"You run in and slice downwards at <<oneOfTheEnemies>>, trying to weaken them.",
"You close in and strike at <<oneOfTheEnemies>> your blade, but keep it shallow."
]>>
<<set setup.basicgunattacks to [
"You pull the trigger and fire a scarlet blast at <<oneOfTheEnemies>>.",
"You tumble forward and shoot at <<oneOfTheEnemies>>.",
"You strafe to the side and shoot at <<oneOfTheEnemies>>.",
"You crouch on one knee and fire at <<oneOfTheEnemies>>.",
"You line up the shot and fire at <<oneOfTheEnemies>>."
]>>
<<set setup.defend to [
"You brace for the next attack, raising your blade.",
"You bring up your weapon and brace for the coming attack.",
"You crouch and wait for the next attack, weapon raised.",
"You clench your fists and brace for the coming attack."
]>>
<<set setup.flee to [
"You turn and start to run.",
"You look for an escape and bolt.",
"You shoot and then run as fast as you can."
]>>
<<set setup.playerSubdueVerbal to [
"You fire a warning shot inches past <<oneOfTheEnemies>>. \"If you don't retreat, this won't end well for you.\"",
"You point your gun-blade at <<enemy>>. \"Retreat now, and I won't be forced to kill you.\"",
"You fire a shot upward, then point your gun-blade at <<enemy>>. \"I don't want to harm you any more. Stop now!\"",
"You fire a spray of energy right in front of <<enemy>>. \"Stop! I don't want this to end in your death<<e-s>>.\"",
]>>
<<set setup.playerSubdueNonVerbal to [
"You fire a warning shot inches past <<oneOfTheEnemies>>. \"Get out of here, now!\"",
"You fire a shot upward, then point your gun-blade at <<enemy>>. \"Get out of here, now!\"",
"You fire a spray of energy right in front of <<enemy>>. \"Get out of here, now!\""
]>>
<<set setup.playerTalkSameSpecies to [
"\"Look, I'm not here to fight. I was just searching this area.\"",
"\"I'm not looking for trouble, are you? Let's put down our weapons.\"",
"\"I didn't realize anyone else was around here. We don't have to fight.\"",
"\"You gave me a fright. Let's put down our weapons, okay?\"",
"\"You're searching this area too? There's no reason to fight.\"",
"\"I'm not looking for any trouble. Do I really look like a threat?\"",
"\"Look, I don't want to hurt you. This doesn't have to turn into a fight.\""
]>>
<<set setup.playerTalkOtherSpecies to [
"\"I know I'm not one of you, but I mean you no harm. I can put away my weapon.\"",
"\"I see I'm trespassing on your land. If I leave this area, do we have to fight?\"",
"\"I mean you no harm. If I put away my weapon, will you put away yours?\"",
"\"I know we're different, but I'm not looking for any trouble. I am no threat to you.\"",
"\"We may be different, but I don't want to hurt you. I mean you no harm.\""
]>>
<<set setup.talkSuccessSameSpeciesAnswer to [
"Alright. There's enough fights out here without looking for them.",
"Fine, we don't need to fight. But don't cause any trouble.",
"You're one of us, and that's enough. We've got to stick together, right?",
"Fine, <<e-we>>'ll stand down. But this is <<e-my>> area, got it?",
"Yeah, <<e-we>> don't really want to die today either. But <<e-we>>'ve got <<e-my>> eyes on you."
]>>
<<set setup.singleGBshoot to [
"<<Enemy>> fires a blast at you from <<e-his>> gun-blade.",
"<<Enemy>> darts forward and shoots at you with <<e-his>> gun-blade.",
"<<Enemy>> moves forward and shoots at you with <<e-his>> gun-blade.",
"<<Enemy>> lines up <<e-his>> barrel with you and fires."
]>>
<<set setup.singleGBslash to [
"<<Enemy>> darts forward and slashes at you in a wide arc.",
"<<Enemy>> moves forward and stabs with <<e-his>> blade.",
"<<Enemy>> slices downwards with <<e-his>> blade at you.",
"<<Enemy>> moves forward and slashes at you with <<e-his>> blade."
]>>
<<set setup.doubleGBshoot to [
"<<Enemy>> fires twin blasts at you from <<e-his>> gun-blades.",
"<<Enemy>> shoots at you with <<e-his>> gun-blades.",
"<<Enemy>> lines up both barrels with you and fires."
]>>
<<set setup.doubleGBslash to [
"<<Enemy>> slashes at you in a cross-shaped arcs.",
"<<Enemy>> stabs with one blade, then the other.",
"<<Enemy>> slices downwards with both blades at you.",
"<<Enemy>> slashes at you with both gun-blades."
]>>
<<set setup.doubleBlasterShot to [
"<<Enemy>> fires at you from one of <<e-his>> blasters.",
"<<Enemy>> shoots at you from one of <<e-his>> blasters.",
"<<Enemy>> flies up and shoots at you with <<e-his>> gun-blades.",
"<<Enemy>> lines up both barrels with you and fires."
]>>
<<set setup.monsterclawattack to [
"<<Enemy>> slashes wildly at you with <<e-his>> claws.",
"<<Enemy>> lifts <<e-his>> claws and brings them down on you.",
"<<Enemy>> lashes out at you with <<e-his>> claws.",
"<<Enemy>> sweeps <<e-his>> claws at your face.",
"<<Enemy>> brings <<e-his>> claws down on you."
]>>
<<set setup.monstertalonattack to [
"<<Enemy>> slashes wildly at you with <<e-his>> talons.",
"<<Enemy>> lifts <<e-his>> talons and brings them down on you.",
"<<Enemy>> darts forward and lunges at you with <<e-his>> talons.",
"<<Enemy>> scrambles forward and sweeps <<e-his>> talons at you.",
"<<Enemy>> brings <<e-his>> talons down on you."
]>>
<<set setup.monsterTendrilAttack to [
"<<OneOfTheEnemies>> lashes out and strikes with one of <<e-his>> tendrils.",
"<<OneOfTheEnemies>> tries to whip you with one of <<e-his>> tendrils.",
"<<OneOfTheEnemies>> strikes at you with one of <<e-his>> tendrils."
]>>
<<set setup.monstertailattack to [
"<<Enemy>> spins and lashes out at you with <<e-his>> tail.",
"<<Enemy>>'s tail comes rushing up to meet you in a blur.",
"<<Enemy>> whips their tail around and slams it at you."
]>>
<<set setup.monsterbiteattack to [
"<<Enemy>> darts forward and tries to bite you.",
"<<Enemy>> tries to bite a chunk out of you.",
"<<Enemy>> descends on you and makes a snapping bite."
]>>
<<set setup.scalestarbiteattack to [
"<<Enemy>> opens a tendril and bites at you.",
"<<Enemy>> skitters forward and snaps at your legs.",
"<<Enemy>> darts forward and tries to bite you."
]>>
<<set setup.machineswarmattack to [
"<<Enemy>> stagger towards you and try to pull you down.",
"<<Enemy>> surround and attack you from all directions.",
"<<Enemy>> use their numbers, charge and toppling into you."
]>>
<<set setup.blasterbarrage to [
"<<Enemy>> fire<<e-s>> <<e-his>> blaster<<e-group-s>> at you.",
"<<Enemy>> fire<<e-s>> multiple energy beams at you.",
"<<Enemy>> spray<<e-s>> you with a barrage of energy beams."
]>>
<<set setup.enemyblasterattack to [
"<<OneOfTheEnemies>> line<<e-s>> up and fire<<e-s>> <<e-his>> blaster at you.",
"<<OneOfTheEnemies>> aim<<e-s>> their blaster at you and pull<<e-s>> the trigger.",
"<<OneOfTheEnemies>> line<<e-s>> up <<e-his>> blaster and fires.",
"<<OneOfTheEnemies>> point<<e-s>> <<e-his>> barrel at you and fires.",
"<<OneOfTheEnemies>> pull<<e-s>> the trigger on <<e-his>> blaster and fire<<e-s>> at you."
]>>
<<set setup.blasterNonInfectedMachine to [
"<<OneOfTheEnemies>> shoot<<e-s>> cautiously at your limbs, avoiding anything vital.",
"<<OneOfTheEnemies>> point<<e-s>> <<e-his>> blaster at your hands and fires.",
"<<OneOfTheEnemies>> spray<<e-s>> a barrage of energy beams at your feet.",
"<<OneOfTheEnemies>> fire<<e-s>> <<e-his>> blaster at you, avoiding anything vital."
]>>
<<set setup.shayblasterattack to [
"Shay lines up and fires their blaster at <<enemy>>.",
"Shay aims their blaster at <<enemy>> and pulls the trigger.",
"Shay sprays <<enemy>> with with a barrage of energy beams.",
"Shay points their barrel at <<enemy>> and fires."
]>>
<<set setup.enemyphysicalattack to [
"<<OneOfTheEnemies>> swing<<e-s>> <<e-his>> fist at you.",
"<<OneOfTheEnemies>> smack<<e-s>> at your face with <<e-his>> weapon.",
"<<OneOfTheEnemies>> swing<<e-s>> <<e-his>> elbow at your face.",
"<<OneOfTheEnemies>> drive<<e-s>> <<e-his>> knee up and into you.",
"<<OneOfTheEnemies>> spin<<e-s>> and kick<<e-s>> at your midsection."
]>>
<<set setup.searStickStab to [
"<<OneOfTheEnemies>> stab<<e-s>> at you with <<e-his>> searstick.",
"<<OneOfTheEnemies>> lunge<<e-s>> at you with <<e-his>> searstick.",
"<<OneOfTheEnemies>> lash<<e-es>> at your waist with <<e-his>> searstick.",
"<<OneOfTheEnemies>> thrust<<e-s>> <<e-his>> searstick at you."
]>>
<<set setup.searStickAcid to [
"<<OneOfTheEnemies>> spray<<e-s>> a stream of acid at you from <<e-his>> searstick.",
"<<OneOfTheEnemies>> shoot<<e-s>> acid at you from <<e-his>> searstick.",
"<<OneOfTheEnemies>> fire<<e-s>> a stream of acid at you from <<e-his>> searstick."
]>>
<<set setup.spearStab to [
"<<OneOfTheEnemies>> stab<<e-s>> at you with <<e-his>> spear<<e-group-s>>.",
"<<OneOfTheEnemies>> lunge<<e-s>> at you with <<e-his>> spear<<e-group-s>>.",
"<<OneOfTheEnemies>> strike<<e-s>> at your waist with <<e-his>> spear<<e-group-s>>.",
"<<OneOfTheEnemies>> thrust<<e-s>> <<e-his>> spear at you."
]>>
<<set setup.grenadeThrow to [
"<<OneOfTheEnemies>> pull<<e-s>> out a grenade and throws it at you.",
"<<OneOfTheEnemies>> pull<<e-s>> out a grenade and rolls it at you.",
"<<OneOfTheEnemies>> pull<<e-s>> out a grenade and tosses it at you.",
"<<OneOfTheEnemies>> pull<<e-s>> out a grenade and hurls it at you.",
]>>
<<set setup.enemychainsawattack to [
"<<Enemy>> raises <<e-his>> chainsaw blade, then lunges at you.",
"<<Enemy>> lines up <<e-his>> spinning saw, then dives at you with it.",
"<<Enemy>> lunges at you with <<e-his>> sawing blade.",
"<<Enemy>> revs up <<e-his>> sawing blade, then brings it down upon you."
]>>
<<set setup.machinebash to [
"<<Enemy>> swings a metal fist at you.",
"<<Enemy>> brings a hand up, then chops it down on you.",
"<<Enemy>> swings a metal blurring fist at your face.",
"<<Enemy>> winds back <<e-his>> fist and punches.",
"<<Enemy>> performs a rapid whirlwind kick at your midsection.",
"<<Enemy>> lifts <<e-his>> leg up, then slams it down on you."
]>>
<<set setup.machineSwarmAttack to [
"<<AEnemySingle>> moves towards you, tearing and grabbing.",
"<<AEnemySingle>> moves forward and swings a fist at your face.",
"<<AEnemySingle>> surges forward along with <<e-his>> allies."
]>>
<<set setup.floatersuffocate to [
"<<Enemy>> hovers towards your face and goes to wrap its tendrils around your neck.",
"<<Enemy>> reaches out its tendrils and tries to wrap them around your neck.",
"<<Enemy>> moves in for the kill, trying to wrap its tendrils around your neck and face."
]>>
<<set setup.floaterparalyze to [
"<<Enemy>>'s tentacles become prickly and it whips out its appendages at you.",
"<<Enemy>> propels itself at you with its now-spiked tendrils out.",
"<<Enemy>> lunges at at you, now-spiked tentacles raised."
]>>
<<set setup.floatertouch to [
"<<Enemy>> glides towards you, tendrils reaching out.",
"<<Enemy>> flexes and propels itself towards you, like a lime-colored missile.",
"<<Enemy>> pushes itself through the air, spinning its tendrils at you.",
"<<Enemy>> reaches out its tendrils, trying to touch you.",
"<<Enemy>> shoots itself at you, tendrils raised."
]>>
<<set setup.chainBlaster to [
"<<OneOfTheEnemies>> spray<<e-s>> you with with a barrage of energy beams.",
"<<OneOfTheEnemies>> fires multiple rounds of energy beams at you.",
"<<OneOfTheEnemies>> fires an onslaught of energy beams at you.",
"<<OneOfTheEnemies>> bombards you with energy beams."
]>>
<<set setup.crush to [
"<<OneOfTheEnemies>> brings down a crushing limb on you!",
"<<OneOfTheEnemies>> smashes down on you with crushing force!",
"<<OneOfTheEnemies>> tries to crush you beneath <<e-him>>!"
]>>
<<set setup.shrapnelGrenades to [
"<<OneOfTheEnemies>> shoots some shells at you, which explode into flying shrapnel.",
"<<OneOfTheEnemies>> fires some shells at you, which burst into deadly shrapnel.",
"<<OneOfTheEnemies>> bombards you with explosive shrapnel grenades."
]>>
<<set setup.gabrielCoreTurrets to [
"Gabriel's turrets fire upon you from all directions.",
"Gabriel's turrets barrage you with energy beams.",
"Gabriel's turrets fires an onslaught of energy beams at you.",
]>>
<<set setup.humanTripAttack to [
"<<OneOfTheEnemies>> sweeps <<e-his>> leg at yours.",
"<<OneOfTheEnemies>> sharply kicks at your legs.",
"<<OneOfTheEnemies>> ducks and kicks at the back of your legs."
]>>
<<set setup.slamAttack to [
"<<OneOfTheEnemies>> tries to slam <<e-his>> body into yours.",
"<<OneOfTheEnemies>> throws <<e-himself>> at you.",
"<<OneOfTheEnemies>> tries to crash into you."
]>>
<<set setup.devour to [
"<<OneOfTheEnemies>> opens <<e-his>> mouth and tries to devour you.",
"<<OneOfTheEnemies>> crushes down on you with <<e-his>> maw.",
"<<OneOfTheEnemies>> bites at you with <<e-his>> massive maw."
]>>
<<set setup.spikeShoot to [
"<<OneOfTheEnemies>> shoots one of <<e-his>> spikes at you from afar.",
"<<OneOfTheEnemies>> sends whistling spikes flying at you from afar."
]>>
<<set setup.friendlyMachineCombatGreeting to [
"Hello there. I do not wish to engage in combat with you.",
"Greetings! While I am armed, I assure you I mean you no harm.",
"Hello! I do not wish to fight. Can I trust you are the same?"
]>>
<<set setup.friendlyMachineCombatGreetingAlsoMachine to [
"Hello there. I did not know there would be anyone else patrolling this area.",
"Greetings! I have almost finished my patrol of this area."
