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<<preloadvid "video/planet.mp4">> <<preloadimg "img/scavs_title.webp">> <<preloadimg "img/planet.webp">> <div id="centre"> <<set $start = false>> <<if (Save.browser.size > 0) or visited ("Start")>><<set _speed to .1>><<set _wait to .1>><<else>><<set _speed to 1.44>><<set _wait to .5>><</if>> <<timed _wait+'s' t8n>><span class="intro">AI WAS SUPPOSED TO FREE US FROM THE SLAVERY OF WORK</span><br> <<next _speed+'s'>><span class="intro">BUT THE PROMISED UTOPIA NEVER ARRIVED</span><br> <<next _speed+'s'>><span class="intro">INSTEAD, HUMANITY NOW FINDS ITSELF DOING THE TASKS AI CANNOT</span><br> <<next _speed+'s'>><span class="intro">THE LUCKY FEW EARN THE POSITION OF 'OPERATOR'</span><br> <<next _speed+'s'>><span class="intro">THE REST MAKE A LIVING SEARCHING FOR FUEL TO FEED THE 'SYSTEM'</span><br> <<next _speed+'s'>><span class="intro">THEY CALL THEMSELVES SCAVENGERS</span><br> <<next _speed+'s'>><span class="intro"><<link "BUT TO SYSTEM, THEY'RE SIMPLY KNOWN AS…" "Start">><</link>></span> <</timed>> </div>
<<if $start>> <<if $isMobile>><<set _mapb = "MAP">><<set _infob = "INFO">><<else>><<set _mapb = "MAP [M]">><<set _infob = "INFO [I]">><</if>> <<saveicon>> <<do tag "undo">> <<if $undo or setup.undo>><span class="icon"><<button '<span class="sr-only">Undo</span>'>><<run Engine.backward()>><</button>></span><</if>> <</do>> <<newmessage>> <span class="map"><<button "_mapb">><<popmap>><<if $mapseen>><<unset $mapseen>><</if>><<redo "set">><</button>></span> <span class="stats"><<button "_infob">><<popstats>><<if $statsseen>><<unset $statsseen>><</if>><</button>></span> <</if>> <span class="icon"><<button '<span class="sr-only">Settings</span>'>><<popsettings>><</button>></span>
<<type .1ms>><b>Congratulations, Operator – you are now ready for your first assignment!</b><</type>>\ <<timed .7s t8n>>You were chosen for your skills and reflexes in the simulator. Your fast reaction times and low empathy put you in the top 5% of your class. Your first task will be to choose the Scav you wish to work with. You'll then need to help them secure as much Helium-3 as possible. <<next .4s>>Once on planet, the extreme weather limits comms. You will be their guide, but they will be your eyes. It's advised to keep communication to strict, mission-focused guidance only. Do not form any sort of bond. Your Scav may become injured. They may even die. Treat them as 'lives' in a game. They are expendable – it's the success of the mission that counts. <<next .4s>>We'll be in touch with updates from time to time, so look out for new messages. <<next .4s>>Good luck! <<next .4s>><hr class="line"> <<link "Back" "Start">><</link>><</timed>>
<<set _count to 0>>\ <h1>S C A V S</h1>\ <hr class="line"> <span class="lnk">Game designed by David Hunter © 2026</span>. <<if setup.ifcomp>>Created for the Interactive Fiction Competition.<br><</if>>\ Version $ver. Developed in Twine. \ <hr class="line"> Main title, cover art and in-game map: David Hunter <<if !setup.ifcomp>>Character illustrations: David Hunter (based on images from Adobe Stock)<br><</if>>\ Keppler-7 planet video: based on original by Aemachine Title and in-game music: based on tracks created by Leberch (Nikita Kondrashev) \ <<if setup.ifcomp>><br><span class = "guide">The story, writing, audio, and imagery were not AI-generated.</span><br><</if>>\ \ <hr class="line"> Playtesters: Austin Auclair | Max Fog | Anne Stagg | John Ayliff | Loressa <hr class="line"> \ <<link "Back to the menu" "Start">><</link>>
<<if $style>>\ <span id="full"><img src="img/planet_alt.webp" alt="" width="100%"></span> <<else>>\ <<planet>>\ <</if>>\ <<set $start = false>>\ <div id="centre">\ <span id="intro"><img src="img/scavs_title.webp" alt="S C A V S" width="740px"></span> \ <h3>\ <<if $complete or State.metadata.get("complete")>>\ <span id="pulse"><<link "[INCOMING MESSAGE]" "Final-conv">><</link>></span> <<elseif (Save.browser.size > 0)>>\ <<link "LOAD LAST SAVE">><<run Save.browser.continue()>><<ambient>><<run Engine.show()>><</link>> <<else>>\ <<link "WELCOME OPERATOR" "Welcome">><</link>> <</if>>\ <<if visited ("Map start") or visited ("jMap start")>>\ <<link "START OVER">><<script>>Engine.restart();<</script>><</link>> <<else>>\ <<if !visited ("settings")>><<link "MISSION START" "settings">><</link>><<else>><<link "MISSION START" "Choose">><</link>><</if>> <</if>>\ <<link "CREDITS" "Credits">><</link>></h3>\ <<if $dev>><br><br>- DEVELOPMENT MODE -<</if>>\ </div>\ <<if !$complete && !State.metadata.get("complete")>><<loop intro>><</if>>\ <<fade Jyn>><<fade Karth>>\
<<storm>><<visited>><<messagefire>><<healthcheck>><<testing>><<alttext>>
<br>
<<set $ver = "1.3">> <<set $char = 1>> <<set $name = "unchosen">> <<if $isMobile>><<set $mobilemap = "mobile.webp">> <<else>><<set $mobilemap = "map.webp">><</if>> <<set $map = $mobilemap>> <<set $side = false>> <<set $newmessage = 0>> <<unset $landerrepaired>> <<unset $navunit>> <<unset $explosives>> <<unset $mechcontrol>> <<unset $sparker>> <<unset $powerwinch>> <<unset $lavabridge>> <<unset $mineopen>> <<set $kvisit = []>> <<set $jvisit = []>> <<set $delay = .26>> <<set $start = false>> <<set $finale = false>> <<set $intro = 0>> <<unset $smallcrater>> <<set $inbox = []>> <<set $datarec = []>> <<set $messageRead = {}>> <<set $jdead = false>> <<set $kdead = false>> <<set $stormState = "off">> <<set $stormChance = 0>> <<set $stormTimer = 0>> <<set $stormsurvived = 0>> <<set $stormtotal = $stormsurvived>> <<set $mapseen = true>> <<set $statsseen = true>> <<set $mapmode = 1>> <<set $mapview = 0>> <<unset $smallcrater>> <<set $rapport = 0>> <<set $stormy = 0>> /* Karth vars */ <<set $khelium = 0>> <<set $khealth = 80>> <<set $krapport = 0>> /* Jyn vars */ <<set $jhelium = 0>> <<set $jhealth = 70>> <<set $jrapport = 0>> <<set $flare = 0>> /* end */
<<set $start to false>> <<set $dev = false>> <<set $undo = false>> <<set setup.ifcomp = true>> <<set setup.undo = $undo>> <<set setup.ratio = 1.85>> <<set $char = 1>> <<set $name = "unchosen">> <<set $firstscav = $name>>\ <<set $t = 0>> <<set $store = 6>> <<set $intro = 0>> <<set setup.tune = 1>> <<set $directions = true>> <<set $cause = "Critical injury">>\ <<set $mobilemap = "map.webp">> <<set $map = $mobilemap>> <<set $lairx = 96>><<set $lairy = 30>> <<set $mobx = 92>><<set $moby = 9>> <<set $mobloc = '--x: ' + $mobx + '%; --y: ' + $moby + '%'>> <<set $op = "Operator">> <<set setup.ouch = ["I REALLY NEED TO GET OUT OF THIS STORM!", "$SHIT! FEELS LIKE IT'S RAINING BULLETS!", "HAILSTONES – BIG AS ROCKS! I NEED TO FIND SHELTER!", "THIS STORM IS INSANE! LIKE PURE, GALE-FORCE RAGE!", "I CAN'T… CAN'T STAND UP IN THIS.", "I CAN BARELY HEAR YOU OVER THE NOISE OF THE WIND!"]>> <<set setup.see = ["I CAN'T SEE ANYTHING AT ALL!", "THE AIR IS THICK WITH DEBRIS – THIS IS BAD!", "I'M WALKING BLIND HERE!", "HELP ME! I CAN'T SEE WHERE I'M GOING!", "I DON'T KNOW WHERE I AM $OP, HELP ME OUT!", "I CAN'T SEE ANYTHING!", "VISIBILITY DOWN TO NOTHING… I CAN'T SEE WHERE I'M GOING!", "NEED TO FIND SHELTER – NOW!"]>> <<set setup.pass = ["The storm has finally passed. Looks like it's OK to proceed.", "We're good. The storm is done for now.", "The winds have dropped, I think it's OK to move again.", "The storm has passed, that was pretty nasty.", "I think it's OK now, the storm has passed.", "The winds are dying down – I think it's OK to move again."]>> /* Curse */ <<set $curse = true>><<curse>> /* Objects */ /* Misc */ <<if State.metadata.get("unique", false)>> <<set $uniq to State.metadata.get("unique")>><<else>> <<set $uniq to random(10000000, 99999999)>> <<set State.metadata.set("unique", $uniq)>><</if>> <<set setup.exec = "AKfycbwlRZaxxiV1C_YYefQVBOoO-oTTnRoL8TyPMtpBBo6zA_pMCe1ZdwX8G94no2TH8i2xHA">> /* Setup main vars */ <<include "restart_full">> /* Setup conversations */ <<include "Conversations">> /* Create the 'seen' function */ <<run setup.seen = function (key, id) { var st = State.variables.convState[id ?? State.variables.convId]; return !!(st && st.visited && st.visited[key]); }>> /* Audio */ <<masteraudio volume 0.8>> <<set settings.masterVolume = 16>> <<set $sfx = true>> <<cacheaudio "intro" "audio/intro.m4a">> <<waitforaudio>> <<cacheaudio "Jyn" "audio/Jyn.m4a">> <<cacheaudio "Karth" "audio/Karth.m4a">> <<cacheaudio "ping" "audio/ping.m4a">> <<cacheaudio "transmat" "audio/transmat.m4a">> /* Note: Options gated using '&& $x' are deliberately hidden - they're just there in case I want to bring them back! */
<<include "restart_char">>\ <<type 15ms>><h1><<if $jdead or $kdead>>Choose your backup Scav<<else>>Choose your Scav<</if>></h1><</type>> <<if $kdead>><<set _kfloat = "floatx">><<else>><<set _kfloat = "float">><</if>>\ <<if $jdead>><<set _jfloat = "floatx">><<else>><<set _jfloat = "float">><</if>>\ <<timed .5s>><div @class="_kfloat">\ <<if !setup.ifcomp>><span class="img"><img src="img/karth.webp" alt="Karth" width="136px"></span><hr class="line"><br><</if>>\ \ <h2>Karth</h2> <<if setup.ifcomp>><hr class="line"><</if>> Health: 80 Male. Ex-military. Older, resourceful, observant. Knows violence has a cost. <b>Carries:</b> Pulse-rifle, Climbing gear <hr class="line"> <<if !$kdead>><<button "CHOOSE KARTH">><<set $name = "Karth">><<if $jdead>><<goto "1 life left">><<else>><<goto "2 lives left">><</if>><</button>><<else>><br><h2>KARTH LOST</h2><br><</if>>\ </div><</timed>>\ <<timed .8s>><div @class="_jfloat">\ <<if !setup.ifcomp>><span class="img"><img src="img/jyn.webp" alt="Jyn" width="136px"></span><hr class="line"><br><</if>>\ <h2>Jyn</h2> <<if setup.ifcomp>><hr class="line"><</if>> Health: 70 Female. Trained engineer. Young, curious, impulsive. Inquisitive by nature. <b>Carries:</b> Sidearm, Repair gear <hr class="line"> <<if !$jdead>><<button "CHOOSE JYN">><<set $name = "Jyn">><<if $kdead>><<goto "1 life left">><<else>><<goto "2 lives left">><</if>><</button>><<else>><br><h2>JYN LOST</h2><br><</if>>\ </div><</timed>>\ <<if $char > 0>><<ambient>><</if>> <<set _x = 'img/'+$map>><<preloadimg _x>> <br><br> <<fadeout intro>>
/* Player info */ <<widget "pinfo">> <<set _sectx = Math.ceil($mex/10)>> <<set _sectors to ["A", "B", "C", "D", "E", "F"]>> <<set _index to Math.floor($mey / 16.67)>> <<set _index to Math.clamp(_index, 0, 5)>> <<set _secty to _sectors[_index]>> <<set _sect = ""+_secty+_sectx>> <<set _namex = $name+"x">> <span class="data"><span @class="_namex">SCAV $char: $name</span> - <span class="body">Sector <b>_sect</b></span></span> <</widget>> /* Rapport check */ <<widget "rapportcheck">> /* _args[0] = high, _args[1] = med */ <<if !_delay>><<set _delay = 0.1>><</if>> <<timed _delay+'s' t8n>><span class="guide"> <<if $name == "Jyn">><<set _he = "She">> <<else>><<set _he = "He">><</if>> <<if $rapport > _args[0]>> Rapport with $name is strong. _he trusts you.<br> <<elseif $rapport > _args[1]>> Rapport with $name is moderate. <<=_he>>'ll need some convincing.<br> <<else>> Rapport with $name is low. _he has no reason to trust you.<br> <</if>> </span><</timed>>\ <</widget>> /* Check health */ <<widget "healthcheck">> <<if $name == "Karth" && !$kdead>> <<set _health = $khealth>> <<if _health < 1>> <<set $kdead = true>> <<set $return to passage()>><<goto "Health">> <</if>> <<elseif !$jdead>> <<set _health = $jhealth>> <<if _health < 1>> <<set $jdead = true>> <<set $return to passage()>><<goto "Health">> <</if>><</if>> <<if _health < 18 && _health > 0>> <<set _warn = true>> <<if !tags().includes('ignore')>> <span class="msga">Your Scavenger's health is dangerously low</span><br><br> <<if $name == "Karth" && !$kdead>>\ <<if $khealth < 5>><<set $khealth ++>><</if>> <<elseif !$jdead>> <<if $jhealth < 5>><<set $jhealth ++>><</if>> <</if>><</if>> <</if>> <</widget>> /* Intro chat order */ <<widget chatorder>> <<if $char == 1>> <<if $name == "Karth">> <<set $kchat = ["K_intro1", "K_scav1", "K_intro2", "K_scav2", "K_intro3", "K_scav3", "K_intro4", "K_intro5"]>> <<set $kchatmix = setup.getSemiRandomOrder($kchat, .9)>> <<else>> <<set $jchat = ["J_intro1", "J_scav1", "J_intro2", "J_scav2", "J_intro3", "J_scav3", "J_intro4", "J_intro5"]>> <<set $jchatmix = setup.getSemiRandomOrder($jchat, .9)>> <</if>> <<else>> <<if $name == "Karth">> <<set $kchat = ["K_intro1", "K_intro3", "K_scav2", "K_intro2", "K_intro4", "K_intro5"]>> <<set $kchatmix = $kchat>> <<else>> <<set $jchat = ["J_intro1", "J_scav3", "J_intro2", "J_intro3", "J_intro4", "J_intro5"]>> <<set $jchatmix = $jchat>> <</if>> <</if>> <</widget>> /* Oops */ <<widget "death">> <<if !$deathtimer>><<set $deathtimer = .7>><<else>><<set $deathtimer = 0.2>><</if>> <span class="guide"><<timed $deathtimer+'s' t8n>>Scavenger vital signs lost.<br> <<next>>No signal received from transponder.<br> <<next>>Assuming Scavenger lost in… <<next>>3… <<next>>2… <<next>>1…<br> <<next>>Scavenger lost.<</timed>></span> <</widget>> /* Emergency medipack */ <<widget "medipack">> <<if _health < 19>> <<say "Thank god! There's a medipack here. Let's see if it still works… Oh. That feels better already!">><br> <<set _randx = random (14,18)>> <<health _randx>><br> <</if>> <</widget>> /* Visited locations widget */ <<widget "visited">> <<set $convcount -->> <<set _visited = true>> <<if $name == "Karth">> <<if $kvisit.includes(passage())>><<set _visited = false>><</if>> <<else>> <<if $jvisit.includes(passage())>><<set _visited = false>><</if>> <</if>> <<if $stormState != "active" && $start && !tags().includes('ignore') && !$killmsg>> <<if $name == "Karth">> <<set $kvisit.pushUnique (passage())>> <<else>> <<set $jvisit.pushUnique (passage())>> <</if>> <</if>> <<if $name == "Karth">><<set _visit = $kvisit>> <<else>><<set _visit = $jvisit>><</if>> <<set $loc = _visit.length>> <</widget>> /* Force a visit addition – ignore the storm */ <<widget "visitedspecial">> <<if $name == "Karth">> <<set $kvisit.pushUnique (passage())>> <<set $loc = $kvisit.length>> <<else>> <<set $jvisit.pushUnique (passage())>> <<set $loc = $jvisit.length>> <</if>> <</widget>> /* Helium-3 pickup */ <<widget "h3">> <<if !_delay>><<set _delay = 0.2>><<else>><<set _delay += 0.2>><</if>> <<if !_args[0]>> <<set _h3 = 1>> <<set _inc to "increased by 1">> <<elseif _args[0] gt 0>> <<set _h3 = _args[0] + (setup.tune || 0)>> <<set _inc to "increased by " + _h3>> <<else>> <<set _h3 = _args[0]>> <<set _inc to "decreased by " + Math.abs(_args[0])>> <</if>> <<if $name == "Karth">><<set $khelium += _h3>><<else>><<set $jhelium += _h3>><</if>> <<timed _delay+'s' t8n>><span class="note">Helium-3 _inc</span><br><</timed>> <</widget>> /* Health addition / subtraction */ <<widget "health">> <<if !_delay>><<set _delay = 0.2>><<else>><<set _delay += 0.2>><</if>> /* <<set _num to parseInt(_args[0])>> */ <<set _num to _args[0]>> <<if $name == "Karth">> <<set $khealth += _args[0]>> <<else>> <<set $jhealth += _args[0]>> <</if>> <<set _p = Math.abs(_args[0])>> <<if !_args[0]>> <<set _incx to "decreased by">> <<elseif _args[0] gt 0>> <<set _incx to "increased by">> <<else>> <<set _incx to "decreased by">> <</if>> <<timed _delay+'s' t8n>> <span class="note">Health _incx _p</span><br> <</timed>> <</widget>> /* I'm talking here! */ <<widget "say">> <<if !_delay>><<set _delay = .1>><</if>> <<if !_args[1]>><<set _args[1] = "">><</if>> <<set _namex = $name+"x">> <<if _args[1] == "K">> <<timed _delay+'s' t8n>><span class="Karthx">Karth:</span> <span class="Karth">_args[0]</span><br><</timed>> <<elseif _args[1] == "J">> <<timed _delay+'s' t8n>><span class="Jynx">Jyn:</span> <span class="Jyn">_args[0]</span><br><</timed>> <<else>> <<timed _delay+'s' t8n>><span @class="_namex">$name:</span> <span @class="$name">_args[0] _args[1]</span><br><</timed>> <</if>> <<set _delay += $delay>> <</widget>> /* F*@K! */ <<widget "curse">> <<if $curse>> <<set $fuck = "fuck">><<set $FUCK = "FUCK">><<set $Fuck = "Fuck">> <<set $shit = "shit">><<set $SHIT = "SHIT">><<set $Shit = "Shit">> <<set $Damn = "Damn">><<set $damn = "damn">><<set $DAMN = "DAMN">> <<set $bastard = "bastard">> <<else>> <<set $fuck = "f#@k">><<set $FUCK = "F#@K">><<set $Fuck = "F#@k">> <<set $shit = "s#!t">><<set $SHIT = "S#!T">><<set $Shit = "S#!t">> <<set $Damn = "Darn">><<set $damn = "darn">><<set $DAMN = "DARN">> <<set $bastard = "guy">> <</if>> <<set $FING to $FUCK+"ING">><<set $fing to $fuck+"ing">> <</widget>>
<<set $start = true>><<set $op = "Operator">><<set $OP = "OPERATOR">><<set $name = "Karth">>\ <<if $char == 1>><<set $firstscav = "Karth">><<set _t = "0.9s">><<set _t2 = "4.8s">><<else>><<set _t = "0.1s">><<set _t2 = "2s">><<ambient>><<unset $mapseen>><</if>>\ <<loc 50.6 97>>\ <<if $rapport > 0>><<set $jrapport to $rapport>><<set $rapport = 0>><</if>>\ <<chatorder>>\ \ <span class="msga"><<type 0.1ms>>Drop-pod is en route… OPERATOR console active Booting MAP screen… OK Booting INFO screen… OK Comms Channel… OK<</type>> <<type _t>>...<</type>><<type 0.1ms>><br>Drop-pod landing confirmed Scavenger: $name is on mission<</type>></span>\ <<timed _t2 t8n>>› <<linkappend "Operator to Scavenger, comms channel is open. Are you receiving?" t8n>> <<say "Loud and clear, Operator. Leaving the drop-pod now. Activating the location transponder…">>\ <<do tag "set">><<if _seen>>\ <<timed .2s t8n>>› OK, I can see you on the scan – Sector F6. What's the visibility like?<<set _seen to true>><</timed>> <<say "They weren't kidding about the weather. Class 4 dust storm. Hard to walk through it. Visibility is… It's not too bad here. Dust clouds rolling in from the east; they clear occasionally – I can see maybe around a klick or two? I'm at the start of a wide desert – just rocks and dust.">> <<say "It's all pretty flat as far as I can tell, but the land rises up towards the west. North will take me further into the centre of the plain; I can then go any direction.">> <<timed 1.5s t8n>>› <<link "Okay. Understood. Proceed north" "Map start">><<unset $ending>><</link>> <<N>><</timed>> <<elseif $mapseen>><<timed 1s t8n>><span class="guide">Check the map by clicking the 'MAP' button, or pressing the 'M' key (press 'M' again to close).</span><</timed>> <<else>><<timed .5s t8n>>› <<linkappend "OK, I can see you on the scan – Sector F6. What's the visibility like?" t8n>><<set _seen to true>> <<say "They weren't kidding about the weather. Class 4 dust storm. Hard to walk through it. Visibility is… It's not too bad here. Dust clouds rolling in from the east; they clear occasionally – I can see maybe around a klick or two? I'm at the start of a wide desert – just rocks and dust.">> <<say "It's all pretty flat as far as I can tell, but the land rises up towards the west. North will take me further into the centre of the plain; I can then go any direction.">> <<timed _delay+'s' t8n>>› <<link "Understood. Proceed north" "Map start">><<unset $ending>><</link>> <<N>><br><</timed>> <</linkappend>><</timed>><</if>><</do>><</linkappend>><</timed>>
<<button "LOAD / SAVE">><<run UI.saves()>><</button>> <<button "AUDIO VOLUME">><<run UI.settings()>><</button>> \ <<button "KEYBOARD SHORTCUTS">> <<script>>Dialog.create("KEYBOARD SHORTCUTS", "small").wikiPassage("Shortcuts").open();<</script>><</button>> \ <<do>><<if $curse>><<button "PROFANITY IS ON">><<set $curse = false>><<curse>><<redo>><<run Engine.show()>><</button>><<else>><<button "PROFANITY IS OFF">><<set $curse = true>><<curse>><<redo>><<run Engine.show()>><</button>><</if>><</do>> \ <<button "APPEARANCE">><<script>>Dialog.create("APPEARANCE", "small").wikiPassage("Appearance").open(); <</script>><</button>> \ <<button "RESTART">><<run UI.restart()>><</button>> \ <<if $dev>>\ <<button "OPEN DEV SETTINGS">> <<script>>Dialog.create("DEVMODE", "small").wikiPassage("Devmode").open();<</script>><</button>><</if>>\ \ <<if setup.undo && !$undo>><<set $undo = true>><</if>>\ \ <<if $style>>\ <<run setup.loadStylesheet("css/altstyle.css", "dynamic-theme")>><<set $delay = 0>>\ <<else>>\ <<run setup.loadStylesheet("css/mainstyle.css", "dynamic-theme")>><<set $delay = .22>>\ <</if>>\
<<if $mapseen>><<unset $mapseen>><<ambient>><</if>> <<if setup.undo && !$undo>><<set $undo = true>><</if>> <<if $mapmode == 1>> <<set _alt = "The map is divided into a grid starting with Sector A1 in the top left and going down to Sector F10 in the lower right. Coordinates also start at 0,0 in the top left, going to 100,100 in the lower right. " + _maptext>> <<elseif $mapmode == 2>> <<set _alt = "The map now shows more detail: There's an open desert plain in the lower centre where the evac zone is, a volcanic area to the south-west, a huge crater over to the south-east, and a series of valleys to the north. Sector A1 is in the top left and Sector F10 is in the lower right. Coordinates start at 0,0 in the top left, going to 100,100 in the lower right. " + _maptext>> <<elseif $mapmode == 3>> <<set _alt = "The map now shows 'shelter' points at these coordinates: 63,53 40,90 25,21 44,44 60,38 83,13 59,56 77,54. Coordinates go from 0,0 top left, to 100,100 lower right. " + _maptext>> <<elseif $mapmode > 3>> <<set _alt = "The map now shows location points and connecting routes. Shelter points are shown at these coordinates: 63,53 40,90 25,21 44,44 60,38 83,13 59,56 77,54. Coordinates go from 0,0 top left, to 100,100 lower right. " + _maptext>> <</if>> <<mapmodetext>> <div class="map-wrapper"> <<do tag "map">> <span id="map"> <img @src="'img/'+$map" @alt="_alt"> <span class="me" @style="$maploc"></span> <<if $mob or $mobz>><span class="mob" @style="$mobloc"></span><</if>> </span> <</do>> </div> <span class="split-line"><span class="data"><<if $mapmode > 1>>› <span class="switch"><<link "MAP MODE">><<mapchanger>><</link>></span> _mapmode<<else>>MAP MODE 1: Topography data (grid scale: 2K)<</if>></span> <<pinfo>></span> <<if $style && !tags().includes('ignore')>><<alttext>><br>_maptext<</if>>
<a href="#passages" class="sr-only skip-link">Skip to story content</a> <div id="top-navbar"> <div id="nav-title" data-passage="StoryTitle"></div> <div id="nav-links"> <!-- mirror sidebar content --> <div data-passage="StoryCaption"></div> <!-- <div data-passage="StoryMenu"></div> --> </div> </div> <div id="story-row"> <div id="map-panel" data-passage="MapPanel"></div> <div id="passages"></div> </div>
/* audio */ <<widget "fadeout">> <<if isPlaying(_args[0])>> <<audio _args[0] play unloop>><<audio _args[0] volume 1 fadeoverto 15 0>> <<else>> <<audio _args[0] stop>> <</if>> <</widget>> <<widget "fade">> <<if isPlaying(_args[0])>> <<audio _args[0] fadeout>> <<else>> <<audio _args[0] stop>> <</if>> <</widget>> <<widget "loop">> <<if $sfx && !isPlaying(_args[0])>> <<if !_args[1]>><<set _args[1] to 1>><</if>> <<audio _args[0] stop>><<audio _args[0] volume _args[1] play loop>> <</if>> <</widget>> <<widget "play">> <<if $sfx>> <<if !_args[1]>><<set _args[1] to 1>><</if>> <<audio _args[0] volume _args[1] play>> <</if>> <</widget>> <<widget "ambient">> <<if $sfx && $start>> <<if $char == 1>> <<fade intro>> <<loop Jyn 0.6>> <<else>> <<fade intro>> <<loop Karth 0.6>> <</if>> <</if>> <</widget>>
<<nobr>>\ <<if $statsseen>><<unset $statsseen>><</if>> <<datarecordings>> <<if $jhelium < 0>><<set $jhelium = 0>><</if>><<if $khelium < 0>><<set $khelium = 0>><</if>> <<if $krapport < 0>><<set $krapport = 0>><</if>><<if $jrapport < 0>><<set $jrapport = 0>><</if>> <<if $rapport < 0>><<set $rapport = 0>><</if>> <<if $name == "Karth">> <<set _health = $khealth>> <<set _helium = $khelium>> <<else>> <<set _health = $jhealth>> <<set _helium = $jhelium>> <</if>> <<if _health < 0>><<set _health = 0>><</if>> <<silently>><<include "Locations">><</silently>> <<if $explored > 0>> <<set _exp = " ["+$exploredtotal+"/"+$explored+"]">> <<else>> <<set _exp = "">> <</if>> <</nobr>>\ \ › <<link "SYSTEM MESSAGES [$newmessage NEW]">><<popmessages>><</link>> <<if $inbox.includes("maploc2")>>› <<link "POINTS OF INTEREST_exp">><<poplocations>><</link>><br><</if>>\ <<if $mapmode > 1>>› <<link "DATA RECORDINGS [_dun NEW]">><<popdatarec>><</link>><br><</if>>\ \ <hr class="line"> <span class="note"><b>SCAVENGER $char</b></span> Name: $name Health: _health Locations explored: $loc Class-5 storms survived: $stormsurvived Operator rapport: $rapport <<if $name == "Karth">>\ <span class="note"><b>SEARCHING FOR: </b></span> <<if $navunit && !$landerseen && $char == 2>> • Escape vehicle<br><</if>>\ <<if !$navunit && $landerseen && $char == 2>> • Replacement Nav-unit<br><</if>>\ <<if visited ("Bridge 1") && !$powerwinch>> • Power-winch<br><</if>>\ <<if visited ("mech") && !$mechcontrol>> • Mech control key<br><</if>>\ • Helium-3: _helium <span class="note"><b>CARRYING: </b></span> • Pulse rifle • Climbing gear <<if !visited ("Bridge 2") && $powerwinch>>• Power-winch<br><</if>>\ <<if !visited ("Mech-go") && $mechcontrol>>• Mech control key<br><</if>>\ <<if $navunitk>>• Nav-unit<</if>>\ \ <<else>>\ \ <span class="note"><b>SEARCHING FOR: </b></span> <<if $navunit && !$landerseen && $char == 2>> • Escape vehicle<br><</if>>\ <<if !$navunit && $landerseen>> • Replacement Nav-unit<br><</if>>\ <<if visited ("jlava start") && !$sparker>>• Sparker<br><</if>>\ <<if visited ("jRubble") && !$explosives>>• Explosives<br><</if>>\ • Helium-3: _helium <span class="note"><b>CARRYING: </b></span> • Sidearm • Repair gear <<if $flare > 0>>• Flares: $flare<br><</if>>\ <<if $sparker>>• Sparker<br><</if>>\ <<if $explosives>>• Explosives<br><</if>>\ <<if $navunit>>• Nav-unit<</if>>\ <</if>>\
<<loc 49.5 78>>\ <<if $char == 2 && !$stormy>><<set $stormy = true>><<set $stormState = "cooldown">><<set $stormChance = 1>><<set $stormTimer = 2>><</if>>\ <<if $stormState != "active">><<if _visited>>\ \ <<say "I'm in the middle of a huge desert plain, but I can't see how far it extends as dust clouds obscure everything in the distance. Visibility comes and goes. When it's clear, I can see a few klicks; when it's not, I can see maybe a few meters. The dust is nasty stuff – like tiny shards of glass beating against my visor. Heat is manageable, radiation is… nominal. Even when the dust clears, there's not much to see. Kinda reminds me of Mars – those wide deserts where nothing would grow. Feels… dead.">> <<say "To the north, in the distance, I can just about make out an ancient riverbed. The ground rises up to the west; looks like steep going. To the east, the plain continues, flat and featureless.">> \ <<else>>\ <<say "I'm back in the middle of the desert plain, near the evac point. It's barren and dead. But also really open and exposed. No cover here – I feel like a sitting duck. When the dust clouds clear, I can see a dry riverbed to the north, and cliffs in the distance way over to the west. To the east, the plain continues, flat and featureless.">> <<conv Kintro>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<timed _delay+'s' t8n>><<link "Head north towards the riverbed" "valley">><</link>> <<N>> <<link "Try heading east" "Plain2">><</link>> <<E>> <<link "Go back south to the evac site" "Evac">><</link>> <<S>> <<link "Head over to the hills to the west" "slopes">><</link>> <<W>><</timed>> <</if>><</do>>\
<<loc 48.1 58.5>>\ <<if $stormState != "active">><<if _visited>>\ <<say "This wind… will it ever let up? Hard to tell how far you've walked when you can't see where you've been. I've made it to the start of an ancient riverbed that winds its way further north. This planet must have had water once, but it all dried up a long time ago. To the south-west, the land rises up sharply. It looks like the start of a mountain range – I can't see how high up they go with all this dust.">> <<if visited ("Cargo")>>\ <<say "The riverbed is littered with rocks and stones, making the going unsteady. Nothing else interesting to see.">> <<else>>\ <<say "The riverbed is littered with rocks and stones, making the going unsteady. To the east, in the distance, I can see what look like old impact craters.">> <</if>>\ <<else>>\ <<if visited ("Cargo")>>\ <<say "I'm at the end of the ancient riverbed that comes from the north. The rest of the desert plain is to the south. To the east, in the distance, I can see one of the impact craters and the crashed cargo crate. I've already explored it.">> <<else>>\ <<say "I'm back at the end of the ancient riverbed that comes from the north. The rest of the desert plain is to the south. To the east, in the distance, I can see some impact craters.">> <<conv Kintro>>\ <</if>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head north along the valley" "Mushrooms 1">><</link>> <<N>> <<link "Head east to the craters" "small crater">><</link>> <<E>> <<link "Head back south to the desert plain" "Map start">><</link>> <<S>> <<link "Follow the mountain to the south-west" "slopes">><</link>> <<SW>> <</if>><</do>>\
<<loc 38.5 72>>\ <<if $stormState != "active">><<if _visited>>\ <<say "Walking through this wind feels like you're walking up a <<=$damn>>ed mountain. Then it suddenly changes direction, and it's like you're being pushed forwards against your will, just trying to keep from falling over. I'm not… not as young as I used to be. It's fine. I'm fine.">> <<say "The ground has risen here, craggy foothills, each higher than the last, and it's getting steeper as I go. I can see a cliff wall emerging from the dust.">> <<say "OK. I've made it to the cliff face. No way up here… but there is a large fissure a little further along. It runs all the way up, and into the dust clouds above – a huge crack in the rock. I could attempt the climb, but it might be dangerous.">> \ <<else>>\ <<if visited ("Tower hut")>>\ <<say "I'm at the cliff face. There's a large fissure, like a big crack in the rock. Climbing this will take me up to the plateau and then over the extended bridge to the comms tower and the Transmat building. I've climbed this before; I can do it again.">> <<elseif visited ("Bridge 1")>>\ <<say "I'm at the cliff face. There's a large fissure, like a big crack in the rock. This should take me back up to the plateau and the mechanical bridge. I've already climbed it, so I know I can do it again. Just don't push an old guy too hard, OK?">> <<if visited ("Bridge 2")>><<say "I've already extended the bridge across to the Comms Tower.">><br><<elseif $powerwinch>><</if>>\ <<else>>\ <<say "I'm back at the cliff face. There's no easy way up here, but there's a large fissure, like a big crack in the rock. I could attempt the climb, but it might be dangerous.">> <</if>>\ <</if>>\ <</if>>\ <<if $char == 2 && $mobhunt>><<say "Maybe I can throw that creature off by climbing up here?">><br><</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Attempt the climb" "Cliff">><</link>> <<link "Follow the cliff north-east" "valley">><</link>> <<NE>> <<link "Head back east" "Map start">><</link>> <<E>> <<link "Follow the cliff south" "den">><</link>> <<S>> <</if>><</do>>\
<<loc 60.3 77>>\ <<if $stormState != "active">><<if _visited>>\ <<say "I'm at the eastern edge of the desert plain. The dust is slowly changing to undulating, rocky terrain; actually makes it easier to walk on. There's no vegetation around. Just dust. And rocks. Everything, rust-red.">> <<say "The floor is pockmarked with small craters here. I don't know if this planet has ever seen life, but I'm not sure anything could live here now. The planet has certainly had a violent past; it's not surprising everything feels so dead.">> <<say "In the distance, a few klicks to the east, the ground rises up suddenly, and the storm gets worse in that direction too. There are also a couple of large craters to the north.">> <<else>>\ <<say "I'm back at the eastern edge of the desert plain. The floor is pockmarked with small craters – the planet has certainly had a violent past; it's not surprising everything feels so dead.">> <<if visited ("Crater rim")>><<say "There are a couple of large craters to the north, but they're nothing compared to the massive crater rim visible to the east. The tempest trapped inside hovers over it like… like anger incarnate.">><<else>><<say "There are a couple of large craters to the north, and there's a ridge further to the east – the ground rises up suddenly like a wall. The storm gets worse in that direction too.">><</if>> <<conv Kintro>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head north towards the craters" "small crater 2">><</link>> <<N>> <<link "Go towards the dark storm clouds to the east" "Crater rim">><</link>> <<E>> <<link "Walk back to the desert plain to the west" "Map start">><</link>> <<W>> <<link "Head back to the evac site to the south-west" "Evac">><</link>> <<SW>> <</if>><</do>>\
<<loc 37.1 67>>\ <<if $stormState != "active">><<if _visited>>\ <<set $cliff = true>>\ <<say "It's not… an easy climb… this might take a while…">> <<say "I've got enough gear with me… I'll put spikes in as I go, so climbing this will be easier if I have to do it again.">> <<say "It's a long way up… making… slow progress… Need a breather for a sec.">> <<conv Kintro>>\ <<elseif previous() === "plateau">>\ <<say "Making my way back down… It’s easier now there are pitons in place. But not THAT much easier…">> <<else>>\ <<say "OK, at least the pitons are in. Makes the ascent a bit easier. This still ain't an easy climb though. Any time you want to try… you just let me know.">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<if lastVisited ("plateau") == 1>>\ <<link "Keep climbing down (south-east)" "slopes">><</link>> <<SE>> <<link "Climb back up (north-west)" "plateau">><</link>> <<NW>> <<else>>\ <<link "Keep climbing up (north-west)" "plateau">><</link>> <<NW>> <<link "Climb back down (south-east)" "slopes">><</link>> <<SE>> <</if>><</if>><</do>>\
<<loc 58.6 60>>\ <<if $stormState != "active">><<if _visited>>\ <<say "There's an impact crater over there, a little to the north – around 30 meters diameter. It looks recent, a few years old maybe? Like something big fell from the sky. Moving closer for a better look…">> <<say "It's a cargo crate! Around three meters square, half buried in the ground in the middle of the crater. I guess they were transporting Helium-3 off-world and got caught in the storm.">> <<say "It's split open. Metal beaten and weathered. Might be worth checking out?">> <<else>>\ <<if visited ("Cargo")>><<say "I'm just south of the crater with the cargo crate. There's nothing inside, but it still makes for a decent shelter from the storm.">><<else>><<say "I'm back at the crater and the cargo crate. I guess it might be worth checking inside?">><</if>> <<say "Otherwise, north-east looks like the remains of a road. Crumbled concrete, weathered till there's almost nothing left. There's another crater over to the south-east, and west takes me around the bluff to the start of a valley.">> <</if>>\ <</if>>\ <<if !$cargo>><<link "Explore the cargo crate." "Cargo">><<set $mapmode ++>><</link>> <<N>><<else>><<link "Explore the cargo crate." "Cargo">><</link>> <<N>><</if>> <<link "Head north-east towards the road." "Road">><</link>> <<NE>> <<link "Proceed west towards the valley." "valley">><</link>> <<W>> <<link "Head south-east towards the other crater." "small crater 2">><</link>> <<SE>>
<<loc 73.6 72>>\ <<if $stormState != "active">><<if _visited>>\ <<say "I'M WITHIN THE CRATER, AT THE STORM'S EDGE! CAN'T SEE… WALKING BLIND… NOT SURE WHICH WAY… OH THERE'S SOMETHING… SOMETHING AHEAD? A ROCK…?">> <<say "IT'S A BODY… IT'S… CHARRED. FUSED TO THE GROUND. LIKE IT WAS BLASTED BY A PLASMA CANNON. NOT MUCH LEFT. CAN'T TELL WHO… OR WHEN. THIS… I'M NOT SURE THIS IS A GOOD IDEA…">> <<set _rand = - random (3,9)>><<health _rand>> \ <<else>>\ <<say "I'M BACK IN THE CRATER… AT THE STORM'S EDGE. STILL CAN'T SEE… WALKING BLIND… NOT SURE WHICH WAY… THERE'S SOMETHING…? IT'S THAT BODY AGAIN…">> <<say "THERE'S NOT MUCH OF IT LEFT. THE SAND… AROUND IT… GLASSED. AT LEAST IT… WOULD HAVE BEEN QUICK! I DON'T… WANT TO END UP LIKE THAT!">> <<set _rand = - random (6,12)>><<health _rand>> <</if>>\ <</if>>\ <<if visited ("crater rim north")>><<link "Head back to the north, away from the centre" "crater rim north">><</link>> <<N>> <br><</if>>\ <<link "Head out of the crater to safety" "Crater rim">><</link>> <<W>> <<link "Head further into the storm" "Vortex dead">><</link>> <<E>>