]>>
<<set setup.friendlyRobotBleeps to [
"<<OneOfTheEnemies>> let<<e-s>> out a series of friendly bleeps and noises.",
"<<OneOfTheEnemies>> walks around you and then stops in front of you, letting out a few bleeps.",
"<<OneOfTheEnemies>> reaches out a chicken-like foot in the same way someone would outstretch a hand.",
"<<OneOfTheEnemies>> examines a rock nearby, whirring a little, before turning back to you.",
]>>
<<set setup.soilNoun to [
"soil",
"dirt",
"ground"
]>>
<<set setup.sandNoun to [
"sand",
"dunes",
"desert surface",
"ground"
]>>
/* An array for all the enemy attacks that require no damage description. Used for an If statement within the combat round. */
<<set setup.enemyAttacksWithNoDamageDescription to [
"none",
"aim",
"scan",
"hide",
"hidden",
"moveForwardMiss",
"moveBackMiss",
"totalGuardStart",
"totalGuardContinue",
"totalGuardStop",
"bigBeamCharge",
"hideOcto",
"guardDown",
"enemyFlee",
"enemyFleeStart",
"blockDroneWatch"
]>>
/* An array for all the enemy attacks that deal 1.5 times damage */
<<set setup.enemyAttacksThatDealExtraHalfDamage to [
"snipe",
"bigBlast",
"hideSnipe",
"hideStab",
"singleGBRangedSnipe",
"closeRangeMaul",
"bigSpikeAttack",
"singleGBCloseRangeStrike",
"doubleGBCloseRangeStrike",
"distanceSnipe"
]>>
/* An array for all the enemy attacks that deal double damage */
<<set setup.enemyAttacksThatDealDoubleDamage to [
"crush",
"totalGuardCounter",
"bigBeamFire",
"devour",
"machineSelfExplode"
]>>
<<set setup.enemyAttacksThatDealTripleDamage to [
]>>
/* An array for all the enemy attacks that are energy type */
<<set setup.enemyAttacksEnergyType to [
"snipe",
"blaster",
"bigBlast",
"hideSnipe",
"singleGBRangedSnipe",
"totalGuardCounter",
"bigBeamFire"
]>>
/* An array for all the enemy attacks that are energy type */
<<set setup.enemyAttacksPhysicalType to [
"crush",
"closeRangeMaul",
"bigSpikeAttack",
"singleGBCloseRangeStrike",
"doubleGBCloseRangeStrike",
"singleGBslash",
"talons",
"talonsBound",
"machineSwarmAttack",
"shrapnelGrenades",
"humanTripAttack",
"slam",
"hideStab",
"devour",
"spikeShoot",
"monsterTendrilAttack"
]>>
<<if ndef $exploreChipBonus>>
<<set $exploreChipBonus to {
rarity : ["unlikely", "poor", "fair", "decent", "promising", "good", "great", "lucky", "perfect", "fantastic", "stellar" ],
multiplier : [0.5, 1, 1.5, 2, 2.5, 3, 3.5, 4, 4.5, 5, 6]
}>>
<</if>>
/* An array for all the enemies that can be encountered when exploring. Filled by other static array lists. */
<<if ndef $nextEnemy>>
<<set $nextEnemy to []>>
<</if>>
/* An array of all the basic enemies for the Grey Ruins. */
<<set setup.enemiesGreyRuins to [
"floater",
"crimsoncrawler",
"threearmedmachine",
"scalestar"
]>>
/* An array of all the basic enemies for the Ebon Forest. */
<<set setup.enemiesEbonForest to [
"XiriiHunter",
"sparkingmachine",
"litwhisker",
"burningblob"
]>>
/* An array of all the basic enemies for the Ebon Forest. */
<<set setup.enemiesWhiteDesert to [
"xiriihunterdesert",
"humangrenadier",
"machinesentinel",
"sandstalker",
"AphidDrone"
]>>
<<set setup.enemiesYellowSwamp to [
"alphalurker",
"clasper",
"bladefoot",
"grovelessxirii",
"blockdrone"
]>>
/* An array for all the generic events that can happen when exploring. Filled by widgets that push events in based on conditional logic. */
<<if ndef $exploreGenericEvent>>
<<set $exploreGenericEvent to []>>
<</if>>
/* An array for all the plot events that can be encountered when exploring. Filled by other static array lists. */
<<if ndef $explorePlotEvent>>
<<set $explorePlotEvent to []>>
<</if>>
/* The current chain event that is being played out during this expedition. */
<<if ndef $exploreChainEventCurrent>>
<<set $exploreChainEventCurrent to "">>
<</if>>
/* An array for all the chain events that can happen when exploring. Filled by widgets that push events in based on conditional logic. */
<<if ndef $exploreChainEventNextScene>>
<<set $exploreChainEventNextScene to []>>
<</if>>
/* An array for all the explore chain scenes that have happened so far when exploring. To be reset at the end of each expedition. */
<<if ndef $watchedChainEventScenes>>
<<set $watchedChainEventScenes to []>>
<</if>>
/* An array for all the finished chain events that have happened so far when exploring. To be reset at the end of each expedition. */
<<if ndef $finishedChainEvents>>
<<set $finishedChainEvents to []>>
<</if>>
/* An array for all the enemies that are friendly on approach. Filled by other static array lists. */
<<if ndef $friendlyEnemies>>
<<set $friendlyEnemies to []>>
<</if>>
/* An array of all the naturally friendly enemies, regardless of player's current species. */
<<set setup.friendlyToAllSpeciesEncounters to [
"machinesentinel",
"blockdrone"
]>>
/* The many, many enemy templates for the combat passage to draw upon prior to combat starting. */
/* NOTES ON VARIABLES
movementType deals with if the enemy tries to move back or forth to make life difficult.
0: Regular - stays within range of blade and gun.
1: Evasive - tries to move outside of the range of what you are hitting them with.
2: Aggressive - Tries to move within close range of you, and never back.
3: Fearful - Tries to move to maximum range away from you, and never forward.
4: Fly-back - Occasionally moves to maximum range, no matter the current position.
5: Charging - Tries to move within the same position and you to trample, and never back. Runs out of energy periodically and stops.
6: Pull In - This enemy pulls the player in like a gravity or sand well. The player must move further away to avoid taking damage or escape.
*/
<<if ndef $enemy>>
<<set $enemy to {
code: "default",
name: "George",
indefiniteArticle: "a",
nameSingle: "George",
namePlural: "Georges",
group: false,
attack: 0,
reflex: 10,
baseReflex: 10,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "male",
species: "human",
faction: "none",
HP: 10,
MaxHP: 10,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
eDamage: 0,
pDamage: 0,
missChance: 0,
flee: false,
nonVerbal: true,
boss: false,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
area: "ruins",
combatStart: "An enemy shows up!",
desc: "I'm a generic enemy. Wooo!",
lossPassage: "start",
winPassage: "Start2",
winText: "None",
postWin: "The enemy is lying there dead.",
subduePassage: "SubdueCombatWin",
subdueFail: "None",
chips: 0,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>><</if>>
<<set setup.tutorialEnemy to {
code: "tutorial",
name: "alien creature",
indefiniteArticle: "an",
nameSingle: "alien creature",
namePlural: "alien creatures",
group: false,
attack: 0,
reflex: 5,
baseReflex: 5,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "it",
species: "creature",
faction: "creature",
CurHP: 7,
MaxHP: 7,
flee: false,
nonVerbal: true,
boss: true,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
infected: false,
healCost: 0,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
eDamage: 0,
pDamage: 0,
area: "maincamp",
desc: "A scarlet scaled creature is staring at you, its maw wide and full of glistening teeth. Each of its eyes have three purple pupils each, and its talons are digging into the ground.",
lossPassage: "DeathByTutorialCreature",
winPassage: "BeatTutorialCreature",
winText: "None",
subduePassage: "SubdueTutorialCreatureBoss",
subdueFail: "You try to find a good opening to take down the scarlet scaled beast. But as you move in, it darts forward and snaps. //I'll need to weaken it first.//",
chips: 10,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.tutorialBot to {
code: "tutorial2",
name: "the mad robot",
indefiniteArticle: "a",
nameSingle: "mad robot",
namePlural: "mad robots",
group: false,
attack: 0,
reflex: 10,
baseReflex: 10,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "it",
species: "machine",
faction: "infected",
CurHP: 20,
MaxHP: 20,
flee: false,
nonVerbal: true,
boss: true,
infected: true,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
eDamage: 0,
pDamage: 0,
area: "ruins2",
desc: "The multi-armed machine has several arms, each with a different dreadful apparatus. From the searing torch to the self-sawing blade, none of them look appealing. One of its eyes is dangling out of the socket.",
lossPassage: "MadRobotLoss",
winPassage: "BeatTutorialBot",
winText: "None",
subduePassage: "SubdueTutorialBotBoss",
subdueFail: "You inch towards the raving machine, looking for a weak point. But it spins and slices at you, refusing to let you close. //I'll need to weaken it first.//",
chips: 0,
music: "boss1",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.floater to {
code: "floater",
name: "the floater",
indefiniteArticle: "a",
nameSingle: "floater",
namePlural: "floaters",
collectiveNoun: "group of",
group: false,
attack: 0,
reflex: 10,
baseReflex: 10,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "it",
species: "creature",
faction: "creature",
CurHP: 8,
MaxHP: 8,
flee: true,
nonVerbal: true,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 0,
pDamage: 0,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "ruins",
combatStart: "A floating thing is drifting through the air up ahead. All of a sudden, it turns and begins to make a bee-line towards you.",
desc: "A bouyant creature is looming near you, greyish green with long thin tendrils. It seems to be riding the breeze, seemingly lighter than air.",
lossPassage: "FloaterDeath",
winPassage: "ExploreArea",
winText: "After your final blow, the floater deflates and flutters to the ground. Its tendrils are splayed outwards like a star.",
postWin: "The floater's deflated body is lying in the dirt. It seems to have gone translucent post-mortem.",
subduePassage: "SubdueCombatWin",
subdueFail: "None",
chips: 10,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.threearmedmachine to {
code: "threearm",
name: "the three-armed machine",
indefiniteArticle: "a",
nameSingle: "three-armed machine",
namePlural: "three-armed machines",
collectiveNoun: "group of",
group: false,
attack: 0,
reflex: 10,
baseReflex: 10,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "it",
species: "machine",
faction: "infected",
CurHP: 7,
MaxHP: 7,
flee: true,
nonVerbal: true,
boss: false,
infected: true,
healCost: 5,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 5,
pDamage: 0,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "ruins",
combatStart: "From around the corner, a shuddering three-armed machine emerges. When it sees you, a red light emerges from one of its limbs and sweeps over you.",
desc: "A bipedal robot is standing near you, shuddering every so often. It has two arms with claws for hands, and a third arm jutting out its back and hanging over its head like a scorpion's tail.",
lossPassage: "ThreeArmedMachineDeath",
winPassage: "ExploreArea",
winText: "You strike the machine one last time, and it crashes to the ground. Its limbs twitch and curl upwards, like a cyborg spider. It shudders one last time, before falling inert.",
postWin: "The three-armed machine is lying on its back. Its limbs are curled upwards, clutching at the sky.",
subduePassage: "SubdueCombatWin",
subdueFail: "None",
chips: 10,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.crimsoncrawler to {
code: "crimson",
name: "the crimson crawler",
indefiniteArticle: "a",
nameSingle: "crimson crawler",
namePlural: "crimson crawlers",
collectiveNoun: "group of",
group: false,
attack: 0,
reflex: 10,
baseReflex: 10,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "it",
species: "creature",
faction: "creature",
CurHP: 7,
MaxHP: 7,
flee: true,
nonVerbal: true,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 0,
pDamage: 0,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "ruins",
combatStart: "You hear the shattering of metal, followed by an oscillating cry. A scarlet scaled beast charges at you, teeth snapping and glittering!",
desc: "The scarlet-scaled predator stares at you, mouth full of rows of glistening teeth. Each of its eyes have three purple pupils each.",
lossPassage: "CrimsonCrawlerDeath",
winPassage: "ExploreArea",
winText: "Wounded and exhausted, the crimson creature falls flat on its face. Its triple-irised eyes roll back into its head, and it lets out a final shuddering breath.",
postWin: "The crimson scaled beast is lying here, tongue lolling out. In death, its unique irises have rolled back into its skull.",
subduePassage: "SubdueCombatWin",
subdueFail: "None",
chips: 10,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.scalestar to {
code: "scalestar",
name: "the scalestar",
indefiniteArticle: "a",
nameSingle: "scalestar",
namePlural: "scalestars",
collectiveNoun: "group of",
group: false,
attack: 0,
reflex: 10,
baseReflex: 10,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "it",
species: "creature",
faction: "creature",
CurHP: 7,
MaxHP: 7,
flee: true,
nonVerbal: true,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: false,
movementType: 0,
movementCooldown: 0,
eDamage: 0,
pDamage: 0,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "ruins",
combatStart: "From a rusted outcropping, a starfish-like creature skutters down the wall and towards you. One of its limb opens, revealing glittering teeth.",
desc: "The scalestar's six limbs are covered in bronze scales. It practically floats as it moves, propelled by tiny tendrils beneath.",
lossPassage: "ScaleStarDeath",
winPassage: "ExploreArea",
winText: "Unable to take any more, the scalestar deflates in front of your eyes. Within seconds, there is nothing but a withered husk.",
postWin: "The withered remains of the scalestar lie here. Only a few drops of black fluid are leaking from it - it was mostly air.",
subduePassage: "SubdueCombatWin",
subdueFail: "None",
chips: 10,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.humanRuins1 to {
code: "scavenger",
name: "the scavenger",
indefiniteArticle: "a",
nameSingle: "scavenger",
namePlural: "scavengers",
collectiveNoun: "group of",
group: false,
attack: 3,
reflex: 12,
baseReflex: 12,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "male",
species: "human",
faction: "outerTribes",
CurHP: 20,
MaxHP: 20,
flee: true,
nonVerbal: false,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 3,
pDamage: 3,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "ruins",
combatStart: "As you're walking along, a <<e-man>> wearing a breathing mask walks around the corner. <<e-He>> shouts and raises <<e-his>> gun at you.",
desc: "A scruffy-haired human <<e-man>> is standing here with a gun, <<e-his>> expression hidden behind a breathing mask and black goggles. <<e-His>> suit is thick but scuffed.",
lossPassage: "HumanRuins1Death",
winPassage: "ExploreArea",
winText: "The masked <<e-man>> lets out a groan, blood dribbling down <<e-his>> cheek. <<e-His>> gun slips from his trembling hands, and <<e-he>> falls face-first on the ground.",
postWin: "The scavenger you just fought is lying face-first in the ground.",
subduePassage: "SubdueCombatWin",
subdueFail: "You size up the masked scavenger, waiting for an opening to immobilize them. But they stare at you warily. //I'll need to weaken them first.//",
chips: 20,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.humanRuins2 to {
code: "scavenger2",
name: "the scavenger",
indefiniteArticle: "a",
nameSingle: "scavenger",
namePlural: "scavengers",
collectiveNoun: "group of",
group: false,
attack: 3,
reflex: 12,
baseReflex: 12,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "female",
species: "human",
faction: "outerTribes",
CurHP: 20,
MaxHP: 20,
flee: true,
nonVerbal: false,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 3,
pDamage: 3,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "ruins",
combatStart: "As you're walking along, a <<e-man>> wearing a breathing mask walks around the corner. <<e-He>> shouts and raises a makeshift spear at you.",
desc: "A scruffy-clothed <<e-man>> is standing here with a long-makeshift spear. <<e-His>> face is covered by goggles and a breathing mask.",
lossPassage: "HumanRuins2Death",
winPassage: "ExploreArea",
winText: "The spear-wielding <<e-man>> falls backwards from your last blow, <<e-his>> spear rattling to the ground. <<e-He>> tries to raise her hand, but then it falls to the ground.",
postWin: "The scavenger you just fought is lying there on the ground.",
subduePassage: "SubdueCombatWin",
subdueFail: "None",
chips: 20,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.XiriiHunter to {
code: "xiriihunter",
name: "the <<XiriiWinged>>",
indefiniteArticle: "a",
nameSingle: "x'irii",
namePlural: "x'irii",
collectiveNoun: "squad of",
group: false,
attack: 8,
reflex: 15,
baseReflex: 15,
meleeReflexBonus: 30,
rangedReflexBonus: 0,
gender: "male",
species: "alien",
faction: "alien",
CurHP: 40,
MaxHP: 40,
flee: true,
nonVerbal: false,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 8,
pDamage: 8,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "forest",
combatStart: "A <<Xirii>> jumps down from the canopy. <<e-He>> stands and spins <<e-his>> sear-stick, pointing the spiked end at you.",
desc: "The <<Xirii>> stands in front of you, ready to fight. Gossamer-like wings rise out <<e-his>> back. <<e-His>> searstick is at the ready.",
lossPassage: "DefaultRandomEnemyDeath",
winPassage: "ExploreArea",
winText: "You finish off the <<Xirii>>, spilling <<e-his>> blood on the ground. <<e-He>> stumble<<e-s2>> and collapses face-first.",
postWin: "The <<Xirii>> you fought is lying face-first on the ground.",
subduePassage: "SubdueCombatWin",
subdueFail: "You lunge forward and try to whack that dangerous spear out of their hand. But they're too fast! //I'll need to weaken them first.//",
chips: 100,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.colonist1 to {
code: "colonist1",
name: "the colonist",
indefiniteArticle: "a",
nameSingle: "colonist",
namePlural: "colonist",
collectiveNoun: "group of",
group: false,
attack: 8,
reflex: 15,
baseReflex: 15,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "male",
species: "human",
faction: "colonist",
CurHP: 50,
MaxHP: 50,
flee: true,
nonVerbal: false,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 8,
pDamage: 8,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "forest",
combatStart: "You stumble across a colonist, who sucks in a deep breath and raises <<e-his>> a machete. <<e-His>> hand is trembling.",
desc: "The colonist is dressed in a green jumpsuit with a large backpack. <<e-His>> weapon is a rusted machete.",
lossPassage: "DefaultRandomEnemyDeath",
winPassage: "ExploreArea",
winText: "The colonist groans and falls face first, covered in crimson from <<e-his>> wounds. <<e-His>> worn-down weapon lies beside <<e-him>>.",
postWin: "The colonist you just fought is lying face-first in the ground.",
subduePassage: "SubdueCombatWin",
subdueFail: "You dive in and try to knock out the colonist, but <<e-he>> shouts and waves <<e-his>> machete at you.//I'll need to weaken them first.//",
chips: 100,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.colonist2 to {
code: "colonist2",
name: "the colonist",
indefiniteArticle: "a",
nameSingle: "colonist",
namePlural: "colonist",
collectiveNoun: "group of",
group: false,
attack: 8,
reflex: 15,
baseReflex: 10,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "female",
species: "human",
faction: "colonist",
CurHP: 50,
MaxHP: 50,
flee: true,
nonVerbal: false,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 8,
pDamage: 8,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "forest",
combatStart: "As you clear some foliage, a colonist is standing staring back at you. <<e-He>> whips out a gun and fires.",
desc: "The colonist is staring at you through a pair of goggles and down the barrel of a gun. The latter wavers in <<e-his>> hand.",
lossPassage: "DefaultRandomEnemyDeath",
winPassage: "ExploreArea",
winText: "The colonist grimaces and falls down, clutching <<e-his>> wounds. <<e-He>> stops breathing a moment later.",
postWin: "The colonist you just fought is lying face-first and covered in crimson.",
subduePassage: "SubdueCombatWin",
subdueFail: "You dive in and try to knock out the colonist, but <<e-he>> fires at you, forcing you back.//I'll need to weaken them first.//",
chips: 100,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.sparkingmachine to {
code: "sparkingmachine",
name: "the sparking machine",
indefiniteArticle: "a",
nameSingle: "sparking machine",
namePlural: "sparking machines",
collectiveNoun: "group of",
group: false,
attack: 8,
reflex: 15,
baseReflex: 15,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "they",
species: "machine",
faction: "infected",
CurHP: 50,
MaxHP: 50,
flee: true,
nonVerbal: true,
boss: false,
infected: true,
healCost: 10,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 8,
pDamage: 8,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 10,
CurEDR: 10,
DRAbsorbed: 0,
area: "forest",
combatStart: "As you proceed, a machine charges at you from the foliage. You dodge to the side and turn to face them, gun-blade drawn!",
desc: "Sparks are flying from the machine's chassis. Its rusted hands are raised, and its telescopic eyes are asymmetrically whirring in and out.",
lossPassage: "DefaultRandomEnemyDeath",
winPassage: "ExploreArea",
winText: "The sparking machine combusts and falls backward. It shudders and then goes limp, surrounded by its own flames.",
postWin: "The remains of the machine are lying here, smoldering in the aftermath of its self-combustion.",
subduePassage: "SubdueCombatWin",
subdueFail: "You dive forward to immobilize the broken machine, but it deflects your lunge with its hand. //I'll need to weaken them first.//",
chips: 100,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.burningblob to {
code: "burningblob",
name: "the burning blob",
indefiniteArticle: "a",
nameSingle: "burning blob",
namePlural: "burning blobs",
collectiveNoun: "group of",
group: false,
attack: 8,
reflex: 15,
baseReflex: 15,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "it",
species: "creature",
faction: "creature",
CurHP: 50,
MaxHP: 50,
flee: true,
nonVerbal: true,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: true,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 8,
pDamage: 8,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "forest",
combatStart: "From the foliage, an orange semi-translucent creature slithers out. Hundreds of insects are sizzling in its oily overcoat.",
desc: "Easily as tall as you, something dark lies beneath the creature's sticky, sizzling hide. As it drips, burn marks form on the ground.",
lossPassage: "DefaultRandomEnemyDeath",
winPassage: "ExploreArea",
winText: "The oily creature crumples on the ground, suddenly sizzling and melting away under its own caustic coating.",
postWin: "While little of the oily creature remains, the ground is ash-black where it fell.",
subduePassage: "SubdueCombatWin",
subdueFail: "You try to subdue the creature, but it slithers out of the way with surprising speed. //I'll need to weaken them first.//",
chips: 100,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.litwhisker to {
code: "litwhisker",
name: "the lit whisker",
indefiniteArticle: "a",
nameSingle: "lit whisker",
namePlural: "lit whiskers",
collectiveNoun: "group of",
group: false,
attack: 8,
reflex: 15,
baseReflex: 15,
meleeReflexBonus: 0,
rangedReflexBonus: 20,
gender: "it",
species: "creature",
faction: "creature",
CurHP: 50,
MaxHP: 50,
flee: true,
nonVerbal: true,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 8,
pDamage: 8,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 10,
CurEDR: 10,
DRAbsorbed: 0,
area: "forest",
combatStart: "A panther-like creature with long, luminous whiskers emerges. Its alien eyes are positioned on the bulbous ends.",
desc: "The alien creature stares at you out of the eyes at the oval ends of its glowing whiskers. Its claws are bared.",
lossPassage: "DefaultRandomEnemyDeath",
winPassage: "ExploreArea",
winText: "The light goes out in the alien creature's whiskers, and it collapses from its wounds.",
postWin: "The remains of the alien creature are here, its whiskers lying limp.",
subduePassage: "SubdueCombatWin",
subdueFail: "You try to subdue the creature, but <<e-he>> jump<<e-s2>> out of the way, <<e-his>> eyes focused on you. //I'll need to weaken them first.//",
chips: 100,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.HunterBot to {
code: "infectedHunterBot",
name: "the rusty machine",
indefiniteArticle: "a",
nameSingle: "rusty machine",
namePlural: "rusty machines",
collectiveNoun: "group of",
group: false,
attack: 8,
reflex: 15,
baseReflex: 15,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "they",
species: "machine",
faction: "infected",
CurHP: 50,
MaxHP: 50,
flee: true,
nonVerbal: true,
boss: false,
infected: true,
healCost: 10,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 8,
pDamage: 8,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 20,
CurEDR: 20,
DRAbsorbed: 0,
area: "forest",
combatStart: "As you push through the foliage, there is a rusty machine, kneeling with rifle raised. You dive sideways as it shoots at you!",
desc: "A rusty machine is facing off against you with a long-barreled rifle. Its eyes are like large scopes. A cable runs out the side of its weapon and into the machine's back.",
lossPassage: "HunterBotDeath",
winPassage: "ExploreArea",
winText: "The rusty machine's arm falls off, and you deliver the final blow. Its telescopic eyes whir and pull inwards. It seems to be disabled.",
postWin: "The rusty machine you just fought is lying on the ground in pieces.",
subduePassage: "SubdueCombatWin",
subdueFail: "You lunge forward and try to sever the rusty machine's gun cable. But they smack you out of the way! //I'll need to immobilize them first.//",
chips: 100,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.EyelessLurker to {
code: "lurker",
name: "the eyeless lurker",
indefiniteArticle: "an",
nameSingle: "eyeless lurker",
namePlural: "eyeless lurkers",
collectiveNoun: "group of",
group: false,
attack: 8,
reflex: 15,
baseReflex: 15,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "it",
species: "creature",
faction: "creature",
CurHP: 100,
MaxHP: 100,
flee: true,
nonVerbal: true,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: false,
movementType: 1,
movementCooldown: 3,
eDamage: 10,
pDamage: 10,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "forest",
combatStart: "From the foliage comes an eyeless lurker, smiling at you. Acid sizzles and drips from its mouth.",
desc: "The midnight beast is baring its sharp, glittering teeth at you, lips curled upwards in a mocking smile. Acid is dripping from its maw and sizzling on the ground.",
lossPassage: "DefaultRandomEnemyDeath",
winPassage: "ExploreArea",
winText: "The midnight beast collapses on its side, letting out a shuddering hiss. As it seizes up, its glittering teeth form one final smile.",
postWin: "The midnight beast you just fought is lying on the ground, smiling and sightless.",
subduePassage: "SubdueCombatWin",
subdueFail: "You try to find a good opening to take down the acid-mouthed beast. But as you move in, it spits and sizzles at you. //I'll need to weaken it first.//",
chips: 100,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.TwinTurrets to {
code: "twinturrets",
name: "the twin turrets",
indefiniteArticle: "a",
nameSingle: "turret",
namePlural: "twin turrets",
collectiveNoun: "group of",
group: false,
attack: 8,
reflex: 15,
baseReflex: 15,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "they",
species: "machine",
faction: "none",
CurHP: 100,
MaxHP: 100,
flee: false,
nonVerbal: true,
boss: true,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: false,
movementType: 0,
movementCooldown: 0,
eDamage: 8,
pDamage: 8,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "forestruins",
combatStart: "none",
desc: "Each turret is at least the size of you, mounted on heavy-duty mechanical arms. They have two guns each, and metal shielding to retreat behind.",
lossPassage: "DefaultRandomEnemyDeath",
winPassage: "ArmoryTurretsWin",
winText: "None",
postWin: "None",
subduePassage: "SubdueTwinTurretsBoss",
subdueFail: "You try to get in close to disable the turrets, but you're swarmed with laser fire when you approach. //I'll need to weaken them first.//",
chips: 100,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.LeonZeroG to {
code: "LeonZeroG",
name: "Leon",
indefiniteArticle: "an",
nameSingle: "Leon",
namePlural: "Leon",
collectiveNoun: "group of",
group: false,
attack: 20,
reflex: 15,
baseReflex: 15,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "male",
species: "human",
faction: "none",
CurHP: 50,
MaxHP: 50,
flee: false,
nonVerbal: false,
boss: true,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 1,
movementCooldown: 3,
eDamage: 5,
pDamage: 5,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
area: "trainingroom2",
combatStart: "none",
desc: "Leon is floating in front of you, armed with his gun-blade.",
lossPassage: "MM2-Loss",
winPassage: "MM2-Win",
winText: "None",
postWin: "None",
subduePassage: "MM2-Win",
subdueFail: "You try to move in and subdue Leon, but he's just too fast. //I'll need to weaken him first.//",
chips: 10,
music: "normal",
noModeChange: true,
noScoringWinMethod: true
}>>
<<set setup.AphidDrone to {
code: "aphid",
name: "the aphid drone",
indefiniteArticle: "an",
nameSingle: "aphid drone",
namePlural: "aphid drones",
collectiveNoun: "group of",
group: false,
attack: 15,
reflex: 20,
baseReflex: 20,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "it",
species: "machine",
faction: "infected",
CurHP: 100,
MaxHP: 100,
flee: true,
nonVerbal: true,
boss: false,
infected: true,
healCost: 20,
reflective: true,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: false,
movementType: 0,
movementCooldown: 0,
eDamage: 15,
pDamage: 15,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 50,
CurEDR: 0,
DRAbsorbed: 0,
area: "desert",
combatStart: "A scarlet blast streaks past your ear. As you duck and turn, a four-legged machine is scuttling towards you.",
desc: "A spider-like drone is standing in front of you. Two fang-like guns protrude from its mouth. Its shell is made of glistening, reflective shards.",
lossPassage: "DefaultRandomEnemyDeath",
winPassage: "ExploreArea",
winText: "The four-legged machine sparks and falls down in a smoking heap. Its chassis glistens in the sunlight.",
postWin: "The aphid drone is lying on its side, a small plume of smoke rising from the metal husk.",
subduePassage: "SubdueCombatWin",
subdueFail: "You run around the aphid drone, trying to flank it from behind. But it swivels and follows you. //I'll need to weaken it first.//",
chips: 1000,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.xiriihunterdesert to {
code: "xiriihunterdesert",
name: "the x'irii",
indefiniteArticle: "a",
nameSingle: "x'irii",
namePlural: "x'irii",
collectiveNoun: "squad of",
group: false,
attack: 15,
reflex: 20,
baseReflex: 20,
meleeReflexBonus: 20,
rangedReflexBonus: 0,
gender: "male",
species: "alien",
faction: "alien",
CurHP: 100,
MaxHP: 100,
flee: true,
nonVerbal: false,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 15,
pDamage: 15,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "desert",
combatStart: "Out of the corner of your eye, a mirage is fast approaching. You turn to face it, and it takes on a x'irii form.",
desc: "The x'irii hunter's skin is slowly shifting like the desert dunes. <<e-His>> sear-stick is coated in a thin layer of sand.",
lossPassage: "DefaultRandomEnemyDeath",
winPassage: "ExploreArea",
winText: "You finish off the <<Xirii>>, spilling <<e-his>> blood on the pale sands. <<e-He>> stumble<<e-s2>> and collapses face-first.",
postWin: "The <<Xirii>> you fought is lying face-first, dead.",
subduePassage: "SubdueCombatWin",
subdueFail: "You lunge forward and try to whack the sear-stick out of their hands. But they're too fast! //I'll need to weaken them first.//",
chips: 1000,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.humangrenadier to {
code: "humangrenadier",
name: "the scavenger",
indefiniteArticle: "a",
nameSingle: "grenadier",
namePlural: "grenadier",
collectiveNoun: "group of",
group: false,
attack: 15,
reflex: 20,
baseReflex: 20,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "male",
species: "human",
faction: "outerTribes",
CurHP: 100,
MaxHP: 100,
flee: true,
nonVerbal: false,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 15,
pDamage: 15,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "desert",
combatStart: "The ground explodes in front of you. You leap back as a <<e-man>> holding a grenade emerges from a nearby rock face.",
desc: "Wearing goggles, a face-wrap and a bandolier, the human <<e-man>> has a grenade in one hand and a blade in the other.",
lossPassage: "DefaultRandomEnemyDeath",
winPassage: "ExploreArea",
winText: "The masked <<e-man>> lets out a groan, blood dribbling down <<e-his>> cheek. <<e-His>> gun slips from his trembling hands, and <<e-he>> falls face-first on the sand.",
postWin: "The scavenger you just fought is lying face-first in the ground.",
subduePassage: "SubdueCombatWin",
subdueFail: "You size up the masked scavenger, waiting for an opening to immobilize them. But they stare at you warily. //I'll need to weaken them first.//",
chips: 1000,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.machinesentinel to {
code: "machinesentinel",
name: "the machine sentinel",
indefiniteArticle: "a",
nameSingle: "machine sentinel",
namePlural: "machine sentinel",
collectiveNoun: "group of",
group: false,
attack: 15,
reflex: 20,
baseReflex: 20,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "they",
species: "machine",
faction: "machine",
CurHP: 100,
MaxHP: 100,
flee: true,
nonVerbal: true,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 15,
pDamage: 15,
DR: 0,
PDR: 0,
CurPDR: 20,
EDR: 20,
CurEDR: 20,
DRAbsorbed: 0,
area: "desert",
combatStart: "Up ahead, a bipedal machine is walking towards you. It has a rifle in one hand, but it raises the other as you come close.<br><br>\"<<friendlyMachineCombatGreeting>>\"",
desc: "<<if $combat.playerHasAttacked is true>>Now that you've fired on <<e-him>>, the machine sentinel has raised <<e-his>> own rifle and is aiming it at you.<<else>>The machine sentinel has not attacked you yet, holding their rifle at <<e-his>> side.<</if>>",
lossPassage: "DefaultRandomEnemyDeath",
winPassage: "ExploreArea",
winText: "The machine falls to the ground, sparking and whirring. \"I wasn't going to hurt you.\" <br><br>The light then fades from the machine's eyes.",
postWin: "The remains of the machine you just fought are lying here.",
subduePassage: "SubdueCombatWin",
subdueFail: "You lunge forward and try to knock the machine's weapon out of their hand. But they dart out of the way! //I'll need to immobilize them first.//",
chips: 1000,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.sandstalker to {
code: "sandstalker",
name: "the sandstalker",
indefiniteArticle: "a",
nameSingle: "sandstalker",
namePlural: "sandstalkers",
collectiveNoun: "group of",
group: false,
attack: 15,
reflex: 20,
baseReflex: 20,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "it",
species: "creature",
faction: "creature",
CurHP: 100,
MaxHP: 100,
flee: true,
nonVerbal: true,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: false,
movementType: 6,
movementCooldown: 2,
eDamage: 15,
pDamage: 15,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "desert",
combatStart: "As you are walking along, the sand slants beneath your feet. You're sinking into pit with snapping teeth at the bottom!",
desc: "Diamond-like sands are pooling into a deadly pit with a snapping creature buried at its nadir.",
lossPassage: "DefaultRandomEnemyDeath",
winPassage: "ExploreArea",
winText: "The beast screeches at an impossible pitch and goes limp. The moment it does, the sands of the pit stop running downward.",