<<loc 70.9 79.1>>\ <<set $cause = "Critical injury inside the Eye of Keppler">>\ <<if $stormState != "active">><<if _visited>>\ <<say "Making my way down the other side. The storm is… never seen anything like it!">> <<say "I'M… INSIDE THE CRATER. HAVE TO SHOUT OVER THE NOISE OF THE WIND!">> <<say "VISIBILITY IS… I CAN'T SEE ANYTHING!… I CAN BARELY STAND… HARD TO KNOW WHICH WAY I'M GOING… AHH! $SHIT! FLASHES OF… UP AHEAD… LIGHTNING? IT STRUCK NEARBY… I'M OK, BUT… NOT A GOOD IDEA TO GET CLOSER…">> <<set _rand = - random (2,4)>><<health _rand>> \ <<else>>\ <<say "I'M INSIDE THE CRATER. VISIBILITY IS… CAN'T SEE ANYTHING! WINDS… VERY STRONG. REGULAR FLASHES OF LIGHTNING. IT'S ONLY A MATTER OF TIME BEFORE… AH! $FUCK THAT WAS CLOSE!">> <<say "NEXT ONE WILL KILL ME, OPERATOR! GET ME OUT OF HERE!!">> <<set _rand = - random (7,14)>><<health _rand>> <</if>>\ <</if>>\ <<link "Head further into the centre." "Vortex dead">><</link>> <<E>> <<link "Skirt around the edge of the storm." "Body">><</link>> <<N>> <<link "Head west out of the crater." "Crater rim">><</link>> <<W>>
<<loc 67.4 80.3>>\ <<if $stormState != "active">>\ <<if _visited>>\ <<say "Nearing the ridge. It's the rim of a huge crater. But it's… MASSIVE! It must be at least 2, maybe 3 klicks wide. The walls are a lot steeper than they looked from afar. The winds are whipping up around me, and visibility is dropping. The sky is… ominous.">> <<say "I'm… nearly… I'm at the top now.">> <<say "Whoa. I can now see down into the crater – there are huge, swirling clouds overhead – a massive storm system contained within the crater itself, like it's trapped in there… spiralling like a furious hurricane. The crater rim is almost… mountainous – I can't even see the far side of it. South is a no-go, but I could try climbing up that ridge to the north-east.">> \ <<else>>\ <<if lastVisited ("Vortex") == 1 or lastVisited ("Body") == 1 or lastVisited ("Vortex dead") == 1>>\ <<say "God, that thing is insane! Thanks for pulling me out of there, Operator, I'm not sure I would have survived much longer!">> <</if>>\ <<say "I'm back at the top of the crater rim. The storm is howling within, like something alive – a furious hurricane. I could head down into the crater, or try climbing up the ridge to the north-east.">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Try climbing up the crater rim to the north-east" "crater rim north">><</link>> <<NE>> <<link "Head east, down into the crater" "Vortex">><</link>> <<E>> <<link "Head back west" "Plain2">><</link>> <<W>> <</if>><</do>>\
<<loc 63.5 27>>\ <<if $stormState != "active">>\ <<if _visited>>\ <<say "[whispering] Operator. There's a… thing. It’s standing about 4 meters away. It's alive. And I don't think it's friendly. I thought you said there was nothing showing on the map?">> <<say "It's about the size of a big dog. Jet-black. Three legs. Two… appendages. No visible eyes. A large, oversized head, lots of teeth. It's totally still, not bothered by the wind, but those arm things are waving around like crazy.">> <<conv K_dogs2>>\ <<else>>\ <<say "[whispering] That dog thing is still here. Jet-black. Three legs. Two… appendages. Large head – full of teeth. No visible eyes. It's totally still, not bothered by the wind, but those arm things are waving around. I think I'm in its territory.">> <<if visited ("Dogs 2")>>\ <<say "It's guarding the quarry, but I'm OK as long as I don't go further into its territory.">> <<else>>\ <<resetConv "K_dogs2">><<conv K_dogs2>>\ <</if>>\ <</if>><</if>>\ \ <<do tag "conv">><<if !_go>>\ <<if _dogs>><<link "Head further into the quarry" "Dogs 2">><</link>> <<N>><br><</if>>\ <<link "Retreat back south" "East channel">><</link>> <<S>> <</if>><</do>>\
<<loc 63.5 26>>\ <<if $stormState != "active">>\ <<if _visited>>\ <<say "[whispering] I'm in a large quarry. Extensive digging work, like a wide basin scooped out of the earth. This isn't the mine; it's just surface exploration – searching for a good spot to dig.">> <<say "The dog-like creature. It's back – and there are more of them. Visibility is bad here; it's like walking through smoke, and I have a bad feeling… like I'm surrounded. There are at least two, maybe three ahead. They seem to be guarding the way forward, but I heard another behind me – flanking.">> <<say "Feels like a hunting strategy, and I'm the prey. I can probably drop one, maybe two, but I'm not sure I can take out all of them. They're all totally still, but those arm things are just waving, like loose sails in the wind.">> <<conv K_dogs3>>\ <<else>>\ <<say "I'm back in the quarry, like a wide basin scooped out of the earth.">> <<say "The dog things are still here. I'm really pushing my luck here, Operator. There are at least two or three ahead. They seem to be guarding something, but I think they're just waiting for me to make a mistake. They're all totally still, but those arm things are waving around.">> <<if !$dogflare>><<resetConv K_dogs3>><<conv K_dogs3>>\ <<else>><<say "I think these things see using heat – using my rifle could just make things worse. Sometimes a strategic retreat is the best option.">><br><</if>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<if _shoot>><<goto "Dogsdead">><</if>>\ <<link "Retreat south" "East channel">><</link>> <<S>> <</if>><</do>>\
<<loc 44.3 44>>\ <<if _visited>>\ <<if lastVisited ("valley") == 1>>\ <<say "I'm following the riverbed. The valley is getting wider, but the sides are also steeper here.">> <<else>>\ <<say "I'm in an old riverbed, at the bottom of a large valley. I can't see how high it extends on either side; it just fades up into the dust clouds.">> <</if>>\ <<say "What was…? [whispering] Operator. Rocks falling from above down the side of the valley. Taking a defensive position… Ah. It's fine. It's just the wind. Steady rockfall. The wind eroding the land.">> <<say "There's something ahead – rock formations emerging from the dust, some around three or four meters high. They widen out at the top to form a canopy… like trees? Makes for excellent cover. They look organic, but they're just solid rock. Old and weathered into shapes. There's a break in the valley that leads to a gorge over to the west. To the north, the valley continues. Following the valley south should take me back to the desert plain.">> <<conv K_mush>>\ <<else>>\ <<say "I'm in the large valley with these strange tree-like rock formations. These things make for excellent cover, and they're a good shelter from the weather. The valley follows a dry riverbed; the valley walls extend up into the dust.">> <<if visited ("lava start")>>\ <<say "There's a gorge to the west that leads to the area with the lava, but I can't get very far in that direction.">> <<else>>\ <<say "The valley runs north and south – south should take me back to the desert plain. There's a joining valley, like a gorge, that heads west.">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Follow the valley north" "Mushrooms 2">><</link>> <<N>> <<link "Take the gorge to the west" "lava start">><</link>> <<W>> <<link "Follow the valley south" "valley">><</link>> <<S>> <<waitstorm>>\ <</if>><</do>>\ <<visitedspecial>>\
<<loc 42 33>>\ <<if $stormState != "active">>\ <<if _visited>>\ \ <<if lastVisited ("Mushrooms 1") == 1>>\ <<say "The mushroom things are thinning out here; they’re smaller, more eroded. More like rock stumps than trees – no cover for me here. The winds take their time, but they'll wipe away even solid stone eventually.">> <<say "The valley walls rise steeply around me. The riverbed continues ahead to the north, then curves to the north-east – the rock shapes disappear completely over there.">> <<else>>\ <<say "There's something ahead – rock formations, randomly dotted around the valley. Each around a meter or so high. They're heavily eroded here, but they get larger and more frequent further south following the dry riverbed. The valley walls rise steeply around me. No obvious way of climbing up those slopes.">> <</if>>\ \ <<elseif lastVisited ("Mushrooms 1") == 1>>\ <<say "I'm back in the large valley. The slopes rise steeply around me; no obvious way of climbing up them. The riverbed continues ahead to the north and turns to the north-east. There are these strange rock protrusions dotted about, but they're smaller, more eroded here.">> <<else>>\ <<say "I'm in the large valley, and the slopes rise steeply around me. The riverbed continues, and there are these strange rock protrusions dotted about; they're small and eroded here, but they get larger to the south.">> <</if>>\ <<if visited ("Narrows 1")>><<set _a = "To the north-west, there's another valley, but it's impassable.">><<else>><<set _a = "To the north-west, another valley joins this one.">><</if>>\ <<if visited ("Gear 1")>>\ <<say "There's a narrow ravine to the west, but I've already explored it – dead end." _a>> <<else>>\ <<say "There's also a narrow ravine that cuts through to the west – I can't see how far it goes." _a>> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Follow the valley as it turns north-east" "Lake 1">><</link>> <<NE>> <<link "Follow the valley as it branches off north-west" "Narrows 1">><</link>> <<NW>> <<link "Take the narrow ravine west" "Gear 1">><</link>> <<W>> <<link "Follow the riverbed to the south" "Mushrooms 1">><</link>> <<S>> <</if>><</do>>\
<<loc 29.5 55>>\ <<if $stormState != "active">><<if _visited>>\ <<say "I'm at the base of a deep valley. The ground is covered in rocks, but it's easy enough going for now. I'm emerging out into a much wider area. It's brighter – I'd like to think that's the weather easing up, but it's a different kind of light. Like an orange glow… like the dust is alive.">> <<say "Ah, it's a lava flow. Barely moving, no danger. Permanent feature, I think. It's flowing from the side of the mountain over there, and it expands out like a river to the south. There's something… like a dock – man-made. They must have used it to ferry resources across the lava. Other than that, there's a short path to the west, but it doesn't go very far.">> <<if visited ("Lava 1")>>\ <<say "I suspect that dock housed a hover skiff to transport resources, but it's long gone now. Maybe the other Scavenger used it? But now they've left me with no way across.">> <<else>>\ <<say "There's an old hover skiff nearby, but it hasn't been used in years.">> <<conv K_lava1>>\ <</if>>\ <<else>>\ <<say "I'm at the base of a deep valley. A slow-moving flow of lava expands out like a river to the south. There's a dock nearby; it must have been used to ferry resources around. Otherwise, just a short path to the west, ending in a sheer drop.">> <<if visited ("Lava 1")>>\ <<say "If there was ever a hover skiff here, it's not there now. Did the other Scavenger use it?">> <<elseif $lavaskiff>>\ <<say "There's an old hover skiff over there, but it's busted – no way to fix it. An engineer might have more luck.">> <<else>>\ <<resetConv K_lava1>><<conv K_lava1>>\ <</if>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Check the path to the west" "lava cliff">><</link>> <<W>> <<link "Head back to the valley to the east" "Mushrooms 1">><</link>> <<E>> <</if>><</do>>\
<<loc 35.5 63>>\ <<if $stormState != "active">><<if _visited>>\ <<say "OK… Made it. The winds are a bit calmer up here. Visibility is a little better too. Let's take a look around.">> <<say "Ah. There's no view at all over the plain I came from – clouds completely obscure everything. I'm on a plateau of sorts that extends north. The rock is different up here; less weathered. Over to the west is another sheer drop. I can't see how far down it goes, but that doesn't look climbable. There's a dim glow down there, through the dust – could be a lava flow?">> <<else>>\ <<say "I'm back on this high plateau. The winds are a bit calmer up here, and visibility is better too. The plateau extends out to the north. To the west is a sheer drop down; it doesn't look climbable.">> <</if>>\ <</if>>\ \ <<if $char == 2 && $mobhunt>><<say "Did we lose it – the creature? It's still up there somewhere, but I can't see it now. I think it's still looking for me down below. I'm not out of the woods yet, though!">><br><</if>>\ <<link "Explore further north" "Bridge 1">><</link>> <<N>> <<link "Climb back down (south-east)" "Cliff">><</link>> <<SE>>
<<loc 38 51>>\ <<if visited ("Base of cliff")>><<set _a = "The plateau comes to an end further ahead. It's a steep drop – doable, but painful. Not keen on doing that again! ">><<else>><<set _a = "The plateau comes to an end further ahead. It's a steep drop, but it could be doable – dangerous though. ">><</if>>\ <<if $stormState != "active">>\ \ <<if _visited>>\ <<say "The plateau comes to an end a little further ahead. It's a steep drop, but there might be a way down? Dangerous, though. In the distance, to the north-west, there's another ridge – similar height, but there's a deep chasm in between. I can see some kind of man-made tower on that side – I can't see how high up it goes.">> <<say "There's a large box just over there, around 2m square. Could be an extendable bridge. If it's the same as the ones we used back at the academy, it should extend across the chasm – but it doesn't seem to be working.">> \ <<else>>\ <<if !$bridge>><<set _a += " In the distance, there's another ridge across a chasm to the north-west, and I can see a man-made tower over there. There's also an extendable bridge here – but I'm not sure it's working.">><<else>><<set _a += " Across a chasm to the north-west, there's another ridge with a tall comms tower. I've managed to get the extendable bridge working, so that's my way across.">><</if>>\ <<say _a>> <</if>>\ <</if>>\ <<if (_visited or $char == 2) && !$bridge>><<resetConv K_bridge>><<conv K_bridge>><<elseif !$bridge && $powerwinch>><<resetConv K_bridge>><<conv K_bridge>><<elseif !$bridge>><<say "I've already tried it – I think I'll need to find something to activate it.">><br><</if>>\ <<do tag "conv">><<if !_go>>\ <<if $bridge>><<link "Walk across the mechanical bridge" "Bridge 2">><</link>> <<NW>><br><</if>>\ <<link "Attempt to climb down the cliff to the north" "Base of cliff">><</link>> <<N>> <<link "Head back south" "plateau">><</link>> <<S>> <</if>><</do>>\
<<loc 35 47.6>>\ <<if $stormState != "active">><<if _visited>>\ <<say "The bridge has fully extended, but it's not very sturdy. OK here goes…">> <<say "Crossing now. The wind is howling down the chasm, and the metal is shaking as if it's going to come apart at any moment. Every step feels like it's just a bit too much weight for the bridge to take. Going slowly… Almost at the… Ah! The whole thing twisted like it was coming apart! OK. Nearly there…">> <<say "Made it! That was more stressful than it could have been. OK, I'm on the other side of the chasm. It's a similar rocky plateau; definitely more signs of activity. The tower must be a comms tower, judging by the construction, and there's a small cabin nearby. A rough path in the rock leads north-west.">> <<elseif lastVisited ("Tower base") == 1>>\ <<say "The bridge is singing. It's an odd thing, but the wind is rushing through the metal struts – there's a high-pitched whistling sound…">> <<say "The whole thing is vibrating as if it's alive, full of energy. Gotta go very carefully now…">> <<say "Made it to the other side, but I'm not sure I want to try that again.">> <<else>>\ <<say "The bridge… there's less of it than there was last time I used it! Some of the struts have vanished, and there are now missing metal links in the walkway. I don't think it's going to survive this wind forever!">> <<say "Crossing now, but not feeling great about it. I can see the valley way down below. Not sure I'd survive the fall… OK. I made it!">> <</if>>\ <</if>>\ <<link "Head north-west towards the tower" "Tower base">><</link>> <<NW>> <<link "Head back south" "Bridge 1">><</link>> <<SE>>
<<loc 21 21.8>>\ <<if $char == 1>><<set $mob = false>><</if>>\ <<if $stormState != "active">><<if _visited>>\ <<say "This ladder feels… It's not as sturdy as the rest of the Tower. I'm sure it's fine. Making the climb…">> <<say "The wind has lost some of its power up here, and the dust isn't quite as dense.">> <<say "…still climbing…">> <<say "I'm almost… $Shit! One of the rungs just fell away. That was close!">> <<set _rand = -(random (1,3))>><<health _rand>> <<say "I need to… rest a moment.">> <<conv Kintro>>\ <<elseif lastVisited ("Tower base") == 1>>\ <<say "Climbing back up the tower. All the way to the top. Again. Did I mention I'm not as young as I used to be?">> <<else>>\ <<say "OK. I'm climbing back down to ground level. The ladder rattles as the wind rushes through the rungs. I just have to have faith it'll hold together.">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Climb to the top" "Tower 2">><<if $char == 2>><<set $mobhunt = true>><</if>><</link>> <<N>> <<link "Climb back down" "Tower base">><</link>> <<S>> <</if>><</do>>\
<<loc 21 21.8>>\ <<if !$tower>>\ <<say "The dust has cleared up here; I can actually see the sky!">> <<say "OK… I'm at the top of the tower. More out of breath than I should be. Guess I'm getting old.">> <<say "The whole sky is a deep salmon-pink, all the way to the horizon. It's an amazing view – feels like I'm finally seeing the real Keppler-7. The top of the tower rises above the dust storm, into the clear air. The air feels… fresh. It's still blowing a gale, but it's free of the dust and debris up here. Ah. The tower creaks and moves like a tree swaying in the wind.">> <<say "There's a small walkway surrounding the top and a bunch of antennae and comms gear. There's a control panel here, but it's been turned off.">> <<else>>\ <<say "I'm back at the top of the tower. The whole sky is a deep salmon-pink, all the way to the horizon. The top of the tower rises above the dust storm, into the clear air. There's a small walkway surrounding the top and a bunch of antennae and comms gear. There's a small control panel here, but I've already turned it on.">> <<if $char == 1>>\ <<set $mob = false>>\ <<say "There's an amazing view across the clouds – but I can't see anything below the ocean of grey-red dust. I can't see… There's no sign of that creature. Let's hope it's flown far, far away.">> <<else>>\ <<say "There's an amazing view across the clouds – but I can't see anything below the ocean of grey-red dust. I can't see… There it is! I can see it searching for me, skimming through the dust cloud!!">> <</if>>\ <</if>>\ <<if !$tower>><<link "Activate the control panel" "Tower2b">><<set $mob = true>><<set $mapmode ++>><<set $tower = true>><</link>><br><</if>>\ <<link "Climb back down" "Tower 1">><</link>> <<visitedspecial>>\
<<loc 33.4 6.3>>\ <<set $cause = "Falling injury">>\ <<if $stormState != "active">><<if _visited>>\ <<if $slide>><<say "I'm making my way… slowly… Has… has someone else been here recently…?">><<else>><<say "OK. Making my way… slowly… There's… something up there, trapped among the rocks. But I can't reach…">><</if>> <<say "Ugh. The ground is totally unstable; the smaller rocks are constantly shifting and moving. I'm really not…">> <<say "GODDAMMIT! I fell again. I STRONGLY recommend not going this way, Operator!">> <<set _rand = -(random (8,12))>><<health _rand>> <<else>>\ <<say "Trying again. Against my better judgement.">> <<say "Getting… a little…">> <<say "$FUCK! That hurt! There's no way I can get any further, Operator. Maybe I can access it from the other end.">> <<set _rand = -(random (9,15))>><<health _rand>> <</if>>\ <</if>>\ <<link "OK. Head back to the south-east" "Mushrooms 2">><</link>> <<SE>>
<<loc 35.5 34>>\ <<if $stormState != "active">>\ <<if _visited>>\ <<say "I'm walking down the narrow ravine. The mountain ahead rises on all sides, up into the clouds. The strange stone shapes have vanished here; it's just filled with rocks and boulders that have fallen down from above.">> <<say "Getting even narrower… harder to make any progress… Yeah. Dead end. I can't get any further.">> \ <<if $ravinegear && visited ("jGear 1")>>\ <<say "There's a body here, under the rubble, but it's been searched already. There was probably some Helium-3 there. How am I supposed to fill my quota if the other Scavenger took it all!?">> <<else>>\ <<say "There's a load of rubble that's fallen down from above. Worth searching through it?">> <<conv K_gear>>\ <</if>>\ \ <<else>>\ <<say "I'm back in this narrow ravine. The mountain ahead rises on all sides up into the clouds. The mushroom-shaped rocks have vanished here, just the stones and boulders that have fallen down from above. Can't go any further; it’s a dead end.">> <<if $ravinegear && visited ("jGear 1")>>\ <<say "There's a body here, trapped under the rubble, but it's been searched already. He probably had some Helium-3. How am I supposed to fill my quota if the other Scavenger took it all!?">> <<elseif $ravinegear>>\ <<say "There's a body here, trapped under the rubble, but I've already searched it – nothing else on him. I guess that's what happens if you're not paying attention here. Or if you don't have a good Operator!">> <<else>>\ <<say "There's a load of rubble that's fallen down from above, but we decided it was too dangerous to search through it.">> <</if>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head back east" "Mushrooms 2">><</link>> <<E>> <</if>><</do>>\
<<loc 48 9.7>>\ <<if $stormState != "active">><<if _visited>>\ \ <<if lastVisited ("Lake 2") == 1>>\ <<say "I'm still walking within the bed of the ancient lake – it must have been huge. I can't see any more of those giant bones. The dust snakes across the expanse like waves on a beach. The wind isn't too bad here; I must be sheltered a bit by the mountains to the south. South-west takes me towards the start of a valley.">> <<else>>\ <<say "The valley gradually curves around to the east, the walls becoming gentler until it opens up to a wide desert expanse. The wind isn't too bad here – I'm sheltered a bit by the mountains to the south. The ground has changed colour; I think this must have been the start of an ancient lake, but it hasn't seen water for millennia. Nothing but dust and rocks now.">> <</if>>\ <<else>>\ <<if lastVisited ("Lake 2") == 1>>\ <<say "I'm leaving the lakebed behind and heading back towards the valley that heads west. The wind isn't too bad here, sheltered a bit by the mountains to the south.">> <<else>>\ <<say "The valley gradually curves around to the east, until it opens up to a much wider expanse and the remains of an ancient lake. Dust drifts across the plain in waves.">> <</if>>\ <<conv Kintro>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head east following the lake" "Lake 2">><</link>> <<E>> <<link "Go towards the valley in the south-west" "Mushrooms 2">><</link>> <<SW>> <</if>><</do>>\
<<loc 59.5 10.5>>\ <<if $stormState != "active">><<if _visited>>\ \ <<if !visited ("Lake 1")>>\ <<say "I've emerged into a wide basin area – looks like it used to be an ancient lake, but this hasn't seen water for millennia. Nothing but dust and rocks now – in fact, there's so much fine dust that it feels like I'm walking through thick, swirling fog. There's something ahead…">> <<else>>\ <<say "I'm inside the basin of this huge, ancient lake. There's so much fine dust that it feels like I'm just walking through thick fog. There's something ahead… ">> <</if>>\ <<say "Bones! Leviathan-sized bones! Must have been gigantic – these must be… ribs? Taller than I am; just sticking out of the rock. Hard to tell what it was; is that a wing? What a beast! I'm glad it's just bones, though – this thing could have taken out an armoured carrier!">> <<say "This lake basin comes to an end further to the east. To the south-west, there's a narrow path that cuts through some gentle hills.">> <<resetConv K_lake>><<conv K_lake>>\ \ <<else>>\ <<say "I'm in the wide basin of the ancient lake. There's so much fine dust that it feels like I'm just walking through fog. Ahead, the massive bones of some ancient monster jut at strange angles, emerging right out of the stone.">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ \ <<if $mobhunt && !$mineopen>>\ \ <<if $mobdeath > 3>>\ <<say "I can't believe I'm even suggesting this, but… is there a Transmat anywhere?">> <<elseif $mobdeath > 2>>\ <<say "Operator! There must be a different strategy!?">> <<elseif $mobdeath > 1>>\ <<say "That creature – there must be another way to get past it!?">> <<elseif $mobdeath > 0>>\ <<say "Something's up there… Guarding the mine. There's no way past!">> <<else>>\ <<say "I caught a glimpse of something huge moving up there in the clouds! Those bones… Dear God…">> <</if>>\ \ <</if>>\ \ <<link "Follow the lake west" "Lake 1">><</link>> <<W>> <<link "Head east towards the edge of the ancient lake" "Landing">><</link>> <<E>> <<link "Take the channel to the south-west" "Junction">><</link>> <<SW>> <</if>><</do>>\
<<say "[sound of gunfire]">> <<say "$FUCK! THERE'S EVEN MORE OF THEM! THEY MOVE SO GOD<<=$DAMN>> FAST!">> <<say "[more gunfire]">> <<say "[a cry… suddenly cut off. Then silence]">> <<death>> <<timed 6s t8n>><<link "Scavenger…? Are you there?" "Dead">><<set $cause = "Creature attack">><</link>><</timed>>
<<loc 50.6 97>>\ <<set _heliumneeded = 100-$khelium>>\ <<if $khelium > 99>>\ \ <<resetConv K_done>><<conv K_done>>\ \ <<do tag "conv">><<if !_go>>\ <<if _evacgo>>\ <<link "You did great. Mission accomplished!" "Karth-done">><<set $ending = "Bad">><</link>> <<else>>\ <<link "Head to the north-east" "Plain2">><</link>> <<NE>> <<link "Head back north" "Map start">><</link>> <<N>> <<link "Try going north-west" "den">><</link>> <<NW>> <</if>>\ <</if>><</do>>\ \ <<else>>\ <<if _visited>>\ <<say "I'm back at the drop-pod site. I can Evac from here once we're ready.">> <<say "The desert plain is to the north and spreads out to the north-east. There are some cliffs over towards the north-west, so I could follow the edge and see where that leads.">> <<else>>\ <<say "Hey Operator, I've made it back to the Evac point.">> <</if>>\ \ <<resetConv K_evac>><<conv K_evac>>\ \ <<do tag "conv">><<if !_go>>\ <<link "Head to the north-east" "Plain2">><</link>> <<NE>> <<link "Head back north" "Map start">><</link>> <<N>> <<link "Try going north-west" "den">><</link>> <<NW>> <</if>><</do>>\ <</if>>
<<loc 73 77>>\ <<if _visited>>\ <<say "FLASHES… INCREASING NOW… CAN'T SEE WHERE… HARD TO…">> <<say "[sudden burst of static…]">> <<set $rapport -->><span class="note">Rapport has decreased</span><br> <<set _rand = -(random (19,33))>><<health _rand>> \ <<else>>\ <<say "$FUCK! IT'S LIKE A WARZONE IN HERE! I CAN'T… I CAN'T GET ANY CLOSER! GET ME OUT OF HERE!!">> <<say "[sudden burst of static…]">> <<set $rapport -->><span class="note">Rapport has decreased</span><br> <<set _rand = -(random (27,45))>><<health _rand>> <</if>>\ \ <<if !visited ("Body")>>\ <<link "Get out of there!" "Body">><</link>> <<else>>\ <<link "Get out of there!" "Crater rim">><</link>> <</if>>\
<<loc 76.5 65.7>>\ <<if $stormState != "active">><<if _visited>>\ <<say "Making the climb… this would be… impossible without my gear…">> <<say "OK, I'm on a higher ledge; now I’m able to walk further around the crater rim. I can just about see across to the far side, but I can't go any further this way. It's ferocious down there within the crater. Every now and again, there's a massive flash of lightning. Occasionally the storm clears, and I can see black scorch marks on the ground like mortar strikes. To the north, there are some jagged hills. Like tears in the rock.">> <<else>>\ <<say "I'm climbing back up the crater's edge…">> <<say "OK, I'm on a higher ledge; I’m now able to walk further around the crater rim, but I can't go any further this way. South-west takes me back along the crater rim. South takes me down into the heart of the hell-storm. North leads away from the crater and towards those blades of rock.">> <</if>>\ <</if>>\ \ <<link "Head north, away from the crater." "Cave">><</link>> <<N>> <<link "Climb south-west, back along the crater's edge." "Crater rim">><</link>> <<SW>> <<link "Head south, down into the crater." "Body">><</link>> <<S>>
<<set $char = 1>>\ <div id="centre"><span class="huge"><<timed .2s>>TWO <<next .7s>>LIVES <<next .7s>>LEFT<</timed>></span></div> <<timed 2.8s>><<if $name == "Karth">><<goto "K Drop-pod">><<else>><<goto "J Drop-pod">><</if>><</timed>>\
<<widget "conv">> <<set _convskip = false>> /* no conversations within the mob 'warning' zone, or while the storm is active - important for conversation-dependent passages! */ <<if $stormState == "active" && !tags().includes('shelter') && !tags().includes('entry')>> <<set _convskip = true>> <</if>> <<if $mobwarning && !tags().includes('entry')>> <<set _convskip = true>> <</if>> <<set _cid = "">> <<set _mode = _args[0]>> <<if _convskip>> /* gated out */ /* intro progression */ <<elseif _mode == "Kintro" or _mode == "Jintro">> <<if !_visited && $convcount > 0>> <<set _convskip = true>> <<else>> <<set _mix = _mode is "Kintro" ? $kchatmix : $jchatmix>> <<if $intro < _mix.length>> <<set _cid = _mix[$intro]>> <<set $intro++>> <<else>> <<set _convskip = true>> <</if>> <</if>> /* storm chat */ <<elseif _mode is "Kstorm" or _mode is "Jstorm">> <<set _who = _mode is "Kstorm" ? "K" : "J">> <<if $stormchat is undefined>> <<set $stormchat = 1>> <<set _cid = _who + "_storm1">> <<else>> <<set _nextchat = $stormchat + 1>> <<if _nextchat <= 5>> <<set $stormchat = _nextchat>> <<set _cid = _who + "_storm" + _nextchat>> <<else>> <<set _convskip = true>> <</if>> <</if>> <<else>> <<set _cid = _mode>> <</if>> /* unknown or unregistered id */ <<if !_convskip && (!_cid or !setup.conversations[_cid])>> <<set _convskip = true>> <</if>> <<if !_convskip>> /* make sure the state object is complete (also repairs older saves) */ <<if !$convState[_cid]>> <<set $convState[_cid] = { node: "start", seen: {}, visited: {}, complete: false }>> <</if>> <<if !$convState[_cid].seen>><<set $convState[_cid].seen = {}>><</if>> <<if !$convState[_cid].visited>><<set $convState[_cid].visited = {}>><</if>> /* fresh rapport baseline every time the conversation is opened */ <<set $convState[_cid].rapStart = $rapport>> <<set $convId = _cid>> <<unset $convNotify>> /* reset conversation counter for visited locations */ <<set $convcount = 6>> <<if _delay is undefined>><<set _delay = .1>><</if>> <<set _go = true>> <<timed _delay+'s' t8n>><<do tag "conv">><<conversation>><</do>><</timed>> <</if>> <</widget>> /* Call once per conversation */ <<widget "addconv">> <<set _cId = _args[0]>> <<set setup.conversations[_cId] = {}>> <<set $convState[_cId] = { node: "start", seen: {}, visited: {}, complete: false }>> <<set setup.convReg = _cId>> <<set setup.convNode = "">> <<include `"Conv-" + _cId`>> <<set setup.convReg = "">> <<set setup.convNode = "">> <</widget>> /* a single line of dialog */ <<widget "node">> <<if !setup.convReg>> <<run console.warn("<<node>> used outside <<addconv>>: " + _args[0])>> <<else>> <<set _nstay = false>> <<for _ni = 2; _ni < _args.length; _ni++>> <<if _args[_ni] is "stay">><<set _nstay = true>><</if>> <</for>> <<set setup.conversations[setup.convReg][_args[0]] = { text: _args[1], choices: [], nodeKey: _args[0], stay: _nstay }>> <<set setup.convNode = _args[0]>> <</if>> <</widget>> /* reply */ <<widget "pick">> <<if !setup.convReg or !setup.convNode>> <<run console.warn("<<pick>> with no preceding <<node>>: " + _args[0])>> <<else>> <<set _ch = { text: _args[0], next: "", stay: false, unseen: false }>> <<set _a = 1>> /* next is optional - a keyword in slot 1 means "ends the conversation" */ <<if _args.length > 1 and !["stay","unseen","condition","action","notify","rapport"].includes(_args[1])>> <<set _ch.next = _args[1] ?? "">><<set _a = 2>> <</if>> <<for ; _a < _args.length; _a++>> <<switch _args[_a]>> <<case "stay">> <<set _ch.stay = true>> <<case "unseen">> <<set _ch.unseen = true>> <<case "rapport">> <<set _ch.rapport = Number(_args[_a + 1]) || 0>><<set _a++>> <<case "condition">> <<set _ch.condition = _args[_a + 1]>><<set _a++>> <<case "action">> <<set _ch.action = _args[_a + 1]>><<set _a++>> <<case "notify">> <<set _ch.notify = _args[_a + 1]>><<set _a++>> <<default>> <<run console.warn("<<pick>> unknown argument: " + _args[_a])>> <</switch>> <</for>> <<run setup.conversations[setup.convReg][setup.convNode].choices.push(_ch)>> <</if>> <</widget>> /* current node */ <<widget "conversation">> <<set _go = true>> <<set _conv = setup.conversations[$convId]>> <<if !_conv>> <<unset _go>> <br><span class="smalltext">(conversation not found: $convId)</span> <<else>> /* repair anything missing */ <<if !$convState[$convId]>> <<set $convState[$convId] = { node: "start", seen: {}, visited: {}, complete: false }>> <</if>> <<if !$convState[$convId].seen>><<set $convState[$convId].seen = {}>><</if>> <<if !$convState[$convId].visited>><<set $convState[$convId].visited = {}>><</if>> <<set _state = $convState[$convId]>> <<set _node = _conv[_state.node]>> <<set _namex = $name + "x">> <<if !_node>> /* node was cleared */ <<convEnd>> <<else>> <<set $convState[$convId].visited[_state.node] = true>> <<set _nodeKey = _node.nodeKey>> <<set _nodeStay = _node.stay>> <div class="convo"> <span @class="_namex">$name:</span> <span @class="$name"><<= _node.text >></span> <<if $convNotify>> <br><br><span class="note"><<= $convNotify >></span> <<unset $convNotify>> <</if>> <div class="conv-choices"> <<set _visible = 0>> <<for _i = 0; _i < _node.choices.length; _i++>> <<set _c = _node.choices[_i]>> <<set _hide = false>> /* already chosen */ <<if !_c.stay and !_nodeStay and (_state.seen[_nodeKey] ?? []).includes(_i)>> <<set _hide = true>> <</if>> /* target node already shown */ <<if !_hide and _c.unseen and _state.visited[_c.next]>> <<set _hide = true>> <</if>> /* explicit condition */ <<if !_hide and _c.condition and !Scripting.evalTwineScript(_c.condition)>> <<set _hide = true>> <</if>> <<if !_hide>> <<set _visible++>> <<capture _i, _c, _nodeKey>> <br>› <<link _c.text>> <<if _c.rapport>><<set $rapport += _c.rapport>><</if>> <<if _c.action>><<run Scripting.evalTwineScript(_c.action)>><</if>> <<set $convNotify = _c.notify ?? "">> <<if !$convState[$convId].seen[_nodeKey]>> <<set $convState[$convId].seen[_nodeKey] = []>> <</if>> <<run $convState[$convId].seen[_nodeKey].push(_i)>> <<if _c.next is "">> <<set $convState[$convId].complete = true>> <<if $convReturn>> <<goto $convReturn>> <<else>> /* clear the node so the next pass ends the conversation even if siblings remain */ <<set $convState[$convId].node = "">> <<redo>> <</if>> <<else>> <<set $convState[$convId].node = _c.next>> <<redo "conv">> <</if>> <</link>> <</capture>> <</if>> <</for>> </div> <<if _visible is 0>> <<set $convState[$convId].complete = true>> <<convEnd>> <</if>> </div> <</if>> <</if>> <</widget>> /* end of conversation - show notify, then rapport change */ <<widget "convEnd">> <<unset _go>> <<if $convNotify>> <br><span class="note"><<= $convNotify >></span> <</if>> <<unset $convNotify>> <<set _r0 = ($convState[$convId] && $convState[$convId].rapStart !== undefined) ? $convState[$convId].rapStart : $rapport>> <br><span class="smalltext">(end of conversation<<if _r0 > $rapport>> – rapport with $name decreased by <<=Math.abs(_r0-$rapport)>><<elseif _r0 < $rapport>> – rapport with $name increased by <<=Math.abs(_r0-$rapport)>><</if>>)</span> <</widget>> /* <<resetConv "id">> resets one conversation. <<resetConv>> resets all. */ <<widget "resetConv">> <<if _args[0]>> <<set $convState[_args[0]] = { node: "start", seen: {}, visited: {}, complete: false }>> <<else>> <<for _k range Object.keys(setup.conversations)>> <<set $convState[_k] = { node: "start", seen: {}, visited: {}, complete: false }>> <</for>> <</if>> <</widget>>