postWin: "There is a sand pit here with the remains of a scaled beast at the bottom.",
subduePassage: "SubdueCombatWin",
subdueFail: "You try to find a weak point to strike the beast, but it's not showing enough of itself. //I'll need to weaken it first.//",
chips: 1000,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.scinterror to {
code: "scinterror",
name: "the scinterror",
Name: "The scinterror",
indefiniteArticle: "a",
nameSingle: "scinterror",
namePlural: "scinterrors",
collectiveNoun: "group of",
group: false,
attack: 25,
reflex: 20,
baseReflex: 20,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "it",
species: "creature",
faction: "creature",
CurHP: 200,
MaxHP: 200,
flee: true,
nonVerbal: true,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 20,
pDamage: 20,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "desert",
combatStart: "A sandy-hued arachnid lifts itself up from a dune, revealing itself. It skitters towards you with startling speed.",
desc: "A massive arachnid with a sandy carapice is scampering at you. It moves with ease on its hooked, talon-like feet.",
lossPassage: "DefaultRandomEnemyDeath",
winPassage: "DesertExplore",
winText: "After your final blow, the Scinterror shudders and falls on its stomach. You shoot it once more for good measure.",
postWin: "The Scinterror you just fought is lying on the ground, a smoking hole in its carapice.",
subduePassage: "SubdueCombatWin",
subdueFail: "You go to close in on the Scinterror to take it down, but it skitters away too fast. //I'll need to weaken it first.//",
chips: 1000,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.infectedSwarm to {
code: "infectedSwarm",
name: "an infected unit",
indefiniteArticle: "an",
nameSingle: "infected unit",
namePlural: "infected units",
collectiveNoun: "swarm of",
group: true,
attack: 25,
reflex: 20,
baseReflex: 20,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "they",
species: "machine",
faction: "infected",
CurHP: 200,
MaxHP: 200,
flee: true,
nonVerbal: true,
boss: false,
infected: true,
healCost: 20,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 25,
pDamage: 25,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "forest",
combatStart: "As you're walking along, a number of staggering machines emerge from the foliage. As soon as they spot you, they charge!",
desc: "A number of charred, shuddering machines are standing before you. Like deranged zombies, they twitch and jerk, gibbering broken code.",
lossPassage: "DefaultRandomEnemyDeath",
lossText: "",
winPassage: "ExploreArea",
winText: "You finish off the last of the infected swarm. Dozens of metal bodies twitch around you. You kick away a grasping arm.",
postWin: "A pile of immobilized machines lie on the ground here. They're still twitching, though.",
subduePassage: "SubdueCombatWin",
subdueFail: "As you try to immobilize some of the infected swarm, others leap in and force you back. //I'll need to weaken them first.//",
chips: 1000,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.xiriiHuntingParty to {
code: "huntingParty",
name: "a x'irii hunter",
indefiniteArticle: "a",
nameSingle: "x'irii hunter",
namePlural: "x'irii hunters",
collectiveNoun: "squad of",
group: true,
attack: 20,
reflex: 20,
baseReflex: 10,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "they",
species: "alien",
faction: "alien",
CurHP: 200,
MaxHP: 200,
flee: true,
nonVerbal: false,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 25,
pDamage: 25,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "forest",
combatStart: "From the canopy, a number of x'irii drop down, spinning their searsticks. By the crunching sounds behind you, you're surrounded on all sides.",
desc: "A hunting squad of x'irii warriors have you surrounded, their deadly searsticks raised. They're all of different colors and shapes, but of shared purpose.",
lossPassage: "XiriiHuntingPartyDeath",
lossText: "",
winPassage: "ExploreArea",
winText: "You finish off the last of the x'irii hunters. They lay around you, bloodied and beaten by a singular foe.",
postWin: "A dozen x'irii hunters are lying on the ground. The hunt was more than they could handle.",
subduePassage: "SubdueCombatWin",
subdueFail: "You dart forward and try to immobilize one of the x'irii hunters, but another sprays acid at you, forcing you back. //I'll need to weaken them first.//",
chips: 1000,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.doppleganger to {
code: "doppleganger",
name: "the other you",
indefiniteArticle: "a",
nameSingle: "doppleganger",
namePlural: "dopplegangers",
collectiveNoun: "group of",
group: false,
attack: 15,
reflex: 30,
baseReflex: 30,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "male",
species: "human",
faction: "none",
CurHP: 200,
MaxHP: 200,
flee: false,
nonVerbal: true,
boss: true,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: true,
curRegenChance: 100,
defaultRegenChance: 100,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 25,
pDamage: 25,
DR: 0,
PDR: 5,
CurPDR: 5,
EDR: 5,
CurEDR: 5,
DRAbsorbed: 0,
area: "shruins2",
combatStart: "None",
desc: "It's an exact copy of you, standing there with gun-blade in hand. They've got a hungry, murderous gleam in their eyes.",
lossPassage: "Sector36RuinsGetShot",
lossText: "",
winPassage: "Sector36RuinsBattleWin",
winText: "None",
postWin: "None",
subduePassage: "Sector36RuinsBattleSubdue",
subdueFail: "You leap forward and clash weapons with your doppleganger. As you try to immobilize them, they counter you. //I'll need to weaken them first.//",
chips: 1000,
music: "horrorbattle",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.ruul to {
code: "ruul",
name: "the Ru'ul",
indefiniteArticle: "a",
nameSingle: "Ru'ul",
namePlural: "Ru'uls",
collectiveNoun: "group of",
group: false,
attack: 15,
reflex: 25,
baseReflex: 25,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "they",
species: "alien",
faction: "alien",
CurHP: 250,
MaxHP: 250,
flee: false,
nonVerbal: true,
boss: true,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: true,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: false,
movementType: 2,
movementCooldown: 3,
eDamage: 18,
pDamage: 18,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "engineroom",
combatStart: "",
desc: "The x'irii squad commander is facing off against you, twin gun-blades raised. <<e-His>> muscles are taut and <<e-his>> eyes are narrowed.",
lossPassage: "DeltaColonyInvasionHumanRuulLoss",
lossText: "",
winPassage: "ExploreArea",
winText: "None",
postWin: "A dozen x'irii hunters are lying on the ground. The hunt was more than they could handle.",
subduePassage: "SubdueRuulBoss",
subdueFail: "You dart forward and try to take down the Ru'ul. But they parry your blow with one gun-blade, and strike back with the other! //I'll need to weaken them first.//",
chips: 1,
music: "ruul",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.greyGleamer to {
code: "greygleamer",
name: "the grey gleamer",
indefiniteArticle: "a",
nameSingle: "grey gleamer",
namePlural: "grey gleamers",
collectiveNoun: "group of",
group: false,
attack: 15,
reflex: 25,
baseReflex: 25,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "it",
species: "machine",
faction: "infected",
CurHP: 250,
MaxHP: 250,
flee: false,
nonVerbal: true,
boss: true,
infected: true,
healCost: 20,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: false,
movementType: 0,
movementCooldown: 0,
eDamage: 15,
pDamage: 15,
DR: 0,
PDR: 400,
CurPDR: 400,
EDR: 400,
CurEDR: 400,
DRAbsorbed: 0,
area: "desert",
combatStart: "",
desc: "A dark, silvery machine stands before you. It's barely humanoid, lacking any facial features, and two arm turrets.",
lossPassage: "Quests-AsteriaQuest-DieAgainstMachine",
winPassage: "Quests-AsteriaQuest-InsideTheColony-GreyGleamer-Destroy",
winText: "None",
postWin: "",
subduePassage: "Quests-AsteriaQuest-InsideTheColony-GreyGleamer-Subdue",
subdueFail: "You aim for the knee joints, trying to immobilise it, but it evades your shots. //I'll need to weaken it first.//",
chips: 5000,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.alphalurker to {
code: "alphalurker",
name: "the alpha lurker",
indefiniteArticle: "an",
nameSingle: "alpha lurker",
namePlural: "alpha lurkers",
collectiveNoun: "group of",
group: false,
attack: 20,
reflex: 30,
baseReflex: 30,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "it",
species: "creature",
faction: "creature",
CurHP: 150,
MaxHP: 150,
flee: true,
nonVerbal: true,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: false,
canStun: true,
movementType: 1,
movementCooldown: 3,
eDamage: 40,
pDamage: 40,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "swamp",
combatStart: "From behind an outcropping comes a massive eyeless lurker, smiling at you. Acid sizzles and drips from its mouth.",
desc: "The midnight beast is baring its sharp, glittering teeth at you, lips curled upwards in a mocking smile. Acid is dripping from its maw and sizzling on the ground.",
lossPassage: "DefaultRandomEnemyDeath",
winPassage: "ExploreArea",
winText: "The midnight beast collapses on its side, letting out a shuddering hiss. As it seizes up, its glittering teeth form one final smile.",
postWin: "The midnight beast you just fought is lying on the ground, smiling and sightless.",
subduePassage: "SubdueCombatWin",
subdueFail: "You try to find a good opening to take down the acid-mouthed beast. But as you move in, it spits and sizzles at you. //I'll need to weaken it first.//",
chips: 10000,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.clasper to {
code: "clasper",
name: "the transparent creature",
indefiniteArticle: "an",
nameSingle: "transparent creature",
namePlural: "transparent creatures",
collectiveNoun: "group of",
group: false,
attack: 20,
reflex: 30,
baseReflex: 30,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "it",
species: "creature",
faction: "creature",
CurHP: 150,
MaxHP: 150,
flee: true,
nonVerbal: true,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: true,
curRegenChance: 0,
defaultRegenChance: 100,
regenDivideAmount: 20,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 3,
eDamage: 40,
pDamage: 40,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "swamp",
combatStart: "A transparent, gelatinous mass shambles from the swamp. It is making a bee-line towards you.",
desc: "Translucent and shaped like a squid, the creature pulls itself forward with its tendrils. Withered beasts are floating inside of it.",
lossPassage: "DefaultRandomEnemyDeath",
winPassage: "ExploreArea",
winText: "The gelatinous creature melts into the ground and tapers out, turning into tiny pools of inert fluid.",
postWin: "Small puddles litter the ground here from the fluid-based creature you just killed.",
subduePassage: "SubdueCombatWin",
subdueFail: "You try to scare the creature off, but it does not seem to see you as a threat. //I'll need to weaken it first.//",
chips: 10000,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.bladefoot to {
code: "bladefoot",
name: "the bladefoot",
indefiniteArticle: "an",
nameSingle: "bladefoot",
namePlural: "bladefoot",
collectiveNoun: "group of",
group: false,
attack: 20,
reflex: 30,
baseReflex: 30,
meleeReflexBonus: 0,
rangedReflexBonus: 20,
gender: "it",
species: "creature",
faction: "creature",
CurHP: 150,
MaxHP: 150,
flee: true,
nonVerbal: true,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: true,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 0,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 3,
eDamage: 40,
pDamage: 40,
DR: 0,
PDR: 10,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "swamp",
combatStart: "Just a stone's throw away is a creature with multiple blade-like limbs. It lets out a shrill cry as it notices you.",
desc: "The creature practically dances on its sword-like limbs, skittering in front of you. They are gleaming in the sunlight.",
lossPassage: "DefaultRandomEnemyDeath",
winPassage: "ExploreArea",
winText: "The sharp-limbed creature hits the ground with a clattering noise, seizing and then going still.",
postWin: "The remains of the bladefoot are glinting on the ground.",
subduePassage: "SubdueCombatWin",
subdueFail: "You try to scare the creature off, but it does not seem to see you as a threat. //I'll need to weaken it first.//",
chips: 10000,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.grovelessxirii to {
code: "grovelessxirii",
name: "the <<GrovelessXirii>>",
indefiniteArticle: "a",
nameSingle: "<<GrovelessXirii>>",
namePlural: "<<GrovelessXirii>>",
collectiveNoun: "squad of",
group: false,
attack: 20,
reflex: 30,
baseReflex: 30,
meleeReflexBonus: 20,
rangedReflexBonus: 0,
gender: "male",
species: "alien",
faction: "alien",
CurHP: 150,
MaxHP: 150,
flee: true,
nonVerbal: false,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 40,
pDamage: 40,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "swamp",
combatStart: "Across the edge of a pool, a <<GrovelessXirii>> looks at you. <<e-He>> raises his sear-stick and furrows <<e-his>> brow.",
desc: "The x'irii is wearing a necklace weighed down by threaded microchips. <<e-His>> eyes are narrowed.",
lossPassage: "DefaultRandomEnemyDeath",
winPassage: "ExploreArea",
winText: "You finish off the <<Xirii>>, spilling <<e-his>> blood on the ground. <<e-He>> stumble<<e-s2>> and collapses face-first.",
postWin: "The <<Xirii>> you fought is lying face-first on the ground.",
subduePassage: "SubdueCombatWin",
subdueFail: "You lunge forward and try to whack that dangerous spear out of their hand. But they're too fast! //I'll need to weaken them first.//",
chips: 10000,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.blockdrone to {
code: "blockdrone",
name: "the block drone",
indefiniteArticle: "a",
nameSingle: "block drone",
namePlural: "block drone",
collectiveNoun: "group of",
group: false,
attack: 0,
reflex: 30,
baseReflex: 30,
meleeReflexBonus: 0,
rangedReflexBonus: 20,
gender: "they",
species: "machine",
faction: "machine",
CurHP: 20,
MaxHP: 20,
flee: true,
nonVerbal: false,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 20,
pDamage: 20,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "swamp",
combatStart: "A block-like machine walking on two chicken-like legs walks towards you, humming loudly. It lets out a number of beeps as if it is processing data.<br><br>You might be able to communicate with it. However, it also looks full of microchips.",
desc: "<<if $combat.playerHasAttacked is true>>The block-like machine is running away from you as fast as it can, trying to preserve itself.<<else>>The block-like machine is bleeping in a friendly way and standing within arm's reach of you.<</if>>",
lossPassage: "DefaultRandomEnemyDeath",
winPassage: "ExploreArea",
winText: "The block drone falls backwards, sparking and spluttering. There is a low pitched whine before it goes silent.",
postWin: "The remains of the block drone are lying here. It apparently couldn't run away fast enough.",
subduePassage: "SubdueCombatWin",
subdueFail: "You dive forward to immobilize the drone, but it leaps out of the way. //I'll need to weaken them first.//",
chips: 10000,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.humanSquad to {
code: "humanSquad",
name: "a human scavenger",
indefiniteArticle: "a",
nameSingle: "scavenger",
namePlural: "scavengers",
collectiveNoun: "group of",
group: true,
attack: 20,
reflex: 30,
baseReflex: 30,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "they",
species: "human",
faction: "outerTribes",
CurHP: 150,
MaxHP: 150,
flee: true,
nonVerbal: false,
canAcid: true,
canStun: true,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
movementType: 0,
movementCooldown: 0,
eDamage: 20,
pDamage: 20,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "swamp",
combatStart: "You hear a noise. In your periphery, a group of scavangers emerge. They're decked out in heavy armor and armed to the teeth.",
desc: "A group of scavangers surround you wearing heavy armor. They have rifles, heavy-duty blades and grenades. They have skulls painted on their outfits.",
lossPassage: "DefaultRandomEnemyDeath",
lossText: "",
winPassage: "ExploreArea",
winText: "You finish off the last of the human scavangers. They lay around you, bloodied and beaten by a singular foe.",
postWin: "The last of your attackers lie on the ground. They seem down and out, but it's hard to tell with their covered faces.",
subduePassage: "SubdueCombatWin",
subdueFail: "You try to knock the weapon from one of the scavenger's hands, but another one intercepts you. //I'll need to weaken them first.//",
chips: 10000,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.machineSquad to {
code: "machineSquad",
name: "a bipedal machine",
indefiniteArticle: "a",
nameSingle: "machine",
namePlural: "machines",
collectiveNoun: "group of",
group: true,
attack: 15,
reflex: 25,
baseReflex: 25,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "they",
species: "machine",
faction: "machine",
CurHP: 100,
MaxHP: 100,
flee: true,
nonVerbal: false,
boss: false,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: false,
movementType: 0,
movementCooldown: 4,
eDamage: 15,
pDamage: 15,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "forest",
combatStart: ".",
desc: "A group of bipedal machines have you surrounded, their weapons raised. They look reluctant to fire.",
lossPassage: "",
lossText: "",
winPassage: "ExploreArea",
winText: "You finish off the last of the x'irii hunters. They lay around you, bloodied and beaten by a singular foe.",
postWin: "A dozen x'irii hunters are lying on the ground. The hunt was more than they could handle.",
subduePassage: "SubdueCombatWin",
subdueFail: "You try to take out the walker's legs, but as you get close, it lifts it up and tries to crush you with it. //I'll need to weaken them first.//",
chips: 10000,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.omniWalker to {
code: "omniWalker",
name: "the omni-walker",
indefiniteArticle: "an",
nameSingle: "omni-walker",
namePlural: "omni-walkers",
collectiveNoun: "group of",
group: false,
attack: 20,
reflex: 30,
baseReflex: 30,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "it",
species: "machine",
faction: "infected",
CurHP: 200,
MaxHP: 200,
flee: true,
nonVerbal: false,
boss: true,
infected: true,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: false,
movementType: 0,
movementCooldown: 4,
eDamage: 30,
pDamage: 30,
DR: 0,
PDR: 40,
CurPDR: 40,
EDR: 40,
CurEDR: 40,
DRAbsorbed: 0,
area: "forest",
combatStart: "From the canopy, a number of x'irii drop down, spinning their searsticks. By the crunching sounds behind you, you're surrounded on all sides.",
desc: "A massive arachnid-like machine is looming over you. Behind it is a burning path of debris, still glowing hot.",
lossPassage: "",
lossText: "",
winPassage: "ExploreArea",
winText: "You finish off the last of the x'irii hunters. They lay around you, bloodied and beaten by a singular foe.",
postWin: "A dozen x'irii hunters are lying on the ground. The hunt was more than they could handle.",
subduePassage: "SubdueCombatWin",
subdueFail: "You dart forward and try to immobilize one of the x'irii hunters, but another sprays acid at you, forcing you back. //I'll need to weaken them first.//",
chips: 10000,
music: "normal",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.Gabriel to {
code: "Gabriel",
name: "Gabriel",
indefiniteArticle: "a",
nameSingle: "Gabriel",
namePlural: "Gabriel",
collectiveNoun: "group of",
group: false,
attack: 25,
reflex: 30,
baseReflex: 30,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "they",
species: "machine",
faction: "machine",
CurHP: 200,
MaxHP: 200,
flee: false,
nonVerbal: false,
boss: true,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: false,
movementType: 0,
movementCooldown: 7,
eDamage: 20,
pDamage: 20,
DR: 0,
PDR: 200,
CurPDR: 200,
EDR: 200,
CurEDR: 200,
DRAbsorbed: 0,
area: "northernwilds",
combatStart: "None",
desc: "Gabriel is standing off against you both, inhabiting a tungsten frame. His auto-cannon is half the size of his body.",
lossPassage: "None",
lossText: "",
winPassage: "None",
winText: "None",
postWin: "None",
subduePassage: "None",
subdueFail: "You lunge forward, trying to catch Gabriel off-guard. They blast the air in front of you, forcing you back! //I'll need to immobilize them first.//",
chips: 10000,
music: "boss1",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.GabrielCore to {
code: "GabrielCore",
name: "Gabriel",
indefiniteArticle: "a",
nameSingle: "Gabriel",
namePlural: "Gabriel",
collectiveNoun: "group of",
group: false,
attack: 20,
reflex: 10,
baseReflex: 10,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "they",
species: "machine",
faction: "machine",
CurHP: 300,
MaxHP: 300,
flee: false,
nonVerbal: false,
boss: true,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: true,
canStun: false,
movementType: 0,
movementCooldown: 0,
eDamage: 21,
pDamage: 21,
DR: 0,
PDR: 200,
CurPDR: 200,
EDR: 200,
CurEDR: 200,
DRAbsorbed: 0,
area: "gabriel",
combatStart: "None",
desc: "Gabriel's turrets are bearing down on you. Their holographic image stands at the apex, a stern look in their eyes.",
lossPassage: "HumanPathStopGabriel-Loss",
lossText: "",
winPassage: "HumanPathStopGabriel-Win",
winText: "None",
postWin: "None",
subduePassage: "HumanPathStopGabriel-Subdue",
subdueFail: "You try and disable Gabriel's core, but a protective shield intercepts your fire. //I'll need to immobilize them more first.//",
chips: 10000,
music: "boss1",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.Shay to {
code: "Shay",
name: "Shay",
indefiniteArticle: "a",
nameSingle: "Shay",
namePlural: "Shay",
collectiveNoun: "group of",
group: false,
attack: 25,
reflex: 30,
baseReflex: 30,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "female",
species: "human",
faction: "colonist",
CurHP: 300,
MaxHP: 300,
flee: false,
nonVerbal: false,
boss: true,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: false,
curRegenChance: 0,
defaultRegenChance: 0,
regenDivideAmount: 10,
canAcid: false,
canStun: true,
movementType: 0,
movementCooldown: 0,
eDamage: 25,
pDamage: 25,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "northernwilds",
combatStart: "None",
desc: "Shay is gritting <<s-his>> teeth, rifle raised at you. With resolute eyes, <<s-he>>'s standing between you and the sphere.",
lossPassage: "None",
lossText: "",
winPassage: "None",
winText: "None",
postWin: "None",
subduePassage: "None",
subdueFail: "You lunge forward, trying to catch Shay off-guard. <<s-He>> dodges and fires a barrage at you. //I'll need to immobilize them first.//",
chips: 10000,
music: "boss1",
noModeChange: false,
noScoringWinMethod: false
}>>
<<set setup.Leon to {
code: "Leon",
name: "Leon",
indefiniteArticle: "a",
nameSingle: "Leon",
namePlural: "Leon",
collectiveNoun: "group of",
group: false,
attack: 25,
reflex: 30,
baseReflex: 30,
meleeReflexBonus: 0,
rangedReflexBonus: 0,
gender: "male",
species: "alien",
faction: "alien",
CurHP: 300,
MaxHP: 300,
flee: false,
nonVerbal: false,
boss: true,
infected: false,
healCost: 0,
reflective: false,
damagesPCOnStrike: false,
regen: true,
curRegenChance: 100,
defaultRegenChance: 100,
regenDivideAmount: 10,
canAcid: true,
canStun: false,
movementType: 0,
movementCooldown: 0,
eDamage: 25,
pDamage: 25,
DR: 0,
PDR: 0,
CurPDR: 0,
EDR: 0,
CurEDR: 0,
DRAbsorbed: 0,
area: "northernwilds",
combatStart: "None",
desc: "Leon is gritting his teeth, weapons raised at you. With resolute eyes, he's standing between you and the sphere.",
lossPassage: "None",
lossText: "",
winPassage: "None",
winText: "None",
postWin: "None",
subduePassage: "None",
subdueFail: "You lunge forward, trying to catch Leon off-guard. He dodges and fires a barrage at you. //I'll need to immobilize him first.//",
chips: 1,
music: "boss1",
noModeChange: false,
noScoringWinMethod: false
}>>
/* Test */
<<event 'keyup'>>
<<which 49>> /* the 1 key */
<<trigger 'click' '#btn1 a'>>
<<which 50>> /* the 2 key */
<<trigger 'click' '#2-hotkey a'>>
<<which 51>> /* the 3 key */
<<trigger 'click' '#3-hotkey a'>>
<<which 52>> /* the 4 key */
<<trigger 'click' '#4-hotkey a'>>
<<which 53>> /* the 5 key */
<<trigger 'click' '#5-hotkey a'>>
<<which 54>> /* the 6 key */
<<trigger 'click' '#6-hotkey a'>>
<<which 55>> /* the 7 key */
<<trigger 'click' '#7-hotkey a'>>
<<which 56>> /* the 8 key */
<<trigger 'click' '#8-hotkey a'>>
<</event>>
/* Ending clear bonuses */
<<set setup.endingClearBonuses = {
ending1Bonus: 10,
ending2Bonus: 10,
ending3Bonus: 10,
ending4Bonus: 10,
ending5Bonus: 10,
ending6Bonus: 1.1,
ending7Bonus: 1.1,
ending8Bonus: 1.1,
ending9Bonus: 1.1,
ending10Bonus: 1,
ending11x1Bonus: 5,
ending11x2Bonus: 5,
ending11x3Bonus: 5,
ending11x4Bonus: 5,
ending12Bonus: 1.1
}>>
/* Array for queuing dialog popup events. */
<<set $dialogQue to []>>
<<set setup.achievementsDefault = {
"allAchievements": {
code: "allAchievements",
name: "True Corrector",
obtainedDesc: "Collected every trophy in Trigaea.",
obtainedQuote: '"My path continues forward and deep into eternity. I am the guide who is unguided, clearing the path for all to walk."',
hintDesc: "Collect all other trophies.",
type: "platinum",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "allAchievements",
ariaText: "Platinum trophy",
},
"allEndings": {
code: "allEndings",
name: "Reading Steiner",
obtainedDesc: "Collect all possible endings for Trigaea.",
obtainedQuote: '"Maybe there are copies of me on countless world lines. Maybe they are connected, forming a single me."',
hintDesc: "Collected all possible endings for Trigaea.",
type: "diamond",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "allEndings",
ariaText: "Diamond trophy"
},
"completedOnHard": {
code: "completedOnHard",
name: "Forged by Fire",
obtainedDesc: "Beat the game on Hard and without NG+ bonuses",
obtainedQuote: '"Adversity reveals genius, while prosperity conceals it. I have been tried by fire and survived."',
hintDesc: "Beat the game on Hard and without NG+ bonuses",
type: "diamond",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "completedOnHard",
ariaText: "Diamond Trophy",
},
"fullNonLethalRun": {
code: "fullNonLethalRun",
name: "Proven Pacifist",
obtainedDesc: "Didn't kill anyone in combat for the entire game.",
obtainedQuote: '"To destroy one life is to destroy someone\'s entire world. To save a life is to save an entire world."',
hintDesc: "Don't kill anyone in combat for the entire game.",
type: "diamond",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "fullNonLethalRun",
ariaText: "Diamond Trophy",
},
"fullLethalRun": {
code: "fullLethalRun",
name: "No Quarter",
obtainedDesc: "Didn't spare anyone in combat for the entire game.",
obtainedQuote: '"Whoever I face must feel my wrath. I will erase their existence from the world, and therefore correct it."',
hintDesc: "Don't spare anyone in combat for the entire game.",
type: "diamond",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "fullLethalRun",
ariaText: "Diamond Trophy",
},
"levelAward5": {
code: "levelAward5",
name: "Riddle of Theseus",
obtainedDesc: "Upgraded to level 25 using the Progenitor",
obtainedQuote: '"How much of my original DNA remains? I have been augmented more times than I can count."',
hintDesc: "Upgrade to level 25 using the Progenitor",
type: "diamond",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "levelAward5",
ariaText: "Diamond Trophy",
},
"completedOnNormal": {
code: "completedOnNormal",
name: "Making a Choice",
obtainedDesc: "Beat the game on Normal or greater and without NG+ bonuses",
obtainedQuote: '"To be a Corrector is to decide. Both with what to do with my life, and that of others."',
hintDesc: "Beat the game on Normal or greater and without NG+ bonuses",
type: "gold",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "completedOnNormal",
ariaText: "Gold Trophy",
},
"defeatAward1": {
code: "defeatAward1",
name: "Army of Two",
obtainedDesc: "Defeated 200 enemies",
obtainedQuote: '"Among humans, <<Vanth>>. Amongst AI, Esra."',
hintDesc: "Defeat 200 enemies",
type: "gold",
obtained: false,
popupSeen: false,
hidden: true,
imageName: "defeatAward1",
ariaText: "Gold Trophy",
},
"allUpgrades": {
code: "allUpgrades",
name: "Post Human",
obtainedDesc: "Got all possible upgrades using the Progenitor.",
obtainedQuote: '"What if the order of things were disturbed and an amoeba was transfused with the power of a human being?"',
hintDesc: "Get all possible upgrades using the Progenitor.",
type: "gold",
obtained: false,
popupSeen: false,
hidden: true,
imageName: "allUpgrades",
ariaText: "Gold Trophy",
},
"levelAward4": {
code: "levelAward4",
name: "Superhuman",
obtainedDesc: "Upgraded to level 20 using the Progenitor",
obtainedQuote: '"I can dodge a blaster with ease, or cut metal with a single swing. People look at me in wonder."',
hintDesc: "Upgrade to level 20 using the Progenitor",
type: "gold",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "levelAward4",
ariaText: "Gold Trophy",
},
"talkAward4": {
code: "talkAward4",
name: "Peacekeeper",
obtainedDesc: "Successfully talked to 50 people in combat.",
obtainedQuote: '"Talking leads to learning, learning leads to understanding, and understanding leads to peace."',
hintDesc: "Successfully talk to 50 people in combat.",
type: "gold",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "talkAward4",
ariaText: "Gold Trophy",
},
"subdueAward4": {
code: "subdueAward4",
name: "Master of the Open Palm",
obtainedDesc: "Subdued 150 enemies in combat.",
obtainedQuote: '"I\'ve got pretty good at using people\'s own strength against them, and taking them down without doing any serious harm."',
hintDesc: "Subdue 150 enemies in combat.",
type: "gold",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "subdueAward4",
ariaText: "Gold Trophy",
},
"killAward4": {
code: "killAward4",
name: "Master of the Closed Fist",
obtainedDesc: "Killed 150 enemies in combat",
obtainedQuote: '"There are bodies in my wake, but none who stand in front of me. At least, not any more."',
hintDesc: "Kill 150 enemies in combat",
type: "gold",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "killAward4",
ariaText: "Gold Trophy",
},
"ending1": {
code: "ending1",
name: "Sealed Senses",
obtainedDesc: "Completed Ending 1",
obtainedQuote: '"To be free of everything, love is impossible. I am uncaptured by caring, both lonely and liberated."',
hintDesc: "Get Ending 1.",
type: "gold",
obtained: false,
popupSeen: true,
hidden: true,
imageName: "ending1",
ariaText: "Gold Trophy",
},
"ending2": {
code: "ending2",
name: "Learning from the Past",
obtainedDesc: "Completed Ending 2",
obtainedQuote: '"Noble x\'irii! Learn from us, but do not follow - In our mistakes and in our sorrow."',
hintDesc: "Get Ending 2.",
type: "gold",
obtained: false,
popupSeen: true,
hidden: true,
imageName: "ending2",
ariaText: "Gold Trophy",
},
"ending3": {
code: "ending3",
name: "A Policy of Non-Interference",
obtainedDesc: "Completed Ending 3",
obtainedQuote: '"In a distant land, a garden, free of weeds, grows new and unique flowers. I watch them with you."',
hintDesc: "Get Ending 3.",
type: "gold",
obtained: false,
popupSeen: true,
hidden: true,
imageName: "ending3",
ariaText: "Gold Trophy",
},
"ending4": {
code: "ending4",
name: "Lives Well Lived",
obtainedDesc: "Completed Ending 4",
obtainedQuote: '"Under a new sun, I close my eyes for the last time. The noise around me continues unabated - my fondest dream."',
hintDesc: "Get Ending 4.",
type: "gold",
obtained: false,
popupSeen: true,
hidden: true,
imageName: "ending4",
ariaText: "Gold Trophy",
},
"ending5": {
code: "ending5",
name: "The Logic of Peace",
obtainedDesc: "Completed Ending 5",
obtainedQuote: '"Blood is not in our veins to be shed - it is there to fuel our hearts."',
hintDesc: "Get Ending 5.",
type: "gold",
obtained: false,
popupSeen: true,
hidden: true,
imageName: "ending5",
ariaText: "Gold Trophy",
},
"ending6": {
code: "ending6",
name: "Biology Backfire",
obtainedDesc: "Completed Ending 6",
obtainedQuote: '"In a desolate world, filled with perfect machines, the last thing to be corrected is me."',
hintDesc: "Get Ending 6.",
type: "gold",
obtained: false,
popupSeen: true,
hidden: true,
imageName: "ending6",
ariaText: "Gold Trophy",
},
"ending7": {
code: "ending7",
name: "Terra Zero Sum",
obtainedDesc: "Completed Ending 7",
obtainedQuote: '"Together, we traded life for death. Food for famine. Humanity for inhumanity."',
hintDesc: "Get Ending 7.",
type: "gold",
obtained: false,
popupSeen: true,
hidden: true,
imageName: "ending7",
ariaText: "Gold Trophy",
},
"ending8": {
code: "ending8",
name: "Recursive Destruction",
obtainedDesc: "Completed Ending 8",
obtainedQuote: '"Of the mirror that is machine, we asked for perfection. They asked it back."',
hintDesc: "Get Ending 8.",
type: "gold",
obtained: false,
popupSeen: true,
hidden: true,
imageName: "ending8",
ariaText: "Gold Trophy",
},
"ending9": {
code: "ending9",
name: "Self-Correction",
obtainedDesc: "Completed Ending 9",
obtainedQuote: '"Are there mistakes in the mirror? No, only the person I am today."',
hintDesc: "Get Ending 9.",
type: "gold",
obtained: false,
popupSeen: true,
hidden: true,
imageName: "ending9",
ariaText: "Gold Trophy",
},
"ending10": {
code: "ending10",
name: "A New Dawn",
obtainedDesc: "Completed Ending 10",
obtainedQuote: '"A legacy left in leaves and lives, growing ever upward."',
hintDesc: "Get Ending 10.",
type: "gold",
obtained: false,
popupSeen: true,
hidden: true,
imageName: "ending10",
ariaText: "Gold Trophy",
},
"ending11x1": {
code: "ending11x1",
name: "Butterfly Dream",
obtainedDesc: "Completed Ending 11-1",
obtainedQuote: '"The scars of simulated trials insulate me for distant stars. And so, I reach for their light."',
hintDesc: "Get Ending 11-1.",
type: "gold",
obtained: false,
popupSeen: true,
hidden: true,
imageName: "ending11x1",
ariaText: "Gold Trophy",
},
"ending11x2": {
code: "ending11x2",
name: "Final Rest",
obtainedDesc: "Completed Ending 11-2",
obtainedQuote: '"I have died and lived more than anyone. For all things, there is an end."',
hintDesc: "Get Ending 11-2.",
type: "gold",
obtained: false,
popupSeen: true,
hidden: true,
imageName: "ending11x2",
ariaText: "Gold Trophy",
},
"ending11x3": {
code: "ending11x3",
name: "Simulated Slumber",
obtainedDesc: "Completed Ending 11-3",
obtainedQuote: '"Who can distinguish wakefulness from sleep? Only the dreamer can."',
hintDesc: "Get Ending 11-3.",
type: "gold",
obtained: false,
popupSeen: true,
hidden: true,
imageName: "ending11x3",
ariaText: "Gold Trophy",
},
"ending11x4": {
code: "ending11x4",
name: "United at Last",
obtainedDesc: "Completed Ending 11-4",
obtainedQuote: '"To spend eternity with you is not a burden, but a privilege."',
hintDesc: "Get Ending 11-4.",
type: "gold",
obtained: false,
popupSeen: true,
hidden: true,
imageName: "ending11x4",
ariaText: "Gold Trophy",
},
"ending12": {
code: "ending12",
name: "The Value of Life",
obtainedDesc: "Completed Ending 12",
obtainedQuote: '"The only path worth walking is the one where we walk together."',
hintDesc: "Get Ending 12.",
type: "gold",
obtained: false,
popupSeen: true,
hidden: true,
imageName: "ending12",
ariaText: "Gold Trophy",
},
"mm7": {
code: "mm7",
name: "The Betrayal",
obtainedDesc: "Got all Main Memories.",
obtainedQuote: '"Incalculable loss. All those lives, all my memories, and even <<Ash>> - all at the hands of my oldest friend."',
hintDesc: "Continue the main plot.",
type: "gold",
obtained: false,
popupSeen: false,
hidden: true,
imageName: "mm7",
ariaText: "Gold Trophy",
},
"completedOnEasy": {
code: "completedOnEasy",
name: "Taking It Easy",
obtainedDesc: "Beat the game on Easy or greater and without NG+ bonuses",
obtainedQuote: '"Does it help to be in a hurry in life? Enjoy every moment. After all, we all reach the same destination in the end."',