/* Conversation system variables */ <<set $convId = "">> <<set $convReturn = "">> <<set $convState = {}>> <<set setup.conversations = {}>> <<set $convNotify = "">> /* Register all conversations */ /* Karth conversations */ <<addconv "K_intro1">><<addconv "K_intro2">><<addconv "K_intro3">> <<addconv "K_intro4">><<addconv "K_intro5">> <<addconv "K_scav1">><<addconv "K_scav2">><<addconv "K_scav3">> <<addconv "K_storm1">><<addconv "K_storm2">><<addconv "K_storm3">> <<addconv "K_storm4">><<addconv "K_storm5">> <<addconv "K_bridge">><<addconv "K_mush">><<addconv "K_lake">> <<addconv "K_dogs1">><<addconv "K_dogs2">><<addconv "K_dogs3">> <<addconv "K_hut">><<addconv "K_evac">><<addconv "K_box">> <<addconv "K_transmat">><<addconv "K_transmatend">> <<addconv "K_lava1">><<addconv "K_gear">><<addconv "K_warehouse">> /* Jyn conversations */ <<addconv "J_intro1">><<addconv "J_intro2">><<addconv "J_intro3">> <<addconv "J_intro4">><<addconv "J_intro5">> <<addconv "J_scav1">><<addconv "J_scav2">><<addconv "J_scav3">> <<addconv "J_storm1">><<addconv "J_storm2">><<addconv "J_storm3">> <<addconv "J_storm4">><<addconv "J_storm5">> <<addconv "J_evac">><<addconv "J_hut">> <<addconv "J_dogs1">><<addconv "J_dogs2">><<addconv "J_dogs3">><<addconv "J_dogs4">> <<addconv "J_lava1">><<addconv "J_lava2">> <<addconv "J_gear">><<addconv "J_blast">> <<addconv "J_transmat">><<addconv "J_transmatend">> /* Final sequence conversations */ <<addconv "J_done">><<addconv "K_done">> <<addconv "K_talk">><<addconv "J_talk">> <<addconv "K_char2">><<addconv "K_mine">> <<addconv "J_char2">><<addconv "J_mine">> <<addconv "K_standoff">><<addconv "J_standoff">> <<addconv "J_final">><<addconv "K_final">> <<addconv "endevac">><<addconv "endlander">> <<addconv "end">>
<<node "start" "So… Operator. It's just you and me. What's the plan?">> <<pick "The plan? Let's get to the mine and get out of here." "plan" condition "$char == 2" rapport +1>> <<pick "The plan is, no chat" "nochat">> <<pick "Sorry, mission-specific conversation only" "sorry">> <<pick "The plan? Find Helium-3 and evac home." "h3" condition "$char == 1">> <<node "nochat" "Alright Operator – I get it. Can't blame me for trying.">> <<node "sorry" "I get it. We all have our roles. Gotta stay in our lane, right?">> <<node "plan" "The mine? OK, got it. Direct me, Operator.">> <<node "h3" "Keeping it simple – got it.">>
<<node "start" "Any ideas?" stay>> <<pick "You tried like… turning it on?" "on">> <<pick "It might be better not to mess with it" "non">> <<pick "What about using that Power-winch you found?" "winch" condition "$powerwinch" action "$bridge = true" rapport +2 stay>> <<node "on" "What do you think!? Yeah, I hit 'extend', but there's no power." stay>> <<pick "Not surprising, it must be ancient." "power" stay>> <<pick "How is it powered?" "power" stay>> <<node "power" "Looks like it has its own power source, but that's long since died." stay>> <<pick "Can you… shoot it…?" "shoot">> <<pick "What about that Power-winch you found?" "winch" condition "$powerwinch" action "$bridge = true" stay rapport +2>> <<pick "What about a manual override?" "look" stay>> <<node "shoot" "Shooting things isn't always the answer. Trust me on that.">> <<pick "Fine. How about some sort of manual override?" "look">> <<node "non" "Well, I guess. No way I'm getting across that chasm though." stay>> <<pick "Is there a way to get it working?" "power" stay>> <<node "look" "There's a… a slot for a winch or something, but there's nothing there.">> <<pick "Would an old Power-winch work?" "cargo" condition "$cargo && !$powerwinch">> <<pick "You have one! You picked it up earlier!" "winch" condition "$powerwinch" action "$bridge = true" stay rapport +2>> <<pick "$Damn. Looks like you're not getting across" "damn" condition "!$powerwinch">> <<node "winch" "Good thinking. Attaching it now… Yeah, looks like that fits. There's no power, but I can just crank this thing to extend the bridge… It's working!">> <<node "damn" "Looks that way, but I'll keep an eye out for that missing winch… it'll be around somewhere.">> <<node "cargo" "Yes, that would be exactly what I'd need – have you seen one?">> <<pick "You picked one up!" "winch" condition "$powerwinch" action "$bridge = true" stay rapport +2>> <<pick "Yeah, check the cargo crate – it's inside a crater, Sector D6" "cratechase" condition "$mobhunt" rapport +1 stay>> <<pick "Yeah, check the cargo crate inside a crater in Sector D6!" "cratenochase" condition "!$mobhunt" rapport +1 stay>> <<node "cratechase" "Great intel, Operator. Now I just have to figure out how to get there and back alive!">> <<node "cratenochase" "Great intel, Operator. I guess I need to climb back down to get it.">>
<<loc 37.1 46.2>>\ <<if visited ("Mushrooms 1")>><<set _a = "I can just about make out some… tree-like structures over to the east – ah, must be those stone mushrooms! ">><<else>><<set _a = "I can just about make out some… tree-like structures over to the east? ">><</if>>\ <<if visited ("lava start")>><<set _a += " The valley continues to the west, and I can see the familiar orange glow of lava through the dust.">><<else>><<set _a += " The valley continues to the west. Seems to brighten up a little over there.">><</if>>\ <<if $stormState != "active">><<if _visited>>\ <<say "Just… let me… oh $shit…">> <<say "[muffled sounds]">> <<say "Aahh. Dammit. I think I've broken… ">> <<say "No. I'll be OK. I can walk this off. Just… give me a moment…">> <<set _rand = -(random (5,9))>><<health _rand>> <<conv Kintro>>\ <<do tag "conv">><<if !_go>>\ <<say "OK, I'm rested – good to go. I'm at the base of the cliff, in a narrow valley. There's no way back up; no idea how far I fell. Visibility is poor… just a few meters here. The sand and the dust are swirling around like crazy. " _a>> <</if>><</do>>\ <<else>>\ <<say "I can't believe you made me do that again! Are you trying to kill me, Operator!? I'm… I'm at the base of the cliff. No way back up. Visibility is… just a few meters. The dust is swirling around like crazy. " _a>> <<set _rand = -(random (10,16))>><<health _rand>> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head over to the north-east" "Mushrooms 1">><</link>> <<E>> <<link "Follow the valley west" "lava start">><</link>> <<W>> <</if>><</do>>\
<<node "start" "Is anything showing up on the map?">> <<pick "Yes! There's something huge on the map – but it's not what you're looking at!" "mob" condition "$mob" rapport +1>> <<pick "Negative. Nothing on the map. Just you." "on">> <<pick "I think you're imagining things." "on">> <<node "on" "OK. But I swear. There's something out here with me.">> <<pick "It would have to be massive to ping up on the scanner." "what">> <<pick "The scanner is only picking you up because of your transponder." "what">> <<node "what" "That's really not helping.">> <<node "mob" "You've got eyes on it, Operator – get me the hell away from it!">>
<<node "start" "Unclipping the pulse-rifle – just in case. What are your orders?">> <<pick "Fire a warning shot – scare it off" "warning" rapport +1>> <<pick "Shoot to kill" "shoot">> <<pick "Try sneaking around it?" "sneak">> <<pick "Maybe it's best to retreat" "retreat">> <<node "warning" "Two rounds fired. It didn't even flinch.">> <<pick "It's had its warning – kill it" "shoot">> <<pick "Get out of there" "retreat">> <<pick "Just move around it – but be careful" "sneak">> <<pick "Has its behaviour changed?" "gun">> <<node "shoot" "I think I winged it, but boy, it's fast. Ran off into the dust.">> <<pick "Well done. Proceed with caution." "caution" action "_dogs = true">> <<node "gun" "Not really, but those arm things are now focused on my gun">> <<pick "You must have scared it – advance" "sneak">> <<pick "You should probably retreat" "retreat">> <<pick "Just kill the $damn thing!" "shoot">> <<node "retreat" "Understood. Better to be safe, right?">> <<node "sneak" "Very well, but this looks risky.">> <<pick "Proceed with caution." "caution" action "_dogs = true">> <<node "caution" "On that, we are agreed.">>
<<node "start" "Is there any info on these rock things?">> <<pick "Just follow the directions, please." "follow">> <<pick "I've got nothing, but I guess the weather must do strange things to the land." "weather" rapport +1>> <<pick "Maybe they used to be alive… a long time ago?" "alivea" condition "$char == 1" rapport +1>> <<pick "Apparently they're fossilised spore-heads – they used to be alive." "aliveb" condition "$char == 2" rapport +2>> <<node "weather" "Yeah, that makes sense. This wind will eat through anything eventually.">> <<node "follow" "Sure. OK. You're the boss.">> <<node "alivea" "Yeah, maybe. There's a sense of… loss here. This whole place is dead.">> <<node "aliveb" "Fossils? Interesting. Must have been a sight when they were alive. Makes for good cover now. Thanks for the info.">>
<<node "start" "So… why did you pick me?">> <<pick "You weren't exactly my first choice" "choice" condition "$char == 2" rapport -1>> <<pick "I don't need to tell you that" "no" rapport -1>> <<pick "Random choice" "random" condition "!$mob">> <<pick "You seemed most likely to survive" "random" condition "!$mob" rapport +1>> <<node "no" "True. Just asking.">> <<node "random" "Yeah, figures. So who's the other Scav?">> <<pick "I don't remember" "OK" rapport -1>> <<pick "Does it matter?" "OK">> <<pick "Goes by the name of Jyn." "Jyn">> <<node "Jyn" "Jyn…? That name is familiar.">> <<pick "You know her?" "know" rapport +1>> <<pick "You're rambling again. Stay on task" "OK" rapport -1>> <<node "OK" "Sorry. I guess it doesn't really matter.">> <<node "know" "Er… yeah… she applied to the academy. But she didn't have what it takes.">> <<pick "And…?" "and" rapport +1>> <<pick "Is this mission related?" "OK" rapport -1>> <<node "and" "And nothing. Doesn't matter. Let's get on with this.">> <<node "choice" "Oh. Oh, I see. Yeah, OK.">>
<<node "start" "So, am I the first Scavenger down?">> <<pick "Just concentrate on the mission" "just" rapport -1>> <<pick "Yes, you're the first" "yes" condition "$char == 1" rapport +1>> <<pick "No, you're the second." "no" condition "$char == 1" rapport -1>> <<pick "Does it matter?" "matter">> <<node "yes" "Right. So does that make me the expendable one?">> <<pick "Maybe" "expend" rapport -1>> <<pick "Not at all, I'm counting on you." "count" condition "$char == 1" rapport +1>> <<node "no" "So I wasn't your first choice – saving the best for last, eh?">> <<pick "Of course" "count" rapport +1>> <<pick "You're both equal to me" "equal">> <<pick "Just the luck of the draw" "equal" rapport -1>> <<node "matter" "Yeah. It matters to me. I want to know how bad this is going to get.">> <<pick "Yes, you were my first choice" "yes" condition "$char == 1" rapport +1>> <<pick "No, you're the second Scavenger" "no" condition "$char == 1" rapport -1>> <<pick "Just concentrate on the mission" "just" rapport -1>> <<node "equal" "Oh. Right. So what happened to…? Actually, never mind. Maybe I don't want to know.">> <<node "just" "Yeah, yeah. OK">> <<node "count" "Ha. Good answer.">> <<node "expend" "That doesn't fill me with confidence.">>
<<node "start" "I'm guessing you won't let me Evac yet?" stay>> <<pick "No. We have to get to the mine!" "mine" stay condition "$mob">> <<pick "What do you think?" "no" stay>> <<pick "Ha. No." "no" stay>> <<node "no" "Worth a try. How much Helium-3 do I need to bring back?" stay>> <<pick "You've got $khelium Helium-3 so far. You're going to need to find at least _heliumneeded more." "more" stay>> <<node "more" "Guess I've got more to find then." stay>> <<node "mine" "The mine. Yeah. Easier said than done!" stay>>
<<fade Karth>><<fade Jyn>>\ <<set $mobloc = '--x: ' + ($mex) + '%; --y: ' + ($mey) + '%'>>\ <<set _x = random (10)>>\ <<if $name == "Karth">><<set _op to "OPERATOR">><<else>><<set _op to "OP">><</if>>\ \ <<if _x < 2>>\ <<say "Something… hunting me… up there in the dust…!">> <<say "HOLY $SHIT! Got a glimpse of it…!">> <<say "There's nowhere to run! I can't…">> <<say "[sound of gunfire]">> <<say "[a piercing scream… suddenly cut off]">> <<elseif _x < 4>>\ <<say "I think it found me!!">> <<say "$fuck! $Fuck!! $FUCK!!!">> <<say "[sound of gunfire]">> <<say "Bullets… do nothing!!">> <<say "[a terrible ripping noise… then silence]">> <<elseif _x < 6>>\ <<say "I can hear it… so close… something huge, up there in the dust…">> <<say "$Damn it's fast! Can't… get a…">> <<say "[sound of gunfire]">> <<say "_op!">> <<say "[a sudden cry… then silence]">> <<elseif _x < 8>>\ <<say "WHAT THE $FUCK IS THAT!!?">> <<say "UP THERE! IN THE DUST… SOMETHING HUGE!">> <<say "[sound of gunfire]">> <<say "It's circling back – coming in for the kill – I need to…">> <<say "[a single scream… then silence]">> <<else>>\ <<say "IT'S FOUND ME!">> <<say "[sound of gunfire]">> <<say "I CAN'T… $SHIT! HELP ME _op…!">> <<say "[more gunfire]">> <<say "NOTHING SEEMS TO HUR…">> <<say "[muffled scream… then silence]">> <</if>>\ <<say "[static noise]">> \ <<timed _delay+'s' t8n>><<death>><</timed>> <<timed 3s t8n>><<link "$name…? Are you still there…!?" "Dead">><<set $cause = "Unknown creature attack">><</link>><</timed>> <<set $mobdeath ++>>\ <<set State.metadata.set("mobdeath", $mobdeath)>>\
<<widget "mob">> /* don't bother doing anything if the mob isn't active */ <<if $mob>> /* wait before hunting */ <<if $mobcounter > 0>><<set $mobcounter ++>><</if>> <<if (tags().includes('near') or $mobcounter > 8) && $char == 2>> <<set $speed = 1>><<set $mobhunt = true>><<unset $mobcounter>> <</if>> /* make sure storms and mobs don't interact! */ <<if $mobhunt>><<set $stormState = "off">><<set $stormy = false>><</if>> /* if player is sheltering, or passage tagged 'flee' the mob will stay clear and deactivate killzone – but only if in 'warning' vicinity */ <<if (tags().includes('flee') or tags().includes('shelter')) && $mobwarning>> <<set $mobflee = true>><<set $killzone = false>> <<if $mobnear>><<set $speed = 12>><<else>><<set $speed = 8>><</if>> <<elseif $mobflee>> <<set $mobflee = false>> <<set $speed = 1>> <</if>> /* passages tagged 'escape' are a free 'escape killzone' turn */ <<if tags().includes('escape') && $mobwarning>> <<set $killzone = false>> <</if>> /* if hunting, target player. if fleeing, return to the den */ <<if $mobflee>> <<set _targetx = $lairx>><<set _targety = $lairy>> <<else>> <<set _targetx = $mex>><<set _targety = $mey>> <</if>> /* passages tagged 'slow' put creature on slower movement – if nearby */ <<if tags().includes('slow') && $mobwarning>> <<set $speed -= 2>> <</if>> /* MOVE MOB */ /* If kill tracking – home in */ <<if $killzone>> <<play ping 0.6>> <<set $track-->> <<if $track lte 0 && !tags().includes('shelter')>> <<goto "Mob dead">> <</if>> /* Otherwise, standard hunting/fleeing movement toward _targetx and _targety */ <<elseif $mobhunt>> <<set $speed = Math.clamp ($speed, 5, 13)>> <<set _newPosition = setup.moveToward($mobx, $moby, _targetx, _targety, $speed)>> <<set $mobx = _newPosition.x>><<set $moby = _newPosition.y>> <</if>> /* set mob map position (clamp to 5-96) */ <<set $mobx = Math.clamp ($mobx, 5, 96)>><<set $moby = Math.clamp ($moby, 2, 96)>> <<set $mobloc = '--x: ' + Math.round($mobx) + '%; --y: ' + Math.round($moby) + '%'>> /* Now check distance */ /* activate warning if: killzone, near, far */ <<set _kill = 7>><<set _near = 17>><<set _far = 30>> <<set $mobwarning = false>><<set $mobnear = false>> <<if (setup.inRange($mex, $mey, $mobx, $moby, _kill) && !$killzone && !$mobflee) or (tags().includes('nearest') && !$mineopen)>> <<play ping 0.6>> <<set $mobnear = true>><<set $mobwarning = true>> <<set $killzone = true>><<set $speed = 15>> <<set $track = 2>> <<elseif setup.inRange($mex, $mey, $mobx, $moby, _near)>> <<set $speed -= 2>> <<set $mobnear = true>><<set $mobwarning = true>> <<play ping 0.18>> <<elseif setup.inRange($mex, $mey, $mobx, $moby, _far)>> <<set $speed -->> <<set $mobwarning = true>> <<play ping 0.08>> <<else>> <<set $speed += 2>> <</if>> /* reset mob map position if entered killzone */ <<if $killzone>> <<set $mobx += ($mex-$mobx) / ($track+.5)>><<set $moby += ($mey-$moby) / ($track+.5)>> <<set $mobloc = '--x: ' + Math.round($mobx) + '%; --y: ' + Math.round($moby) + '%'>> <</if>> /* move faster if player has snuck past */ <<if !$mineopen && $mex > $mobx>><<set $mobx += 4>><<set $speed = 20>><</if>> <<if $debug>>\ mobx: $mobx | moby: $moby | loc: $mobloc | speed: $speed | death: $mobdeath<br> hunting: $mobhunt | fleeing: $mobflee | far: $mobwarning | near: $mobnear | kill: $killzone<br><br> <</if>>\ <</if>> <</widget>> <<widget "mobz">> /* Simple mob location - used for the finale chase only */ <<set $mobx = _args[0]>><<set $moby = _args[1]>> <<set $mobloc = '--x: ' + $mobx + '%; --y: ' + $moby + '%'>> <</widget>> /* Mob warnings */ <<widget "mobwarning">> <<if $killzone>> /* Killzone tracking alert */ <<set _output = ["It's on me!", "I can see it! Up there, it's hunting me!", "I got a glimpse of… something up there – something black, giant wings!", "It's in the clouds – tracking my every move!", "I can't see it, it's hiding in the dust clouds, but I know it's there!", "Help me $op! Where can I go!!?"]>> <<if !tags().includes('shelter')>> <<say _output.random()>><br> <span class="note">The creature has found you – it will be on you in $track move<<if $track > 1>>s<</if>> unless you find somewhere to hide!</span><br><br> <<else>> <<say "I can't see it! Is it nearby!?">><br> <</if>> /* Near tracking alert */ <<elseif $mobwarning && !tags().includes('ignore')>> <<if tags().includes('shelter')>> <<say "I'll take cover here.">><br> <<else>> <<if !$mobseen && !tags().includes('ignore')>> <<set _output = ["Wait. What was that noise? I swear I just heard something – up there in the dust. Is there something there?"]>><<set $mobseen = true>> <<else>> <<set _output = ["I think I saw… something huge – up there in the dust! There's something out there. Something alive!", "There's that noise again. I don't think it's the wind. There's something up there!", "I have a horrible feeling I'm being hunted…", "What the hell was that? Something cried out into the howling wind!", "Where is it $op? Can you see it on the map!?", "I know it's up there… somewhere.", "It's using the dust – tracking me somehow!", "I'm being hunted $op!", "I got a glimpse of it – I think it's headed this way!", "I think it's getting closer…", "It's still up there – get me away from it!", "It's still hunting…"]>> <</if>> <<say _output.random()>><br> <</if>> <<elseif $mobnear>> /* If near…? */ <</if>> <</widget>>
<<loc 39.8 89.7>>\ <<if _visited>>\ <<if visited ("slopes")>>\ <<say "It's hard going here; dust clouds are swirling around me, thick with stone fragments. I'm by the cliff wall, but I can't see how high up it goes. There's no way up, but there's a shallow cave set into the rock. It doesn't go in very far, but it makes for a natural shelter from the wind.">> <<else>>\ <<say "Visibility is poor. Dust clouds are swirling around me – thick with stone fragments, and making it hard going. It's a lot steeper here and… ah. Sheer cliff ahead; I can’t see how high up it goes… but no way up. There's a shallow cave within the cliff wall here. Doesn't go in very far, but it's a natural shelter from the winds.">> <</if>>\ <<say "There are claw marks in the rock. Something was making its home here. No evidence of life now; those marks may be thousands of years old for all I know.">> <<if !visited ("jden")>>\ <<say "Something hidden, buried under the gravel. Ah! Found some Helium-3 cylinders!">> <<set _rand = random (5,7)>><<h3 _rand>> <<medipack>>\ <<else>>\ <<say "Someone was here – recently too; they took something from the dirt – nothing there now.">> <</if>>\ <<say "I could trace my way along the cliff to the north and look for a way up somewhere, or head back to the centre of the plain. South-east should take me back to the evac site.">> <<conv Kintro>>\ <<else>>\ <<say "I'm back by the sheer cliff that rises up to the west. At the base of it, there's a shallow cave that offers a little shelter from the winds – looks like something was making its home here, a long time ago.">> <<if visited ("slopes")>>\ <<say "No way up here, but there's a large fissure in the rock further to the north. South-east should take me back to the evac site.">> <<else>>\ <<say "No way up here, but I could trace my way along the cliff to the north, or head south-east, which should take me back to the evac site.">> <</if>>\ <</if>>\ \ <<do tag "conv">><<if !_go>>\ <<link "Follow the cliff north" "slopes">><</link>> <<N>> <<link "Head south-east to the Evac site" "Evac">><</link>> <<SE>> <<link "Head back north-east to the desert" "Map start">><</link>> <<NE>> <<waitstorm>>\ <</if>><</do>>\ <<visitedspecial>>\
<<loc 37 10>>\ <<set $cause = "Falling injury">>\ <<if $stormState != "active">>\ <<if lastVisited ("Tower slide") == 1>>\ <<say "OK. Making my way… very… carefully…">> <<say "Ah! $damn it. The stones are sliding around like water. Really hard to…">> <<say "[muffled shout]">> <<say "Whoa. That was… I think I just got lucky. I'm at the bottom of the slope. A little banged up, but I'm OK.">> <<set $khealth -= 9>><<timed _delay+'s' t8n>><span class="note">Health decreased by 9</span><br><</timed>> <<if !$slide>>\ <<set $slide = true>>\ <<say "I dislodged something on my way down. Let's take a look. Nice, some more Helium-3 for the collection!">> <<set _randb = random (12,15)>><<h3 _randb>> <<medipack>>\ <</if>>\ <<if !_visited>><<say "Ah, I recognise this valley! No way back up that slope, though.">><<else>><<say "Ugh. Not sure how far I slid there, but there's no way back up that slope.">><</if>> <<elseif _visited>>\ <<say "I'm following another valley that gradually curves around to the west. It's getting steeper and rockier as I go. Visibility is… not great here; I can see no more than a few meters ahead. The wind and dust is howling through the valley right towards me. I can… ">> <<say "$Damn! Ah… It’s nothing. I fell. The ground has turned to scree – stones sliding around beneath me. It's getting really hard to keep going in this direction; not sure I can go any further.">> <<set _rand = -(random (2,4))>><<health _rand>> <<else>>\ <<say "I'm back within the valley that curves around to the west. The ground has turned to scree, and it’s getting really hard to keep going. I've already tried this; no way up, Operator.">> <</if>>\ <</if>>\ <<if lastVisited ("Tower slide") != 1>><<link "Try again – keep going west" "Narrows 2">><</link>> <<W>><br><</if>>\ <<link "Head back south-east" "Mushrooms 2">><</link>> <<SE>>
<<loc 62.7 52.7>>\ <<if $stormState != "active">><<if _visited>>\ <<say "There's an expanse of broken, crumbling concrete here. Looks old, but I think that's just the weather. It takes anything man-made, chews it up and spits it back out. There would have been a lot of traffic here; you can still make out tracks in the rock floor – heavy loaders. It must have been quite the operation while it lasted.">> <<say "I can see a few ruined buildings to the north. To the south – a couple of large impact craters, like God casually pushed his fingers into the earth.">> <<conv Kintro>>\ <<else>>\ <<say "I'm walking over an expanse of broken, crumbling concrete - it must have been quite an operation, while it lasted. There are a few ruined buildings to the north, and to the south, a couple of large craters.">> <<conv Kintro>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head north towards the ruins" "Road 2">><</link>> <<N>> <<link "Head south-west towards the first crater" "small crater">><</link>> <<SW>> <<link "Head south towards the second crater" "small crater 2">><</link>> <<S>> <</if>><</do>>\
<<node "start" "This lock looks like it needs a code. Suggestions?">> <<pick "I don't have any intel. Can you force it open?" "force">> <<pick "How about just… shooting it?" "shoot">> <<pick "Don't worry about it, it's probably empty anyway." "empty">> <<node "force" "If it's survived this long, I don't think a 'shove' will do much.">> <<pick "It's not worth the effort. They'll have taken anything useful." "empty" unseen>> <<pick "Try shooting the lock" "shoot">> <<node "empty" "You sure?">> <<pick "Of course I'm sure." "giveup">> <<pick "It's not worth the risk." "giveup">> <<pick "Give the door a kick, just in case?" "force" unseen>> <<pick "Could you shoot the lock?" "shoot" unseen>> <<node "shoot" "Are you sure? That could damage whatever's inside?">> <<pick "Do it" "fire" action "$hut = true, $rapport+=2">> <<pick "On second thoughts, maybe not." "empty">> <<node "fire" "Firing now… Not subtle, but it's done the trick. Not much left of the door, though.">> <<node "giveup" "Yeah, you're probably right. Moving on.">>
<<if $inbox.length === 0>> New messages will appear here when you receive them. <<else>> <<for _i to $inbox.length - 1; _i >= 0; _i-->> <<set _msgKey to $inbox[_i]>> <<include "MessageDisplay">> <</for>> <</if>><<returnstats>>
<<node "start" "What are we doing here, Operator?">> <<pick "We're trying to save someone's life!" "life" condition "$mob">> <<pick "You know what we're doing, Scavenger – searching for Helium-3" "H3">> <<pick "What do you mean?" "whata">> <<node "whata" "I mean, just wasting our lives, searching for fuel to power the System?">> <<pick "That's the job, Scavenger, that’s what we both signed up for" "signed">> <<pick "Get this mission done and you'll be set up for a while – we're the lucky ones!" "lucky">> <<node "signed" "Yeah, I know. But don't you wonder sometimes if… if we just took the wrong path? And now we're just sort of stuck with a bad decision?">> <<pick "What's with all this introspection?" "whatb" rapport +1>> <<pick "Does it matter? We're alive. Be happy with that." "alive">> <<node "H3" "Yeah. Searching for fuel so we can keep System happy… but is it serving us, or are we serving it?">> <<pick "System looks after us, Scavenger. We're lucky to be alive." "lucky">> <<pick "Does it matter? We're alive. Be happy with that." "alive">> <<node "lucky" "Are we?">> <<pick "What's got into you, Scavenger?" "whatb" rapport +1>> <<pick "Careful. At least you've got work. You know what it's like for the rest." "rest">> <<node "alive" "Yeah. I know. Maybe… maybe some of us don't deserve it.">> <<pick "What's got into you, Scavenger?" "whatb" rapport +1>> <<node "rest" "Yeah. I know. I've seen it. It's rough out there. I guess you wouldn't know.">> <<node "whatb" "I… I dunno. Something about this place has got to me – sorry.">> <<node "life" "Yeah. But I'm still not sure she's worth the risk.">>
<<node "start" "How are my stats looking, Operator? I'm feeling OK, but I'm trusting you to pull me out if this gets dangerous.">> <<pick "Your health is a little low." "medipack" condition "$khealth < 40">> <<pick "You know that's not how it works." "works">> <<pick "Let me check… All good, Scavenger, your stats are fine." "fine">> <<node "fine" "Great. Thanks. My life is in your hands, Operator.">> <<pick "Just follow orders and you'll be back at the evac point in no time" "OK" rapport +1>> <<pick "Don’t worry, Scavenger, I've got your back" "glad" rapport +1>> <<pick "Your wellbeing isn't important – just the mission" "harsh" rapport -1>> <<node "works" "But it's your choice, right? You don't HAVE to put me in harm's way.">> <<pick "Your wellbeing isn't important – just the mission" "harsh" rapport -1>> <<pick "Of course, Scavenger, but the mission takes priority" "OK">> <<pick "Don't worry, I've got your back" "glad" rapport +1>> <<node "medipack" "I'll keep a lookout for a medipack. But try not to put me in harm's way, OK?">> <<pick "Your wellbeing isn't important – just the mission" "harsh" rapport -1>> <<pick "Of course, Scavenger, but the mission takes priority" "OK">> <<pick "Don't worry, I've got your back" "glad" rapport +1>> <<node "glad" "Thanks, Operator">> <<node "OK" "OK. Understood, Operator.">> <<node "harsh" "You're not making any friends here, Operator.">>
<<node "start" "So… the other Scavenger. Are they still alive?">> <<pick "Of course! Why wouldn't she be?" "yes" condition "$char == 1" rapport +1>> <<pick "Yes, but only just – and we need to hurry!" "hurry" condition "$mob" rapport +1>> <<pick "Probably" "pretty">> <<pick "Erm… probably not" "no" condition "$char==2">> <<node "hurry" "OK. I get it. It's not like we'd want her to suffer or anything.">> <<node "yes" "OK. Good. I think I know her… or at least know of her.">> <<pick "Oh?" "oh">> <<pick "Know her how?" "oh">> <<pick "Nothing to do with me" "nothing" rapport -1>> <<node "no" "She's gone? Are you sure? I… I don't know how to feel about that.">> <<pick "Did you know her?" "oh">> <<pick "Yeah. Probably…" "pretty">> <<pick "Unfortunate accident. Let's drop it." "drop" rapport -1>> <<node "pretty" "Probably!? How do you not know? Isn't that your job!?">> <<pick "Hey, back off!" "done" rapport -1>> <<pick "Why so concerned?" "oh2">> <<pick "You're acting as if you knew her?" "oh2">> <<node "oh2" "Well… I think I know her… or at least know of her. I refused her application to the Academy a long time ago. I'm feeling a little guilty about that. Feeling guilty about a lot of things.">> <<pick "Like what?" "apology" rapport +1>> <<pick "Okay. Great. Are you done?" "done" rapport -1>> <<pick "Guilty? About what?" "involved" rapport +1>> <<pick "I think I know…" "involved" condition "$char == 2" rapport +1>> <<node "oh" "Yeah… I refused her application to the Academy a long time ago. Feeling a little guilty about that. Feeling guilty about a lot of things.">> <<pick "Like what?" "apology" rapport +1>> <<pick "Okay. Great. Are you done?" "done" rapport -1>> <<pick "Guilty? About what?" "involved" rapport +1>> <<pick "I think I know…" "involved" condition "$char == 2" rapport +1>> <<node "apology" "She's Martian. I think she was involved with the riots back when… well, you know. I think she may have been part of the uprising… the one that caused… I don't know for sure. But I blocked her application all the same.">> <<pick "That seems unfair" "unfair" rapport +1>> <<pick "Those people deserved far worse." "judge" rapport -1>> <<pick "And what was your involvement…?" "involved" rapport +1>> <<node "unfair" "Unfair!? Do you know what they took from me? I've… Ahh. Maybe it was. Maybe I should find out for sure.">> <<pick "Sounds like it really affected you?" "judge" rapport +1>> <<pick "And are you innocent in all this?" "judge" rapport -1>> <<pick "Is there something else you want to tell me?" "involved" rapport +1>> <<node "involved" "You know what they called me? After the riots? 93 people… 93 innocent people. I couldn't… I quit the service. I couldn't live with it. I… I don't know if I still can.">> <<pick "I don't understand?" "dont">> <<pick "You have to live with what you've done" "live" condition "$inbox.includes('rapport3a')" rapport +1>> <<pick "Did they really call you the 'Butcher of Mars'?" "butcher" condition "$inbox.includes('rapport3a')" rapport +1>> <<pick "Are you looking for forgiveness?" "forgive">> <<pick "You did what had to be done" "did">> <<node "nothing" "Yeah. You're right. OK, let's get back on task.">> <<node "dont" "Sorry. I'm not really making any sense, am I? Forget it. It's fine, I'm just… talking to myself.">> <<node "judge" "Yeah. I'm sure they do.">> <<node "live" "Every. Single. Day.">> <<node "forgive" "No. Of course not. I don't even forgive myself.">> <<node "done" "Yes. Sorry. Not sure what came over me. Back on task.">> <<node "did" "Yes. Many see it that way. Some called me a hero. I don't think so.">> <<node "butcher" "Yes. Can you imagine what that does to a man? Some thought I was a hero. I didn't.">> <<node "drop" "OK. Feels strange. I never knew her, but I've wished her ill. And now she's… I need to process that.">>
<<node "start" "You ever been on the other side of this, Operator? Ever been a Scavenger?">> <<pick "Keep the chat on mission" "fine">> <<pick "No, I've never been a Scavenger. I don't know if I have the skills." "Ha" rapport +1>> <<pick "God no, I would never stoop so low." "low" rapport -1>> <<node "fine" "Fine. Just making conversation. You should try it sometime.">> <<pick "We're here to do a job. The sooner you do that, the sooner we can both get out of here." "job" rapport -1>> <<pick "We don't have time for conversation." "job" rapport -1>> <<node "Ha" "Ha! Well, any time you want to give it a try, I'd be happy to swap with you!">> <<pick "Maybe next time." "sure">> <<pick "You'll have to teach me." "teach" rapport +1>> <<pick "If this mission is a failure, I might be joining you." "fail">> <<node "sure" "I'll hold you to that, Operator.">> <<node "teach" "I'd be happy to. I don't know if you're serious, but look me up when all this is done.">> <<node "job" "I hear you. I guess I need to stop talking.">> <<node "low" "If System thinks you've failed, you may not get the choice.">> <<node "fail" "I guess we better not fail then, eh?">>
<<node "start" "There could be abandoned resources out there. What do you think?">> <<pick "Maybe, but that lava sounds too dangerous" "dangerous">> <<pick "Can you get that skiff working?" "skiff" action "$rapport ++, $lavaskiff = true">> <<node "dangerous" "Fair point. One misstep and I'd be toast.">> <<pick "Do you think that skiff is repairable?" "skiff" action "$rapport ++, $lavaskiff = true">> <<node "skiff" "I've tried. Looks busted. An engineer might have more luck, but it's not working for me.">>
<<node "start" "There's a… there's part of an environment suit visible under the rocks">> <<pick "Yes, search it" "go">> <<pick "Think that's a person under there?" "person">> <<pick "Is stuff still falling down?" "danger">> <<node "person" "My guess is yes. Long since dead, probably caught under a rockfall.">> <<pick "Is stuff still falling down – could that be dangerous?" "danger">> <<pick "Yeah, see what you can find" "go">> <<node "danger" "Looks safe at the moment. But no guarantees.">> <<pick "Leave it. It's too dangerous." "leave" rapport +2>> <<pick "It's worth the risk" "go">> <<node "go" "OK. Searching now… Ah yeah. It's a body. Just dust and bones inside the suit. Looks like a rockfall broke his neck, poor $bastard. At least it would have been quick. He's got something on him…">> <<pick "Search the body" "search">> <<pick "Don't push your luck, Scavenger, leave it." "leave">> <<node "leave" "Are you sure? There could be something useful in there?">> <<pick "OK, search the body." "search">> <<pick "Don't take the risk." "safe" rapport +2>> <<node "search" "He had a few Helium-3 cylinders on him. And a data recording. I'll sync this with your console – might be useful. You'll get a new message if it works.">> <<pick "Great! Add that Helium-3 to the collection." "add" action "$ravinegear = true, $khelium += 9, $mapmode++" notify "Helium-3 has increased by 9">> <<node "add" "You took a risk there. If I'd been injured, I wonder if you'd have felt anything at all?">> <<node "safe" "I'm surprised, Operator, there could have been valuable resources in there.">>