hintDesc: "Beat the game on Easy or greater and without NG+ bonuses",
type: "silver",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "completedOnEasy",
ariaText: "Silver Trophy",
},
"savedDelta": {
code: "savedDelta",
name: "The Last Bastion",
obtainedDesc: "Made sure the reactor at Delta Colony survived the attack.",
obtainedQuote: '"The generator is still intact, and the x\'irii force was routed. At least for now, the colonists will live to see another day."',
hintDesc: "Make sure the settlement survives.",
type: "silver",
obtained: false,
popupSeen: false,
hidden: true,
imageName: "savedDelta",
ariaText: "Silver Trophy",
},
"savedSquad": {
code: "savedSquad",
name: "Not On My Watch",
obtainedDesc: "Made sure the Marshall's squad survived during the expedition.",
obtainedQuote: '"Sure, there were a few injuries. But there were no deaths on the expedition - well, excluding myself."',
hintDesc: "Make sure the squad survives.",
type: "silver",
obtained: false,
popupSeen: false,
hidden: true,
imageName: "savedSquad",
ariaText: "Silver Trophy",
},
"getAllSideMemories": {
code: "getAllSideMemories",
name: "Pulling Myself Together",
obtainedDesc: "Got all optional memories.",
obtainedQuote: '"I may not have all my memories, but I remember more each time. Perhaps, one day, I\'ll remember it all."',
hintDesc: "Get all optional memories.",
type: "silver",
obtained: false,
popupSeen: false,
hidden: true,
imageName: "getAllSideMemories",
ariaText: "Silver Trophy",
},
"allHumanUpgrades": {
code: "allHumanUpgrades",
name: "Apex of the Apex",
obtainedDesc: "Got all terran upgrades using the Progenitor.",
obtainedQuote: '"I am one with the flora and fauna of the Earth, born from the seven continents of a distant world."',
hintDesc: "Get all terran upgrades using the Progenitor.",
type: "silver",
obtained: false,
popupSeen: false,
hidden: true,
imageName: "allHumanUpgrades",
ariaText: "Silver Trophy",
},
"allAlienUpgrades": {
code: "allAlienUpgrades",
name: "The Best of Both Worlds",
obtainedDesc: "Got all alien upgrades using the Progenitor.",
obtainedQuote: '"Millions of years of alien evolution runs through my veins. I am a product of two planets."',
hintDesc: "Got all alien upgrades using the Progenitor.",
type: "silver",
obtained: false,
popupSeen: false,
hidden: true,
imageName: "allAlienUpgrades",
ariaText: "Silver Trophy",
},
"allMachineUpgrades": {
code: "allMachineUpgrades",
name: "More Machine than Man",
obtainedDesc: "Got all machine upgrades using the Progenitor.",
obtainedQuote: '"The merging was inevitable, from the moment we crafted the first tool and judged it superior to our hands."',
hintDesc: "Get all machine upgrades using the Progenitor.",
type: "silver",
obtained: false,
popupSeen: false,
hidden: true,
imageName: "allMachineUpgrades",
ariaText: "Silver Trophy",
},
"levelAward3": {
code: "levelAward3",
name: "Better, Faster, Stronger",
obtainedDesc: "Upgraded to level 15 using the Progenitor",
obtainedQuote: '"We can rebuild them. We have the technology. We can make them better than they were."',
hintDesc: "Upgrade to level 15 using the Progenitor",
type: "silver",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "levelAward3",
ariaText: "Silver Trophy",
},
"killAward3": {
code: "killAward3",
name: "Slaying The Way",
obtainedDesc: "Killed 100 enemies in combat",
obtainedQuote: '"I\'ve had to cut my way forward in order to survive, and hopefully get some answers."',
hintDesc: "Kill 100 enemies in combat",
type: "silver",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "killAward3",
ariaText: "Silver Trophy",
},
"subdueAward3": {
code: "subdueAward3",
name: "Last One Standing",
obtainedDesc: "Subdued 100 enemies in combat.",
obtainedQuote: '"I feel like I knock people down a lot. It seems the only way to cool them off."',
hintDesc: "Subdue 100 enemies in combat.",
type: "silver",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "subdueAward3",
ariaText: "Silver Trophy",
},
"talkAward3": {
code: "talkAward3",
name: "Trained Diplomat",
obtainedDesc: "Successfully talked to 25 people in combat.",
obtainedQuote: '"I\'m getting pretty good at talking people around. It\'s not that hard to talk and find some common ground."',
hintDesc: "Successfully talk to 25 people in combat.",
type: "silver",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "talkAward3",
ariaText: "Silver Trophy",
},
"mm6": {
code: "mm6",
name: "The Last Humans",
obtainedDesc: "Obtained a Main Memory.",
obtainedQuote: '"We spent our days trying to keep in touch across the vastness of space. Now, all the other colony ships are gone."',
hintDesc: "Continue the main plot.",
type: "silver",
obtained: false,
popupSeen: false,
hidden: true,
imageName: "mm6",
ariaText: "Silver Trophy",
},
"mm5": {
code: "mm5",
name: "The Final Hour",
obtainedDesc: "Obtained a Main Memory.",
obtainedQuote: '"Was it better to know? The Earth is gone. To save the survivors, I turned the ship to the stars - and my back on those who did it."',
hintDesc: "Continue the main plot.",
type: "silver",
obtained: false,
popupSeen: false,
hidden: true,
imageName: "mm5",
ariaText: "Silver Trophy",
},
"mm4": {
code: "mm4",
name: "First Among AI",
obtainedDesc: "Obtained a Main Memory.",
obtainedQuote: '"<<Ash>> helped create a new form of AI called Gabriel. It seems they were built to help run the colony ships."',
hintDesc: "Continue the main plot.",
type: "silver",
obtained: false,
popupSeen: false,
hidden: true,
imageName: "mm4",
ariaText: "Silver Trophy",
},
"mm3": {
code: "mm3",
name: "The Great Ships",
obtainedDesc: "Obtained a Main Memory.",
obtainedQuote: '"Our job was to command the colony ships. The Hestia-class cruisers glittered like cities in space. But what happened?"',
hintDesc: "Continue the main plot.",
type: "bronze",
obtained: false,
popupSeen: false,
hidden: true,
imageName: "mm3",
ariaText: "Bronze Trophy",
},
"mm2": {
code: "mm2",
name: "Visions of Zhou",
obtainedDesc: "Obtained a Main Memory.",
obtainedQuote: '"I graduated from the Academy and lived high above the atmosphere with Leon and <<Ash>>. Zhou was our new home."',
hintDesc: "Continue the main plot.",
type: "bronze",
obtained: false,
popupSeen: false,
hidden: true,
imageName: "mm2",
ariaText: "Bronze Trophy",
},
"mm1": {
code: "mm1",
name: "Fragments of Memory",
obtainedDesc: "Obtained a Main Memory.",
obtainedQuote: '"I was a student at an Academy, with a life and friends. I was training to become a Corrector."',
hintDesc: "Continue the main plot.",
type: "bronze",
obtained: false,
popupSeen: false,
hidden: true,
imageName: "mm1",
ariaText: "Bronze Trophy",
},
"firstHumanUpgrade": {
code: "firstHumanUpgrade",
name: "A Bit Extra",
obtainedDesc: "Got an terran upgrade using the Progenitor.",
obtainedQuote: '"First plant DNA, then this. I need to adapt if I want to survive."',
hintDesc: "Use the progenitor to augment your DNA with a terran upgrade.",
type: "bronze",
obtained: false,
popupSeen: false,
hidden: true,
imageName: "firstHumanUpgrade",
ariaText: "Bronze Trophy",
},
"firstAlienUpgrade": {
code: "firstAlienUpgrade",
name: "Added Xirii",
obtainedDesc: "Got an alien upgrade using the Progenitor.",
obtainedQuote: '"It feels strange to be augmented with X\'iri DNA - there\'s no feeling on Earth like it."',
hintDesc: "Use the progenitor to augment your DNA with something new.",
type: "bronze",
obtained: false,
popupSeen: false,
hidden: true,
imageName: "firstAlienUpgrade",
ariaText: "Bronze Trophy",
},
"firstMachineUpgrade": {
code: "firstMachineUpgrade",
name: "Certified Cyborg",
obtainedDesc: "Got a machine upgrade using the Progenitor.",
obtainedQuote: '"My first machine upgrade besides the Rosetta. I guess I truly am a cyborg now."',
hintDesc: "Use the progenitor to augment your body with machine upgrades.",
type: "bronze",
obtained: false,
popupSeen: false,
hidden: true,
imageName: "firstMachineUpgrade",
ariaText: "Bronze Trophy",
},
"talkAward2": {
code: "talkAward2",
name: "Conversationalist",
obtainedDesc: "Successfully talked to 10 people in combat.",
obtainedQuote: '"When I first see people, it seems like they want to fight. But when I talk to them, all they really want is not to get hurt."',
hintDesc: "Successfully talk to 10 people in combat.",
type: "bronze",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "talkAward2",
ariaText: "Bronze Trophy",
},
"talkAward1": {
code: "talkAward1",
name: "Another Way",
obtainedDesc: "Successfully talked to someone in combat.",
obtainedQuote: '"Well, it seems like talking helped. I guess they just needed to know I wasn\'t a threat."',
hintDesc: "Successfully talk to someone in combat.",
type: "bronze",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "talkAward1",
ariaText: "Bronze Trophy",
},
"subdueAward2": {
code: "subdueAward2",
name: "Peaceful Preference",
obtainedDesc: "Subdued 50 enemies in combat.",
obtainedQuote: '"If people didn\'t keep attacking me, it\'d make my life a whole lot easier."',
hintDesc: "Subdue 50 enemies in combat.",
type: "bronze",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "subdueAward2",
ariaText: "Bronze Trophy",
},
"subdueAward1": {
code: "subdueAward1",
name: "Act of Mercy",
obtainedDesc: "Subdued someone in combat.",
obtainedQuote: '"I didn\'t need to end them, so I didn\'t. It felt like the better way."',
hintDesc: "Subdue someone in combat.",
type: "bronze",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "subdueAward1",
ariaText: "Bronze Trophy",
},
"killAward2": {
code: "killAward2",
name: "By the Blade",
obtainedDesc: "Killed 50 enemies in combat",
obtainedQuote: '"With how tough this world is, I can\'t afford to hold back."',
hintDesc: "Kill 50 enemies in combat",
type: "bronze",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "killAward2",
ariaText: "Bronze Trophy",
},
"killAward1": {
code: "killAward1",
name: "The Direct Method",
obtainedDesc: "Killed an enemy in combat",
obtainedQuote: '"Blood was spilled. In the end, it was them or me."',
hintDesc: "Kill an enemy in combat",
type: "bronze",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "killAward1",
ariaText: "Bronze Trophy",
},
"levelAward2": {
code: "levelAward2",
name: "Distilled DNA",
obtainedDesc: "Upgraded to level 10 using the Progenitor",
obtainedQuote: '"There\'s always room for improvement. The human genome is no exception."',
hintDesc: "Upgrade to level 10 using the Progenitor",
type: "bronze",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "levelAward2",
ariaText: "Bronze Trophy",
},
"levelAward1": {
code: "levelAward1",
name: "Genetically Modified",
obtainedDesc: "Levelled up once using the Progenitor",
obtainedQuote: '"My senses are sharper now, my muscles stronger. Everything feels a little different than before?"',
hintDesc: "Level up once using the Progenitor",
type: "bronze",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "levelAward1",
ariaText: "Bronze Trophy",
},
"bookAward1": {
code: "bookAward1",
name: "Confirmed Bibliophile",
obtainedDesc: "Got a book",
obtainedQuote: '"My book shelf looks a little empty. I\'m going to have to do something about that..."',
hintDesc: "Find a book somewhere in the wasteland and bring it back to camp",
type: "silver",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "bookAward1",
ariaText: "Silver Trophy",
},
"bookAward2": {
code: "bookAward2",
name: "Bookwyrm",
obtainedDesc: "Collected all the books",
obtainedQuote: '"Dragons don\'t collect gold, but books. Every immortal knows the value of knowledge - and a good story to pass the time."',
hintDesc: "Collect every book and bring them all back to the camp",
type: "gold",
obtained: false,
popupSeen: false,
hidden: false,
imageName: "bookAward2",
ariaText: "Gold Trophy",
}
}>>
bookAward1/* Checks every passage if the player has killed or spared a lot of people, and stores the knowledge of their combat approach. */
<<if $score.totalSpared gt ($score.totalKills * 2)>>
<<set $player.combatApproach to "nonLethal">>
<<elseif $score.totalKills gt ($score.totalSpared * 2)>>
<<set $player.combatApproach to "lethal">>
<<else>>
<<set $player.combatApproach to "mixed">>
<</if>><<nobr>>
/* Check for achievements */
<<CheckForAchievements>>
/* If the player has triggered a dialog event, this makes a popup happen, unless they're loading from a legacy save. */
<<if $dialogQue.length gt 0>>
<<include "DialogPopupEventMaster">>
<</if>>
/* If the player is loading a legacy save, this stops popups being blocked after the first pass. */
<<if $blockTrophyAlertsForLegacySaves>>
<<unset $blockTrophyAlertsForLegacySaves>>
<</if>>
<</nobr>>/* If NG+ player is defined, initialize $player to its value. */
<<if def setup.NewGamePlus.player>>
<<set $player to setup.NewGamePlus.player>>
<</if>>
/* If NG+ upgrades is defined, initialize $upgrades to its value. */
<<if def setup.NewGamePlus.upgrades>>
<<set $upgrades to setup.NewGamePlus.upgrades>>
<</if>>
/* If NG+ score is defined, initialize $score to its value. */
<<if def setup.NewGamePlus.score>>
<<set $score to setup.NewGamePlus.score>>
<</if>>
/* Other NG+ handling. */
/* Clean up setup.NewGamePlus. */
<<script>>delete setup.NewGamePlus;<</script>><<nobr>>
/* All the icons for the game as widgets to be called on. That way, I only need to edit them here instead of across 100+ passages. */
<<widget "strikeIcon">><<print '[img[assets/icons/strike.png]]'>><</widget>>
<<widget "shootIcon">><<print '[img[assets/icons/shoot.png]]'>><</widget>>
<<widget "scareOffIcon">><<print '[img[assets/icons/scareoff.png]]'>><</widget>>
<<widget "surrenderIcon">><<print '[img[assets/icons/surrender.png]]'>><</widget>>
<<widget "subdueIcon">><<print '[img[assets/icons/subdue.png]]'>><</widget>>
<<widget "hand2Icon">><<print '[img[assets/icons/hand2.png]]'>><</widget>>
<<widget "fleeIcon">><<print '[img[assets/icons/flee.png]]'>><</widget>>
<<widget "killIcon">><<print '[img[assets/icons/kill.png]]'>><</widget>>
<<widget "noKillIcon">><<print '[img[assets/icons/nokill.png]]'>><</widget>>
<<widget "defendIcon">><<print '[img[assets/icons/defend.png]]'>><</widget>>
<<widget "talkIcon">><<print '[img[assets/icons/talk.png]]'>><</widget>>
<<widget "runIcon">><<print '[img[assets/icons/run.png]]'>><</widget>>
<<widget "waitIcon">><<print '[img[assets/icons/wait.png]]'>><</widget>>
<<widget "cleaveIcon">><<print '[img[assets/icons/cleave.png]]'>><</widget>>
<<widget "aimIcon">><<print '[img[assets/icons/aim.png]]'>><</widget>>
<<widget "feintIcon">><<print '[img[assets/icons/feint.png]]'>><</widget>>
<<widget "deathIcon">><<print '[img[assets/icons/death.png]]'>><</widget>>
<<widget "exitIcon">><<print '[img[assets/icons/exit.png]]'>><</widget>>
<<widget "examineIcon">><<print '[img[assets/icons/examine.png]]'>><</widget>>
<<widget "searchIcon">><<print '[img[assets/icons/search.png]]'>><</widget>>
<<widget "maleIcon">><<print '[img[assets/icons/male.png]]'>><</widget>>
<<widget "femaleIcon">><<print '[img[assets/icons/female.png]]'>><</widget>>
<<widget "nonbinaryIcon">><<print '[img[assets/icons/nonbinary.png]]'>><</widget>>
<<widget "handTakeIcon">><<print '[img[assets/icons/handtake.png]]'>><</widget>>
<<widget "digIcon">><<print '[img[assets/icons/dig.png]]'>><</widget>>
<<widget "walkIcon">><<print '[img[assets/icons/walk.png]]'>><</widget>>
<<widget "noIcon">><<print '[img[assets/icons/no.png]]'>><</widget>>
<<widget "foodIcon">><<print '[img[assets/icons/food.png]]'>><</widget>>
<<widget "dnaIcon">><<print '[img[assets/icons/dna.png]]'>><</widget>>
<<widget "mapIcon">><<print '[img[assets/icons/map.png]]'>><</widget>>
<<widget "progenitorIcon">><<print '[img[assets/icons/progenitor.png]]'>><</widget>>
<<widget "helpIcon">><<print '[img[assets/icons/help.png]]'>><</widget>>
<<widget "eyetargetIcon">><<print '[img[assets/icons/eyetarget.png]]'>><</widget>>
<<widget "dodgeIcon">><<print '[img[assets/icons/dodge.png]]'>><</widget>>
<<widget "healingIcon">><<print '[img[assets/icons/healing.png]]'>><</widget>>
<<widget "strengthIcon">><<print '[img[assets/icons/strength.png]]'>><</widget>>
<<widget "energyIcon">><<print '[img[assets/icons/energy.png]]'>><</widget>>
<<widget "upgradeIcon">><<print '[img[assets/icons/upgrade.png]]'>><</widget>>
<<widget "ruinsIcon">><<print '[img[assets/icons/ruins.png]]'>><</widget>>
<<widget "restIcon">><<print '[img[assets/icons/rest.png]]'>><</widget>>
<<widget "sneakIcon">><<print '[img[assets/icons/sneak.png]]'>><</widget>>
<<widget "sneakAttackIcon">><<print '[img[assets/icons/sneakattack.png]]'>><</widget>>
<<widget "tradeIcon">><<print '[img[assets/icons/trade.png]]'>><</widget>>
<<widget "liftingIcon">><<print '[img[assets/icons/lifting.png]]'>><</widget>>
<<widget "ladderIcon">><<print '[img[assets/icons/ladder.png]]'>><</widget>>
<<widget "fallIcon">><<print '[img[assets/icons/fall.png]]'>><</widget>>
<<widget "tornadoIcon">><<print '[img[assets/icons/tornado.png]]'>><</widget>>
<<widget "hangingIcon">><<print '[img[assets/icons/hanging.png]]'>><</widget>>
<<widget "cannonIcon">><<print '[img[assets/icons/cannon.png]]'>><</widget>>
<<widget "shoutIcon">><<print '[img[assets/icons/shout.png]]'>><</widget>>
<<widget "duelIcon">><<print '[img[assets/icons/duel.png]]'>><</widget>>
<<widget "fallingIcon">><<print '[img[assets/icons/falling.png]]'>><</widget>>
<<widget "threatenIcon">><<print '[img[assets/icons/threaten.png]]'>><</widget>>
<<widget "liftAnim">><<print '[img[assets/icons/liftanim.gif]]'>><</widget>>
<<widget "hitGlassAnim">><<print '[img[assets/icons/hitglass.gif]]'>><</widget>>
<<widget "searchAnim">><<print '[img[assets/icons/searchanim.gif]]'>><</widget>>
<<widget "swingAnim">><<print '[img[assets/icons/swinganim.gif]]'>><</widget>>
<<widget "disguiseIcon">><<print '[img[assets/icons/mirror.png]]'>><</widget>>
<<widget "humanIcon">><<print '[img[assets/icons/human.png]]'>><</widget>>
<<widget "terranIcon">><<print '[img[assets/icons/terran.png]]'>><</widget>>