<<loc 50.6 97>>\ <<set _heliumneeded = 100-$jhelium>>\ <<if $jhelium > 99>>\ <<resetConv J_done>><<conv J_done>>\ <<do tag "conv">><<if !_go>>\ <<if _evacgo>>\ <<link "You did great. Mission accomplished!" "Jyn-done">><<set $ending = "Bad">><</link>> <<else>>\ <<link "Head to the north-east" "jPlain 2">><</link>> <<NE>> <<link "Head back to the middle of the desert" "jMap start">><</link>> <<N>> <<link "Follow the cliffs to the north-west" "jslopes">><</link>> <<NW>> <</if>><</if>><</do>>\ <<else>>\ <<if _visited>>\ <<say "I'm back at the drop-pod point. Am I done yet?">> <<else>>\ <<say "Hey Op. I've made it back to the Evac location.">> <</if>>\ <<resetConv J_evac>><<conv J_evac>>\ <<do tag "conv">><<if !_go>>\ <<say "The desert plain is to the north and spreads out to the north-east. There are some cliffs over towards the north-west; I could follow the edge and see where that leads.">> <<link "Head to the north-east" "jPlain 2">><</link>> <<NE>> <<link "Go back to the middle of the desert" "jMap start">><</link>> <<N>> <<link "Follow the cliffs to the north-west" "jden">><</link>> <<NW>> <</if>><</do>>\ <</if>>\
<<loc 39.8 89.7>>\ <<if _visited>>\ <<say "I'm following the cliff; there’s no way up – just sheer rock right up into the dust. Now I'm closer, the strata in the rock is fascinating. It's all warped and twisted – layers of basalt and… some kind of limestone? I think I can see tiny shells in there. Maybe an ancient ocean crashed against these cliffs a billion years ago? Makes you see this planet in a different light.">> <<say "There's a hollow back here, a shallow cave. Something made a home here; you can see where the rock's been worn smooth, almost polished. Whatever it was, it curled up, maybe raised a family. Perhaps entire generations called this home? Once you find a safe place, you've gotta hold on to it.">> <<if !visited ("den")>>\ <<say "There's something over there… buried at the back. It's man-made… oh shiny! Found some Helium-3 – now we're talking!">> <<set _rand = random (5,7)>><<h3 _rand>> <<else>>\ <<say "Looks like someone was here – recently, too. I think they took something from the dirt? Nothing there now.">> <</if>>\ <<medipack>>\ <<else>>\ <<say "I'm at the shallow cave in the cliff wall – a shelter from the storm, where something once made its home.">> <<say "The cliff wall is sheer, cracked and ancient, but there's no way up – at least not for me. It extends to the north, and the Evac site should be somewhere to the south-east.">> <<conv Jintro>>\ <</if>>\ \ <<do tag "conv">><<if !_go>>\ <<link "Follow the cliff north" "jslopes">><</link>> <<N>> <<link "Head back to the Evac site" "jEvac">><</link>> <<SE>> <<link "Walk back to the centre of the desert" "jMap start">><</link>> <<NE>> <<waitstorm>>\ <</if>><</do>>\ <<visitedspecial>>\
<<loc 49.5 78>>\ <<if $char == 2 && !$stormy>><<set $stormy = true>><<set $stormState = "cooldown">><<set $stormChance = 1>><<set $stormTimer = 2>><</if>>\ <<if $stormState != "active">><<if _visited>>\ \ <<say "Just you, me and the desert – on a mission to keep System from running out of fuel.">> <<say "Jesus, this place is a hell-hole, isn't it? Nothing but rocks and dust. I think you've probably got the better view. The wind gusts about me – it seems to come from all directions at once.">> <<say "OK, I'm in the middle of a huge dust-bowl. I guess this dust is what makes this planet so rich in Helium-3? I can just about see the drop-pod in the distance to the south. To the north and west, the land rises up. In fact… Ah, sorry, I have to keep waiting for the dust clouds to clear. It… it looks like it gets really steep over to the west. To the east, nothing – just more desert. I can head any direction you want – your call, Op.">> \ <<else>>\ <<say "I'm back in the middle of the desert plain, near the evac point. It's barren and dead here, and the wind seems to come from all directions. There's the start of a dry riverbed to the north. I can dimly see some cliffs over to the west. To the east, more desert, although the skies seem to darken in that direction.">> <<conv Jintro>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<timed _delay+'s' t8n>><<link "Head north" "jvalley">><</link>> <<N>> <<link "Try going east" "jPlain 2">><</link>> <<E>> <<link "Go back south to the Evac site" "jEvac">><</link>> <<S>> <<link "Head over to the west" "jslopes">><</link>> <<W>><</timed>> <</if>><</do>>\
<<loc 38.2 71>>\ <<if $stormState != "active">><<if _visited>>\ <<if lastVisited ("jden") == 1>>\ <<say "I'm following the cliff wall to the west. The dust is thick here, like walking through swirling smoke.">> <<else>>\ <<say "The ground is rough here, rocks emerging from the desert floor, and the dust is thick, like walking through swirling smoke. It's actually getting steeper, rocks turning to hills and… yeah, there's a sheer cliff just visible to the west. I'll get closer…">> <</if>>\ <<say "The cliff is like a wall, rising up into the dust clouds. No way up. Now I'm here, I can see layers of history running through it; huge cracks and fissures – violence, written on a geological timescale. There's a big crack over there. Looks like it runs all the way to the top. A trained climber could make use of that but… I'm no trained climber.">> <<if $cliff>>\ <<say "Looks like someone else gave it a try, though. There's some metal spikes set into the fissure. I guess they made it up. Crazy. Don't even think about asking me to try.">> <</if>>\ <<conv Jintro>>\ <<else>>\ <<say "I'm at the cliff face. It's like a wall – there's no way up. There's a big fissure over there; looks like it runs all the way to the top. A trained climber could make use of that – but I'm no trained climber. The desert plain is back to the east, and the cliff wall extends to the north-east and south.">> <<if $cliff>>\ <<say "There are metal spikes in the rock – looks like someone else managed to get up there. Hope they made it, but there's no way I'm even trying.">> <</if>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Proceed north-east" "jvalley">><</link>> <<NE>> <<link "Head back east" "jMap start">><</link>> <<E>> <<link "Proceed south" "jden">><</link>> <<S>> <</if>><</do>>\
<<loc 48.1 58.5>>\ <<if $stormState != "active">><<if _visited>>\ <<say "I'm at the northern edge of the desert. There's signs of an old river delta here – it must have emptied out into this area. Would this have been a lake, or maybe the start of an ocean a million years ago? Would I have been wading through water? It's all just dirt now.">> <<say "The rock here sparkles occasionally – maybe quartz or… mica? Water channels are still visible in the rock. To the north, the land rises into a valley, with hills beyond. To the east, I can just make out some large impact craters.">> <<else>>\ <<if visited ("jCargo")>>\ <<say "I'm at the northern edge of the desert. The rock here sparkles; water channels are still clearly evident in the rock. To the north, it gradually turns into a valley, with hills rising to the north-east and north-west. To the east, it's flatter, and I can just about make out one of the large impact craters, but I've already checked inside that cargo crate.">> <<else>>\ <<say "I'm back at the northern edge of the desert – water channels are still clearly evident in the rock. To the north, it gradually turns into a valley. To the east, it's flatter, and I can just about make out some large impact craters in the rocky terrain.">> <<conv Jintro>>\ <</if>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Follow the riverbed north" "jMushrooms 1">><</link>> <<N>> <<link "Head east to the craters" "jsmall crater">><</link>> <<E>> <<link "Go back south to the desert plain" "jMap start">><</link>> <<S>> <<link "Head south-west towards the mountain" "jslopes">><</link>> <<SW>> <</if>><</do>>\
<<loc 58.6 60>>\ <<if !visited ("jRoad")>><<set _x = "What else? Umm… to the north-east there's a flat area, maybe volcanic? There's another crater to the south-east, and west takes me around some hills to the start of a valley.">><<else>><<set _x = "Otherwise, over to the north-east there's the remains of a road. There's another crater to the south-east, and west takes me around some hills to the start of a valley.">><</if>>\ <<if $stormState != "active">><<if _visited>>\ <<say "I'm north-east of the desert plain. The land has changed – less sand. It's flat, but uneven and rocky. The winds are blowing like crazy; hard to stand up. Dust is beating against my visor; there's a constant rushing noise that's hard to block out.">> <<say "I can see a large crater over there – doesn't look right though; this is new – maybe a few years old? Getting a closer look…">> <<say "Oh OK, weird. There's a big cargo crate smashed into the ground like it was picked up and dropped from on high. Made quite a mess. Must have been from a transport; they probably got caught in a Class-5." _x>> <<else>>\ <<if visited ("jCargo")>><<say "I'm just by the crater with the crashed cargo crate. There's nothing inside, but I suppose it makes for a decent shelter from the wind.">><<else>><<say "I'm back at the crater and the cargo crate. I guess it might be worth checking inside?">><</if>> <<say _x>> <</if>>\ <</if>>\ <<if !$cargo>><<link "Explore the cargo crate" "jCargo">><<set $mapmode ++>><</link>> <<N>><<else>><<link "Explore the cargo crate" "jCargo">><</link>> <<N>><</if>> <<link "Head north-east" "jRoad">><</link>> <<NE>> <<link "Proceed west towards the valley" "jvalley">><</link>> <<W>> <<link "Head south-east towards the other crater" "jsmall crater 2">><</link>> <<SE>>
<<loc 63.3 28>>\ <<if $stormState != "active">>\ <<if _visited>>\ <<say "This looks like a quarry, or a dig site. I guess they were mining for resources? It's like a wide basin, cut in layers. The wind is still strong here, but it's buffeted, swirling around like it's trapped.">> <<say "[whispering] Op! There's definitely something alive out there!">> <<say "It just ran… over there. Looks like… kinda like a dog. You know those Martian bull-hounds? Mutated by the lower gravity? Well, like that, but completely black. Can't tell, but maybe three legs? And two weird tentacle arm… things? Hard to see through the dust, but I can hear it screeching up ahead.">> <<resetConv "J_dogs2">><<conv J_dogs2>>\ <<else>>\ <<say "[whispering] That dog thing is still here. It's black as night; totally still – doesn't seem to be bothered by the wind. A large canine-shaped head with way too many teeth, and those arm things are waving around like crazy.">> <<resetConv "J_dogs2">><<conv J_dogs2>>\ <</if>><</if>>\ \ <<do tag "conv">><<if !_go>>\ <<if _dogs>><<link "Head further in – cautiously" "jDogs 2">><</link>> <<N>><br><</if>>\ <<link "Retreat back south" "jEast channel">><</link>> <<S>> <</if>><</do>>\
<<loc 63.6 25>>\ <<if $stormState != "active">>\ <<if _visited>>\ <<say "[whispering] I'm in a large quarry. They were digging for Helium-3. It's not the mine, but they must have found a good spot here, scooped out the dry earth like it was sand.">> <<say "[whispering] That dog-thing… it's here! Right in front of me. Really… nasty looking. Black as night, and… and I don't like the look of those teeth. It's not bothered by the wind, but those tentacle things are waving around like they're… like they're watching me? Are those its eyes? There's another sound – over there! I think there are more of them!!">> <<conv J_dogs3>>\ <<else>>\ <<say "[whispering] I'm back in the quarry. The creature… It’s standing right in front of me. Really nasty looking. It's not bothered by the wind, but those tentacle things are waving around like they're… like they're watching me? I think there's more than one. I don't feel confident shooting them at this range, and I definitely don't want to get any closer.">> <<if !$dogflare>><<resetConv J_dogs3>><<conv J_dogs3>>\ <<elseif $dogflare && $flare > 0>><<resetConv J_dogs3>><<conv J_dogs3>>\ <<else>><<say "Pretty sure they see using heat – and I'm the warmest thing around.">><br><</if>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<if _shoot>><<goto "jdogsdead">><</if>>\ <<if _flare>><<set $mapmode ++>><<goto "jDogs den">><</if>>\ <<if !_flare && !_shoot>><<link "Get out of there! Retreat south" "jEast channel">><</link>> <<S>> <</if>><</if>><</do>>\
<<loc 60.3 77>>\ <<if $stormState != "active">><<if _visited>>\ <<say "The ground here… it's crunchy. Every step I make cracks through a hard, compacted layer and releases the fine sand beneath to join the dust surrounding me. When I look back, there's no trace of my footsteps; they've already blown away.">> <<say "The ground is getting harder, more solid as I travel. There are a couple of impact craters over there to the north. Further to the east, the ground rises up – looks strange, like an artificial mountain range? The sky is grim and black – looks like the storm gets nastier over there.">> <<else>>\ <<say "I'm back at the eastern edge of the desert. The ground here crunches as I walk, releasing dust and sand into the air that blows around me like my own private tornado.">> <<if visited ("jCrater rim")>><<say "There are a couple of impact craters further to the north, but they're both dwarfed by the massive crater to the east, home to the 'Eye of Keppler'. West takes me back to the desert.">><<else>><<say "There are a couple of impact craters further to the north. To the east, the storm fills the sky.">><</if>> <<conv Jintro>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head north-east to the impact crater" "jsmall crater 2">><</link>> <<NE>> <<link "Head east towards the dark sky" "jCrater rim">><</link>> <<E>> <<link "Walk west towards the desert plain " "jMap start">><</link>> <<W>> <<link "Head south-west to the Evac site" "jEvac">><</link>> <<SW>> <</if>><</do>>\
<<loc 67.4 80.3>>\ <<if $stormState != "active">><<if _visited>>\ <<say "The ground here is different; it warps and bulges. There's a steep rise ahead; I'm thinking it must be the rim of another impact crater, but this one is MASSIVE. This must have been… planet-killing. Almost 3k across – like a mountain range! It's… getting pretty steep here…">> <<say "Ah. $Shit. Of course. This is the Eye of Keppler. I didn't realise we were getting dropped so close. I've made it to the top of the crater rim, and I can see the massive cyclone raging like something possessed. Black clouds, swarming – as if it's just waiting to tear everything apart. The storm looks… solid. Full of sand and debris. Flashes of lightning occasionally lighting it up from within.">> <<say "That thing is a monster. If I have to, I'll descend down the other side, but there's no way I'm getting too close. Otherwise, I can head back east. The crater rim extends around to the north, but the going is pretty extreme – I'd need climbing gear to get any further round.">> <<else>>\ <<if previous () === ("jVortex") or previous () === ("jBody") or previous () === ("jrefuse")>>\ <<say "That place is crazy. Don't send me down there again, Op! The wind is blowing, and the dust is all around me, but it's like a spring day on Mars compared to that thing!">> <</if>>\ <<say "I'm climbing back up to the top of the crater rim. At least it's safe here. The crater must be almost 3K in diameter. The rim rises like a mountain range, spread in a perfect circle. Dominating the crater is the 'Eye of Keppler'. The storm is raging like a demon down there. The crater rim extends around to the north, but I'd need climbing gear to get any further round.">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head east, down into the crater" "jVortex">><</link>> <<E>> <<link "Head back west" "jPlain 2">><</link>> <<W>> <</if>><</do>>\
<<loc 70.9 79.1>>\ <<if _visited>>\ <<say "I can't believe I'm doing this. Walking down…">> <<say "I'M… NOW ACTUALLY INSIDE THE BELLY OF THE CRATER. THE WIND IS… INSANE! I'M WALKING BLIND… I CAN BARELY STAND… WHOA! SUDDEN LIGHTNING STRIKE! THAT LOOKED CLOSE! FELT THE GROUND SHIVER! EAST TAKES ME RIGHT INSIDE IT… SO… NOT GOING EAST!">> <<else>>\ <<say "CAN'T BELIEVE I'M BACK HERE. SO CLOSE TO… THE STORM FEELS ALIVE. LIKE IT WANTS REVENGE FOR SOMETHING!! I NEED TO GET OUT OF THIS… I… JESUS!! ANOTHER STAB OF LIGHTNING. THAT NEARLY GOT ME!!">> <<set $cause = "Critical injury inside the Eye of Keppler">>\ <<set _rand = - random (6,12)>><<health _rand>> <</if>>\ \ <<link "Try circling around to the north" "jBody">><</link>> <<N>> <<link "Go further – into the storm" "jrefuse">><</link>> <<E>> <<link "Head back west to the crater rim" "jCrater rim">><</link>> <<W>>
<<set $cause = "Critical injury inside the Eye of Keppler">>\ <<if $curse>><<set _bast = "BASTARD">><<else>><<set _bast = "GUY">><</if>>\ <<loc 73.6 72>>\ <<if _visited>>\ <<say "THERE'S SOMETHING OVER HERE… NEED TO GET… CLOSER…">> <<say "WHAT IS THAT? LIKE A BLACK STAIN ON THE GROUND? OH $FUCK. IT'S A BODY!">> <<say "THE GROUND AROUND IT IS GLASSED. NOTHING LEFT BUT FUSED, BLACKENED BONES!! POOR _bast WOULD HAVE FRIED IN AN INSTANT. THIS IS NOT A GOOD SIGN, OP! GET ME OUT OF HERE!!">> <<set _rand = - random (2,4)>><<health _rand>> \ <<else>>\ <<say "FOUND THIS DEAD BODY AGAIN. NOTHING LEFT BUT FUSED AND CHARRED BONES! I THINK THIS IS A SIGN – I NEED TO GET THE HELL OUT OF HERE! AHH! THE LIGHTNING IS STRIKING ANYTHING IN CONTACT WITH THE GROUND!">> <<set _rand = - random (9,16)>><<health _rand>> <</if>>\ \ <<link "Head back west to the crater rim" "jCrater rim">><</link>> <<W>> <<if !visited ("jrefuse")>><<link "Go south, right into the storm" "jrefuse">><</link>> <<S>> <</if>>
<<loc 44.3 44>>\ <<if _visited>>\ <<say "There are rock columns here. They branch out into a sort of dome about two to three meters above the ground. Made of a complex network of filaments. If I didn't know better, I'd say these were organic…">> <<say "Strange. Solid stone. Ah, they're fossilised! I think these were giant spore-heads. They absorbed minerals over time, and then, when they died, the minerals were all that was left. Kind of beautiful, actually. Kind of sad too, in a way I can't explain. They lived and died and left something beautiful to mark their passage. I guess that's all anyone can ask for.">> <<say "Anyway. The valley keeps going north, but there's another gorge that cuts through to the west. South takes me down the riverbed towards the desert plain. Your call, Op.">> <<else>>\ <<say "I'm in the valley with these huge fossilised spore-heads. The wind has smoothed off their edges, but they've still stood the test of time. They make for a good shelter from the winds too.">> <<if visited ("Lava 1")>>\ <<say "There's a gorge to the west that leads to the area with the lava and the Transmat building.">> <<elseif visited ("jlava start")>>\ <<say "There's a gorge to the west that leads to the area with the lava – but I'm going to need to fix that skiff if I want to get any further.">> <<else>>\ <<say "The valley keeps going north, but there's a gorge that cuts through to the west. South takes me back down to the desert plain.">> <</if>>\ <<conv Jintro>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head north up the valley" "jMushrooms 2">><</link>> <<N>> <<link "Take the gorge to the west" "jlava start">><</link>> <<W>> <<link "Head south down the dry riverbed" "jvalley">><</link>> <<S>> <<waitstorm>>\ <</if>><</do>>\ <<visitedspecial>>\
<<loc 42 33>>\ <<if $stormState != "active">><<if _visited>>\ <<if previous () === "jMushrooms 1">>\ <<say "The spore-heads are smaller here. Eroded by the wind, not much left of them. More like strange boulders. No shelter here. The valley rises steeply around me. No obvious way of climbing up those slopes. It looks like the riverbed continues ahead, then curves to the north-east.">> <<else>>\ <<say "There's a bunch of large boulders just dotted around here. They look… strange. Like melted trees; stone eroded by the wind. The valley rises steeply around me. No obvious way of climbing up those slopes. It looks like the dry riverbed continues to the south; those strange stones getting larger in that direction. Behind me, the valley curves back to the north-east.">> <</if>>\ <<else>>\ <<say "The valley rises steeply around me. No obvious way of climbing up those slopes. It looks like the riverbed continues and curves to the north-east.">> <</if>>\ \ <<if visited ("jNarrows 1")>><<set _a = "To the north-west, there's another valley, but it's too steep and rocky, I can't climb up it.">><<else>><<set _a = "To the north-west, another valley joins this one.">><</if>>\ <<if visited ("jMushrooms 1")>><<set _a += " To the south, the riverbed continues with those strange stone mushrooms.">><<else>><<set _a += " To the south, the riverbed continues and these strange rock shapes seem to get larger and more frequent.">><</if>>\ <<if visited ("jGear 1")>>\ <<say "There's a narrow ravine to the west, but I've already explored it – dead end." _a>> <<else>>\ <<say "There's also a narrow ravine that cuts through to the west – but I can't see how far it goes." _a>> <</if>>\ \ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Follow the valley north-east" "jLake 1">><</link>> <<NE>> <<link "Branch off to the north-west" "jNarrows 1">><</link>> <<NW>> <<link "Take the narrow ravine to the west" "jGear 1">><</link>> <<W>> <<link "Follow the path of the river south" "jMushrooms 1">><</link>> <<S>> <</if>><</do>>\
<<loc 48 9.7>>\ <<if $stormState != "active">>\ <<if _visited>>\ \ <<if lastVisited ("jLake 2") == 1>>\ <<say "I'm walking along the dry bed of the ancient lake. The ground is hard and cracked; waves of dust rush across it as if searching for the water that once played here. There are no more bones to see.">> <<else>>\ <<say "The valley has begun to open out, and I'm emerging into a wide basin area. The ground is a deep, rich brown. Could be an ancient lake – but any water it once held has long since evaporated away. Nothing but rocks now.">> <</if>>\ \ <<say "The wind isn't shouting so much here; I might be sheltered a bit by the mountains to the south. East takes me further into the lake bed; west takes me towards the start of a valley.">> <<else>>\ <<if visited ("jLake 2")>><<set _a = " somewhere through the haze, those enormous bones. West takes me back into the valley.">><<else>><<set _a = " west takes me back into the valley.">><</if>>\ <<say "I'm in a valley that opens up to the east to the large lake area. Nothing but dust and rocks now. The wind isn't too bad here, maybe sheltered a bit by the mountains to the south. East takes me into the lake bed, and " _a>> <</if>>\ \ <<if $char == 2 && !$sparker>>\ <<if _visit.includes ("jlava start")>>\ <<say "There's something small lodged in a crack beneath my feet here… Ha! It's a Sparker, one of those little sodium-cell gizmos they used to start transport loaders. This might work on that old skiff I found in Sector D3!">> <<else>>\ <<say "There's something small lodged in a crack beneath my feet here… Random! It's an old Sparker, one of those little sodium-cell gizmos they used to start transport loaders. That's worth keeping – just as an antique!">> <</if>>\ <<set $sparker = true>><<timed _delay+.6+'s' t8n>><span class="note">Acquired: Sparker</span><</timed>><br><br><</if>>\ <<if !_visited>><<conv Jintro>><</if>>\ \ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head east, following the lake" "jLake 2">><</link>> <<E>> <<link "Go south-west towards the valley" "jMushrooms 2">><</link>> <<SW>> <</if>><</do>>\
<<loc 59.5 10.5>>\ <<if $stormState != "active">><<if _visited>>\ <<if visited ("jJunction")>><<set _a = "To the south, there's the passage that winds back to the junction.">><<else>><<set _a = "To the south, there's a path that cuts through some low-lying hills.">><</if>>\ <<if !visited ("jLake 1")>>\ <<say "I've emerged into a wide basin area. The ground is a different colour, a deep, rich brown, solid underfoot; the occasional boulder. I think this used to be an ancient lake – but any water it once held has long since evaporated away. There's so much fine dust that it feels like I'm just walking through dense fog…">> <<else>>\ <<say "I'm walking inside the basin of an ancient lake. The wind isn't too bad, but there's so much fine dust that it feels like I'm just walking through dense fog…">> <</if>>\ <<say "What the…? There are huge bones sticking out of the ground. And I really mean HUGE! Looks like a ribcage – but each rib is taller than me! Half buried in the rock, dust swirling around them. To think this planet once supported life like this? Like the dinosaurs of Earth! Are those like arms or tentacles or something? And is that a wing? There's its head! 3m long – like a god<<=$damn>> dragon – incredible! What a place this must have been a million years ago. How sad it's all reduced to dust.">> <<if $mobhunt>><<say "I caught a glimpse of… something… something huge moving up there in the clouds! Those bones… is that the same…? $Fuck!">><<else>><<say "I can't see too far, but it looks like the dry lakebed stretches out to the east and west." _a>><</if>> \ <<else>>\ <<say "I'm in the wide basin of the ancient lake. Just dust and rocks now. There's so much fine dust that it feels like I'm just walking through fog. The massive bones of some ancient monster jut at strange angles, right out of the stone.">> <<if $mobhunt && !$mineopen>>\ \ <<if $mobdeath > 3>>\ <<say "I can't believe I'm suggesting this, but is there a Transmat anywhere?">> <<elseif $mobdeath > 2>>\ <<say "Op! Please tell me you have a plan!?">> <<elseif $mobdeath > 1>>\ <<say "There must be another way to get past it!?">> <<elseif $mobdeath > 0>>\ <<say "Something's up there… Guarding the mine. There's no way past it!">> <<else>>\ <<say "Op! Something's up there… in the clouds! I think it's hunting me!">> <</if>>\ \ <<elseif !$mineopen>>\ <<say "They aren't quite as scary now – almost comforting knowing they're still here. They'll outlive me no doubt! The lake stretches out to the east and west." _a>> <<else>>\ <<say "These bones… that creature… is it…? How old IS that thing!?">> <</if>>\ <</if>>\ <</if>>\ \ <<do tag "conv">><<if !_go>>\ <<link "Follow the lake to the west" "jLake 1">><</link>> <<W>> <<link "Head over to the east" "jLanding">><</link>> <<E>> <<link "Go south towards the channel" "jJunction">><</link>> <<S>> <</if>><</do>>\
<<loc 35.5 34>>\ <<if $stormState != "active">><<if _visited>>\ <<say "I'm walking down a narrow ravine. The mountain ahead rises on all sides, going up into the clouds. The mushroom things have vanished here, just rocks and boulders that have fallen down from above. At least I'm a little more sheltered from the winds here.">> <<say "There's a large rockfall ahead. I don't think I can get any further.">> \ <<if $ravinegear && visited ("Gear 1")>>\ <<say "Oh. Eugh. There's a body here, under the rubble. Just dust and bones now. It looks like it's been searched recently. Probably raided for Helium-3 – some people have no respect for the dead!">> <<else>>\ <<conv J_gear>>\ <</if>>\ <<else>>\ <<say "I'm back in this narrow ravine. The mountain ahead rises on all sides. The mushrooms have vanished here; it's just filled with rocks and boulders that have fallen down from above. There's a large rockfall ahead. Dead end.">> \ <<if $ravinegear && visited ("Gear 1")>>\ <<say "That body is still here – just dust and bones now. The other Scavenger already looted it. I have a horrible feeling that's what will happen to anyone who stays on this godforsaken planet too long.">> <<elseif $ravinegear>>\ <<say "That body is still here – just dust and bones now. I've already taken everything he was carrying. I have a horrible feeling that's what will happen to anyone who stays on this godforsaken planet too long.">> <<else>>\ <<say "There's a body here… trapped under the fallen rocks. Just dust and bones now. I have a horrible feeling that's what will happen to anyone who stays on this godforsaken planet too long. We decided not to search it.">> <</if>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head back east" "jMushrooms 2">><</link>> <<E>> <</if>><</do>>\
<<loc 29.5 55.5>>\ <<if $char == 2 && ($mobseen or State.metadata.get("mobdeath")) && $mobhunt && !$mobwarning>><<say "Did I lose it? It's still up there somewhere, but I can't see it now. Perhaps the heat here confuses it?">><br><</if>>\ <<if $stormState != "active">><<if _visited>>\ <<if visited ("Bridge 2")>><<set _x = " I can see something above – a bridge crossing the chasm up there. Too high up to climb up to though.">><<else>><<set _x = "">><</if>>\ <<say "I'm walking down a deep valley, steep walls on either side. The fossil spore-heads have petered out, just rock and rubble here." _x>> <<say "It's getting hotter as I go, and the air seems to glow in the distance. Some sort of heat source… Ah, a lava flow! It's gently oozing out of the rock, slowly running down a channel over there. No sign of recent volcanic activity – I think I'm safe. It's getting REALLY hot though.">> <<say "The lava spreads out like a bright river of orange, and there's a kind of… Oh! It's a dock! With an old transport skiff – I guess they used that to ferry resources around?">> <<conv J_lava1>>\ <<else>>\ <<if !$skiff>>\ <<say "I'm at the lava flow, and the dock where I found the skiff. To the south-west, the lava flow spreads out like a river. To the east, there's a gorge that leads back towards the valley with those giant fossilised mushroom things.">> <<if $needsparker && !$sparker>>\ <<say "There's an old skiff here, but I can't get it started. I'll need to keep a lookout for something that could help.">> <<else>>\ <<resetConv J_lava1>><<conv J_lava1>>\ <</if>>\ <<elseif $skiff && !visited ("Lava 1")>>\ <<say "I'm back at the lava flow, and the dock where I found the skiff. I've managed to get it started; now it's just waiting for me to use it! To the south-west, the lava expands out to form a wide, slow-moving river. To the east, the gorge leads back to the valley with the fossilised spore-heads.">> <<else>>\ <<say "I'm back at the lava flow, and the dock where I found the skiff. It's not there now – I guess it's not coming back. To the south-west, the lava expands out to form a wide, slow-moving river. To the east, the gorge leads back to the valley with the fossilised spore-heads.">> <</if>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<if $skiff && !visited ("Lava 1")>><<link "Use the skiff" "Lava 1">><</link>> <<SW>><br><</if>>\ <<link "Check the path to the west" "jLava cliff">><</link>> <<W>> <<link "Head back along the gorge to the east" "jMushrooms 1">><</link>> <<E>> <</if>><</do>>\
<<loc 37 10>>\ <<set $cause = "Falling injury">>\ <<if previous() === "Narrows_start">>\ <<say "OK. Sure. Because this way looks safe, right? Down the slidey stone slope. Really wise. I mean, what’s the worst… OH SHHI…">> <<say "I'M OK! If I just stop for a mome…">> <<say "AH! I'M NOT OK!">> <<say "$Damn! I'm at the bottom. No thanks to you, Op! Meh. Got a few bruises, but nothing serious.">> <<set $jhealth -= 8>><<timed _delay+'s' t8n>><span class="note">Health decreased by 8</span><br><</timed>> <<if !$slide>>\ <<set $slide = true>>\ <<say "Looks like I dislodged something on my way down. Let's take a look. Oh! Some more Helium-3 for the collection!">> <<set _randb = random (13,15)>><<h3 _randb>> <<medipack>>\ <<else>>\ <</if>>\ <<if !_visited>><<say "Aah, I recognise this valley! No way back up that slope, though.">><<else>><<say "Ugh. Not sure how far I slid there, but there's no way back up that slope.">><</if>> <<elseif visited () == 1>>\ <<say "I'm walking down a narrow valley – it's gradually curving towards the west. There's gravel and stones littering the path; it's getting harder to walk on it. The path is getting steeper and rockier, and the wind and dust is howling through the valley towards me.">> <<say "There's… scree everywhere, rocks sliding around beneath my feet. Going is… unsteady. The stones are shifting as I move, sliding down the hill. I'm… I'm not sure I can go any further.">> <<else>>\ <<say "I'm back in this narrow valley that curves to the west. The ground has turned to scree, and it’s getting really hard to keep going. Not sure I can keep going this direction.">> <</if>>\ \ <<link "Try climbing up the slope?" "jNarrows 2">><</link>> <<W>> <<link "Follow the valley as it curves to the south-east" "jMushrooms 2">><</link>> <<SE>>
<<loc 30 6.6>>\ <<if $slide && !visited ("Narrows_start")>><<say "I'm making my way… slowly… Has… has someone else been here recently…?">><br><<elseif !visited ("Narrows_start")>><<say "Looks like there's something up there, trapped among the stones. Can't reach it though.">><br><</if>>\ <<say "Op. I appreciate your enthusiasm, but like I said. I can't make it up there.">> <<say "I'd just end up falling and breaking something. And you'd probably just leave me there to die. It would be a horrible, lonely death, and you'd have no precious Helium-3.">> <<link "OK. Go back to the south-east" "jMushrooms 2">><</link>> <<SE>>
<<node "start" "OK, time to Evac – let's get the hell outta here!" stay>> <<pick "No. We have to get to the mine!" "mine" stay condition "$mob == true">> <<pick "I don't think so, Scavenger" "no" stay>> <<pick "Nice try" "no" stay>> <<node "no" "$Damn it. How much more Helium-3 do I need?" stay>> <<pick "You've got $jhelium Helium-3 so far. You're going to need to find at least _heliumneeded more." "more" stay>> <<node "more" "Right. Got it. Come on, Jyn. There's a reason you're doing this." stay>> <<node "mine" "Yeah, the mine. I'm really not sure about risking my life for this Op!" stay>>
<<node "start" "Hey, Op. So was I your first choice?">> <<pick "You know you weren't" "both" condition "$mob">> <<pick "No, I'm afraid not." "no" condition "$char == 2 && !$mob" rapport +1>> <<pick "Sorry, Scavenger, mission-specific conversation only" "nochat">> <<pick "Of course" "yes" condition "$char == 1" rapport +1>> <<pick "Absolutely" "lie" condition "$char == 2" rapport -1>> <<pick "Erm… no?" "no" condition "$char == 1" rapport -1>> <<node "nochat" "Yeah, OK. Just talking. Don't get moody!">> <<node "lie" "I can always tell when an Operator is lying to me. Not a great start, Op.">> <<node "yes" "Great… but… does that make me the expendable one?">> <<pick "Stop asking questions" "nochat">> <<node "no" "Oh… I don't know how I feel about that. So what happened to the other guy then?">> <<pick "I can't say" "cant">> <<pick "Stop asking questions" "nochat" rapport -1>> <<pick "Nothing to worry about" "resting" rapport +1>> <<node "cant" "Can't say because it's a secret, or can't say because you don't want me to know what happened?">> <<pick "Both" "both">> <<pick "Neither" "neither">> <<pick "Can we drop this?" "nochat" rapport -1>> <<node "both" "Way to make me feel better, Op.">> <<node "neither" "Ugh. It's like getting blood out of a stone!">> <<node "resting" "OK. Good. I'd hate to travel all this way and find out he'd died already.">>
<<node "start" "We're a team, right? You've got my back – it's not just about the mission?">> <<pick "You know the mission has to come first" "works" rapport -1>> <<pick "Of course. Your safety comes first" "first" rapport +1>> <<pick "You know the rules. No personal chat." "chat" rapport -1>> <<node "works" "Ugh. OK. I get it. But you could have at least pretended.">> <<node "first" "Even though I'm not sure I believe you, I appreciate it.">> <<pick "OK. Let's get back on task" "task">> <<pick "Just follow my directions, and you'll be fine." "task">> <<pick "I'll do my best not to lie to you, Scavenger" "lie" rapport +1>> <<node "chat" "Yeah, yeah. We all know the rules. But don't you feel like breaking them occasionally?">> <<pick "Careful, Scav. System will find out." "system" rapport -1>> <<pick "Yeah. Sometimes. But we all gotta eat." "yeah" rapport +1>> <<node "system" "Only if you tell it!">> <<node "yeah" "Very true. I hear you.">> <<node "task" "Got it. OK, let's go">> <<node "lie" "That's good to hear. But sometimes it's not the lies – it's the things that are left unsaid.">>
<<node "start" "Do you still have a family, Op? Are you close?">> <<pick "I'm not sure this is the time – something's hunting you!" "hunt" condition "$mobhunt">> <<pick "Come on, less of this chatter!" "end2" condition "!$mobhunt">> <<pick "No, my life is devoted to my work" "no" >> <<pick "Yes, but I don't get to see them much" "much" rapport +1>> <<pick "Yes, we're very close" "close" rapport +1>> <<node "no" "That's a shame. But I sort of know what you mean. I lost my parents when I was very young.">> <<pick "I'm sorry to hear that" "sorry" rapport +1>> <<pick "Look, let's skip therapy, shall we?" "end" rapport -1>> <<pick "We need to devote ourselves to the mission" "end" rapport -1>> <<node "end" "Perhaps you're so cold because you don't have a family?">> <<node "end2" "Don't be so cold, Op! Clearly, you don't want to talk about your family. Did I touch a nerve?">> <<node "hunt" "Yeah. I know. Sorry. Sometimes I talk when I'm stressed.">> <<node "end3" "OK. That's a little cold. Maybe you warm up when your family's around?">> <<node "end4" "Sure. But it gives me purpose, you know?">> <<node "much" "That's a shame. But at least you have someone. You should cherish that. I lost my family when I was very young.">> <<pick "We should cherish the mission – that's all" "end2" rapport -1>> <<pick "Look, let's skip therapy, shall we?" "end2" rapport -1>> <<pick "I'm sorry to hear that" "sorry" rapport +1>> <<node "close" "Good for you. I'm a little jealous, to be honest. I lost my parents when I was very young.">> <<pick "I'm sorry to hear that" "sorry" rapport +1>> <<pick "Look, let's skip therapy, shall we?" "end3" rapport -1>> <<pick "That's sad. But let's get back to it." "end3" rapport -1>> <<node "sorry" "It's OK. It was twenty years ago. I can barely remember… It was during the Martian riots. A lot of people lost their lives. But I can't forgive those responsible.">> <<pick "I don't think I could either." "withyou" rapport +1>> <<pick "Perhaps it's time to move on?" "moveon" rapport +1>> <<pick "Let's get back to the mission" "end4">> <<node "moveon" "Maybe. But I'm not sure I can. It burns… inside me, but it gives me purpose, you know?">> <<node "withyou" "Glad to hear it. I intend to get justice one day. It gives me purpose, you know?">>
<<node "start" "Can I ask – who's the other Scavenger on this mission?">> <<pick "I can't tell you" "cant">> <<pick "I can't remember" "cant">> <<pick "Why d'you ask?" "why" rapport +1>> <<node "cant" "Yeah. Of course. It's just… I'm kinda looking for someone…">> <<pick "No. You're looking for some THING. Helium-3, remember?" "helium" rapport -1>> <<pick "Concentrate on surviving; you can worry about other people after." "drop">> <<pick "Oh yeah? Who?" "who" rapport +1>> <<node "why" "Oh. No reason. It's just… I'm kinda looking for someone. Wondered if it was him.">> <<pick "Who are you looking for?" "who" rapport +1>> <<pick "Just focus on the mission." "drop">> <<node "who" "Oh… just… someone. He owes me. Nothing important.">> <<pick "OK – well, let's drop it then." "drop">> <<pick "We're here for a reason. Let's not forget that." "helium">> <<node "drop" "Yeah. No problem.">> <<node "helium" "Yeah. Helium-3. As if I could forget.">>
<<node "start" "Hey, Op. So… why me? Why not the other guy?">> <<pick "You're all that's left – and it's on you to save him!" "exactly" condition "$mob">> <<pick "You weren't exactly my first choice." "second" condition "$char == 2" rapport -1>> <<pick "I don't need to explain my choices." "no" rapport -1>> <<pick "It was a random decision." "random" rapport +1>> <<pick "I just preferred you, that's all" "prefer" condition "$char == 1" rapport +2>> <<node "no" "True. Just asking.">> <<node "random" "Random? Hmmm. So who's the other Scav?">> <<pick "You know exactly who it is" "exactly" condition "$mob" rapport +1>> <<pick "I don't remember" "OK" rapport -1>> <<pick "Does it matter?" "matter" condition "!$mob">> <<pick "I'm not really supposed to say…" "nosay" condition "!$mob">> <<node "second" "Way to kick a girl when she's down, Op. So who was your first choice?">> <<pick "You know exactly who it was!" "exactly" condition "$mob" rapport +1>> <<pick "Does it matter?" "matter" condition "!$mob">> <<pick "I'm not really supposed to say…" "nosay" condition "!$mob" rapport -1>> <<node "prefer" "Well, of course, I'm obviously the better choice! So who's the other Scav?">> <<pick "You know exactly who it is" "exactly" condition "$mob" rapport +1>> <<pick "I don't remember" "OK">> <<pick "Does it matter?" "matter" condition "!$mob">> <<pick "I'm not really supposed to say…" "nosay" condition "!$mob">> <<node "Karth" "Yeah. I've heard of him. We have history.">> <<pick "Oh really? What kind of history?" "know" rapport +1>> <<pick "I don't need to know. Stay on task." "and" rapport -1>> <<node "nosay" "Oh, but you'll tell me though, right?">> <<pick "Like I said, it doesn't matter." "matter" condition "!$mob">> <<pick "OK. He's an old soldier named 'Karth'." "Karth" condition "!$mob" action "$named = true, $rapport ++">> <<node "matter" "It does to me, but that's OK. I think I know.">> <<node "OK" "You don't remember!? Our lives are literally in your hands, Op! Please pay more attention!">> <<node "know" "He was stationed on Mars during the riots. He gained a certain… reputation.">> <<pick "So…?" "and" rapport +1>> <<pick "Is this mission related?" "and" rapport -1>> <<node "and" "Doesn't matter. It's an issue for me and him to settle one day.">> <<node "exactly" "Yeah. OK. This just… this wasn't how I thought it would go down. But I still plan to kill him – if he's not already dead.">>
<<node "start" "So, this Karth guy… is he still alive?">> <<pick "You know he is… but he won't make it if you keep trying to delay us!" "exactly" condition "$mob" rapport +1>> <<pick "I never told you his name was 'Karth'." "named" condition "!$named && !$mob" rapport +1>> <<pick "You already told me what you're planning, Jyn." "karthkill" condition "$karthkill">> <<pick "Why wouldn't he be?" "yes" condition "$char == 1" rapport +1>> <<pick "I can't be certain" "alive" condition "!$mob">> <<pick "No" "no" condition "$char == 1" rapport -1>> <<pick "I don't think so" "no" condition "$char == 2 && !$mob" action "$karthded = true" rapport +1>> <<node "yes" "OK. Good. I have… business with him.">> <<pick "Yeah. So you said." "karthkill" condition "$karthkill">> <<pick "He owes you credits?" "money" rapport +1>> <<pick "What does that mean?" "mean">> <<pick "Honestly, I don't need to know" "know" rapport -1>> <<node "karthkill" "Yeah. Well, it would be typical that I spend years tracking him, only to find that he's died of old age or something.">> <<pick "Killing someone may be harder than you think." "harder" rapport +1>> <<pick "Well, I hope you change your mind." "mind" rapport +1>> <<pick "Honestly, I don't need to know." "know" rapport -1>> <<node "harder" "Maybe. But I've come too far to back out now. And you're going to have to pick a side, Op.">> <<node "mind" "Sorry, not likely. I've come too far to back out now. And you're going to have to pick a side, Op.">> <<node "money" "Yeah… something like that.">> <<node "mean" "Oh… nothing. It's between him and me.">> <<node "know" "Yeah. Probably for the best.">> <<node "alive" "So he *might* be!? Not telling you your job or anything, Op, but… keeping us alive is kinda your job. At the very least, you should know whether we're alive or dead!">> <<node "no" "$Damn. I tracked the guy this far, and he dies on me. You sure he's dead?">> <<pick "Heard him die. There's no coming back from that." "sure" condition "$char == 2" action "$karthded = true" rapport +1>> <<pick "Um… Fairly sure." "sure" rapport +1>> <<pick "Stop questioning me!" "sure" rapport -1>> <<node "sure" "I don't… I don't know how I feel about that.">> <<node "named" "$Shit. You noticed that? I guess I slipped up there. OK, fine. I know who he is.">> <<pick "Yeah. And now you're planning to kill him, right?" "karthkill" condition "$karthkill">> <<pick "What's going on – is there an issue between you?" "money" condition "$char == 1" rapport +1>> <<pick "Well, it really doesn't matter now, he's gone." "no" condition "$char == 2" action "$karthded = true" rapport +1>> <<pick "This is getting weird – let's just get back on mission." "know" rapport -1>> <<node "exactly" "OK, I'm not exactly rushing to save his life. But don't think that I won't kill him if I get the chance!">>
<<set $start = true>><<set $op = "Op">><<set $OP = "OP">><<set $name = "Jyn">>\ <<if $char == 1>><<set $firstscav = "Jyn">><<set _t = "0.9s">><<set _t2 = "4.8s">><<else>><<ambient>><<set _t = "0.1s">><<set _t2 = "2s">><<unset $mapseen>><</if>>\ <<if $rapport > 0>><<set $krapport to $rapport>><<set $rapport = 0>><</if>>\ <<loc 50.6 97>>\ <<chatorder>>\ \ <span class="msga"><<type 0.1ms>>Drop-pod is en route… OPERATOR console active Booting MAP screen… OK Booting INFO screen… OK Comms Channel… OK<</type>> <<type _t>>...<</type>><<type 0.1ms>><br>Drop-pod landing confirmed Scavenger: $name is on mission<</type>></span>\ <<timed _t2 t8n>>› <<linkappend "Operator to Scavenger, comms channel is open. Are you receiving?" t8n>> <<say "$Fuck! That was a rough landing! Um. Yeah. I can hear you. I guess it's my time to shine. Activating my location transponder now…">>\ <<do tag "set">><<if _seen>>\ <<timed .2s t8n>>› Transponder is working – you’re on the map: Sector F6. What can you see?<<set _seen to true>><</timed>> <<say "I can see a desert plain stretching out until it's swallowed by the dust a few kilometres away. Visibility is OK here; could be worse. The wind rolls in waves like… like the sea. The air is thick, full of particles and… stones or something. Helmet is doing a good job – this storm would rip my face to shreds if it wasn't for the suit. Sound on the glass is… it's like I'm surrounded by ants trying to get in…">> <<say "Looks like it's easy going here, fairly flat. North takes me into the desert plain. I'm guessing I'm heading north, right?">> <<timed 1.4s t8n>>› <<link "Okay. Let's go north" "jMap start">><<unset $ending>><</link>> <<N>><</timed>> <<elseif $mapseen>><<timed 1s t8n>><span class="guide">Check the map by clicking the 'MAP' button, or pressing the 'M' key (press 'M' again to close).</span><</timed>> <<else>><<timed .5s t8n>>› <<linkappend "Transponder is working – you’re on the map: Sector F6. What can you see?" t8n>><<set _seen to true>> <<say "I can see a desert plain stretching out until it's swallowed by the dust a few kilometres away. Visibility is OK here; could be worse. The wind rolls in waves like… like the sea. The air is thick, full of particles and… stones or something. Helmet is doing a good job – this storm would rip my face to shreds if it wasn't for the suit. Sound on the glass is… it's like I'm surrounded by ants trying to get in…">> <<say "Looks like it's easy going here, fairly flat. North takes me into the desert plain. I'm guessing I'm heading north, right?">> <<timed _delay+'s' t8n>>› <<link "Okay. Head north." "jMap start">><<unset $ending>><</link>> <<N>><br><</timed>> <</linkappend>><</timed>><</if>><</do>><</linkappend>><</timed>>
<<node "start" "I haven't seen one of these things in years! I used to ride on one of these back home!">> <<pick "Think you can get it working?" "skiff">> <<pick "Don't even think about it, that lava will kill you in a heartbeat." "dangerous">> <<node "dangerous" "Ah. You're no fun, but at least you're trying to keep me alive.">> <<node "skiff" "It's pretty beaten up, but I think I can fix it. No harm in trying, right?">> <<pick "Let me know how you get on." "geton">> <<pick "How about using that Sparker you found?" "fixed" condition "$sparker">> <<node "geton" "Hmmm. The engine's working, but she won't start up. I'd need… like an old Sparker or something.">> <<pick "What's that?" "what">> <<pick "Didn't you find one?" "fixed" condition "$sparker">> <<pick "I guess it won't work then?" "wont" condition "!$sparker" action "$needsparker = true">> <<node "fixed" "Let's try… Ha! Worked like a charm – it's actually started up! Shall I give it a go?">> <<pick "Go for it!" "go" action "$skiff = true" rapport +1>> <<pick "Only if you're absolutely sure it's safe" "safe" rapport +1>> <<pick "No, it's too dangerous" "dangerous">> <<node "safe" "Nothing in this life is absolute. You should know that.">> <<pick "No one likes a smart ass. Just go carefully!" "go" action "$skiff = true" rapport +1>> <<node "go" "I am absolutely going for it.">> <<node "what" "A Sparker? You know, one of those little sodium-cell things that you use to kick-start old engines.">> <<pick "So… try the one you found earlier!" "fixed" condition "$sparker">> <<pick "I guess it won't work then?" "wont" condition "!$sparker" action "$needsparker = true">> <<node "wont" "Not right now, but I'll keep an eye out. There's junk all around here, you never know.">> <<pick "Use the Sparker you found!" "fixed" condition "$sparker">>
<<loc 22.9 80>>\ <<say "Hell yeah! It's working. The skiff is now floating about a half-meter above the ground. Seems sturdy enough, but… there's no steering. Looks like this thing is set on an auto-nav. I guess I'm going where it takes me. Climbing on now…">> <<say "And we're off! It's taking me right over the lava flow! Jesus, it's hot! $Shit! This thing is NOT stable! What the hell were you thinking, sending me out on this!?">> <<say "Something coming up… there's a dock of sorts to the north, but I don't think this thing is going to stop! I can jump off here, or keep going?">> \ <<link "Jump!" "Dock">><</link>> <<N>> <<link "Wait, and see where it goes" "Lava 2">><</link>> <<W>>
<<loc 22.7 78>>\ <<if $stormState != "active">>\ <<if lastVisited ("Lava 1") === 1>>\ <<say "Here we go…!">> <<say "OK. That was… easier than I thought. But, you know, the floor is literally lava!">> <<say "It's so $damn hot! The ground here is black, warped and twisted. Solid basalt. The wind doesn't help; the air is full of dust, some of it catching fire from the heat of the lava.">> <<say "The skiff is just floating on like it doesn't know I left. Really hope I'm not stuck here! There are a few small buildings over to the north – but it's not like I have many options. Maybe the skiff will return later?">> <<link "Head north towards the buildings" "Transmat 1">><</link>> <<N>> <<else>>\ <<if _visit.includes("Lava 3")>>\ <<say "I'm back at the dock, at the edge of the lava flow. It's really hot – the air is full of dust, some of it burning from the heat, making glowing patterns in the air. There's no sign of the skiff…">> <<say "Oh. I see it – out there in the middle of the lava! The engine must have cut out as it was returning, and now it's slowly sinking, glowing, being devoured by the molten stone. That could have been me on there!">> <<link "Head back north" "Transmat 1">><</link>> <<else>>\ <<say "I'm at the dock, at the edge of the lava flow here. It's so $damn hot! The ground here is black, warped and twisted. The air is full of dust, some of it burning from the heat, making glowing patterns in the air.">> <<say "Oh! The skiff returned – it's just sat there at the dock like it never left!">> <<link "Jump on the skiff" "Lava 2">><</link>> <<W>> <<link "Head back north" "Transmat 1">><</link>> <<N>> <</if>>\ <</if>>\ <</if>>\
<<loc 9 76>>\ <<say "OK, we're moving past the dock. I'm starting to worry about how reliable this thing is. I'm literally floating over a lake of lava. If this thing starts to lose power… Oh but look at that! It… it looks like a swarm of fireflies! They're flocking – turning and twisting together in the breeze!">> <<say "The wind is blowing particles in from the mountains to the north – anything that gets close to the surface of the lava is catching fire and creating these beautiful, glowing sparks. The updraft caused by the heat makes them swoop and whoosh like flocking birds… like a murmuration of fairies! Ha! When I look back, I can see the glowing trail the skiff is leaving as we sweep through them – like I'm on a magic sleigh!">> <<say "Whoa, OK. Now we're slowing…">> \ <<link "That's… kind of amazing" "Lava 3">><</link>> <<link "I wish I could see what you're seeing" "Lava 3">><</link>> <<link "Just stick to the facts please" "Lava 3">><</link>>
<<loc 21 65>>\ <<if visited ("lavabridge")>><<set _x = "To the north is the extended walkway across the lava, ">><<else>><<set _x = "This rocky area extends further to the north, ">><</if>>\ <<if visited ("Crash")>><<set _x += " and the crashed lander is over to the west.">><<else>><<set _x += " and there's wreckage of some kind over to the west.">><</if>>\ <<if _visited>>\ <<say "The land here is volcanic stone; black obsidian, sharp, fractured edges gleaming like knives. It's just inviting me to stumble and slice my suit. Did no one think to put a path here!? Safety railings and stuff?">> <<say "Sat amongst the black, there are a few outbuildings. Most of them are already open to the elements and ripped apart by the wind. But there's one, just a 6m square cabin – storage depot maybe? A bunch of thick power cables trail out of it and away into the distance. " _x>> <<elseif $transmat1>>\ \ <<say "I'm outside the Transmat building. The land here is volcanic – black obsidian, sharp, fractured edges gleaming like knives. Sat amongst it, there are a few outbuildings. Most of them are already open to the elements and ripped apart by the wind. " _x>> <<else>>\ <<say "The land here is volcanic; black obsidian, sharp, fractured edges gleaming like knives. Sat amongst it, there are a few outbuildings. Most of them are already open to the elements and ripped apart by the wind. But there's a single, 6m square metal cabin here. " _x>> <</if>>\ \ <<do tag "conv">><<if !_go>>\ <<if $transmat1>>\ <<link "Go back inside Transmat A" "Transmat 1 inside">><</link>> <<else>>\ <<link "Head inside the cabin" "Transmat 1 inside">><</link>> <</if>>\ <<link "Head further north across the black stone" "Lava bridge">><</link>> <<N>> <<link "Head west towards the wreckage" "Wreck">><</link>> <<W>> <<link "Go south to the dock" "Dock">><</link>> <<S>> <</if>><</do>>\ <<visitedspecial>>\
<<loc 9 76>>\ <<say "Ah. $Shit. It's stopped.">> <<say "Now the $damn thing won't move. And as there's no steering control, I can’t do anything! I'd repair it if it was broken, but this is just… UGH!">> <<say "At least it's still hovering. That's something. But this lava is like… really, painfully hot. I need to get off this thing.">> <<say "The lava ends just over there; the edge is solid rock – but it's quite a leap. Not sure I can make it. And there's no way I'm falling in that. That's no way to die. I… I don't know what to do…">> <<conv J_lava2>>\ <<set $cause = "Critical heat injury">>\ \ <<do tag "conv">><<if !_go>>\ <<link "Are you OK?" "Crash">><</link>> <</if>><</do>>\
<<loc 8.5 34.7>>\ <<if $stormState != "active">><<if _visited>>\ <<say "It's getting really steep here; the path winds around the mountain. The winds are howling between the rocks, pushing me forward. The land has begun to change. It's less volcanic, more sandstone and granite. Beautiful streaks of something, quartz maybe? The mountainside is cracked – slowly being torn apart. The floor is covered with stones as if the mountain was just crumbling from old age. I guess none of that matters much – it's not Helium-3.">> <<say "I think the top of the climb is just ahead. Wonder if there's a view on the other side?">> <<else>>\ <<say "It's really steep here; the path winds around the mountain. The winds are howling between the rocks, pushing me forward. The stone is less volcanic, more sandstone and granite. The floor is covered with stones as if the mountain is just crumbling in front of me.">> <</if>>\ <</if>>\ <<link "Head north up the narrow valley" "Narrows_start">><<if !$jvisit.includes("Narrows_start")>><<set $mob = true>><</if>><</link>> <<NE>> <<link "Head south-east towards the basalt rocks" "Lava bridge">><</link>> <<SE>> <<link "Head south-west back down the slope" "flames">><</link>> <<SW>>
<<set $char = 2>>\ <div id="centre"><span class="huge"><<timed .3s>>ONE <<next .7s>>LIFE <<next .7s>>LEFT<</timed>></span></div> <<timed 2.8s>><<if $name == "Karth">><<goto "K Drop-pod">><<else>><<goto "J Drop-pod">><</if>><</timed>>\
<<node "start" "So what's the story here? The mining company – why'd they leave?">> <<pick "I think there's something out there… and it took out their whole operation." "outthere" condition "$char == 2" rapport +1>> <<pick "Is this mission related?" "mission" rapport -1>> <<pick "I don't know" "know">> <<pick "The storms were too much for them" "storm">> <<node "storm" "I get that, but it only takes five mins to see how bad the winds are here. Why did they bother trying?">> <<pick "Money. It makes people ignore the obvious." "money" rapport +1>> <<pick "Maybe they thought they could handle it?" "handle" rapport +1>> <<pick "Does it matter?" "money">> <<node "know" "Think it was the weather? Or maybe they just ran out of money? Or…?">> <<pick "I suppose it just wasn't profitable" "money" rapport +1>> <<pick "Just look at the weather. That's your reason." "storm" rapport +1>> <<pick "Does it matter?" "money">> <<node "mission" "Yeah. I need to know what I'm walking into here">> <<pick "Best way to find out is to get back on task" "end" rapport -1>> <<pick "I'm not sure it matters. Just do your job." "end" rapport -1>> <<pick "Just look at the weather. That's your reason." "storm" rapport +1>> <<node "outthere" "OK… But it's not still out there… right?">> <<pick "Yes! And I think it's hunting you!" "mob" condition "$mobhunt" rapport +1>> <<pick "I don't know" "yikes">> <<pick "Let's hope not" "yikes">> <<pick "I guess we'll see" "yikes">> <<pick "Nah. More likely down to the storms." "storm">> <<node "yikes" "That is NOT filling me with confidence.">> <<node "mob" "Then direct me, Op – get me the hell away from it!">> <<node "end" "Don't be so cold, Op – 'a happy Scav is an earning Scav'. Isn't that what they say?">> <<pick "No one says that, Scavenger" "noone" rapport +2>> <<pick "Less talking, more scavenging" "noone" rapport -1>> <<node "noone" "Fine. I'll shut up then.">> <<node "handle" "Yeah, I suppose. Then reality turns your dreams to dust.">> <<node "money" "I guess. I dunno. Feels like hubris.">>
<<node "start" "You can't talk me out of this, Op. Don't even try.">> <<pick "I won't. It's your call. But… just think about what you're doing." "think">> <<pick "Then do it, Jyn. Murder him if that's what you really want!" "murder">> <<pick "Why ruin your life? Just leave him." "ruin">> <<node "think" "I don't need to think. I've been thinking about this since I was a kid. Since…">> <<pick "Since your parents died? I'm so sorry, Jyn. But this won't bring them back." "back">> <<pick "This obsession has clouded your judgement." "judgement">> <<pick "But this won't make anything better!" "ruin">> <<node "back" "Don't you think I know that!? But I have to do this. For them.">> <<pick "Killing him in cold blood won't help!" "cold">> <<pick "Before you do… tell me! Just one happy memory of them." "twisted" condition "$rapport > 15">> <<pick "Then tell him. Tell him what he took from you." "tell" condition "$rapport > 20">> <<node "murder" "Nice try, Op. But this isn't murder. This is justice.">> <<pick "That sort of justice won't change anything!" "back">> <<pick "You're not thinking clearly!" "cold">> <<pick "But this won't make anything better." "better" unseen>> <<pick "Then shoot him, and be done with it!" "endbad" action "_end = true" rapport -1>> <<node "better" "Maybe that's true. But he still has to pay for the pain he's caused!">> <<pick "Then do it, and be done with it." "endbad" action "_end = true" rapport -1>> <<pick "But he's suffered loss too." "loved" unseen>> <<pick "You both have more in common than you think!" "common">> <<node "ruin" "Because he ruined MY life!! He took everything good from me!">> <<pick "That can't be true – not everything?" "twisted">> <<pick "Lower the gun, Jyn, stop focusing on the anger" "tell" condition "$rapport > 18">> <<pick "You both have more in common than you think!" "common">> <<pick "Then you know what has to be done." "endbad" action "_end = true" rapport -1>> <<node "common" "We have NOTHING in common!">> <<pick "You were both there, on Mars. You both lost people you loved." "loved">> <<pick "Then pull the trigger, if that's the only way." "endbad" action "_end = true" rapport -1>> <<node "loved" "What does he know about loss!? I'm the one who lost everything!">> <<pick "Then tell him – make him understand" "tell">> <<pick "Yes. You're right – and he should pay." "endbad" action "_end = true, $rapport --">> <<node "judgement" "This IS judgement. Maybe once he's gone, I'll be able to remember the good times. Before him.">> <<pick "…before your parents died. I'm so sorry, Jyn. But this won't bring them back." "back" unseen>> <<pick "This isn't going to solve anything – it won't bring them back" "back" unseen>> <<pick "You're wasting time. Just get on with it!" "endbad" action "_end = true" rapport -1>> <<pick "This won't make anything better – it will ruin your life!" "ruin" unseen>> <<node "cold" "I don't know! Maybe once he's gone, I'll be able to remember the good times. Before him.">> <<pick "Yes, focus on a good memory, before…" "twisted" unseen>> <<pick "This won't make anything better – it will ruin your life!" "ruin" unseen>> <<pick "You're wasting time. Just get on with it!" "endbad" action "_end = true" rapport -1>> <<node "twisted" "THERE'S NOTHING! He took them from me!! Even my memories… they're all twisted…">> <<pick "There must be something? Just one. Something from your childhood?" "tell">> <<pick "Just drop the gun now – that's an order!" "endbad" action "_end = true" rapport -1>> <<node "tell" "I've thought about this for so long. But… now I'm here, I… I don't know why… I'm reminded of… of home. A memory that shines through… despite everything…">> <<pick "Then tell him… tell him what you lost." "Ha" rapport +1>> <<pick "Don't falter now, Jyn! You have to see it through!" "endbad" action "_end = true" rapport -1>> <<pick "Hold on to that – what do you remember?" "Ha" rapport +1>> <<pick "But he took it all from you, didn't he?" "endbad" action "_end = true" rapport -1>> <<node "Ha" "I remember… we had a place on Mars, nothing fancy. It was just on the outskirts of New Ariel. Home. It all seems… so long ago.">> <<pick "How long ago was this?" "home" rapport +1>> <<pick "What do you remember?" "jars" rapport +1>> <<pick "Look. Just stop. I don't care." "endbad" action "_end = true" rapport -1>> <<node "home" "Must be… almost twenty years ago. So much of it is a blur. I remember my father had to work late; but sometimes he'd come home with a jar of… these nut things. Roasted cashews? Salty and sweet. The three of us would demolish them together. I can still remember the taste – they tasted of home. I've never seen them again.">> <<pick "That's what was taken from you" "endgood" rapport +2>> <<pick "Why does that sound familiar?" "endgood" rapport +2>> <<pick "Wait! There's something you need to know!" "endgood" rapport +2>> <<node "jars" "I remember… my father had to work late, just to pay the rent. But sometimes, when he got home, he'd bring a jar of… these nut things – roasted cashews? Salty and sweet at the same time. The three of us would demolish them together. I can still remember how they tasted. They tasted of home. Never seen them again since. They probably don't even exist anymore.">> <<pick "That's what was taken from you" "endgood" rapport +2>> <<pick "Why does that sound familiar?" "endgood" rapport +2>> <<pick "Wait! There's something you need to know!" "endgood" rapport +2>> <<node "endgood" "I… I can't do it! I can't pull the trigger. My hand is… shaking. When I look at him, I can… I can almost…">> <<node "endbad" "I have to! I have to go through with this. Everything I've done has led me here!">>
<<loc 59.4 56>>\ <<if _visited>>\ <<say "Quite a narrow opening… climbing inside…">> <<say "Ah. Figures. It's empty…">> <<if $cargo>>\ <<say "Yeah, nothing in here. But it looks like it's been searched – recently. I can see footprints and the sand has been moved around towards the back. Was that the other Scavenger? Let's see if they left me anything…">> <<say "Hmmm. Not much. They missed a Helium-3 cylinder – but just the one – and a Power-winch – with no power. I'm going to struggle to hit quota if they've already taken everything!">> <<set $powerwinch = true>>\ <<h3 1>><<timed _delay+'s' t8n>><span class="note">Acquired: Power-winch</span><</timed>><br> <<medipack>>\ <<else>>\ <<set $cargo = true>><<set $powerwinch = true>>\ <<say "There's a mound of earth towards the back… have to… squeeze further in to reach it. Something here… a battered travel bag hidden under the dirt. Let's see what's inside. Ah! A few Helium-3 cylinders! And a couple of other things too. There's a data recorder; my suit can't read it, but I can sync the data with your console. If it still works, it should flash up as a new message. What else… an old Power-winch. It's lost power, but it might still be useful?">> <<if _visit.includes ("Bridge 1")>><<say "Ah. This winch might work on the extendable bridge I found!">><br><</if>>\ <<set _rand = random (7,9)>><<h3 _rand>><<timed _delay+'s' t8n>><span class="note">Acquired: Power-winch</span><</timed>><br> <<medipack>>\ <</if>>\ <<say "Gonna rest here a moment. It's nice to be out of the wind – you really notice the sound when it vanishes.">> <<conv Kintro>>\ <<else>>\ <<say "I'm back inside the cargo crate. Already searched it; nothing else here. It still makes for a decent shelter from the weather though. Something to be savoured – a moment of peace.">> <</if>>\ \ <<do tag "conv">><<if !_go>>\ <<link "Exit the cargo crate" "small crater">><</link>> <<waitstorm>>\ <</if>><</do>>\ <<visitedspecial>>\
<<loc 59.4 56>>\ <<if _visited>>\ <<say "I don't like confined spaces… just so you know…">> <<say "OK. It's not so bad once you're in.">> <<if $cargo>>\ <<say "Shame. I thought it might be full of Helium-3. Or contraband. Or something fun. I think someone else has been in here recently, though? Someone was digging around at the back. Was that the other Scavenger? How am I supposed to collect enough if they took it all!?">> <<else>>\ <<say "There's like a pile of dirt at the back. Oh god, hope it's not a grave…?">> <<say "OK, we're good. It's just a travel bag buried under there. Found some Helium-3 cylinders! And there's a busted Power-winch – but without power, it's useless. I'll leave it. Ah, this looks more interesting… It's a data recorder. I can't access it, but I can upload it to your console. Might be corrupted, of course, but if it works, it should flash up a new message. You're welcome – now you owe me.">> <<set $cargo = true>><<set _rand = random (7,9)>><<h3 _rand>> <</if>>\ <<say "Feels strange in here. Claustrophobic, but sort of relaxing too? I think it's the quiet. Nice to be out of the wind for a bit.">> <<medipack>>\ <<conv Jintro>>\ <<else>>\ <<if $char == 1>>\ <<say "I'm back inside the cargo crate. I've already searched inside; there's nothing here apart from that dead Power-winch, but I don't need it, so I'll leave it here. The crate feels… cramped and claustrophobic, but it makes for a decent shelter from the weather. Even so, I think I'm more of an outdoors girl.">> <<else>>\ <<say "I'm inside the cargo crate. I've already searched inside; there's nothing new. It's nice to be out of the wind. Even so, I think I'm more of an outdoors girl.">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Exit the cargo crate" "jsmall crater">><</link>> <<waitstorm>>\ <</if>><</do>>\ <<visitedspecial>>\
/* STORM DELAY */ <<widget "stormdelay">> <<if $stormState == "active" or $stormState == "nearactive" or $stormState == "warning">> <<set $stormState = "idle">><<set $stormChance = 0>><<set $stormTimer = 2>> <</if>> <</widget>> /* STORM FORCE */ <<widget "stormforce">> <<if $char == 1 && tags().includes("forced") && !$forced>> <<if $stormState == "idle" or $stormState == "cooldown">> <<if ($name == "Karth" && $stormsurvived < 4 && $mechcontrol) or ($name == "Jyn" && $stormsurvived < 3 && $explosives)>> <<set $stormState = "warning">><<set $stormChance = 99>> <<set $stormTimer = 4>><<set $forced = true>> <<say "The sky is getting darker…">><br> <</if>> <</if>> <</if>> <</widget>> /* THE TEMPEST */ <<widget "storm">> /* START & INITIALIZATION */ <<if !tags().includes("ignore") && !$finale && !$mobhunt>> <<if (($name == "Karth" && $kvisit.length > 7) or ($name == "Jyn" && $jvisit.length > 7)) && !$stormy && !$mob>> <<set $stormy = true>><<set $stormState = "cooldown">><<set $stormTimer = 3>> <</if>> <<if $mobhunt>><<set $stormState = "off">><<set $stormTimer = 999>><<set $stormy = false>><</if>> /* STORM STATE */ <<if $endStorm>> <<set $endStorm = false>> <<set $stormState = "cooldown">> <<set $stormTimer = 12>> /* Storms slightly more frequent for Karth – multi increases after essential storm chats */ <<if $char == 1 && $name == "Karth" && $stormsurvived < 4>><<set _mult = 1.6>> <<elseif $char == 1 && $name == "Jyn" && $stormsurvived < 3>><<set _mult = 1.7>> <<else>><<set _mult = 2.6>><</if>> <<set $stormTimer += Math.round($stormsurvived ** _mult)>> <<if $stormsurvived > 5>><<set $stormTimer = 999>><</if>> <<stormpassed>> <</if>> /* IDLE */ <<if $stormState is "idle" && !$mobhunt>> /* speed of storm */ <<set $stormChance += 6>> <<if $stormChance gt 99>><<set $stormChance = 99>><</if>> <<if (random(100) lte $stormChance && $start) or (tags().includes("near") && $char == 2)>> <<set $stormState = "warning">> /* length of warning */ <<set $stormTimer = random(4,6)>> /* Forced storm for Char 2 */ <<if $char == 2>><<set $stormTimer = 2>><</if>> <<set _stormwarn = true>> <<say "The sky is getting darker…">><br> <</if>> /* Force a storm for those who are skipping through */ <<stormforce>> /* WARNING */ <<elseif $stormState is "warning">> <<if $stormTimer lte 0>> /* Go from Warning to Active */ <<set $stormState = "nearactive">> /* length of storm */ <<set $stormTimer = random(6,10)>> <<if $char == 2>><<set $stormTimer = random(10,12)>><</if>> <<set _output = ["The wind has changed. The sky is almost black – I'm going to need to find shelter fast!", "It's a Class-5 storm! This is going to get nasty – get me to safety $op!", "The air is thick with dust and debris – I need to find shelter now!", "Visibility has dropped to zero – this storm looks bad! Get me out of this!", "I can… barely stand… this wind is… ferocious! I need shelter! Where can I go!?"]>> <<if tags().includes("shelter")>><<set _output = ["The storm is about to hit, but this place offers some shelter. I should wait it out here."]>><</if>> <<say _output.random()>><br> <<set $cause = "Injury from a Class-5 Storm">> <<if !tags().includes("shelter")>><<set _rand = -(random(3,6))>><<health _rand>><br><</if>> <<else>> <<if !$endStorm>><span class="note"> WARNING: CLASS-5 STORM APPROACHING IN $stormTimer MOVE<<if $stormTimer > 1>>S<</if>> </span><br><br><</if>> <<set $stormTimer-->> <</if>> /* STORM ENDED NATURALLY */ <<elseif $stormState is "active" && $stormTimer lte 0>> <<set $stormState = "cooldown">> /* cooldown */ <<set $stormTimer = 9>> <<set $stormTimer += Math.round($stormsurvived ** 1)>> <<if $char == 2>><<set $stormTimer = 3>><</if>> <<stormpassed>> /* STORM IS ACTIVE */ <<elseif $stormState is "active" or $stormState is "nearactive">> <<set $stormState = "active">> <<if !$endStorm>><span class="note"> WARNING: CLASS-5 STORM IS ACTIVE! STORM SHOULD PASS IN $stormTimer MOVE<<if $stormTimer > 1>>S<</if>> </span><br><br><</if>> <<if tags().includes("shelter")>> <<set _output = ["This storm is crazy! But this place offers some shelter – should I wait it out here?", "The storm is raging, but at least it's sheltered here.", "This place offers some safety from the storm. I should wait it out – it should pass soon.", "That storm! Never seen anything like it. I should wait it out here."]>> <<if !$endStorm>><<say _output.random()>><br><</if>> <<else>> <<say setup.ouch.random() setup.see.random()>><br> <<set $cause = "Injury from a Class-5 Storm">> <<set _rand = -(random(7,12))>><<health _rand>><br> <</if>> <<set $stormTimer -->> /* COOLDOWN */ <<elseif $stormState is "cooldown">> <<set $stormTimer-->> <<if $stormTimer lte 0 && $stormsurvived < 6 && !$mobhunt>> <<set $stormState = "idle">> <<set $stormChance = 0>> <</if>> /* Force a storm for those who are skipping through */ <<stormforce>> <</if>> <<if $debug && !$mob>>\ Storms are active: $stormy | Storm state: $stormState<br> Storm chance: $stormChance | Storm timer: $stormTimer <br><br> <</if>> <</if>> <</widget>> <<widget "waitstorm">> <<if ($stormState == "warning" && $stormTimer lt 4 && !_stormwarn) or $stormState == "active" or $stormState == "nearactive">><<link "Wait here until the storm passes">><<set $return = passage()>><<set $endStorm = true>><<set $stormsurvived ++>><<set $stormtotal = $stormsurvived>><<goto "Stormchat">><</link>> <<WAIT>><</if>> <<if $mobnear && !$waited>><<link "It's very close – wait there!">><<set $killzone = false>><<set $mobflee = true>><<set $speed = 15>><<set $waited = true>><<run Engine.show()>><</link>> <<WAIT>><<else>><<unset $waited>><</if>> <</widget>> <<widget "stormpassed">> <<if passage() != "Stormchat" && !$finale>> /* <<if $mobflee>><<set $mobhunt = true>><</if>> */ <<say setup.pass.random()>><br> <</if>> <</widget>>