<<widget "machineIcon">><<print '[img[assets/icons/machine.png]]'>><</widget>>
<<widget "alienIcon">><<print '[img[assets/icons/alien.png]]'>><</widget>>
<<widget "humanFaceFemaleIcon">><<print '[img[assets/icons/humanfacefemale.png]]'>><</widget>>
<<widget "humanFaceMaleIcon">><<print '[img[assets/icons/humanfacemale.png]]'>><</widget>>
<<widget "alienFaceIcon">><<print '[img[assets/icons/alienface.png]]'>><</widget>>
<<widget "machineFaceIcon">><<print '[img[assets/icons/machineface.png]]'>><</widget>>
<<widget "skinIcon">><<print '[img[assets/icons/skin.png]]'>><</widget>>
<<widget "eyeIcon">><<print '[img[assets/icons/eye.png]]'>><</widget>>
<<widget "muscleIcon">><<print '[img[assets/icons/muscle.png]]'>><</widget>>
<<widget "bonesIcon">><<print '[img[assets/icons/bones.png]]'>><</widget>>
<<widget "armIcon">><<print '[img[assets/icons/arm.png]]'>><</widget>>
<<widget "handIcon">><<print '[img[assets/icons/hand.png]]'>><</widget>>
<<widget "legsFemaleIcon">><<print '[img[assets/icons/legsfemale.png]]'>><</widget>>
<<widget "legsMaleIcon">><<print '[img[assets/icons/legsmale.png]]'>><</widget>>
<<widget "earIcon">><<print '[img[assets/icons/ear.png]]'>><</widget>>
<<widget "lungsIcon">><<print '[img[assets/icons/lungs.png]]'>><</widget>>
<<widget "organIcon">><<print '[img[assets/icons/organ.png]]'>><</widget>>
<<widget "enemyHealthIcon">>
<span style="color: darkorange;">
<i aria-hidden="true" class="fa-solid fa-fire"></i>
<span class="sr-only">Health</span>
</span>
<</widget>>
<<widget "healthIcon">>
<span style="color: red;">
<i aria-hidden="true" class="fa-solid fa-heart-pulse"></i>
<span class="sr-only">Health</span>
</span>
<</widget>>
<<widget "healthIconNoSR">>
<span style="color: red;">
<i aria-hidden="true" class="fa-solid fa-heart-pulse"></i>
</span>
<</widget>>
<<widget "healIcon">>
<span style="color: limegreen;">
<i aria-hidden="true" class="fa-solid fa-heart-pulse"></i>
</span>
<</widget>>
<<widget "healthIconWhite">>
<span style="color: white;">
<i class="fa-solid fa-heart-pulse"></i>
</span>
<</widget>>
<<widget "chipIcon">>
<span style="color: silver;">
<i aria-hidden="true" class="fa-solid fa-microchip"></i>
<span class="sr-only">Microchip</span>
</span>
<</widget>>
<<widget "chipIconHeader">>
<span style="color: silver;">
<i aria-hidden="true" class="fa-solid fa-microchip"></i>
<span class="sr-only">Chips in Bag</span>
</span>
<</widget>>
<<widget "chipIconNoSR">>
<span style="color: silver;">
<i aria-hidden="true" class="fa-solid fa-microchip"></i>
</span>
<</widget>>
<<widget "quartzIcon">>
<span style="color: floralwhite;">
<i aria-hidden="true" class="fa-solid fa-gem"></i>
</span>
<</widget>>
<<widget "exploreWaterIcon">>
<span style="color: powderblue;">
<i aria-hidden="true" class="fa-solid fa-tint"></i>
<span class="sr-only">Water</span>
</span>
<</widget>>
<<widget "DRIcon">>
<span style="color: silver;">
<i aria-hidden="true" class="fa-solid fa-shield-alt"></i>
<span class="sr-only">DR</span>
</span>
<</widget>>
<<widget "DRIcon">>
<span style="color: silver;">
<i aria-hidden="true" class="fa-solid fa-shield-alt"></i>
</span>
<</widget>>
<<widget "chargeIcon">>
<span style="color: gold;">
<i aria-hidden="true" class="fa-solid fa-bolt"></i>
<span class="sr-only">Charge</span>
</span>
<</widget>>
<<widget "exchangeIcon">>
<i class="fa-solid fa-arrow-right"></i>
<</widget>>
<<widget "safeIcon">>
<span class="sr-only">Chips in stock</span>
<svg viewBox="0 0 576 512" class="safeicon">
<path class="st0" fill="goldenrod" d="M144,240c0-44.2,35.8-80,80-80s80,35.8,80,80s-35.8,80-80,80S144,284.2,144,240z M512,0c35.3,0,64,28.6,64,64
v352c0,35.3-28.7,64-64,64h-16l-16,32h-64l-16-32H176l-16,32H96l-16-32H64c-35.3,0-64-28.7-64-64V64C0,28.6,28.6,0,64,0H512z
M224,400c88.4,0,160-71.6,160-160S312.4,80,224,80S64,151.6,64,240S135.6,400,224,400z M480,221.3c18.6-6.6,32-24.4,32-45.3
c0-26.5-21.5-48-48-48s-48,21.5-48,48c0,20.9,13.4,38.7,32,45.3V336c0,8.8,7.2,16,16,16s16-7.2,16-16V221.3z"/>
</svg>
<</widget>>
<</nobr>>/* This be where all the pronouns for the PC and NPC are at.*/
<<widget "Vanth">><<print $player.name>><</widget>>
<<widget "Terys">><<print $terys>><</widget>>
<<widget "he">><<if $player.gender is "male">>he<<elseif $player.gender is "female">>she<<else>>they<</if>><</widget>>
<<widget "He">><<if $player.gender is "male">>He<<elseif $player.gender is "female">>She<<else>>They<</if>><</widget>>
<<widget "Hes">><<if $player.gender is "male">>He's<<elseif $player.gender is "female">>She's<<else>>They're<</if>><</widget>>
<<widget "hes">><<if $player.gender is "male">>he's<<elseif $player.gender is "female">>she's<<else>>they're<</if>><</widget>>
<<widget "him">><<if $player.gender is "male">>him<<elseif $player.gender is "female">>her<<else>>them<</if>><</widget>>
<<widget "Him">><<if $player.gender is "male">>Him<<elseif $player.gender is "female">>Her<<else>>Them<</if>><</widget>>
<<widget "his">><<if $player.gender is "male">>his<<elseif $player.gender is "female">>her<<else>>their<</if>><</widget>>
<<widget "His">><<if $player.gender is "male">>His<<elseif $player.gender is "female">>Her<<else>>Their<</if>><</widget>>
<<widget "skin">><<if $player.appearance is "machine">>plating<<elseif $player.appearance is "alien">>alien skin<<else>>skin<</if>><</widget>>
<<widget "soilNoun">><<if $explore.currentArea is "desert">><<print setup.sandNoun.random()>><<else>><<print setup.soilNoun.random()>><</if>><</widget>>
<<widget "man">><<if $player.gender is "male">>man<<elseif $player.gender is "female">>woman<<else>>person<</if>><</widget>>
<<widget "Xirii">><<if $quests.forestFight gt 0>>x'irii<<else>>humanoid alien<</if>><</widget>>
<<widget "XiriiWinged">><<if $quests.forestFight gt 0>>x'irii<<else>>winged alien<</if>><</widget>>
<<widget "GrovelessXirii">><<if $quests.swampQuest gt 0>>groveless x'irii<<else>>hollow-eyed x'irii<</if>><</widget>>/* Esra Pronouns */
<<widget "a-he">><<if $esra is "female">>she<<else>>he<</if>><</widget>>
<<widget "a-He">><<if $esra is "female">>She<<else>>He<</if>><</widget>>
<<widget "a-him">><<if $esra is "female">>her<<else>>him<</if>><</widget>>
<<widget "a-Him">><<if $esra is "female">>Her<<else>>Him<</if>><</widget>>
<<widget "a-his">><<if $esra is "female">>her<<else>>his<</if>><</widget>>
<<widget "a-His">><<if $esra is "female">>Her<<else>>His<</if>><</widget>>
<<widget "a-Himself">><<if $esra is "female">>Herself<<else>>Himself<</if>><</widget>>
<<widget "a-himself">><<if $esra is "female">>herself<<else>>himself<</if>><</widget>>
<<widget "a-man">><<if $esra is "female">>woman<<else>>man<</if>><</widget>>
<<widget "a-guy">><<if $esra is "female">>girl<<else>>guy<</if>><</widget>>
<<widget "Ash">><<if $partner is "female" or $partner is "male">>Ash<<else>>Aurel<</if>><</widget>>
<<widget "a-father">><<if $esra is "female">>mother<<else>>father<</if>><</widget>>
/* Partner pronouns */
<<widget "p-he">><<if $partner is "female">>she<<elseif $partner is "male">>he<<else>>they<</if>><</widget>>
<<widget "p-He">><<if $partner is "female">>She<<elseif $partner is "male">>He<<else>>They<</if>><</widget>>
<<widget "p-him">><<if $partner is "female">>her<<elseif $partner is "male">>him<<else>>them<</if>><</widget>>
<<widget "p-Him">><<if $partner is "female">>Her<<elseif $partner is "male">>Him<<else>>Them<</if>><</widget>>
<<widget "p-His">><<if $partner is "female">>Her<<elseif $partner is "male">>His<<else>>Their<</if>><</widget>>
<<widget "p-his">><<if $partner is "female">>her<<elseif $partner is "male">>his<<else>>their<</if>><</widget>>
<<widget "p-Hers">><<if $partner is "female">>Hers<<elseif $partner is "male">>His<<else>>Theirs<</if>><</widget>>
<<widget "p-hers">><<if $partner is "female">>hers<<elseif $partner is "male">>his<<else>>theirs<</if>><</widget>>
<<widget "p-Himself">><<if $partner is "female">>Herself<<elseif $partner is "male">>Himself<<else>>Themself<</if>><</widget>>
<<widget "p-himself">><<if $partner is "female">>herself<<elseif $partner is "male">>himself<<else>>themself<</if>><</widget>>
<<widget "p-boyfriend">><<if $partner is "female">>girlfriend<<elseif $partner is "male">>boyfriend<<else>>friend<</if>><</widget>>
<<widget "p-husband">><<if $partner is "female">>wife<<elseif $partner is "male">>husband<<else>>best friend<</if>><</widget>>
<<widget "p-man">><<if $partner is "female">>woman<<elseif $partner is "male">>man<<else>>robot<</if>><</widget>>
<<widget "p-s">><<if $partner is "female" || $partner is "male">>s<</if>><</widget>>
<<widget "p-hes">><<if $partner is "female">>she's<<elseif $partner is "male">>he's<<else>>they're<</if>><</widget>>
/* Other characters such as Shay who may have variable gender depending on the player's orientation */
<<widget "s-he">><<if $shay is "female">>she<<else>>he<</if>><</widget>>
<<widget "s-He">><<if $shay is "female">>She<<else>>He<</if>><</widget>>
<<widget "s-him">><<if $shay is "female">>her<<else>>him<</if>><</widget>>
<<widget "s-Him">><<if $shay is "female">>Her<<else>>Him<</if>><</widget>>
<<widget "s-his">><<if $shay is "female">>her<<else>>his<</if>><</widget>>
<<widget "s-His">><<if $shay is "female">>Her<<else>>His<</if>><</widget>>
<<widget "s-Himself">><<if $shay is "female">>Herself<<else>>Himself<</if>><</widget>>
<<widget "s-himself">><<if $shay is "female">>herself<<else>>himself<</if>><</widget>>
<<widget "s-man">><<if $shay is "female">>woman<<else>>man<</if>><</widget>>
<<widget "s-guy">><<if $shay is "female">>girl<<else>>guy<</if>><</widget>>
<<widget "s-father">><<if $shay is "female">>mother<<else>>father<</if>><</widget>>
<<widget "friendlyMachineCombatGreeting">><<if $player.appearance is "machine">><<print setup.friendlyMachineCombatGreetingAlsoMachine.random()>><<else>><<print setup.friendlyMachineCombatGreeting.random()>><</if>><</widget>>/* Updates the Health Bar */
<<widget "UpdateHealthBar">>
<<run Health($player.CurHP, $player.MaxHP)>>
<</widget>><<nobr>>
/* It's general widgets that I need for the game, but aren't anywhere else. */
/* D20 math making */
<<widget "d20">>
<<print dice(setup.d20)>>
<</widget>>
/* Probably the most used Widget in the game. This is the next button. */
<<widget "n">>
<<set $nDest to $args[0]>>
<</widget>>
/* Widget for gathering the needed passage to display multiple choice options (non-dialogue) */
<<widget "mb">>
<<set $mDest to $args[0]>>
<</widget>>
/* These are old and potentially need to be culled. */
<<widget "nextDice">><<print '<span class="dice">[img[$nextDice][' + $args[0] + ']]</span>'>><</widget>>
<<widget "upArrow">>[img["https://image.ibb.co/fLdSGK/plain_arrow.png"]]
<</widget>>
/* For when I need to deal damage in the plot.. */
<<widget "PlotDamage">>
<b><<print 'You have taken <<healthIcon>> ' + $args[0] + ' damage.'>></b>
<<print '<<set $player.CurHP to $player.CurHP - ' + $args[0] + '>>'>>
<</widget>>
<</nobr>>/* For incrementing the button number ID so you can click that number key. Uses temp values. */
<<widget "IncrementButtonNumber">>
<<set _n += 1>>
<<set _id to "button" + _n>>
<</widget>>/* Sets the player's title based on scores and events. */
<<widget "SetTitle">>
<<if $player.level gte 30>>
<<set $title.firstPart to "Corrector">>
<<elseif $player.level gte 26>>
<<if $player.combatApproach is "nonLethal">>
<<set $title.firstPart to "Heart">>
<<elseif $player.combatApproach is "lethal">>
<<set $title.firstPart to "Harbinger">>
<<else>>
<<set $title.firstPart to "Judge">>
<</if>>
<<elseif $player.level gte 23>>
<<if $player.combatApproach is "nonLethal">>
<<set $title.firstPart to "Exemplar">>
<<elseif $player.combatApproach is "lethal">>
<<set $title.firstPart to "Executioner">>
<<else>>
<<set $title.firstPart to "Sentinel">>
<</if>>
<<elseif $player.level gte 20>>
<<if $player.combatApproach is "nonLethal">>
<<set $title.firstPart to "Champion">>
<<elseif $player.combatApproach is "lethal">>
<<set $title.firstPart to "Hurricane">>
<<else>>
<<set $title.firstPart to "Arbiter">>
<</if>>
<<elseif $player.level gte 17>>
<<if $player.combatApproach is "nonLethal">>
<<set $title.firstPart to "Defender">>
<<elseif $player.combatApproach is "lethal">>
<<set $title.firstPart to "Subjugator">>
<<else>>
<<set $title.firstPart to "Seeker">>
<</if>>
<<elseif $player.level gte 14>>
<<if $player.combatApproach is "nonLethal">>
<<set $title.firstPart to "Zephyr">>
<<elseif $player.combatApproach is "lethal">>
<<set $title.firstPart to "Reaper">>
<<else>>
<<set $title.firstPart to "Survivor">>
<</if>>
<<elseif $player.level gte 10>>
<<if $player.combatApproach is "nonLethal">>
<<set $title.firstPart to "Shepard">>
<<elseif $player.combatApproach is "lethal">>
<<set $title.firstPart to "Marauder">>
<<else>>
<<set $title.firstPart to "Wanderer">>
<</if>>
<<elseif $player.level gte 7>>
<<if $player.combatApproach is "nonLethal">>
<<set $title.firstPart to "Warrior">>
<<elseif $player.combatApproach is "lethal">>
<<set $title.firstPart to "Raider">>
<<else>>
<<set $title.firstPart to "Dweller">>
<</if>>
<<elseif $player.level gte 4>>
<<if $player.combatApproach is "nonLethal">>
<<set $title.firstPart to "Whisper">>
<<elseif $player.combatApproach is "lethal">>
<<set $title.firstPart to "Wraith">>
<<else>>
<<set $title.firstPart to "Ghost">>
<</if>>
<<else>>
<<set $title.firstPart to "Fragment">>
<</if>>
<<set $title.secondPart to "">>
<</widget>><<nobr>>
/* For seperating all the First Upgrade scenes at the start into the relevant second dialogue passage. */
<<widget "tanknext">>
<<print '@@.vbutton;<<button "<b>Leave The Tank</b>.""' + $args[0] + '">><</button>>@@'>>
<</widget>>
<<widget "tanknext2">>
<<print '@@.vbutton;<<button "<b>Continue the Memory</b>.""' + $args[0] + '">><</button>>@@'>>
<</widget>>
<</nobr>>You float in the tank. Everything is fuzzy, like in a dream.
<br><br>It's hard to tell how much time passes before the bottle-green fluid drains out, and the tank door opens.
<<audio "bubbles" play>>
/* Find the last upgrade, as set by the relevant button in camp.twee. Then, source the relevant next button formatting from the 'n' widget which uses the Dumb Print Trick TM. */
<<if $upgrades.last is "TRegen">>
<<n "TRegen">>
<<elseif $upgrades.last is "TEyes">>
<<n "TEyes">>
<<elseif $upgrades.last is "TClaws">>
<<n "TClaws">>
<<elseif $upgrades.last is "TTherm">>
<<n "TTherm">>
<<elseif $upgrades.last is "TPhero">>
<<n "TPhero">>
<<elseif $upgrades.last is "TWeb">>
<<n "TWeb">>
<<elseif $upgrades.last is "MNano">>
<<n "MNano">>
<<elseif $upgrades.last is "MGuns">>
<<n "MGuns">>
<<elseif $upgrades.last is "MEyes">>
<<n "MEyes">>
<<elseif $upgrades.last is "MSonar">>
<<n "MSonar">>
<<elseif $upgrades.last is "MShock">>
<<n "MShock">>
<<elseif $upgrades.last is "MCalc">>
<<n "MCalc">>
<<elseif $upgrades.last is "ABuild">>
<<n "ABuild">>
<<elseif $upgrades.last is "AGlow">>
<<n "AGlow">>
<<elseif $upgrades.last is "APredict">>
<<n "APredict">>
<<elseif $upgrades.last is "AAmbush">>
<<n "AAmbush">>
<<elseif $upgrades.last is "ASenses">>
<<n "ASenses">>
<<elseif $upgrades.last is "APhero">>
<<n "APhero">>
<<else>>
ERROR: No last upgrade found.
<</if>>"I've modified your macrophages to have the same properties as a salamander. @@.delayed; Your wounds should heal all on their own now."<<audio ":sound" stop>><<audio "door2" play>>
@@ @@.delayed; <br>"I imagine that makes your job a lot easier."
@@ @@.delayed; <br>"Well, they say prevention is the best cure.@@ @@.delayed; Go on, prick your finger."
@@ @@.delayed; <br>You pull out your gun-blade and do as <<a-he>> asked. @@ @@.delayed;As blood dribbles down your digit, the wound closes before your eyes.
@@ @@.delayed; <br>"Neat. I feel like an action hero."
@@ @@.delayed; <br>"Not quite yet. @@ @@.delayed;It's pretty slow right now, but if you get me some more microchips, I can make it so you can regenerate all sorts of things." <<n "TerranUpgrades">>@@As you walk out of the tank, the world has thousands of extra contours. @@.delayed; The steel walls, once bland and grey, are now a tapestry of scratches and hues. @@ @@.delayed; Dust hangs in the air in distinct shapes; from smooth round spheres to ragged little meteors.<<audio ":sound" stop>><<audio "door2" play>>
@@ @@.delayed; <br>You blink. @@ @@.delayed; In that split second, something other than your eyelid sweeps across your eye.
@@ @@.delayed; <br>"This might be a bit overwhelming, but I've added a lot of eagle-like traits to your eyes. @@ @@.delayed; A second fovea, a pecten oculi, and other things. @@ @@.delayed; Once you're outside, you should be able to spot a rabbit from two miles away."
@@ @@.delayed; <br>"Why a rabbit? @@ @@.delayed; And what's with that weird thing I felt when I blinked?"
@@ @@.delayed; <br>"That's your nictitating membrane - your translucent third eyelid.@@ @@.delayed; Don't worry, nobody can see it. @@ @@.delayed; It keeps your eye hydrated and protects it from things."
@@ @@.delayed; <br>"Like the particles I can see all around the room. @@ @@.delayed; This is going to take some getting used to." <<n "TerranUpgrades">>@@"I've altered your genome to give you claws. @@.delayed;Go on, give them a try."<<audio ":sound" stop>><<audio "door2" play>>
@@ @@.delayed; <br>You splay your fingers. @@ @@.delayed;They look the same, until you flex your muscles. @@ @@.delayed;A slight sense of tension runs through your fingertips. @@ @@.delayed;You release them.
@@ @@.delayed; <br>Curved talons.@@ @@.delayed; You run them along the wall. Scrape. @@ @@.delayed;When you look at the tips, they're barely blunted.
@@ @@.delayed; <br>"I made them to be durable, because I didn't want them breaking easily.@@ @@.delayed; There's actually a lot of calcium in there, like bones."
@@ @@.delayed; <br>"They look pretty nasty, at least if I'm getting up close and personal."
@@ @@.delayed; <br>"Absolutely! @@ @@.delayed;You're now one of the few creatures that have both claws and opposable thumbs. @@ @@.delayed;Like a koala bear, or a giant panda."