<<do>>\ <<if $mapmode > 7>><<button "FULL MAP MODE IS ON">><<set $mapmode = $store>><<set $mapview = $store>><<redo>><</button>><<else>><<button "FULL MAP MODE IS OFF">><<set $store = $mapmode>><<set $mapmode = 8>><<set $mapview = 6>><<redo>><</button>><</if>> <<link "› TOGGLE DEBUG">><<if $debug>><<set $debug = false>><<else>><<set $debug = true>><</if>><<run Engine.show()>><</link>> \ <<link "› GET ALL ITEMS">><<set $mechcontrol = true>><<set $sparker = true>><<set $powerwinch = true>><<set $explosives = true>><<set $landerseen = true>><<set $navunit = true>><</link>> \ <<link "› GET MAX HELIUM-3">><<set $jhelium = 101>><<set $khelium = 101>><</link>> \ <<link "› SWITCH SCAVS">><<if $name == "Karth">><<set $name = "Jyn">><<else>><<set $name = "Karth">><</if>><<run Engine.show()>><</link>> \ <<link "› SKIP TO END OF ACT 1">><<if $name == "Karth">><<goto "Mine">><<else>><<goto "jmine">><</if>><<ambient>><<run Engine.show()>><</link>> \ <<link "› SKIP TO END OF ACT 2">><<set $char = 2>><<ambient>><<if $name == "Karth">><<goto "kMine new">><<else>><<goto "jMine new">><</if>><<run Engine.show()>><</link>> \ <<link "› SKIP TO END OF ACT 3" "Report">><<set $ending = "Lander">><<set $char = 2>><<ambient>><<run Engine.show()>><</link>> \ <<link "› DEVMODE OFF" "Intro">><<set $dev to false>><</link>> \ <</do>>\ <hr class="line"> <b>VARS:</b> Lander: <<if $landerseen>>YES<<else>>NO<</if>> | Nav-unit: <<if $navunit>>YES<<else>>NO<</if>> <<set _pass = passage()>>Current passage: _pass Storm is: $stormState: $stormy | $stormChance | $stormTimer \ <<if $char == 2>>\ Cthulhu is: $mob $mobhunt | $mobwarning | $killzone | $mobflee $mobx | $mex | $moby | $mey Cthulhu Deaths: $mobdeath <</if>>\ Mapmode is: $mapmode Locations visited: <hr class="line"> <span class="smalltext">Karth: $kvisit <hr class="line"> Jyn: $jvisit</span>
<<node "start" "I think we make a good team, Operator. How's the mission going?">> <<pick "The mission is… well, it's a bit of a mess. We need to find a way into the mine!" "mob" condition "$mob == true">> <<pick "It's going well! We've got $khelium units of Helium-3 so far; we've nearly hit quota!" "med" condition "$khelium >= 75 && $khelium <= 99">> <<pick "Fine, but we've only got $khelium units of Helium-3 so far." "low" condition "$khelium < 75">> <<pick "We've got $khelium units of Helium-3 – that's more than our minimum quota!" "high" condition "$khelium > 99">> <<node "med" "Great. Must admit, I'm looking forward to getting off this rock">> <<pick "And there was me thinking we were getting along." "along" rapport +1>> <<pick "Aren't you curious to check out the mine before we go?" "mine" rapport +1>> <<node "low" "I guess we need to explore some more, then.">> <<pick "We're doing OK, but we've only just started." "along">> <<pick "We need to find a bigger haul!" "cache">> <<node "high" "Then why are we still here!? Direct me back to the Evac!">> <<pick "I think we could get just a little more before we go." "mine" rapport +1>> <<pick "Aren't you curious to check out their mine?" "mine" rapport +1>> <<node "along" "Sure! I still can't wait to get off this rock though.">> <<node "mob" "OK. Well, come up with a plan and let me know!">> <<node "mine" "I was kinda hoping we were nearly done, but you're the boss.">> <<node "cache" "I'm thinking we should find a way into the mine.">>
<<node "start" "Hey Op! I think we make a good team! How's the mission going?">> <<pick "The mission is… well, it's a bit of a mess. We just need to find a way into the mine!" "mob" condition "$mob" rapport +1>> <<pick "It's going well! We've got $jhelium units of Helium-3 so far; we've nearly hit quota!" "med" condition "$jhelium >= 75 && $jhelium <= 99" rapport +1>> <<pick "Fine, but we've only got $jhelium units of Helium-3 so far." "low" condition "$jhelium < 75">> <<pick "We've got $jhelium units of Helium-3 – that's more than our minimum quota!" "high" condition "$jhelium > 99" rapport +1>> <<node "med" "Great. Must admit, I'm looking forward to getting off this dump.">> <<pick "And there was me thinking we were getting along" "along" rapport +1>> <<pick "Aren't you curious to check out their mine before we go?" "mine" rapport +1>> <<node "low" "Well… I blame your directions.">> <<pick "And there was me thinking we were getting along" "along" rapport +1>> <<pick "We need to find a bigger cache" "cache" rapport +1>> <<node "high" "Then why are we still here!? I've got things to do!">> <<pick "I think we could get just a little more before we go." "mine" rapport +1>> <<pick "Aren't you curious to check out the mine?" "mine" rapport +1>> <<node "along" "Ha! It's not you, it's this place! I can't wait to get off this rock.">> <<node "mine" "I was kinda hoping we were done, but you're the boss, Op.">> <<node "mob" "Yeah. Well, come up with a plan, Op – one that doesn't involve me getting eaten!">> <<node "cache" "I suppose there's always the mine we haven't explored yet.">>
<<loc 72.2 21.2>>\ <<if $stormState != "active">><<if _visited>>\ <<if $warehousedoor>>\ <<say "The remains of a vehicle hangar are just blowing about in the wind. Looks like… like someone tried to blow this up!? Amateur. Sheet metal has already been ripped from the foundations, and some of the crates it contained have already blown away. I think there's a damaged lander under all that debris.">> <<else>>\ <<say "It's a building – some kind of vehicle hangar, around 25 meters wide. I'm amazed it's still standing; I'd say it's one storm away from collapsing completely. Some of the metal panelling is rattling in its frame, and the roof covering is flapping about in the wind.">> <<say "The only way in is through a large sliding hangar door, but it's chained and locked. Old school lock, no keycodes. How quaint. Effective though.">> <<resetConv K_warehouse>><<conv K_warehouse>>\ <</if>>\ <<else>>\ <<if $warehousedoor>>\ <<say "The remains of a vehicle hangar are just blowing about in the wind. Sheet metal has already been ripped from the foundations, and some of the crates it contained have already blown away. I can still see the damaged lander under all that debris.">> <<else>>\ <<say "It's a vehicle hangar – around 25 meters wide. I'm amazed it's held together; I'd say it's one storm away from collapsing completely. Some of the metal panelling is rattling in its frame, and the roof covering is flapping about in the wind.">> <<say "The only way in is through a large sliding hangar door, but it's chained and locked. Old school lock, no keycodes.">> <<resetConv K_warehouse>><<conv K_warehouse>>\ <</if>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<if _shoot or $warehousedoor>><<link "Look through the debris" "warehouse inside">><<set $warehousedoor = true>><</link>><br><</if>>\ <<link "Back to the landing area" "Landing">><</link>> <<if _shoot>><<set $warehousedoor = true>><</if>>\ <</if>><</do>>\ <<set $speed = 1>>\
<<loc 80.4 26.6>>\ <<if $stormState != "active">><<if _visited>>\ <<say "I'm heading down a large channel carved through the rock. This is crude, man-made. The sort of thing one of those old Carver mechs would do.">> <<say "[Whispering] Operator. There's something… a huge figure in the distance at the end of the channel. Pulse-rifle ready… just in case…">> <<say "Oh. It's just a mech. About 3m square. It's a… Ha! It's a C9 Carver. Ex-military, repurposed as a heavy-duty mining mech. I've used one of these before. Unreliable. They only lasted a few years. Sometimes failed in the heat of battle – not ideal.">> <<say "There's a huge mound of rubble behind it that's blocking off a cave, or a mine shaft or something. Were they trying to clear this, or were they blocking up the entrance before they left?">> <<else>>\ <<say "I'm walking back down this large channel carved through the rock.">> <<say "I can see the Carver-mech down there, and there's a huge mound of rubble behind it. Possibly leads to a cave, or a mine shaft or something. They probably wanted to hide their mining spot before they left the planet.">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<if visited ("Mech-go")>>\ <<link "Head into the mine" "Rubble">><</link>> <<S>> <<link "Head back to the north" "Transmat 3">><</link>> <<N>> <<else>>\ <<link "Can you pilot the mech?" "mech">><</link>> <<link "Can you get past the rubble?" "Rubble">><</link>> <<link "OK. Head back north" "Transmat 3">><</link>> <<N>> <</if>><</if>><</do>>\
<<loc 80.2 14.4>>\ <<if $stormState != "active">><<if _visited>>\ <<say "This area is scattered with equipment and machinery, all left to rot – a mechanical graveyard. There's a transport rig missing its tracks, the top section of a crane poking out of the sand. A huge turbine lying on its side, half-buried. It's all smashed, dented, and corroded by the wind. They left so much behind, yet there are hardly any permanent structures. It all feels haphazard and temporary, like they started with grand plans before realising this planet just destroys everything.">> <<say "There's a bunch of high-power cables running along the ground – can't see what they might be attached to. To the southeast, the rock rises from the sand, gradually turning into a mountain in the distance. I can just make out a large passage, around five meters wide, crudely cut through the rock.">> <<else>>\ <<say "I'm at the mechanical graveyard. To the south-east, the rock rises from the sand, gradually becoming a mountain in the distance. I can make out a large passage, crudely cut through the rock.">> <</if>>\ <</if>>\ <<if $mobdeath > 4 && $mobhunt && !$mineopen>>\ <<say "There's a Transmat building over there to the east! If I could find a way to transport directly to it…?">> <<elseif $mob && !$mineopen>>\ <<say "I can't get any closer to the mine – the creature is guarding it!">> <<elseif $char == 2 && $stormy>>\ <<say "This storm looks bad – I need to turn back and find some shelter!">> <</if>>\ \ <<do tag "conv">><<if !_go>>\ <<if $char == 2 && $stormy>>\ <<link "Ok – head back west to the landing site" "Landing">><</link>> <<W>> <<else>>\ <<if visited ("Transmat 3 inside")>>\ <<link "Head east to the Transmat building" "Transmat 3">><</link>> <<E>><<else>><<link "Follow the cables east" "Transmat 3">><</link>> <<E>><</if>> <<link "Head back west to the landing site" "Landing">><</link>> <<W>> <<if $char == 1>>\ <<link "Head over to the start of the passage" "Mine start">><</link>> <<SE>> <<elseif $mineopen>>\ <<link "Head over to the mine entrance" "kMine new">><</link>> <<SE>> <</if>>\ <</if>>\ <</if>><</do>>\ <<if $mechcontrol && $char == 1 && $stormState == "idle" && $stormsurvived > 3>><<set $stormState = "cooldown">><<set $stormTimer = 5>><</if>>\ <<if $mineopen && (!$navunit or !$landerseen)>><<set $mobx -= 5>><<set $speed = 1>><</if>>\
<<loc 80.4 26.6>>\ <<if $stormState != "active">><<if _visited>>\ <<say "Trying now…">> <<say "Those are some serious boulders blocking the way. There's no way I'm moving any of those on my own. Pulse rifle will barely make a dent. Honestly, the best way of getting through all this is that Carver mech.">> <<else>>\ <<say "Nope. Those rocks are way too heavy – and shooting them won't do much either. There's no way I'm getting through any of this by hand. Shame that Carver mech isn't working.">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Can you pilot the mech?" "mech">><</link>> <<link "Never mind. Head back to the north." "Transmat 3">><</link>> <<N>> <</if>><</do>>\
<<loc 80.4 26.6>>\ <<if $stormState != "active">>\ <<if _visited>>\ \ <<say "Yeah, of course. As long as it's still working. There's a control cab at the top; I just need to climb up…">> <<say "Ah $shit. Something happened here. There's blood. A lot of it. Dry and black; most of it has flaked away, but I've seen my share to know the signs. No body to see, but the cab window has been smashed. Maybe some kind of accident?">> <<if $mechcontrol>>\ <<say "Trying the controls… Nope. Dead as Mars. But maybe that control-key I found…?">> <<if !$landerseen>><<say "…although, maybe I should have a look around to see if there's a ship I could use to get off-world once this is all done?">><br><</if>>\ <<else>>\ <<say "Trying the controls… Hmmm. Dead as Mars. This thing ain't digging anything. Of course, it might need a control-key, but it's not here… it could be anywhere! I'll keep a lookout for it though – could be exactly what we need to get this going.">> <</if>>\ <<elseif $mechcontrol>>\ <<say "The controls are dead. It probably needs a control-key to get it started – perhaps the one I found will work?">> <<if $mechcontrol && !$landerseen>><<say "…although, maybe it's worth having a look around first to see if there's a ship I could use to get off-world once this is all done?">><br><</if>>\ <<else>>\ <<say "Like I said, the controls are dead. This thing ain't digging anything. If it's not completely busted, it probably needs a control-key to get it going – something to keep an eye out for.">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<if $mechcontrol>><<link "Use the control-key to start the mech!" "Mech-go">><<set $stormState = "cooldown">><<set $finale = true>><</link>><br><</if>>\ <<link "Can you get past the rubble?" "Rubble">><</link>> <<link "OK. Head back to the north." "Transmat 3">><</link>> <<N>> <</if>><</do>>\
<<loc 82.8 13.5>>\ <<if _visited>>\ \ <<if !visited ("Tower hut")>>\ <<say "What's this? I'm in a modern control bunker. This feels almost military spec! There's a cubicle over there – it looks suspiciously like a Transmat? Even the military won't touch them now. '99.9% reliable', they said – that's still not high enough when we're talking about rearranging every single atom in your body.">> <<elseif $ktrans>>\ <<say "It's another Transmat. Same layout as the one I used over by the comms Tower, same cubicle and control panel. I guess it worked! Where the hell am I?">> <<else>>\ <<say "Ah. Another Transmat! Same layout as the first one I saw over by the comms Tower, same cubicle and control panel. I wonder if they had any success? I really hope they didn't try sending people through it.">> <</if>>\ <<if visited ("J Transmat 3 inside")>>\ <<say "There are a few boxes and crates here, but they've all been emptied. Maybe by your other Scavenger?">> <<else>>\ <<say "There are a few boxes and crates here; they must have been using this to transfer resources. Found a few more Helium-3 cylinders!">> <<set _rand = random (9,13)>><<h3 _rand>> <<medipack>>\ <</if>>\ \ <<else>>\ \ <<say "I'm back in the Transmat room – Transmat C. It's clean and modern in here. No dust. Must be hermetically sealed. There's a cubicle here that was probably used to transport resources from one place to another.">> <</if>>\ <<if $ktrans>><<say "I've already used this Transmat, so I know it works – but that doesn't make me want to use it again.">><<elseif $transmat3>><<say "I've already turned it on. It's active now.">><<else>><<say "I'm not sure the Transmat is actually working; it doesn't look active.">><</if>> <<do tag "conv">><<if !_go>>\ <<if $ktrans>>\ <<link "Use the Transmat again" "Transmat 3 use">><</link>> <<else>>\ <<link "What happens if you step into the cubicle?" "Transmat 3 use">><</link>> <</if>>\ <<if $char == 2 && $mineopen>>\ <<link "Leave the Transmat" "kMine new">><</link>> <<else>>\ <<link "Exit the building" "Transmat 3">><</link>> <</if>>\ <<waitstorm>>\ <</if>><</do>>\ <<visitedspecial>>\
<<if $name == "Karth">><<set _helium = $khelium>><<else>><<set _helium = $jhelium>><</if>>\ <<set _chance = _helium/2+10>>\ <<if _chance > 73>><<set _chance = 73>><</if>>\ <<type 0.1ms>><h2>Hello Operator. This is a message from System.</h2><</type>> <<timed .5s t8n>><span class="b">Your Scav's transponder shows their health readings are at zero. Cause of death: $cause </span><</timed>> <<timed 1s t8n>><<if $char == 1>>\ <<type 0.1ms>><span class="msga">Calculating mission success parameters… Helium-3 collected: _helium Mine location: <<if visited ("Mine start") or visited ("jMine start")>>Found<<else>>Not found<</if>> Mine accessed: No Chance of recouping costs if mission continued: _chance % 75% threshold not reached</span><</type>>\ <<timed 1.5s t8n>><<if _helium gte 100>>\ Whilst you managed to achieve your target, unfortunately, you lost your Scav. You were unable to gain access to the mine, so further resources are not available. Rather than waste the deployment and retrieval of another Scav, we are classifying this mission as a failure. Your status as Operator will be reviewed. <<else>>\ We have determined that you have not collected enough resources with Scav 1. Rather than waste the deployment and retrieval of another Scav, we are classifying this mission as a failure. Your status as Operator will be reviewed. <</if>><</timed>>\ <<else>>\ <span class="note">Unfortunately, it seems that you have no more Scavs available. Your mission ends in abject failure. Your Operator status will be reviewed.</span> <</if>><</timed>>\ <<timed 2.2s t8n>><<if (Save.browser.size > 0)>><<link "Load most recent save">><<run Save.browser.continue()>><<ambient>><<set $mobdeath = State.metadata.get("mobdeath")>><<run Engine.show()>><</link>><</if>> <<link "Quit the mission and restart" "Start">><</link>><</timed>> <<if !$ending>><<set $ending = " ">><</if>>\
<<loc 72.8 13.4>>\ \ <<if $warehousedoor>><<set _x = "There are the remains of the vehicle hangar to the south, but half of it has blown away. ">><<else>><<set _x = "There's a large hangar-like building to the south. I wonder what's in there?">><</if>><<if visited ("Lake 2")>><<set _x += "To the west, the dry lakebed and those huge bones. ">><<else>><<set _x += "To the west, there's a wide dust-bowl, could be a dry lakebed. ">><</if>><<if visited ("Mining gear")>><<set _x += "And over to the east, that strange mechanical graveyard.">><<else>><<set _x += "And over to the east, there's some abandoned mining equipment.">><</if>>\ \ <<if $stormState != "active">><<if _visited>>\ \ <<if lastVisited ("Lake 2") == 1>>\ <<say "I'm walking east; the land is gently rising, and the rocks have changed back to the rust-reds of the desert.">> <</if>>\ \ <<say "There's a large, flat plateau here. They must have been using this as a landing area – there are flightpath markers in a perfect circle around the edge. There are a few crates scattered around and part of an old mech-loader, but otherwise not much else. I'm searching through it all… Yeah, they cleared everything out. Nothing of use here.">> <<if $warehousedoor>>\ <<say _x>> <<else>>\ <<say "There's something flapping and cracking in the wind to the south… It's a tarp that hasn't been tied down so well – part of a covering over a hangar-like building just over there. Over to the west, I can see the dry bed of a massive lake. To the east, there's a load of abandoned mining equipment.">> <</if>>\ <<else>>\ <<say "I'm back at the landing pad – a large, flat plateau. There are flightpath markers in a perfect circle around the edge. There are a few empty crates and abandoned gear, but otherwise not much else. They must have cleared everything out – nothing of use.">> \ <<say _x>> <</if>>\ <</if>>\ <<if $mobdeath > 3 && $mobhunt && !$mineopen>>\ <<say "The creature is too fast, I can't outrun it!">> <<elseif $mobdeath > 0 && $mobhunt && !$mineopen>>\ <<say "The creature is attacking anything that comes near the mine! I can't get any closer!!">> <<elseif $char == 2 && $stormy>>\ <<say "I really need to find shelter before exploring any further!">> <</if>>\ <<do tag "conv">><<if !_go>>\ <<if $warehousedoor>>\ <<link "Check the remains of the hangar" "warehouse">><</link>> <<S>> <<else>>\ <<link "Check the vehicle hangar" "warehouse">><</link>> <<S>> <</if>>\ <<link "Head towards the mining equipment" "Mining gear">><</link>> <<E>> <<link "Go west towards the ancient lake" "Lake 2">><</link>> <<W>> <</if>><</do>>\
<<loc 72.2 21.2>>\ <<if $navunitk>><<set _a = "Lucky I found one! But I'd need an engineer to fit it.">><<else>><<set _a = "That thing's not gonna fly without one.">><</if>>\ <<if $mobhunt>><<set _a += " No prizes for guessing what caused this. Even if I can get this working, I can't fly it with that creature hunting up there. Good to know it's here, though.">><</if>>\ <<if $stormState != "active">><<if _visited>>\ <<set $landerseen = true>>\ <<if visited ("jhangarx")>>\ <<say "I think someone wanted to open the door, but ended up destroying the place! Shame, this could have made for a good shelter. Now it's just collapsed in on itself, and the wind is ripping away the sheet metal walls – there won't be much left of it soon.">> <<else>>\ <<set $klanderseen = true>>\ <<say "The hangar was barely holding together. Now it's just collapsed in on itself! The wind is already ripping away the sheet metal walls. There won't be much left of it soon – I won't be using this as a shelter. At least nothing exploded in the process! Clearing away some of the debris, let's see if it was worth the bother…">> <</if>>\ \ <<say "There's a T50 Haulage Lander under all this! That takes me back! Not flown one of those in years! I wonder why they didn't take this with them?">> <<if $landerrepaired>>\ <<say "Ah. Now I see why. There's damage on the right-hand side. But… someone's done a decent patch-up job here. I think I could get her airborne now. Ah. Except – not while that thing is still hunting. By the looks of things, that's what took this bird down in the first place.">> <<else>>\ <<say "Ah. Now I see why. There's damage on the right-hand side. It looks like something tore right through the fuselage. It's missing its Nav-unit too. _a ">> <</if>>\ <<if !visited ("jhangarx")>>\ <<say "There's a bunch of carrier boxes over here, let's take a look… Nice! Some more Helium-3 in here!">> <<set _rand = random (7,10)>><<h3 _rand>> <<medipack>>\ <<else>>\ <<say "There's a bunch of carrier boxes scattered around in the remains, but they've all been emptied.">> <</if>>\ \ <<else>>\ <<if $navunitk>><<set _a = "Lucky I found one! But I'll need an engineer to fit it.">><<else>><<set _a = "That thing's not gonna fly without an engineer around.">><</if>>\ <<if $landerrepaired>>\ <<say "This used to be a vehicle hangar, but there's not much left of it now. There's an almost intact T50 Haulage Lander under all the debris. Someone's done a decent job fixing it up, but I won't be flying anything while that creature is still hunting.">> <<else>>\ <<say "This used to be a vehicle hangar, but there's not much left of it now. There's an almost intact T50 Haulage Lander under all the debris. Something tore right through the fuselage – and it's missing its Nav-unit. _a">> <</if>>\ <<if !visited ("jhangarx")>>\ <<say "There's a bunch of carrier boxes scattered around in the remains, but I've already taken all the Helium-3 I could find.">> <<else>>\ <<say "There's a bunch of carrier boxes scattered around in the remains, but they've all been emptied.">> <</if>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head back to the landing area " "Landing">><</link>> <</if>><</do>>\
<<node "start" "The chains are pretty solid. I'll either need a key… or I could just… shoot them?">> <<pick "And if it's full of lander fuel in there?" "danger">> <<pick "Yeah, shoot the lock" "go" rapport +1>> <<node "danger" "This whole place would blow sky high.">> <<pick "Shoot the lock." "go" rapport +1>> <<pick "What do you think we should do?" "think" condition "$char == 2">> <<pick "Let's play safe. Leave it." "safe" condition "$char == 1">> <<node "go" "Let's give it a try… [sound of gunfire]">> <<pick "Did it work…?" "work" action "_shoot = true">> <<node "safe" "What if there's something useful in there?">> <<pick "Well… what do you think we should do?" "think" rapport +1>> <<pick "Let's leave it alone." "safex">> <<node "safex" "You're the boss.">> <<node "work" "Well. There's good news and bad news. I can get inside; it's just… there's no inside anymore. The entire hangar just collapsed!">> <<node "think" "Doesn't look like fuel storage to me. I think it's worth a try.">> <<pick "In that case, shoot the lock." "go" rapport +1>> <<pick "I think it's better to leave it." "safex" condition "$char == 1">>
<<loc 8.1 68>>\ <<if lastVisited ("Lava 3") == 1>>\ <<say "HOLY $SHIT!! HOLY <<=$FUCK>>ING $SHIT!!! I made it!!!">> <<say "I made it. Oooh boy! That was… Ah. All good, Op. Thanks.">> <</if>>\ <<if $stormState != "active">><<if _visited>>\ <<if visited ("Wreck")>>\ <<say "There's something… Yes, this is the wreck I saw earlier. Jesus. Looks a lot worse up close. There's wreckage scattered everywhere. Charred and twisted metal. Fragments of black, shattered stone along its path.">> <<else>>\ <<say "There's something over here. There's a channel carved into the rock. No. Not carved. Smashed. Scattered with wrecked and twisted metal. It ploughed through the rock like it was nothing. There's a strip of charred and fractured stone. Like a stab of fury that burned itself out and left a deep scar behind.">> <</if>>\ <<say "It's a crashed cargo lander. That must have been a hell of a crash. I doubt anyone could have survived. Looks like it exploded on impact, but there might still be something I could salvage.">> <<else>>\ <<say "I'm back at the crashed cargo lander – it must have been a hell of a crash. Charred metal and fractured stone. I'd check the remains, but I doubt anything could have survived. There are tears in the fuselage – like something bit the engine off!">> <<if $navunit>><<say "I've already taken the Nav-unit, nothing else of use in there.">><<else>><<say "Might be worth a closer look; could be something useful?">><</if>> <</if>>\ <<if visited ("Climb")>><<set _a = "To the east, the splintered rocks it smashed through on its way down. I've already climbed them – not trying that again!">><<else>><<set _a = "">><</if>>\ <<if visited ("Lava 3")>><<say "To the south, the river of lava I jumped across. Not going back that way!" _a>><<else>><<say "To the south, nothing but lava." _a>><</if>> <</if>>\ <<do tag "conv">><<if !_go>>\ <<if !$navunit && $stormState != "active">><<link "Examine the wreckage" "engine">><<set $mapmode ++>><</link>> <br><</if>>\ <<link "Head north along the rocky path" "flames">><</link>> <<N>> <</if>><</do>>\
<<loc 17 47>>\ <<if $stormState != "active">><<if _visited>>\ <<say "It's like walking through hell! Sparks drift in with the dust, and the ground is black and twisted. Shards of obsidian jut out like teeth. There's a path of sorts this way; it leads over to something… mechanical? At least there's no more lava.">> <<say "Me and my big mouth! I spoke too soon. I'm now at the end of the path. There's a sheer drop, and down below I can see pockets of lava glowing like a dying sun. I think the other side of this ravine leads to the area where I took the skiff. Ah! This is an extendable walkway!">> <<else>>\ <<if previous () === ("jLava cliff")>><<say "I can't decide whether it's best to walk across this really… slowly… or run like hell and hope for the best… ">> <<if random (10) > 5>><<say " …I ran! OK. Out of breath, but I made it to the other side!">><<else>><<say " …I walked! Really carefully. That might be safer, but it's scarier too! OK. I made it to the other side.">><</if>> <</if>>\ <<if $lavabridge>><<set _y = " The walkway across the chasm to the east has fully extended, but it looks like it's seen better days.">><<else>><<set _y = " There's an extendable walkway here that should cross the chasm – if it still works.">><</if>>\ <<say "The ground here is black and twisted. Giant shards of obsidian jut out of the land like teeth. I'm at the end of the path. There's a sheer drop, and I can see pockets of lava glowing down below." _y>> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<if $lavabridge>><<link "Head east, across the walkway" "jLava cliff">><</link>> <<E>><<else>><<link "Operate the walkway" "lavabridge">><</link>><</if>> <<link "Head south towards the building" "Transmat 1">><</link>> <<S>> <<link "Head up the slope to the north-west" "plateau2">><</link>> <<NW>> <</if>><</do>>\
<<fadeout Karth>><<fadeout Jyn>><<set $stormy = false>>\ <<if $jhealth < 0>><<set $jhealth = 1>><</if>>\ <span class="msga">YOUR SCAVENGER'S HEALTH READINGS ARE AT ZERO!</span> <<say "…">> <<say "[the sound of someone collapsing…]">> <<timed _delay+'s' t8n>><<linkappend "Are you OK, Scavenger?">> <<death>> <<timed 4s t8n>><<link "Scavenger…?" "Dead">><</link>><</timed>> <</linkappend>><</timed>>
<<node "start" "Are you really going to make me do this?">> <<pick "Well… maybe we should explore this area first?" "dontx" condition "!$navunit && $mey == 64" action "_nodice = true">> <<pick "Please use the Transmat" "useyes" condition "$rapport gte 20">> <<pick "Just step in!" "useno" condition "$rapport lt 20">> <<pick "Actually, don't worry about it" "dont" action "_nodice = true">> <<node "useyes" "Can I trust you, Op? How do you know this will work!?">> <<pick "Trust me, it'll be fine" "go" action "_send = true">> <<pick "Actually, on second thoughts…" "dont" action "_nodice = true">> <<node "useno" "I… I'm sorry. This is my life we're talking about. I'm not sure I'm ready to completely trust you yet.">> <<pick "OK. I get it." "trust" action "_nodice = true" notify "Rapport needs to be 20 or higher">> <<pick "The other Scavenger would have done it." "other" action "_nodice = true" notify "Rapport needs to be 20 or higher">> <<node "dont" "Not gonna lie, kinda relieved.">> <<node "dontx" "Good idea! Not gonna lie, I'm kinda relieved.">> <<node "other" "Maybe. But I doubt it.">> <<node "trust" "Sorry, Op, maybe… maybe loosen up a bit?">> <<node "go" "I can't believe you've talked me into this! OK. Here we go… FUUUU…">>
<<loc 20.8 64>>\ <<if _visited>>\ \ <<if !visited ("J Transmat 3 inside")>>\ \ <<say "Oh my! What's this? A Transmat! It can't be – I thought they'd banned these things? The number of folks who've stepped into one of these and never appeared on the other side – and those were the good stories. Even worse were the poor folks who appeared in the right place, but with all their insides on their outsides!">> \ <<else>>\ \ <<say "Ah! Another Transmat! Just the same as the other one near the mine! They must have tried transporting Helium-3 around using these things. I guess they got sick of losing transport carriers to the storms. I'm not sure I'd trust my precious cargo to the whims of quantum entanglement, though.">> \ <</if>>\ \ <<say "There's a bunch of crates, all neatly packed. Looks like they were all ready to ship out. Let's see what's in them… Alright! We've got some Helium-3 here!">> <<set _rand = random (16,19)>><<h3 _rand>> <<medipack>>\ <<if $char == 1>>\ <<say "And what's in these…? Whoa. Are those explosives!? $Shit. That's a lot of explosives. Heavy-duty. Looks military, but probably used to blast through the mountain for their mining operation.">> <</if>>\ \ <<else>>\ <<if $transmat1>><<set _a = "– it's active now.">><<else>><<set _a = " but I don't think it's active.">><</if>>\ \ <<if $char == 2>>\ <<say "I'm back in the Transmat room _a There's a bunch of crates, all neatly packed. Looks like they were all ready to ship out. I've already taken the Helium-3.">> <<elseif !$explosives>>\ <<say "I'm back in the Transmat room _a There's a bunch of crates, all neatly packed. Looks like they were all ready to ship out. I've taken the Helium-3, but there are still all these heavy-duty explosives lying around.">> <<else>>\ <<say "I'm back inside Transmat A _a There's a bunch of crates, all neatly packed. Looks like they were all ready to ship out, but I've emptied them of Helium-3, and I won't need any more of those explosives.">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<if !$explosives && $char == 1>><<linkreplace "Take the explosives">><<set $explosives = true>><span class="note">Explosives acquired</span><br><</linkreplace>><br><</if>>\ <<link "Use the transmat" "T1 use">><</link>> <<link "Leave the building" "Transmat 1">><</link>> <<waitstorm>>\ <</if>><</do>>\ <<visitedspecial>>\
<<loc 72.8 13.4>>\ <<if $stormState != "active">><<if _visited>>\ <<if lastVisited ("jLake 2") == 1>>\ <<say "The lake just gradually peters out as I walk further east. There's a raised, much flatter area ahead; I think they must have used this as a landing pad? Let's see…">> <<else>>\ <</if>>\ <<say "There's a wide plateau here, and it's encircled by flight markers – must be a landing zone. There are a few crates littered around, and an ancient mech-loader – damaged way beyond repair. I'll have a search around… Nah. Nothing of use.">> <<if $warehousedoor>>\ <<say "To the south, it looks like there used to be a warehouse or a hangar or something, but it's all just ruins now. Over to the west, there's the dry bed of a large lake. Over to the east, there's some abandoned mining equipment.">> <<else>>\ <<say "There's something flapping around in the wind to the south… It's just a tarp that hasn't been tied down so well – a cover over a large warehouse-like building. Over to the west, there's the dry bed of a huge lake. Over to the east, there's some abandoned mining equipment.">> <</if>>\ \ <<else>>\ <<say "I'm at the landing area. There's a large, flat plateau encircled by flight markers. There are a few crates littered around, but nothing useful inside.">> <<if $warehousedoor && visited ("jwarehouse inside")>>\ <<say "To the south, there used to be a vehicle-hangar, but it's all in ruins now. There's a damaged T50 in there. Over to the west, there's the dry bed of a large lake. Over to the east, there's some abandoned mining equipment.">> <<elseif $warehousedoor>>\ <<say "To the south, it looks like there used to be a warehouse or a hangar or something, but it's all just ruins now. Over to the west, there's the dry bed of a large lake. Over to the east, there's some abandoned mining equipment.">> <<elseif visited ("jWarehouse")>>\ <<say "To the south, a large vehicle-hangar, but I can't get inside. Over to the west, the dry bed of a large lake. To the east, there's some abandoned mining equipment.">> <<else>>\ <<say "To the south, a large warehouse-like building. Over to the west, the dry bed of a large lake. To the east, there's some abandoned mining equipment.">> <</if>>\ <</if>>\ <</if>>\ <<if $mobdeath > 3 && $mobhunt && !$mineopen>>\ <<say "The creature is too fast, I can't outrun it!">> <<elseif $mobdeath > 0 && $mobhunt && !$mineopen>>\ <<say "The creature – it's attacking anything that comes near the mine! I can't get any closer!!">> <<elseif $char == 2 && $stormy>>\ <<say "I really need to find shelter before exploring any further!">> <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Check the building" "jWarehouse">><</link>> <<S>> <<link "Head over to the abandoned mining gear" "jMining gear">><</link>> <<E>> <<link "Go west towards the ancient lake" "jLake 2">><</link>> <<W>> <</if>><</do>>\
<<loc 82.2 14>>\ <<if $stormState != "active">><<if _visited>>\ <<if $char == 1>>\ <<say "The power cables lead over… Ah! They end in another one of these carbon-steel cabins. It's about 6m square, looks relatively undamaged, but covered in dust and sand. I wonder why it needs so much power?">> <<else>>\ <<say "I'm outside the Transmat building.">> <<if lastVisited ("jMine new") == 1>><<say "We're taking a big risk Op! That thing is on the way back!">><br><</if>>\ <</if>>\ <<say "To the west is a bunch of abandoned machines, mining gear and vehicles. Over to the south-east, there's the start of a mountain, rising from the earth. To the south, there's the start of a man-made passage, cut into the rock.">> \ <<else>>\ <<if $transmat3>>\ <<say "I'm at the door to Transmat C. To the east, the machine graveyard. To the south-east, there's the start of a mountain, rising from the earth – cut into it to the south, there's the start of a man-made passage.">> <<else>>\ <<say "I'm back at another one of these carbon-steel cabins, half buried in the sand. To the east, the machine graveyard. To the south-east, there's the start of a mountain, rising from the earth – cut into it to the south, there's the start of a man-made passage.">> <</if>>\ <</if>>\ <</if>>\ <<if $mob && !$mineopen>>\ <<say "I can't get any closer to the mine – the creature is guarding it!">> <<elseif $char == 2 && $stormy>>\ <<say "I should take shelter here!">> <</if>>\ <<do tag "conv">><<if !_go>>\ <<if $transmat3>>\ <<link "Enter Transmat C" "J Transmat 3 inside">><</link>> <<N>> <<else>>\ <<link "Enter the carbon-steel cabin" "J Transmat 3 inside">><</link>> <<N>> <</if>>\ <<link "Head back to the ruined machines" "jMining gear">><</link>> <<W>> <<if $char == 1>>\ <<link "Head over to the start of the passage" "jMine start">><</link>> <<S>> <<elseif $mineopen>>\ <<link "Head over to the mine entrance" "jMine new">><</link>> <<S>> <</if>>\ <</if>><</do>>\ <<if $explosives && $char == 1 && $stormState == "idle" && $stormsurvived > 2>><<set $stormState = "cooldown">><<set $stormTimer = 5>><</if>>\
<<loc 08.2 67.3>>\ <<if _visited>>\ <<if $mobhunt>>\ <<say "There are tears in the fuselage. That looks like something bit the freaking engine off! Storm damage? Oh… $shit. That thing did this, didn’t it. In all this dust, they probably didn't even see it before it was on them.">> <<else>>\ <<say "There are tears in the fuselage. What took this bird down? Logic says it must have been the storm, but those tears… man, that looks like something bit the freaking engine off!">> <</if>>\ <<say "There's not much left here. Everything's black, charred and corroded beyond repair. One engine… not even there. The other, torn open. I guess the Nav-unit might still be operational? I could get some additional map data from it – those things are designed to withstand a fusion meltdown, so it should still be good.">> <<say "Yep. There it is. Looks banged up, but should still work. I just need to… There we go! You should get a new message if it worked. I may as well keep the Nav-unit.">> <<if visited ("jwarehouse peek")>><<say "This might come in handy if I ever need to repair that T50 I saw near the landing area.">><br><</if>>\ <<set $navunit = true>><<timed _delay+'s' t8n>><span class="note">Acquired Nav-unit</span><</timed>> <<else>>\ <<say "It's a crashed lander. Must have been a hell of a crash. Charred and fractured stone. I'd check the remains, but I doubt anything could have survived – no one coming out of that alive. There are tears in the fuselage – almost like something bit the engine off!">> <<if $mobhunt>><<say "I think we both know what did this.">><br><</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head north along the rocky path" "flames">><</link>> <<N>> <</if>><</do>>\
<<loc 17 46.5>>\ <<set $lavabridge = true>>\ <<if $stormState != "active">><<if _visited>>\ <<say "Here goes…">> <<say "Yes! It's working!!">> <<say "Ugh. But it's REEAALLY slow… I hate waiting.">> <<conv Jintro>>\ <<else>>\ <<say "The walkway has extended across the chasm. It looks pretty precarious, but it should get me across.">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<say "OK. The bridge has finally extended across the chasm to the east. It looks… precarious, but it should get me across.">> <<link "Cross the walkway" "jLava cliff">><</link>> <<E>> <<link "Head south towards the building" "Transmat 1">><</link>> <<S>> <<link "Head up the slope to the north-west" "plateau2">><</link>> <<NW>> <</if>><</do>>\
<<loc 60 38>>\ <<if _visited>>\ <<say "It's a carbon-steel shell. Covered… almost buried under dust and stones that have been thrown against it by the wind. These things construct themselves. Only designed to last a year or so, but it seems to have resisted the storms far better than most of their other stuff.">> <<if $hutvisit>>\ <<say "There's a door here; looks like someone figured out the code to open it. They could have at least closed it though – now the cabin is full of dust!">> <<else>>\ <<say "No windows, so I can't see what's inside. There's a door… but it's locked.">> <<conv K_hut>>\ <</if>>\ <<elseif $hut>>\ <<say "It's a carbon-steel cabin that's resisted the storms far better than much of their other stuff. There's a door, but I shot it and… well, there's not much door left.">> <<elseif $hutvisit>>\ <<say "It's a carbon-steel cabin. It seems to have resisted the storms far better than much of their other stuff. The door is wide open.">> <<else>>\ <<say "It's a carbon-steel cabin. It seems to have resisted the storms far better than much of their other stuff. I can't see what's inside. There's a door, but it's locked. We decided it was best to leave it alone.">> <</if>>\ <<do tag "conv">><<if !_go>>\ <<if $hut or visited ("jHut inside")>><<link "Enter the building" "Hut inside">><</link>> <br><</if>>\ <<link "Back to the road" "Road 2">><</link>> <<W>> <</if>><</do>>\
/* Splash */ <<widget "planet">> <span id="full"> <video autoplay loop muted playsinline preload="metadata" poster="img/planet.webp"> <source src="video/planet.mp4" type="video/mp4"> </video> </span> <</widget>> <<widget "brk">> <span class="msga">|</span> <</widget>> /* Alt text – location + mob location for screenreaders */ <<widget "alttext">> <<silently>><<pinfo>><</silently>> <<set _maptext = "Your current position is: " + Math.round($mex) + "," + Math.round($mey) + " in Sector: " + _sect + ". ">> <<set _mobtext = "">> <<if $mob or $mobz>><<set _mobtext = "The creature's position is: " + Math.round($mobx) + "," + Math.round($moby) + "">><</if>> <<if $killzone>><<set _mobtext += " - it's right above you!">> <<elseif $mobnear>><<set _mobtext += " - it's very close!">> <<elseif $mobwarning>><<set _mobtext += " - it's hunting for you.">> <<elseif $mobhunt>><<set _mobtext += " - it's out of range, but still searching.">> <</if>> <<set _maptext += _mobtext>> <<if $start && !tags().includes('ignore')>> <span class="sr-only" aria-live="polite">_mobtext <br></span> <</if>> <</widget>> /* Image and Video preloaders */ <<widget "preloadvid">> <<run (function(src) { var v = document.createElement('video'); v.src = src; v.preload = 'auto'; v.muted = true; v.style.display = 'none'; v.load(); window._preloadedVideos = window._preloadedVideos || []; window._preloadedVideos.push(v); })(_args[0])>> <</widget>> <<widget "preloadimg">> <<run (function(src) { var img = new Image(); img.src = src; })(_args[0])>> <</widget>> /* autosave */ <<widget "saveicon">> <<if tags().includes('autosave')>> <span class="xsave" aria-hidden="true"><<button "💾">><</button>> </span> <</if>> <</widget>> /* explored */ <<widget "explored">> <<set $explored ++>> <<if _visit.includes (_args[0])>> <<set $exploredtotal ++>> <span @class="$name"> [✓]</span> <</if>> <</widget>> /* random */ <<widget "rand">> <<set _rand = random ((_args[0]) + _args[1])>> <</widget>> /* location */ <<widget "loc">> <<set $mex = _args[0]>><<set $mey = _args[1]>> <<set $maploc = '--x: ' + _args[0] + '%; --y: ' + _args[1] + '%'>> <<if $mob>><<mob>><<mobwarning>><</if>> <</widget>> /* Text entry */ <<widget "textenter">> <span class="textenter"><<textbox "_input" "">><<button " ‹ ">></span> <<if [_args[0]].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>> <<goto _args[1]>> <<else>> <<replace "#output">>That didn't work.<</replace>> <</if>> <</button>> <</widget>> /* Map mode changer */ <<widget "mapchanger">> <<if $map == $mobilemap>> <<if $mapmode == 2>> <<set $map = "map_full.webp">> <<set _mapmode = "2: Satellite imagery">> <<elseif $mapmode == 3>> <<set $map = "map_shelter.webp">> <<set _mapmode = "3: Shelter spots marked">> <<elseif $mapmode == 4>> <<set $map = "map_semi.webp">> <<set _mapmode = "4: Central locations marked">> <<elseif $mapmode == 5>> <<if $name == "Karth">><<set $map = "map_k.webp">> <<else>><<set $map = "map_j.webp">><</if>> <<set _mapmode = "5: Location and route data">> <<elseif $mapmode > 5>> <<set $map = "map_complete.webp">> <<set _mapmode = "6: Complete location and route data">> <</if>> <<else>> <<set $map = $mobilemap>> <<set _mapmode = "1: Sector grid">> <</if>> <<redo "map">> <</widget>> /* Map mode changer – sidepanel version */ <<widget "mapchangeside">> <<if $oldmap != $mapmode>> <<if $mapmode == 1>> <<set $map = $mobilemap>> <<elseif $mapmode == 2>> <<set $map = "map_full.webp">> <<elseif $mapmode == 3>> <<set $map = "map_shelter.webp">> <<elseif $mapmode == 4>> <<set $map = "map_semi.webp">> <<elseif $mapmode == 5>> <<if $name == "Karth">><<set $map = "map_k.webp">> <<else>><<set $map = "map_j.webp">><</if>> <<elseif $mapmode > 5>> <<set $map = "map_complete.webp">> <</if>> <<set $oldmap = $mapmode>> <</if>> <</widget>> /* map mode text changer */ <<widget "mapmodetext">> <<if $mapmode > 8>><<set $mapmode = 8>><</if>> <<if $mapmode == 1>><<set $map = $mobilemap>><<set _mapmode = "1: Sector grid">> <<elseif $mapmode == 2>><<set $map = "map_full.webp">><<set _mapmode = "2: Satellite imagery">> <<elseif $mapmode == 3>><<set $map = "map_shelter.webp">><<set _mapmode = "3: Shelter spots marked">> <<elseif $mapmode == 4>><<set $map = "map_semi.webp">><<set _mapmode = "4: Central locations marked">> <<elseif $mapmode == 5>><<if $name == "Karth">><<set $map = "map_k.webp">><<else>><<set $map = "map_j.webp">><</if>><<set _mapmode = "5: Location and route data">> <<elseif $mapmode > 5>><<set $map = "map_complete.webp">><<set _mapmode = "6: Complete location and route data">><</if>> <</widget>> /* Dialog controls */ /* Popup map */ <<widget "popmap">> <<if Dialog.isOpen("map")>> <<script>>Dialog.close();<</script>> <<else>> <<script>> Dialog.create("LOCAL TERRAIN DATA [M]", "map").wikiPassage("Map").open(); <</script>> <</if>> <</widget>> /* Popup Stats */ <<widget "popstats">> <<if Dialog.isOpen("info")>> <<script>>Dialog.close();<</script>> <<else>> <<script>> Dialog.create("INFO", "info").wikiPassage("Stats").open(); <</script>> <</if>> <</widget>> /* Return Stats */ <<widget "returnstats">> <span class="right"><<link "‹ BACK">> <<script>> Dialog.create("INFO", "info").wikiPassage("Stats").open(); <</script>> <</link>></span> <</widget>> /* Popup Messages */ <<widget "popmessages">> <<if Dialog.isOpen("sys")>> <<script>>Dialog.close();<</script>> <<else>> <<script>> Dialog.create("SYSTEM MESSAGES [S]", "sys").wikiPassage("System Messages").open(); <</script>> <</if>> <</widget>> /* Popup Locations */ <<widget "poplocations">> <<if Dialog.isOpen("points")>> <<script>>Dialog.close();<</script>> <<else>> <<script>> Dialog.create("POINTS OF INTEREST [P]", "points").wikiPassage("Locations").open(); <</script>> <</if>> <</widget>> /* Popup Data recordings */ <<widget "popdatarec">> <<if Dialog.isOpen("datarec")>> <<script>>Dialog.close();<</script>> <<else>> <<script>> Dialog.create("DATA RECORDINGS [D]", "datarec").wikiPassage("Data Recordings").open(); <</script>> <</if>> <</widget>> /* Popup Settings */ <<widget "popsettings">> <<script>> Dialog.create("SETTINGS", "small").wikiPassage("Settings").open(); <</script>> <</widget>> /* Direction arrows */ <<widget "N">><<if $directions>><span class="icon" aria-hidden="true">north</span><</if>><</widget>> <<widget "S">><<if $directions>><span class="icon" aria-hidden="true">south</span><</if>><</widget>> <<widget "W">><<if $directions>><span class="icon" aria-hidden="true">west</span><</if>><</widget>> <<widget "E">><<if $directions>><span class="icon" aria-hidden="true">east</span><</if>><</widget>> <<widget "NE">><<if $directions>><span class="icon" aria-hidden="true"></span><</if>><</widget>> <<widget "NW">><<if $directions>><span class="icon" aria-hidden="true"></span><</if>><</widget>> <<widget "SE">><<if $directions>><span class="icon" aria-hidden="true"></span><</if>><</widget>> <<widget "SW">><<if $directions>><span class="icon" aria-hidden="true"></span><</if>> <</widget>> <<widget "WAIT">><<if $directions>><span class="icon" aria-hidden="true"></span><</if>> <</widget>> /* transcend */ <<widget "transcend">> <<if visited () == 1>> <<set $datarecords = ($mapmode-1) + "">> <<set $core = "">> <<if visited ("warehouse inside")>><<set $core += "K1 ">><</if>> <<if visited ("Cave")>><<set $core += "K2 ">><</if>> <<if visited ("jhangarx")>><<set $core += "J1a ">><</if>> <<if visited ("jwarehouse peek")>><<set $core += "J1b ">><</if>> <<if visited ("engine")>><<set $core += "J2 ">><</if>> <<script>> var isMobile = window.matchMedia("(max-width: 540px)").matches; State.variables.isMobile = isMobile; var sendData = JSON.stringify({ "ID": SugarCube.State.variables['uniq'], "Ver": SugarCube.State.variables['ver'], "Scav": SugarCube.State.variables['firstscav'], "Ending": SugarCube.State.variables['ending'], "Mob": SugarCube.State.variables['mobdeath'], "Data": SugarCube.State.variables['datarecords'], "Mobile": SugarCube.State.variables['isMobile'], "Storms": SugarCube.State.variables['stormtotal'], "Core": SugarCube.State.variables['core'], }); $.ajax({ url:"https://script.google.com/macros/s/"+setup.exec+"/exec", method:"POST", dataType: "json", data: sendData }).done(function() {}); <</script>> <</if>> <</widget>>
<<if !$jvisit.includes("Narrows_start")>><<set $mob = true>><</if>><<loc 18 8.8>>\ <<if $stormState != "active">><<if _visited>>\ <<say "There's… like a slow-motion waterfall – a river of shingle, sliding down the side of the mountain to my right. Occasionally, rivulets of stones will shake themselves loose and start a little avalanche. It's not dangerous; it's kinda… mesmerising. I could watch this all day!">> <<if $char == 1>>\ <<timed 9s>><<play ping 0.15>><</timed>>\ <<say "OK. Made it. I've reached the top. I can see a lot further here. There's a mountain, way to the east poking up through the dust clouds. There's something moving… up there in the sky… Is that a ship or…? I think it's actually alive! A creature of some kind, but it's too far away to make out. Must be HUGE, though! Does it show up on your map, Op? I guess it won't bother me, as long as I don't bother it.">> <<say "The path gradually starts heading downhill. The route is littered with scree. Going further could be dangerous. Might end up as a long slide down – and there'll be no way back up again.">> <<else>>\ <<say "OK. Made it. I've reached the top. I thought there might be a good view up here, but everything below is obscured by all this dust. The path gradually starts heading downhill. The route is littered with scree. Going further could be dangerous. Might end up as a long slide down – and there'll be no way back up again.">> <</if>>\ <<else>>\ <<say "I'm back here again, watching the slow-motion waterfall as it gradually slides down the side of the mountain – a river of shingle. It's not dangerous, kinda mesmerising, but hard to walk on. The path gradually starts heading downhill. The route is littered with scree. Going further… well, it might be a long slide down – and there'd be no way back up again!">> <<if $char == 1>>\ <<say "No sign of that flying creature I saw earlier, I guess it's flown further away.">> <</if>>\ <</if>>\ <<if !$lavabridge && !$jtrans>>\ <<say "Ah… but if I head down there now, I'll never be able to get back up. I should probably see if I can find an alternative route.">> <</if>>\ <</if>>\ <<if $lavabridge or $jtrans>>\ <<link "Head down the scree" "jNarrows 1">><<if $char == 1>><<set $mob = false>><</if>><</link>> <<NE>> <</if>>\ <<link "Head back along the path" "plateau2">><<if $char == 1>><<set $mob = false>><</if>><</link>> <<SW>>
<<loc 23.4 16.5>>\ <<if $stormState != "active">><<if _visited>>\ <<say "The plateau comes to an end here, suddenly sloping down into a narrow valley below. The ground is covered in stones and shingle, and it's all gradually tumbling over the precipice like a slow-motion waterfall. There's no careful way down there – make a wish, hope for the best and follow it all down. But if I go down there, there's no way back up again.">> <<else>>\ <<say "The plateau comes to an end here, suddenly sloping down into a narrow valley below. The ground is covered in stones and shingle, and it's all slowly tumbling down over the precipice like a slow-motion waterfall. There's no careful way down – if I go down there, there's no way back up again.">> <<conv Kintro>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Attempt the slide down" "Narrows 1">><</link>> <<NE>> <<link "Head back to the tower" "Tower base">><</link>> <<S>> <</if>><</do>>\
<<loc 72.2 21.2>>\ <<if $stormState != "active">>\ <<if _visited>>\ <<if $warehousedoor>>\ <<say "I think there used to be a vehicle hangar here? Looks like someone took a pulse-rifle to it; there's not much more than some sheet metal and flapping tarps now. This is recent – anything you want to tell me about this Op?">> <<else>>\ <<say "It's a building, around 25 meters wide – maybe a vehicle hangar? I'm amazed it's still standing – the wind is slowly picking it apart, panel by panel, and some of the roofing is flapping about in the wind.">> <<say "The only way in is through a large sliding hangar door, but it's chained and locked. Old-school, no codes – looks solid, but it's all corroded. I'm not getting through that – even if there was a key, I'd need a something heavy-duty like a pulse-rifle or something.">> <<if $explosives>><<say "I guess I could try using these explosives? But that could be dangerous – for me and whatever's inside!">><br><</if>>\ <</if>>\ <<else>>\ <<if $warehousedoor && visited ("jhangarx")>>\ <<say "There used to be a vehicle hangar here, but… I kinda blew it up by accident. There's not much more than some sheet metal and flapping tarps now. At least the lander inside wasn't damaged too much.">> <<elseif $warehousedoor>>\ <<say "There used to be a vehicle hangar here? Someone shot it to pieces! There's not much more than some sheet metal and flapping tarps now. This is recent – anything you want to tell me about this Op?">> <<else>>\ <<say "I'm back at this old vehicle hangar. Some of the roofing is flapping about in the wind. The only way in is through a large sliding hangar door, but it's chained and locked. I'm not getting through that – I'd need a pulse-rifle or something.">> <<if $explosives>><<say "I guess I could try using these explosives? But that could be dangerous – for me and whatever's inside!">><br><</if>>\ <</if>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<if $warehousedoor>><<link "Search the destroyed hangar" "jwarehouse inside">><</link>><<elseif $char == 1 && $explosives>><<link "Use the explosives on the door!" "jhangarx">><</link>><<elseif $char == 1>><<link "Peek inside" "jhangar">><</link>><<else>><<link "Peek inside" "jwarehouse peek">><</link>><</if>> <<link "Head back north to the landing area" "jLanding">><</link>> <<N>> <</if>><</do>>\ <<set $speed = 1>>\
<<loc 23.1 25>>\ <<if $stormState != "active">><<if _visited>>\ <<say "The ground here is rocky and uneven, carpeted by a million small stones, like walking over a pebbled beach. I'm nearing the tower. Impressive, and somehow still standing. Well-built, I guess. It's a carbon-steel lattice that extends up into the clouds. Must go up, maybe 30 meters? Could be a good view from up there!">> <<say "I'm walking around the base. No gravity lift of course, but there's a rickety old ladder attached to the outer support. There are a bunch of cables leading down from the tower over to a small cabin nearby.">> <<else>>\ <<if visited ("Tower hut")>><<set _x = " Nearby is the Transmat building.">><<else>><<set _x = " Nearby, there's another cabin.">><</if>>\ <<say "I'm at the base of the comms-tower. The ground here is rocky and uneven, carpeted by a million small stones. The tower is a carbon-steel lattice that extends up into the clouds, and there's an old ladder attached to the outer support." _x>> <</if>>\ <</if>>\ <<if $stormState != "active">><<link "Climb the ladder" "Tower 1">><</link>><br><</if>>\ <<if $transmat2>><<link "Enter the Transmat building" "Tower hut">><</link>><<else>><<link "Check out the small cabin" "Tower hut">><</link>><</if>> <<E>> <<link "Head back across the bridge" "Bridge 2">><</link>> <<SE>> <<link "Walk north to the edge of the plateau" "Tower slide">><</link>> <<N>>
<<loc 59.3 40>>\ <<if $stormState != "active">><<if _visited>>\ <<say "I'm walking along what used to be a main transport road. The concrete is cracked and chewed up by the constant weather. There's old machinery, crates and abandoned gear scattered around. The winds have softened the edges of everything, like they've been melted by time. Sorry. Getting pretentious in my old age!">> <<say "I can see the remains of an expansive construction. This must be where they processed the Helium-3, but the wind has ripped the whole thing apart – nothing left but construct poles. Ah… there is something… almost completely buried under rocks and debris. A small building, like a cabin. Sturdy, though – admin or storage perhaps?">> <<else>>\ <<say "I'm on the main transport road. Not much left of it now, but it must have been busy here back when it was active. There are old parts, crates and abandoned gear scattered around, but there's nothing inside any of them. There's the remains of the old processing plant here, but it's all in ruins – nothing left.">> <<if visited ("Hut inside")>><<say "There's a small cabin-like building here, but I've already checked inside and taken the Helium-3.">><<else>><<say "There's also a small cabin-like building here.">><</if>> <</if>>\ <<if !_visited>><<conv Kintro>><</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<if visited ("Hut inside")>><<link "Head back inside the cabin" "Hut inside">><</link>><<else>><<link "Check the building" "Hut">><</link>><</if>> <<link "Head north to the junction" "Junction">><</link>> <<N>> <<link "Head south on the remains of the road" "Road">><</link>> <<S>> <</if>><</do>>\
<<loc 58.9 30>>\ \ <<if visited ("Lake 2")>><<set _a = " There's a wide channel carved into the rock that winds north until it reaches the ancient lake, ">><<else>><<set _a = " There's a wide channel carved into the rock that meanders north, ">><</if>>\ <<if visited ("West channel")>><<set _a += " and another, smaller one to the west, but that's a dead end.">><<else>><<set _a += " and another, smaller one to the west.">><</if>>\ <<if visited ("Dogs 2")>><<set _a += " There's a larger one to the east, that leads to the quarry… and those dog things. I should stay clear of that.">><<else>><<set _a += " There's a larger one to the east too.">><</if>>\ <<set _a += " To the south, the start of a crumbling concrete road and the ruins of a few buildings.">>\ \ <<if $stormState != "active">><<if _visited>>\ <<if lastVisited ("Lake 2") == 1>>\ <<say "I'm heading south, following a wide, man-made channel carved into the rock. It winds through the hills as if following an old river, eventually opening out here to a kind of junction…">> <</if>>\ <<say "The ground here was harvested on an industrial scale. Strip-mining the rock and dust, then collecting it for Helium-3 processing.">> <<say _a>> <<else>>\ <<say "I'm back at the junction. The ground here was strip-mined and then collected for Helium-3 processing." _a>> <</if>>\ <</if>>\ <<link "Take the winding channel to the north" "Lake 2">><</link>> <<N>> <<link "Take the wider channel to the east" "East channel">><</link>> <<E>> <<link "Take the smaller channel to the west" "West channel">><</link>> <<W>> <<link "Head south along the road" "Road 2">><</link>> <<S>>
<<loc 51.7 35>>\ <<if $stormState != "active">><<if _visited>>\ <<say "The channel comes to an abrupt end. Machine-made claw marks are visible in the rock ahead. Looks like they struck stone they couldn't dig through. There are broken mining parts just lying around, giant metal teeth, massive drill bits, all corroded and broken. I guess this planet gives as good as it gets. I'm not sure if they had a plan for this operation or if they expanded out organically. Either way it's… messy.">> <<if visited ("jWest channel")>>\ <<say "There are a couple of transport bags over here… but they've been looted, and recently, too. How am I supposed to find Helium-3 if your other Scavenger took it all!?">> <<else>>\ <<say "Couple of transport bags over here… Nice. More Helium-3! There's a repair box here too, but that won't contain anything I can use.">> <<set _rand = random (9,12)>><<h3 _rand>> <</if>>\ <<medipack>>\ <<conv Kintro>>\ <<else>>\ <<say "The channel comes to an abrupt end. Machine-made claw marks are visible in the rock ahead. There are broken mining parts just lying around, churning metal teeth, massive drill bits, all corroded and broken – this planet gives as good as it gets.">> <<if visited ("jWest channel")>>\ <<say "There are a couple of transport bags over here, but they've been looted, and recently, too.">> <<else>>\ <<say "Couple of transport bags over here, but I've already taken the Helium-3, and that repair box is of no use to me.">> <</if>>\ \ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head back east to the junction" "Junction">><</link>> <<E>> <</if>><</do>>\
<<loc 63 32.5>>\ <<if $stormState != "active">>\ <<if _visited>>\ <<set $dogs = false>>\ <<if lastVisited ("Quarry channel") == 1>>\ <<say "The wind has calmed down a little now. At least I can see where I'm going.">> <<else>>\ <<say "The wind has picked up again here. I can hear it whistling past jagged stones.">> <</if>>\ <<say "I'm walking down a channel as wide as a 6-lane highway, cut into the earth by machines. They must have been farming the ground for resources. The ground is… raw, stone exposed as if it has yet to heal. There are mounds of shingle and debris on either side, forming a kind of valley. The wind is a constant rush of dust, stone and debris funnelled through the channel like a torrent.">> <<say "The channel continues to the south-east. To the north, there's a break in the channel wall that leads to a wider area – could be a quarry?">> <<if !$dogs>>\ <<say "The wind is howling… at least, I think that's the wind? $Shit! Something just moved! I can't see anything now, but I swear something moved! It suddenly vanished – headed north…">> <<resetConv K_dogs1>><<conv K_dogs1>>\ <<else>>\ <<say "No sign of those… things.">> <</if>>\ <<else>>\ <<if previous () === "Dogs 1" or previous () === "Dogs 2">>\ <<say "OK. I made it out of there. Those things look like they mean business. I can take one at a time, but they've got me at a disadvantage in there. I should be safe now I'm out of their territory.">> <</if>>\ <<say "I'm back in this huge strip-mined channel. There are mounds of stone and debris on either side, forming a kind of valley. The wind is a constant rush of dust, stone and debris funnelled down the channel like a river.">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<if visited ("Dogs 2")>><<link "Head back in to the quarry" "Dogs 2">><</link>><<else>><<link "Explore the quarry to the north" "Dogs 1">><</link>><</if>> <<N>> <<link "Head into the wind to the south-east" "Quarry channel">><</link>> <<SE>> <<link "Head west, away from the wind" "Junction">><</link>> <<W>> <</if>><</do>>\
<<loc 68.3 39.9>>\ <<if $stormState != "active">><<if _visited>>\ <<if lastVisited ("Scramble") == 1>>\ <<say "The wind is REALLY strong here. Blowing from the south – from the direction of the crater. Rocks and bits of… ugh… metal flying past… gotta watch out for them. I don't think I could go back south even if I wanted to. It's like a giant hand, shoving me forward!">> <<say "The dust is… everywhere! Can barely see anything around me!">> <<else>>\ <<say "The wind is REALLY strong here. Blowing from the south – right at me from the other end of the channel. I don't think I can… go any further this direction. It's like a giant hand… pushing against me no matter how much I try!">> <<say "The dust is… everywhere! Can barely see anything around me!">> <<say "Whoa. Debris… rocks the size of my fist, just picked up and hurled by the wind… whizzing past my visor. Ah! $Damn it!! Yeah. Can't go any further south!">> <<set _rand = -(random (3,5))>><<health _rand>> <</if>>\ <<else>>\ <<say "The wind is REALLY strong here. Blowing from the south. Rocks and bits of… metal flying past… I don't think I can… go any further. The dust is… everywhere! Can barely see anything!">> <<if visited ("Scramble")>><<say "I know I've already been down there – there's nothing more to see.">><br><</if>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head north-west" "East channel">><</link>> <<NW>> <</if>><</do>>\
<<loc 60 38>>\ <<if _visited>>\ <<say "I'm inside the building. It's a simple storage cabin. Most of what it contained has been removed, but… Ugh. It's disgusting in here. Not just dirt, but… mold or something. They must have left some food in here years ago – there must be enough spores in the air that it had a field day, away from the wind. It's all dead now – just strange patterns of dust creeping over the walls.">> <<if $hutvisit>>\ <<say "Not sure if there was ever anything of value in here, but there's nothing now; it's all been looted. I'm guessing your other Scavenger was here?">> <<else>>\ <<set $hutvisit = true>>\ <<say "There's a storage crate… Ah. Found a few Helium-3 cylinders.">> <<medipack>>\ <<set _rand = random (12,15)>><<h3 _rand>> <</if>>\ <<else>>\ <<say "I'm back inside the storage cabin. The place is pretty disgusting, but it's just patterns of dust creeping over the walls. Everything it contained has been removed – it's completely empty now. Quiet though. Makes a decent shelter from the wind.">> <</if>>\ \ <<do tag "conv">><<if !_go>>\ <<link "Leave the building" "Road 2">><</link>> <<waitstorm>>\ <</if>><</do>>\ <<visitedspecial>>\
<<loc 64.1 66>>\ <<if $stormState != "active">><<if _visited>>\ <<if visited ("small crater")>><<set _a = "I'm stood in the middle of another crater – similar size to the one with the crate, but this one's not man-made.">><<else>><<set _a = "I'm standing in the middle of a large crater, perhaps around 30 meters wide.">><</if>>\ \ <<say _a "The wind here is random, chaotic. Little dust-devils swirl around like they're trying to devour everything inside. The crater itself is ancient, but there's been plenty of human activity around more recently. There's abandoned gear and a few crates – all ruined. Nothing's working. They look like they've been here for decades, but I suspect the winds have done this to them in just a few years.">> <<say "It's strange. Everything's been left as if in a hurry. Some of this stuff would have been valuable at the time. It seems like once they decided to leave, they didn't hang around. Despite the winds, visibility is OK here. To the north, there's an expanse of concrete. Looks like foundations for a building or highway or something, but it was never completed. To the north-west, there's another large crater.">> <<medipack>>\ <<else>>\ <<say "I'm standing in the middle of a large crater. This one is ancient, probably millions of years old. There's abandoned gear and a few crates – all ruined. Nothing's working. To the north, there's an expanse of concrete. They must have been laying foundations for a building or highway or something, but never managed to complete it.">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ \ <<if _search && !$smallcrater>>\ <<set $smallcrater = true>><<set _delay = 0>>\ <<say "Sure, checking them now… Mostly empty, but I did find a few Helium-3 cylinders left in one of them.">> <<set _rand = random (6,9)>><<h3 _rand>> <<elseif $smallcrater && visited("jsmall crater 2")>>\ <<say "I would check those crates, but someone else beat me to it. Nothing in there now.">> <<elseif $smallcrater>>\ <<say "I've already checked those crates.">> <</if>>\ \ <<if !$smallcrater && !_search>><<link "Search through those crates">><<set _search = true>><<redo>><</link>><br><</if>>\ <<link "Go north towards the concrete" "Road">><</link>> <<N>> <<link "Travel north-west towards the other crater" "small crater">><</link>> <<NW>> <<link "Head south-west towards the desert plain" "Plain2">><</link>> <<SW>> <</if>><</do>>\
<<set $start = false>> <<set $finale = false>> <<set $intro = 0>> <<unset $killmsg>> <<set $mobhunt = false>> <<set $mobcounter = 0>> <<set $mob = false>> <<set $speed = 10>> <<set $mobx = 95>><<set $moby = 15>> <<set $mobloc = '--x: ' + $mobx + '%; --y: ' + $moby + '%'>> <<set $track = 100>> <<set $convcount = 8>> <<unset $deal>> <<set State.metadata.set("mobdeath", 0)>> <<set State.metadata.set("eggs", false)>> <<set State.metadata.set("complete", false)>> <<set $mobdeath = 0>> <<set $stormy = false>><<set $stormState = "off">> <<set $stormChance = 0>><<set $stormTimer = 0>> <<unset $stormchat>> <<set $stormsurvived = 0>> <<set $mapseen = true>> <<set $side = false>> <<resetConv>> <<set $convReturn = "">> <<unset $explosives>> <<unset $mechcontrol>> <<set $ending = " ">> /* end */