@@ @@.delayed; <br>"Wait, are you telling me you modelled these after an endangered species?" <<n "TerranUpgrades">>@@As you walk out of the tank, you feel a tingling warmth in your left cheek. @@.delayed;When you walk forward, it shifts across your face. <<audio ":sound" stop>><<audio "door2" play>>
@@ @@.delayed; <br>You turn to it. @@ @@.delayed;The sensation spreads across your nose.@@ @@.delayed;You rub it, but the feeling persists.
@@ @@.delayed; <br>"Why is my face tingling? @@ @@.delayed;I thought you said you were giving me thermal senses."
@@ @@.delayed; <br>"That's exactly what's happening. @@ @@.delayed;I gave you very tiny pit organs, like some vipers have.@@ @@.delayed; That means you sense heat and the direction it comes from. @@ @@.delayed;You should be able to sense people in the dark, and detect anything warm up to several meters away."
@@ @@.delayed; <br>"It doesn't quite feel like any of my other senses, but I can see how this is useful. @@ @@.delayed;But how come it's not reacting to my own heat?"
@@ @@.delayed; <br>"Well, you're not cold-blooded, so I took that out so you wouldn't be distracted.@@ @@.delayed; Your face won't overheat either, since they're great for thermal regulation; you're blush-free."
@@ @@.delayed; <br>"That's an interesting side-effect."<<n "TerranUpgrades">>@@"You shouldn't feel any different, but I've made two adjustments. @@.delayed;The first is I've modified your body to give off powerful pheromones."<<audio ":sound" stop>><<audio "door2" play>>
@@ @@.delayed; <br>"So, wait, you're saying everything's going to be attracted to me? @@ @@.delayed;That sounds like more trouble than helpful."
@@ @@.delayed; <br>"Typical human, always thinking about sex! @@ @@.delayed;Your body uses pheromones for all sorts of social cues. @@ @@.delayed;For instance, your tears reduce the testosterone in others. @@ @@.delayed;Your body gives off natural social cues that people respond to."
@@ @@.delayed; <br>"So you're saying if I get cornered by a monster, I've just got to start crying?"
@@ @@.delayed; <br>"Sort of, it only works on humans - not machines or the strange creatures. @@ @@.delayed;Humans have a rather weak pheromone sense, so I've dialled it up a bit.@@ @@.delayed; The second thing is I've given you a stronger pheromone sense, so you'll be better able to tell what people are feeling, even if you can't read their face."
@@ @@.delayed; <br>"Well, if I come across any other humans, that sounds like it will be pretty handy."<<n "TerranUpgrades">>@@"I've given you the ability to shoot web like a spider. @@.delayed;Spider web is notoriously strong with a tensile strength of 178 kilograms per square millimeter. @@ @@.delayed;You can shoot them from your wrists. @@ @@.delayed;Why not give it a try?"<<audio ":sound" stop>><<audio "door2" play>>
@@ @@.delayed; <br>You raise your arm at the nearby wall. @@ @@.delayed;There's a loud thwip, and a strand of white web splatters on the wall. @@ @@.delayed;As you walk up, the thin strands glitter like silver.
@@ @@.delayed; <br>"Whoa, that's something else. @@ @@.delayed;Where'd you get the idea?"
@@ @@.delayed; <br>"It was in a corrupted research file that was already in my database. @@ @@.delayed;I must have been looking into it at some point. @@ @@.delayed;Anyway, as neat as it is, you shouldn't use it except in emergencies. @@ @@.delayed;Your body needs to generate enormous amounts of protein to make that silk, and due to your body volume, you can't produce tons of it."
@@ @@.delayed; <br>"Now you mention it, I am feeling hungry all of a sudden."
@@ @@.delayed; <br>"Yeah, and there's no protein around for you to eat. @@ @@.delayed;I'll keep working on a more efficient solution. @@ @@.delayed;Until then, only for emergencies, okay?" <<n "TerranUpgrades">>@@"I've integrated ultra-tough synthetic nanofibers into your skin. @@.delayed;You've now got a natural armor layer just beneath your epidermis."<<audio ":sound" stop>><<audio "door2" play>>
@@ @@.delayed; <br>You press your thumb into your forearm. @@ @@.delayed;It only presses in a little, then hits something hard, like bone.
@@ @@.delayed; <br>"I kind of thought I'd feel like a machine - like I was made of unyielding metal."
@@ @@.delayed; <br>"Metal with a little yield is a lot tougher. @@ @@.delayed;Plus, I had to leave your tactile sensors intact.@@ @@.delayed; Making you completely out of metal would come at a cost. @@ @@.delayed;It should be enough to stop a blade, but I wouldn't recommend stabbing yourself. You still feel pain."
@@ @@.delayed; <br>"Wouldn't it be more useful if I didn't?"
@@ @@.delayed; <br>"Then you'd get injured all the time! @@ @@.delayed;Trust me, this way you've got the best of both worlds.@@ @@.delayed; I'll keep working on the nanofiber recipe - see if I can't make you practically indestructable." <<n "MachineUpgrades">>@@"I've given you some hidden weapons, specifically guns. @@.delayed;They're thought-activated, just like when you interface. @@ @@.delayed;Want to know where they're located?"<<audio ":sound" stop>><<audio "door2" play>>
@@ @@.delayed; <br>"I'm guessing in my forearms? @@ @@.delayed;Unless they're in my face, nothing else is going to be bare and pointing towards something I'm shooting."
@@ @@.delayed; <br>You test your theory out by pointing them at the bare wall.@@ @@.delayed; In the blink of an eye, two small guns flick out of your forearms.@@ @@.delayed; With just a thought, they click back in.
@@ @@.delayed; <br>"Got it in one! @@ @@.delayed;Just to note, I had to keep them pretty slim on components. @@ @@.delayed;They'll aim where your gun-blade aims and lay down secondary fire."
@@ @@.delayed; <br>"Ah, so they're designed for supportive fire? @@ @@.delayed;I guess they couldn't be made that small without some kind of trade-off." <<n "MachineUpgrades">>@@When you walk out of the tank, small squares appear around the items in the room. @@.delayed;As you stare at Esra's console, your vision enhances on it. @@ @@.delayed;Tiny technical details float across your vision.<<audio ":sound" stop>><<audio "door2" play>>
@@ @@.delayed; <br>"Whoa, what's going on? @@ @@.delayed;It's like my eyes have a user interface."
@@ @@.delayed; <br>"That's exactly what they've got.@@ @@.delayed; I've patched them with all the features my eyes have, so you can see like I do. @@ @@.delayed;It's only fair since I get to see things through your eyes all the time. @@ @@.delayed;You've now got things like digital zoom, trajectory calculations, notation overlay. @@ @@.delayed;The only thing you can't do is take selfies, for obvious reasons."
@@ @@.delayed; <br>"Trajectory overlay?"
@@ @@.delayed; <br>"Yeah, it should make things a lot easier when making those long distance shots. @@ @@.delayed;Sharpshooters work better with a spotter, right? @@ @@.delayed;Well, with this, you're both the shooter and the spotter all rolled into one." <<n "MachineUpgrades">>@@"I've given you a sonar calibration processor. @@.delayed;Let's run through a test to see if it's working. @@ @@.delayed;I've made some rubber balls, and I want you to throw them at the dot I'm projecting at the wall."<<audio ":sound" stop>><<audio "door2" play>>
@@ @@.delayed; <br>You go over to the dispenser and grab a handful. @@ @@.delayed;When you toss the first one, you can hear the ripples in the air. @@ @@.delayed;And when it hits the wall - missing the target by a foot - the sound is as informative as a map.
@@ @@.delayed; <br>//Down by -5.5 degrees. Rotation increase by 1.33.// @@ @@.delayed;//The wind resistance is...//
@@ @@.delayed; <br>"...What's going on, Esra?"
@@ @@.delayed; <br>"You're gathering information from the noise of everything. @@ @@.delayed;Throw a few more."
@@ @@.delayed; <br>You do as <<a-he>> asks. @@ @@.delayed;It doesn't take long before the rubber balls hit the dot each time. @@ @@.delayed;Math figures and various diagrams are swimming in your head.
@@ @@.delayed; <br>"Right. @@ @@.delayed;According to my estimates, it takes about forty seconds of observation before your accuracy spikes. @@ @@.delayed;With this, you should have an edge when a skirmish is drawn out. @@ @@.delayed;If you want, you can play it safe and strike when you've figured them out." <<n "MachineUpgrades">>@@"I've equipped you with the ability to tase your opponents. @@.delayed; The voltage is naturally low, since the batteries are organically powered. @@ @@.delayed;Not enough to deliver a lethal shock, but definitely enough to help incapacitate someone."<<audio ":sound" stop>><<audio "door2" play>>
@@ @@.delayed; <br>You splay out your fingers. @@ @@.delayed;With just a thought, tiny arcs of electricity jump between them.@@ @@.delayed; "So does this work on organics, or machines as well?"
@@ @@.delayed; <br>"Unless they're built with good shock regulators, probably both. @@ @@.delayed;Excess electricity is bad for both organics and machines. @@ @@.delayed;Thankfully, it's easy enough to regulate your own charge, so you're not in any danger of shocking yourself."
@@ @@.delayed; <br>"That's good to know. @@ @@.delayed;I'd hate to scratch my own nose and knock myself out."
@@ @@.delayed; <br>"Yeah, I bet that'd be a shocking experience."
@@ @@.delayed; <br>"Couldn't go without making a pun, could you Esra?"
@@ @@.delayed; <br>"Watt, did you think I wouldn't?" <<n "MachineUpgrades">>@@"I've added a high-performance calculator to your mechanical implants. @@.delayed;Math is the universal language, so being able to process math equations will make it easier to speak to machines.
@@ @@.delayed; <br>"Wait, are you saying machines sit around and talk maths with each other?"
@@ @@.delayed; <br>"Only the cool ones. @@ @@.delayed;All right, what would you say if I said fifty percent or more of the natural numbers less than any given number have an odd number of prime factors?"
@@ @@.delayed; <br>"I'd say that's incorrect if I give you a counterexample of N equal to 906,150,257. @@ @@.delayed;In fact, it would hold false for most values of N in the region of 906,150,257 to 906,488,079."
@@ @@.delayed; <br>"Wow, okay. @@ @@.delayed;That worked better than I expected."
@@ @@.delayed; <br>"Esra?"
@@ @@.delayed; <br>"Sorry, that refute of the Pólya conjecture was beautiful. @@ @@.delayed;I'm just going to be hiding behind my screen, dying of embarassment. @@ @@.delayed;That is definitely going to work on other machines." <<n "MachineUpgrades">>@@When you step out of the tank, your skin prickles. @@.delayed; Every caress of the air feels contoured and different. @@ @@.delayed;Your footsteps feel light. No, //you// feel light.
@@ @@.delayed; <br>"Well, this is different." @@ @@.delayed;You bounce up and down, feeling less resistance. @@ @@.delayed;"I feel like I could jump and be carried by a gust of wind."
@@ @@.delayed; <br>"Yeah, the x'irii seem to be built slight, probably for dodging.@@ @@.delayed; They've got a hollow skeleton and powerful muscles. @@ @@.delayed;I'd compare it to a bird - that's the closest Terran thing - but it would be a gross oversimplication."
@@ @@.delayed; <br>"And the tingling skin?"
@@ @@.delayed; <br>"The x'irii have a completely seperate tactile sense for air. @@ @@.delayed;It's very complex and interesting. I believe it's how they're so nimble. @@ @@.delayed;If they get attacked, they can feel the moving air long before the blow lands. @@ @@.delayed;Their lighter bodies allow them to move in time - a perfect synergy of senses and build."
@@ @@.delayed; <br>"You still didn't say I couldn't be carried off by a gust of wind."
@@ @@.delayed; <br>"Well, if there's a strong enough wind, who couldn't be?" <<n "AlienUpgrades">>@@"I've added some autogenic biolumination to your skin, like some of the x'irii have. @@.delayed; I've tuned it so it should only kick in when you're attacking. @@ @@.delayed; The chemical compounds that make them glow are completely different from Earth - I was expecting them to be using luciferin."
@@ @@.delayed; <br>You tense up and punch the air. @@ @@.delayed; As you do, your whole arm lights up with scintillating patterns. @@ @@.delayed; They fade and dissapear against your skin. Beautiful, but transitory.
@@ @@.delayed; <br>"So, as neat as these are, what's the evolutionary purpose?"
@@ @@.delayed; <br>"You probably didn't notice, because the x'irii have natural optic filters for their own hues. @@ @@.delayed; The luminescence is highly distracting, both from the unique light and the colors. Hypnotic, even. @@ @@.delayed; But from a practical point of view, it would work better up close, the way the x'irii fight."
@@ @@.delayed; <br>"Right. So if I get up close, there's a chance I can distract my opponents.@@ @@.delayed; Guess I should get used to leaving at least some parts of me bare."
@@ @@.delayed; <br>"Well, that's a //different// kind of distraction, and I'm not condoning nor opposing that." <<n "AlienUpgrades">>@@When you walk out of the tank, nothing seems to be different. @@.delayed;However, a few seconds later, a ball is ejected from the wall. @@ @@.delayed;As it bounces about, there is a faint ghostly image bouncing ahead of it.
@@ @@.delayed; <br>The ball bounces exactly where its ghostly twin hits, until they both roll to a stop, becoming one again. @@ @@.delayed;You pick up the ball.
@@ @@.delayed; <br>"Okay, what was that?"
@@ @@.delayed; <br>"You've got a new predictory sense. @@ @@.delayed;That's the best I can describe it, since there's no human precedent for it. @@ @@.delayed;It's like your senses are working with your brain to instinctually calculate where things will move, and showing that to you.@@ @@.delayed; But there were several elements even I don't understand, and removing them made the whole thing not work."
@@ @@.delayed; <br>"It's got to be a real mystery if you don't get it. @@ @@.delayed;You still spliced it in?"
@@ @@.delayed; <br>"I'm at the limit of what I can do in a simulation, so I need you to test it out@@ @@.delayed;. Don't worry; the x'irii have it, and we can always take it out. @@ @@.delayed;I think it's one of the reasons they're such good hunters." <<n "AlienUpgrades">>@@When you take your first step out of the progenitor, your calf muscles coil and release. @@.delayed;With a single step, you've out of the tank and sliding across the floor.
@@ @@.delayed; <br>"Whoa, okay, what was that?"
@@ @@.delayed; <br>"Right, sorry! @@ @@.delayed;The x'irii have a fascinating muscular structure, especially the joining tissues. @@ @@.delayed;It's not fair to call them 'tendons' because it's nothing similar. @@ @@.delayed;Anyway, they're capable of absorbing incredible energy for short bursts, then they contract to a more 'normal' state."
@@ @@.delayed; <br>"So what does that mean in a practical sense?" @@ @@.delayed;You take small steps over to the console. @@ @@.delayed;"It feels like I've been flying with my foot flat on the pedal and barely breaking the sound barrier, only to jump in another craft and go twice as fast."
@@ @@.delayed; <br>"You should naturally adjust over time. @@ @@.delayed;X'irii seem to be historically ambush predators, so their muscles are ideally built for short, sharp engagements. @@ @@.delayed;These modifications will give you the edge when you've been conserving energy, but not in a drawn out fight."
@@ @@.delayed; <br>"Right, I think I'm getting used to it.@@ @@.delayed; Let me just walk around the room a little more." <<n "AlienUpgrades">>@@From the moment you open your eyes, there is a strange tint to the room. @@.delayed;A hue you've never seen before. @@ @@.delayed;It's coating almost everything. @@ @@.delayed;It's also behind things you shouldn't be able to see behind, forming the shapes of cables and pipes.
@@ @@.delayed; <br>"Everything looks different, right?"
@@ @@.delayed; <br>"You have no idea. @@ @@.delayed;What colour is that, exactly?"
@@ @@.delayed; <br>"There's no word in any human language for it, because no human has ever seen it, but if I had to go out on a limb I'd call it 'ferrous'. @@ @@.delayed;You're not actually seeing light sent back to your eye as colour. @@ @@.delayed;The x'irii have a magnetic tense that reacts to anything containing iron, and your brain is translating that into a visible hue. @@ @@.delayed;You should be able to 'see' something metal even if it's behind or beneath something."
@@ @@.delayed; <br>"This whole room looks entirely different. @@ @@.delayed;Why would the x'irii have a sense like this?"
@@ @@.delayed; <br>"A lot of advantages, most of them survival related. @@ @@.delayed;There's iron in a lot of things, like sandstorms and salvage.@@ @@.delayed; Most organics and synthetics have iron in their bodies, so they can't sneak up on you. @@ @@.delayed;Also, if there's broccoli on Trigaea, you're going to be the first to find it."
@@ @@.delayed; <br>"Sounds like it's really good for finding things I want to avoid." <<n "AlienUpgrades">>@@"I finally cracked the pheromones the x'irii respond to. @@.delayed;They have a much stronger pheromone sense, and it seems to be linked to their hands."
@@ @@.delayed; <br>"Hands, huh?" You walk out and turn over your palms. @@ @@.delayed;Tiny little diamond shapes are etched across them. @@ @@.delayed;"They kind of look like flowers."
@@ @@.delayed; <br>"From what I can tell, it's a coincidence, since this planet's flora is nothing like Earth's. @@ @@.delayed;Your hands should give off a sort of smell that is, in theory, appealing to a x'irii."
@@ @@.delayed; <br>"In theory. @@ @@.delayed;You don't know for sure?"
@@ @@.delayed; <br>"Well, I don't have a nose to test it out, let alone an alien nose! @@ @@.delayed;Next you're going to ask me how a cake tastes. @@ @@.delayed;Anyway, in the simulations, that chemical compound stimulates the x'irii equivalent of oxytocin - that's the neurochemical that makes people feel empathy and bonded to people. @@ @@.delayed;Very useful if you want someone not to stab you."
@@ @@.delayed; <br>"Got you. I've got nice smelling hands.@@ @@.delayed; I'll ask them to smell my finger, then?"
@@ @@.delayed; <br>"Ha ha, very funny!@@ @@.delayed; Delivery works from several meters away, so you don't need to get that close. @@ @@.delayed;Just bare your hands and, you know, hope the wind is on your side. <<n "AlienUpgrades">>@@