<<loc 25.5 21.5>>\ <<if _visited>>\ <<if !visited ("Transmat 3 inside")>>\ <<say "What's this? I'm in a modern control bunker. This feels almost military spec! There's a cubicle over there – that looks suspiciously like a Transmat? Even the military won't touch them now. '99.99% reliable', they said – that's still not high enough when we're talking about rearranging every single atom in your body.">> <<else>>\ <<say "I'm inside the cabin. It's another Transmat! Same layout as the first one I saw over by the mine, same cubicle and control panel. I wonder if they had any success?">> <</if>>\ <<say "There are some more boxes in here. They must have been using this to transport Helium-3. I guess they got tired of losing transport craft to the storms and finally gave this a try. Yeah, here we go!">> <<set _rand = random (15,18)>><<h3 _rand>> <<if $char == 1>>\ <<set $mechcontrol = true>>\ <<if visited ("mech")>><<say "And what's this thing? This is a control key for an old military mech? Ah! This should start the mech outside the mine entrance!">><<else>><<say "And what's this thing? This is a control key for an old military mech? I can't imagine that will be much use; those things broke down even when they were new.">><</if>> <<timed _delay+'s' t8n>><span class="note">Acquired: Mech Control-key</span><br><</timed>><br><</if>>\ <<medipack>>\ <<else>>\ <<if !$transmat2>>\ <<say "I'm back in the Transmat room. The place is meticulously clean – apart from the dust I just brought in with me. There are stacked crates and boxes in here, but I've checked through them all and taken the Helium-3. It's strangely quiet in here, completely sealed off from the wind. Almost peaceful.">> <<if $tower>><<say "The console has lit up, but the Transmat isn't activated yet.">><br><</if>>\ <<else>>\ <<say "I'm back in Transmat B. I've already turned this one on. The place is meticulously clean, and there are stacked crates and boxes in here, but I've checked through them all now. It's almost peaceful in here, away from the wind.">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Try using the Transmat" "Transmat 2 use">><</link>> <<link "Leave the building" "Tower base">><</link>> <<waitstorm>>\ <</if>><</do>>\ <<visitedspecial>>\
<<if $name == "Karth">>\ <<say "Thanks, Operator, I'll take shelter here.">> <<if $char == 2>>\ <<conv K_char2>>\ <<set $mobcounter = 1>>\ <<else>>\ <<conv Kstorm>>\ <</if>>\ <<else>>\ <<say "Thanks, Op – taking shelter here.">> <<if $char == 2>>\ <<set $mobcounter = 1>>\ <<conv J_char2>>\ <<else>>\ <<conv Jstorm>>\ <</if>>\ <</if>>\ \ <<do tag "conv">><<if !_go>>\ <<if _warn>>\ <span class="note">Resting here has also allowed your Scavenger to regain a little health.</span> <<health 12>> <</if>>\ \ <<if $char == 1>><<link "OK, let's get back to the mission">><<goto $return>><</link>><<elseif $name == "Karth">><<link "OK, let's get back to the mission" "Alive-J">><</link>><<else>><<link "OK, let's get back to the mission" "Alive-K">><</link>><</if>> <</if>><</do>>\
/* K mentions the cashew nuts */ <<node "start" "I guess we've got some time to kill while we wait for the storm to pass over.">> <<pick "Can we just wait in silence?" "no" rapport -1>> <<pick "Yeah. Looks that way." "mind">> <<pick "What's on your mind?" "mind" rapport +1>> <<node "mind" "This planet kinda reminds me of Mars. Home. Before… before all the…">> <<pick "Reminds you how?" "reminds">> <<pick "All the what?" "bad">> <<pick "Yeah, I can see that. Do you miss it – Mars?" "miss1" rapport +1>> <<node "no" "It's OK, you don't have to pretend to be interested; I’m just killing time.">> <<pick "No, sorry, please continue." "mind">> <<pick "I'd rather we just get on with the mission." "dont" rapport -1>> <<node "reminds" "It's the desolation, I guess. But it's dredging up older… happier memories too. Memories I thought I'd lost.">> <<pick "Why does home make you think of desolation?" "bad" rapport +1>> <<pick "Happier memories? Like what?" "good" action "$cashewseen = true" rapport +1>> <<pick "This really isn’t mission related, is it?" "sure" rapport -1>> <<node "miss1" "Honestly, not really. Maybe a few things, before… you know.">> <<pick "Before what?" "bad" rapport +1>> <<pick "A few things? Like what?" "good" action "$cashewseen = true" rapport +1>> <<pick "Do you miss the silence? I do." "sure" rapport -1>> <<node "bad" "You know. The riots… the… I don't want to talk about that.">> <<pick "Yes. Things got pretty bad. A lot of people died." "nasty" rapport +1>> <<pick "Well, what are the better memories then – anything you miss?" "good" action "$cashewseen = true" rapport +1>> <<pick "This really doesn't seem mission related." "sure" rapport -1>> <<node "nasty" "Yes… I know.">> <<pick "Then why mention it?" "why">> <<pick "Do you miss anything from back then?" "miss2">> <<pick "Shall we get back to the mission now?" "sure" rapport -1>> <<node "why" "Well, I guess there are a few happy memories too – mixed up amongst it all. Little things that don't make sense, but make me smile.">> <<pick "Yeah. Like what?" "good" action "$cashewseen = true" rapport +1>> <<pick "You're not making much sense." "sure" rapport -1>> <<node "miss2" "Honestly, not really. But there are a few good memories before everything went bad.">> <<pick "Yeah. Like what?" "good" action "$cashewseen = true" rapport +1>> <<pick "Great. Good for you. Are we done?" "dont" rapport -1>> <<node "good" "It's not the usual things people talk about – the crimson sunsets, or the oceans of iron-red sand. It's funny, what I REALLY miss are… well… roasted cashews.">> <<pick "Yeah. Wait, what?" "nuts" rapport +1>> <<pick "What's that got to do with Mars?" "nuts" rapport +1>> <<pick "I have no idea what a 'cashew' is?" "cashew" rapport +1>> <<pick "Do I really have to listen to this?" "dont" rapport -1>> <<node "cashew" "You know, those little curvy nut things… like a snack? Salty and sweet at the same time. Hard to get, even back then.">> <<pick "That's the thing you miss most about home!?" "nuts">> <<pick "OK. I'm going to cut you off there. This clearly doesn't matter." "matter" rapport -1>> <<node "nuts" "Ha. Yeah, I know, it doesn't make much sense, but that's what I miss the most. Maybe I'll tell you about it another time. OK, storm's passed, let's get going.">> <<node "matter" "You'll understand when you have something worth missing. Storm's done. Let's get on with it.">> <<node "dont" "OK. I'll shut up. Looks like the storm has passed. Let's get on with it.">> <<node "sure" "Yeah, sorry. Back on task. It's not like talking will help. The skies have cleared. I think we're good to go.">>
/* K reveals he was responsible */ <<node "start" "This place. I think it's getting to me. Got me thinking about the past. Sorry for rambling earlier.">> <<pick "It's fine. We're both in this together. You were talking about Mars?" "mars" rapport +1>> <<pick "Yeah, it's OK, but can we just get on with it?" "what">> <<pick "It's not OK. I picked you because I thought there'd be less talking!" "what">> <<node "mars" "Yeah. Home. It was good for a while. Until it wasn't. The riots, you know? My wife and child. They both… they both died in… So many did. By the time I got there, they were gone.">> <<pick "I'm really sorry Scaveng… Karth." "sorry" rapport +1>> <<pick "There was nothing you could do." "nothing" unseen rapport +1>> <<pick "That was years ago. It's time to move on." "move">> <<node "sorry" "But it didn't… it didn't end there. They put me on riot control. No time to mourn. Just this… pit of anger inside…">> <<pick "I've seen your file, Karth." "file" condition "$inbox.includes('rapport3a')" rapport +1>> <<pick "How could they do that?" "anger" unseen>> <<pick "…" "anger" unseen>> <<node "what" "I… I dunno. I think… all this dust and desolation, it's stirred up old memories. Doesn't matter.">> <<pick "Great. I agree. It really doesn't matter." "end" rapport -1>> <<pick "No, I'm sorry, it does matter. You were talking about Mars?" "mars">> <<node "move" "Yeah. Thought I had. This place is dredging up old memories. Don't know why. It's not like me.">> <<pick "Yeah, it's OK, but all this soul-searching isn't healthy." "what" unseen rapport -1>> <<pick "I've seen your file, Karth." "file" condition "$inbox.includes('rapport3a')" rapport +2 unseen>> <<pick "Do you want to talk about it?" "anger" rapport +1>> <<pick "What happened?" "anger">> <<node "nothing" "That's what everyone said. But when it's your own family. How can you not cast blame? I hated everyone at the time. I blame myself every day since.">> <<pick "I've seen your file, Karth." "file" condition "$inbox.includes('rapport3a')" rapport +2 unseen>> <<pick "You don't need to say more." "anger">> <<pick "How many years has it been? Get over it!" "move" rapport -1>> <<node "file" "You have? Then you know what they called me… after. They called me that and meant it as a compliment. Can you imagine how that felt? Being treated like a hero, when I felt the complete opposite?">> <<pick "What happened?" "anger">> <<pick "I'm trying to keep an open mind" "anger">> <<node "anger" "The riots had hit the major news cycles. System wanted it shut down ASAP. So my squad was sent in to keep the peace. System told us they were terrorists… that they were the ones who started it all… the ones who killed…">> <<pick "You shouldn't feel guilty." "next">> <<pick "I don't know what to say." "next">> <<pick "Don't blame yourself, you were just obeying orders." "next">> <<pick "…" "next">> <<node "next" "And there was me. Full of loss and bitterness. All I know is… I'm to blame. I've got blood on my hands. And it didn't ease the pain of losing my family. It made it worse.">> <<pick "You did the right thing" "endx">> <<pick "That's your burden" "endz">> <<pick "You're going to have to live with it" "endy">> <<pick "I'm not sure that can ever be forgiven" "endy">> <<node "end" "You're not much for talking, are you, Operator? I understand. OK, the storm has passed. Let's get going.">> <<node "endx" "I'm not sure that's true. Sorry, I don't know why I told you all that. Just… forget it, OK. I'm fine. But… I feel better for saying it out loud.">> <<node "endy" "Yeah. I think you're right. Sorry, I don't know why I told you all that. Just… forget it, OK. I'm fine. But… I feel better for saying it out loud.">> <<node "endz" "Yes – and it's been weighing me down for 20 years. Sorry – don't know why I said all that. Just… forget it, OK. I'm fine. But… I feel better for saying it out loud.">>
/* K reveals his wife and child were killed */ <<node "start" "Nothing to do but sit here and wait for the storm to move on. This storm feels like… like raw anger. Like it's something more than just weather… you know?">> <<pick "I think you're losing it, Scavenger." "losing" rapport -1>> <<pick "Just looks like a storm from where I'm sitting." "down">> <<pick "Sounds fierce, but 'anger'?" "guilt1" rapport +1>> <<node "losing" "Yeah. Maybe. This place is certainly getting to me. Maybe I've just got too much time to think.">> <<pick "What's stuck in your mind?" "guilt2" rapport +1>> <<pick "Then let's get moving again." "dwell" rapport -1>> <<pick "Do you want to talk about it?" "guilt2" rapport +1>> <<node "down" "I guess you're sat in your cosy office just looking at a dot on a map. Trust me, it's very different down here.">> <<pick "Has the storm passed yet?" "dwell" rapport -1>> <<pick "I can only imagine. But it sounds like there's more than just the weather on your mind?" "guilt2">> <<node "guilt1" "Yeah. I'm… I'm talking about the storm.">> <<pick "Are you?" "guilt2" rapport +1>> <<pick "Something on your mind?" "guilt2" rapport +1>> <<pick "Talking of the storm… has it passed yet?" "dwell" rapport -1>> <<node "guilt2" "I've… I've not talked about it to anyone for so many years. Can I trust you, Operator?">> <<pick "We're a team, of course you can." "team" condition "$rapport gte 14" rapport +1>> <<pick "Sorry, perhaps I've been a bit cold. But I'm listening." "team" condition "$rapport < 14" rapport +1>> <<pick "Let's just stick to mission talk – OK?" "dwell" rapport -1>> <<pick "I'm not your <<=$damn>>ed therapist." "concentrate" rapport -2>> <<node "team" "You know the Martian hunger riots? Back when they couldn't keep the lights on?">> <<pick "Yeah, I remember. Hundreds died." "died">> <<pick "Perhaps it's better not to dwell on it?" "concentrate">> <<pick "I don't like where this is going, Scavenger, let's keep it on mission" "concentrate" rapport -1>> <<node "died" "Sofia… Miranda… My wife and daughter. Miranda was only five… I was off-world at the time. Heard it on the feeds. By the time I got there… I was too late. I…">> <<pick "Were they OK?" "were" rapport +1>> <<pick "It sounds like there was nothing you could do?" "nothing" rapport +1>> <<pick "I… we're not supposed to get personal… but I'm sorry." "sorry" rapport +1>> <<node "dwell" "Yeah. Looks like the storm is passing now. Sorry for rambling.">> <<node "were" "No. No, they… they didn't make it. I… Let's leave it there. The storm has passed – let’s continue.">> <<node "nothing" "Maybe. Maybe. Guess I'll never know. The storm has moved on.">> <<node "sorry" "Thank you. But I don't… Let's leave it there. I think it's safe now.">> <<node "concentrate" "Yeah. I guess you're right. The storm has passed – I think it's safe now.">>
<<node "start" "There's… so much death here.">> <<pick "I have a horrible feeling one of those creatures is still alive!" "creature" condition "$mobhunt == true">> <<pick "Would you rather that creature was still alive!?" "alive" condition "!$mobhunt">> <<pick "Don't get morbid on me, Scavenger." "morbid">> <<pick "This chatter is really slowing us down" "share" rapport -1>> <<node "alive" "I mean, hell no. But it's just… I don't know. I've had enough of death. You know?">> <<pick "Understandable, you're ex-military." "understand">> <<pick "It sounds like you've seen your share?" "share">> <<node "understand" "Yeah. OK. I need to stop thinking. I get things stuck… in my head. Guilt, maybe.">> <<pick "You need to lock that stuff down, Scavenger, concentrate on the mission" "concentrate" rapport -1>> <<pick "Guilt? What do you have to be guilty about?" "share" rapport +1>> <<node "morbid" "I know. Sometimes my mind just dwells. But I… I miss them…">> <<pick "Get your head back in the game." "concentrate" rapport -1>> <<pick "You miss…?" "share" rapport +1>> <<node "share" "I… Sorry. I'm just rambling. Just some things playing on my mind is all. Doesn't matter. It won't bring them back.">> <<node "concentrate" "Yeah. You're right. It won't bring them back.">> <<node "creature" "How can it be…? How OLD is that thing!?">> <<pick "No idea, but it's up there somewhere – and it seems to be guarding the mine!" "guard" rapport +1>> <<pick "Be on the lookout – I think it's hunting you!" "guard" rapport +1>> <<node "guard" "Then get me the hell away from it, Operator!">>
<<node "start" "Honestly, I don't like these odds. What now?">> <<pick "That thing is still hunting you – get out of there!" "retreat" condition "$mobhunt">> <<pick "They're tracking you using heat!" "heat" condition "$dogflare" rapport +2>> <<pick "Get the hell out of there!" "retreat" condition "!$mobhunt" rapport +1>> <<pick "You're a soldier. You know what to do." "shootprep">> <<pick "They may be guarding something important?" "guard">> <<pick "Try moving forward… slowly" "slow" condition "!$mobhunt">> <<node "heat" "Good intel, Operator! So what do you advise?">> <<pick "Shoot to kill!" "shootprep">> <<pick "Try sneaking around it?" "slow">> <<pick "Don't use your gun; it will only attract them to it! I think it's best to retreat." "retreat" rapport +1>> <<node "retreat" "Good call. You do not need to tell me twice.">> <<node "slow" "I'm moving forward. $Damn. They're closing in on me. They've started making this howling noise…">> <<pick "Get the hell out of there!" "retreat" rapport +1>> <<pick "You're a soldier. Act like one!" "shootprep">> <<pick "How are they tracking you?" "track">> <<node "guard" "Could be. But not sure I want to risk my life to find out.">> <<pick "How can they even see you?" "track">> <<pick "Get the hell out of there!" "retreat" rapport +1>> <<pick "Use your pulse-rifle!" "shootprep">> <<node "track" "I don't think by sight. Suggestions?">> <<pick "You're there – what's your assessment?" "advise" rapport +1>> <<pick "They're just dogs, shoot them!" "shoot" rapport -1>> <<pick "Perhaps they see using heat?" "flare" action "$dogflare = true, $rapport ++">> <<node "flare" "I could test the theory if I had a flare or something… but right now, I feel more like prey than hunter.">> <<pick "Then get out of there… slowly." "retreat" rapport +1>> <<pick "It's kill or be killed!" "shoot" rapport -1>> <<node "advise" "Me? Honestly, this isn't looking good. This is their domain. I'm just a trespasser.">> <<pick "Then get out of there." "retreat" rapport +1>> <<pick "Show them who's boss, Scavenger." "shoot" rapport -1>> <<node "shootprep" "Are you sure? They have the advantage here; I can barely see anything!">> <<pick "What would you advise?" "advise" rapport +1>> <<pick "How can they even see you?" "track">> <<pick "They're just dogs, put them down!" "shoot" rapport -1>> <<node "shoot" "OK. But I have a bad feeling about this…">> <<pick "Attack them!" "attack" action "_shoot = true">> <<pick "Retreat!" "retreat" rapport +1>> <<node "attack" "Attacking…">>
<<loc 26.4 52.4>>\ <<if $stormState != "active">>\ <<if _visited>>\ \ <<if visited ("lavabridge")>>\ <<say "The ground just falls away here. Below, I can see a deep orange glow. More lava. There's a… kind of walkway across to the other side, but I'm not sure how stable it is. Has someone used this… like recently? They're brave if so; half of it has already collapsed into the lava below. I'm going to give it a try and see if it'll take my weight…">> <<say "$Shit! Nope. The whole thing just crashed down to the bottom. If that had happened while I was halfway across… I don't even want to think about it.">> <<say "There's something here, hidden, half buried in the dirt.">> <<conv K_box>>\ <<else>>\ <<say "The ground just falls away over there. Below, I can see a deep orange glow – more lava. There's a metal plate fixed to the edge of the rock. It should connect to an extending walkway – but it must connect from the other side, because there's nothing else here. No switch, no machinery. No way across.">> <<if $ammobox>>\ <<say "There's an ammo crate here, but I've already opened and emptied it.">> <<else>>\ <<say "There's something else here though, hidden, half buried in the dirt.">> <<conv K_box>>\ <</if>>\ <</if>>\ <<else>>\ \ <<if visited ("lavabridge")>>\ <<say "I'm back at the edge of the path; the ground falls away. There was an extended walkway here, but it's completely collapsed down into the lava below. Now there's no way across.">> <<else>>\ <<say "I'm back at the edge of the path; the ground falls away over there, and below, I can see the deep orange glow of lava. There's a metal plate fixed to the edge of the rock, but there's no way across.">> <</if>>\ <<if $ammobox>>\ <<say "There's an old ammo crate here, but I've already opened and emptied it.">> <<else>>\ <<say "There's something else here, tucked away behind a rock…">> <<resetConv K_box>><<conv K_box>>\ <</if>>\ \ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head back" "lava start">><</link>> <<E>> <</if>><</do>>\
<<loc 80.4 26.6>>\ <<if $stormState is "warning">><<set $stormTimer = Math.clamp ($stormTimer, 1, 3)>><<else>><<set $stormTimer = 3>><</if>>\ <span class="note">WARNING: CLASS-5 STORM APPROACHING IN $stormTimer MOVE<<if $stormTimer > 1>>S<</if>></span> <<say "OK, let's give that a try… Yes! It's starting up!!">> <<say "WHOA! SHE'S NOISY! BUT SHE'S WORKING!!">> <<say "OH MAN. THIS TAKES ME BACK. THOUGHT I'D FORGOTTEN HOW TO DRIVE ONE OF THESE THINGS! IT'S AMAZING HOW MUSCLE-MEMORY KICKS IN!">> <<say "SHE'S CLEARING THOSE ROCKS LIKE A TODDLER THROWING HER TOYS AROUND!">> <<say "NEARLY THROUGH…">> <<say "…AND…">> <<say "Ah! She's broken down. I knew these things weren't reliable! No matter. I've cleared a pretty wide area away. Easily big enough for me to get through – a dark hole that leads into the depths of the mountain.">> <<do tag "conv">><<if !_go>>\ <<timed _delay+'s' t8n>><<link "Alright. Nicely done. Head inside!" "Mine">><</link>><</timed>> <</if>><</do>>\
<<loc 84.6 30>>\ <<say "OK. I'm inside the cave – and just in time. There's another one of those storms brewing; I think this place is the safest place to be.">> <<say "They chewed a pretty decent hole through the rock. It's cold and… damp here. Must be water somewhere. Maybe condensation? Nice to be out of the wind though. The quiet in here puts me more at ease. It's like when you finally relax and suddenly realise your muscles have been tense for hours. I'm going to rest here, just a moment. These old bones ache.">> <<resetConv "K_mine">><<conv K_mine>>\ <<do tag "conv">><<if !_go>>\ <<if $rapport gt 24>>\ <<say "I really appreciate you listening to my worries, Operator. You've been there for me this whole mission. We make a good team.">> <<timed _delay+.5+'s' t8n>>\ › <<link "No trouble, Karth – I appreciate your honesty" "Mine2">><</link>><</timed>> <<elseif $rapport gt 16>>\ <<say "I appreciate you putting up with my worries, Operator. Sorry for all the chatter.">> <<timed _delay+.5+'s' t8n>>\ › <<link "It's OK. Now, keep going… we need to find the mine." "Mine2">><</link>><</timed>> <<else>>\ <<say "Sorry for all the chatter. I guess you're not one for talking.">> <<timed _delay+.5+'s' t8n>>\ › <<link "Yeah. OK. Let's get on with it." "Mine2">><</link>><</timed>> <</if>>\ <</if>><</do>>\ <<if $khealth < 30>><<set $khealth = 37>><</if>>\
<<say "Wait. What was that? Movement. Something further into the cave.">> <<say "Can't tell if that's…. What the hell IS that? It's huge!">> <<say "Jet black. I only saw part of it. Got a glimpse of… writhing tentacles… massive, folded wings. Like a giant squid crossed with a $fing dragon!">> <<timed 1s t8n>><<linkappend "Get out of there, Karth!">><br> <<set _delay = 0>>\ <<say "Oh $shit. I think it saw me! It moves so…">> <<say "[sound of gunfire]">> <<say "I NEED TO GET OUT OF…">> <<say "[muffled scream… then silence]">> <<say "[static noise]">> <<timed _delay+'s' t8n>><<death>><</timed>> <<timed 6s t8n>>› <<link "Karth…? Are you still…?" "Char1 mine">><<set $kdead = true>><</link>><<if !$ending>><<set $ending = " ">><</if>><</timed>> <</linkappend>> <</timed>> <<fade Jyn>>\ <<set $stormtotal = $stormsurvived>>\
<<node "start" "That's it. I've found $khelium Helium-3. Are you ready to end the mission?">> <<pick "I don't know. Are you ready?" "dont">> <<pick "Amazing. Yeah, let's get you out of there!" "out">> <<pick "No. I think there's more to find." "nope">> <<node "dont" "Yeah, I'm ready to go. But you're the boss – your call.">> <<pick "Let's see if we can get more!" "nope">> <<pick "How about exploring the mine before we go?" "nope">> <<pick "Sending the drop-pod down. Well done, Karth, it's been a pleasure." "thanksa" condition "$rapport gt 20" action "_evacgo = true">> <<pick "Next time, don't talk so much. Sending the drop-pod down now." "thanksb" condition "$rapport lte 20" action "_evacgo = true">> <<node "out" "I can't believe I survived. Alright. Let's go!">> <<pick "How about exploring the mine before we go?" "nope">> <<pick "Sending the drop-pod down. Well done, Karth, it's been a pleasure." "thanksa" condition "$rapport gt 20" action "_evacgo = true">> <<pick "Next time, don't talk so much. Sending the drop-pod down now." "thanksb" condition "$rapport lte 20" action "_evacgo = true">> <<node "nope" "$Damn. Well OK. But don't get greedy, Operator.">> <<node "thanksa" "Thanks, Operator. I think we made a good team. I'd be happy to work for you again. Look me up next time you're in the area. I've still got some things I need to work out, but thank you for listening to this old man's troubles.">> <<node "thanksb" "Thank you, Operator. See you around. Maybe go a little easier on your next Scavenger, OK?">>
<<fadeout Jyn>>\ <<type 20ms>><h1>MISSION COMPLETE!</h1><</type>>\ <<timed .5s t8n>><h2>Karth</h2><</timed>> <<type .1ms>><span class="note">\ Locations visited: $kvisit.length Rapport gained: $rapport Helium-3 collected: $khelium units <<if $mapmode > 5>><<set _map = 5>><<elseif $mapmode > 4>><<set _map = 4>><<else>><<set _map = $mapmode - 1>><</if>>\ <<set _data = $mapmode - 1>>\ \ Data Recordings found: _data of 7 Map modes unlocked: _map of 5</span><</type>>\ <<type .1ms>>Congratulations Operator. You have successfully brought your Scav back with enough Helium-3 to justify the costs of the mission. We see great things in your future. There may be additional resources yet to be discovered, so you're always welcome to try again. Perhaps you'll bring home even more next time?<</type>>\ <<type .1ms>><<button "POST-MISSION INCIDENT REPORT" "done 2">><</button>><</type>>
<<loc 64.5 66>>\ <<if $stormState != "active">><<if _visited>>\ <<if _visit.includes ("jCargo")>><<set _add = " – similar size to the other one, but this one must be thousands of years old.">><<else>><<set _add = " – maybe around 30 meters wide? It must be thousands of years old.">><</if>>\ <<say "The wind here is strange; it whips round from the east, and then it suddenly drops and switches direction! There's an old impact crater here" _add>> <<say "It's a little quieter within the crater. There are signs of activity; must be the old mining operation. Old gear, crates, equipment parts, all just littered about; abandoned and demolished. Give it a few more years, and this will all be worn away – turned to dust. Good. It all feels like… an intrusion somehow?">> <<if visited ("jRoad")>>\ <<say "When the wind eases, I can see a little further. To the north, the expanse of broken, weathered concrete. Another big crater over to the north-west, and to the south-west, the eastern edge of the desert plain.">> <<else>>\ <<say "When the wind eases, I can see a bit further. There's a weird flat area of rock to the north. Is that cooled lava or… maybe concrete, weathered away by the winds? There's another big crater over to the north-west, and to the south-west, the eastern edge of the desert plain.">> <</if>>\ <<conv Jintro>>\ <<else>>\ <<say "I'm back near the old impact crater. There's evidence of the old mining operation here: old gear, crates, equipment parts. All just eroded by the dust and the wind.">> <<say "When the wind drops, I can see around me. There's an expanse of weathered concrete over to the north. There's another large crater over to the north-west.">> <</if>>\ <</if>>\ \ <<do tag "conv">><<if !_go>>\ \ <<do>><<if _search && !$smallcrater>>\ <<set $smallcrater = true>><<set _delay = 0>>\ <<say "Sure, checking them now… Mostly empty… Ah, except this one! Found a few Helium-3 cylinders!">> <<set _rand = random (6,9)>><<h3 _rand>> <<elseif $smallcrater && visited("small crater 2")>>\ <<say "I would check those crates, but looks like someone else beat me to it. Nothing in there now.">> <<elseif $smallcrater>>\ <<say "I've already checked those crates.">> <</if>><</do>>\ <<if !$smallcrater && !_search>><<link "Take a look inside those old crates – just in case">><<set _search = true>><<redo>><</link>><br><</if>>\ <<link "Travel north towards the concrete" "jRoad">><</link>> <<N>> <<link "Go north-west towards the other crater" "jsmall crater">><</link>> <<NW>> <<link "Head south-west towards the desert plain" "jPlain 2">><</link>> <<SW>> <</if>><</do>>\
<<loc 62.7 52.7>>\ <<if $stormState != "active">><<if _visited>>\ <<say "I'm standing on a huge area of concrete – pockmarked with holes where the remains of the steel lattice show through beneath. Maybe this was going to be their main base, but it was never completed? It's all just crumbling away now. Feels like the planet is… is slowly eating it – removing any trace.">> <<say "The remains of a road spurs off and heads north. In the distance… umm… hang on, I have to wait for the dust to clear a little… yeah, in the distance I can see the remains of a few buildings; more like ruins really. To the south, there are a couple of large impact craters.">> <<if !$sparker>>\ <<if _visit.includes ("jlava start")>>\ <<say "There's something small lodged in a crack beneath my feet here… Ah! It's a Sparker, one of those little sodium-cell gizmos they used to start transport loaders. That might work on that old skiff I found!">> <<else>>\ <<say "There's something small lodged in a crack beneath my feet here… Random! It's an old Sparker, one of those little sodium-cell gizmos they used to start transport loaders. That's worth keeping – just as an antique!">> <</if>>\ <<set $sparker = true>><<timed _delay+.6+'s' t8n>><span class="note">Acquired: Sparker</span><</timed>><br> <</if>>\ \ <<else>>\ <<say "I'm at the wide area of crumbling concrete. There's a large road that spurs off and heads north. I can't quite see it now, but I know there are the remains of a few small buildings to the north. There are a couple of large craters to the south.">> <<conv Jintro>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head north towards the ruins" "jRoad 2">><</link>> <<N>> <<link "Head south-west towards the first crater" "jsmall crater">><</link>> <<SW>> <<link "Head south towards the second crater" "jsmall crater 2">><</link>> <<S>> <</if>><</do>>\
<<loc 59.3 40>>\ <<if $stormState != "active">><<if _visited>>\ <<say "The road curves around, probably following an old riverbed. The land on either side is… ancient, igneous rock. So… not a river then, an ancient lava flow? There are the remains of some buildings further ahead – looks like part of the mining operation, but it's all just wreckage and rubble now. I'll have a look around just in case…">> <<say "There's another building, but it's just foundations and I-beams. It's like, it's not just the slow erosion of time, but… revenge. The planet is taking revenge on humanity's brief incursion. Another one over here; a small hut-like thing, but this one seems to have survived better than the others.">> <<else>>\ <<say "I'm on the main transport road. Not much left of it now, but this place must have been a hub of activity when the mining operation was here. There are old parts, crates and abandoned gear just scattered around, but I've checked, and there's nothing inside any of them.">> <<if visited ("jHut")>><<set _add = "There's a small hut-like building here, but I've already checked inside.">><<else>><<set _add = "There's also a small hut here.">><</if>>\ <</if>>\ <<say "To the north, the road looks like it comes to an end at a junction. The road continues to the south." _add>> <</if>>\ <<if visited ("jHut inside")>><<link "Head back into the cabin" "jHut inside">><</link>><<else>><<link "Check the building" "jHut">><</link>><</if>> <<link "Head north towards the junction" "jJunction">><</link>> <<N>> <<link "Head south on the remains of the road" "jRoad">><</link>> <<S>>
<<loc 72.2 21.2>>\ <<if $stormState != "active">><<if _visited>>\ <<set $landerseen = true>>\ <<if lastVisited ("jhangarx") == 1>>\ <<set $warehousedoor = true>><<set $jlanderseen = true>>\ <<say "Woah. That was more effective than I was expecting! There's nothing left of the door! I can get inside; it's just… there's no inside anymore – no shelter here!">> <</if>>\ \ <<say "Jeez, what a mess! The whole thing has collapsed in on itself. The next time a Class-5 hits, there won't be much left of this. I'll have a look through the debris…">> \ <<if lastVisited ("jhangarx") == 1>>\ <<say "There's something large at the back of the hangar – let's take a look…">> <</if>>\ \ <<say "OK, there's an old haulage lander here. Amazingly, she looks in pretty good condition… Ah. Wait. Big tear on the right engine. That's not storm damage. It's missing its Nav-unit too. I can patch it up, but it'll need a new Nav-unit to get it flight-ready.">> <<if $navunit>>\ <<say "I guess I could use the one I have?">> <<else>>\ <<say "There's a bunch of junk scattered around, but no sign of one.">> <</if>>\ \ <<if lastVisited ("jhangarx") == 1>>\ <<say "There's some carrier boxes over here, Ah! I knew it! More Helium-3!">> <<set _rand = random (7,10)>><<h3 _rand>> <</if>>\ \ <<else>>\ <<say "There's an old T50 lander parked up inside. The right side is all torn up. No idea what could have done that sort of damage. Looks like huge claw marks? I can fix it, but it'll need a new Nav-unit to get it flight-ready.">> <<if $navunit>>\ <<say "I guess I could use the one I found?">> <<else>>\ <<say "There's a bunch of junk scattered around. Probably enough to patch this bird up. No sign of a Nav-unit, though.">> <</if>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<timed _delay+.5+'s' t8n>>\ <<if $landerrepaired>><<link "Check the repaired lander" "Repair">><</link>><br><<elseif $navunit>><<link "Try repairing the lander" "Repair">><</link>><br><</if>>\ <<link "Head back to the Landing area" "jLanding">><</link>><</timed>> <</if>><</do>>\
<<loc 72.2 21.2>>\ <<if _visited>>\ <<set $landerrepaired = true>>\ <<say "OK. Let's see… Alright – I can leave the ripped outer plating; that’s cosmetic, but the fuel line's cracked. The injector is ok, so if I can splice that…">> <<say "[sounds of engine repair]">> <<say "The stabiliser gyro is still working, which is more than I hoped for. If I can get the power coupling cross-linked to both engines, this thing might actually take off!">> <<say "Now it just needs that replacement Nav-unit… And there we go! Alright. Not exactly as good as new, but she'll fly!">> <<if $mobhunt>>\ <<say "But… no way it's flying while that thing is still hunting up there – pretty sure that's what took this bird out in the first place!">> <<else>>\ <<say "Just the one problem. I can't fly it – never learned. Good to know it's there as an option, though!">> <</if>>\ <<else>>\ <<say "Yeah. You know what? It's not pretty, but I did a great job!">> <<say "This thing will fly for sure! Just… not by me.">> <<if $mobhunt>>\ <<say "And I wouldn't want to fly it while that thing is still hunting – pretty sure that's what took this bird out in the first place!">> <</if>>\ <</if>>\ \ <<do tag "conv">><<if !_go>>\ <<link "Leave the craft and head back to the landing area" "jLanding">><</link>> <</if>><</do>>\
<<loc 60 38>>\ <<if _visited>>\ <<say "It's a carbon-steel cabin – almost completely buried. I'm surprised it's survived, but underneath all this dust and sand, it looks almost new. No windows, so I can't see what's inside. There must be a door somewhere…">> <<if visited ("Hut inside")>>\ <<say "Actually looks like it's been uncovered recently. I found the door, but someone has shot the hell out of it – not much left. Only a pulse-rifle could do that.">> <<else>>\ <<say "I found the door… but it's locked up tight.">> <<resetConv J_hut>><<conv J_hut>>\ <</if>>\ <<else>>\ <<if visited ("Hut inside")>>\ <<say "It's a carbon-steel cabin – still standing, unlike much of the other ruins. I can't see what's inside. There's a door. OK. There WAS a door, but someone shot the hell out of it.">> <<elseif visited ("jHut inside")>>\ <<say "I'm back at the storage cabin. I've already been inside.">> <<else>>\ <<say "I'm back at this carbon-steel cabin. There's a locked door, but we decided to leave it.">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<if visited ("Hut inside") or visited ("jHut inside") or _hut>><<link "Enter the building" "jHut inside">><</link>> <br><</if>>\ <<link "Back to the road" "jRoad 2">><</link>> <</if>><</do>>\
<<loc 60 38>>\ <<if _visited>>\ <<say "Look at that! Patterns laid across the wall like… like giant butterflies' wings. It's a mold bloom. Someone left food in here. Whatever spores rode in with them found this dark little pocket of the world and, for a week or two, it lived; thrived in the warmth and the stillness this little cabin offered. Then it starved in the very home that had given it shelter. Now there's just this… patterns of dust on a wall. I guess everything turns to dust here.">> <<if $hutvisit>>\ <<say "Not sure if there was ever anything of value in here, but there's nothing now; it's all been looted. I'm guessing the other Scavenger was here?">> <<else>>\ <<set $hutvisit = true>>\ <<say "Ah! There's a storage crate… Alright! Found some Helium-3!">> <<set _rand = random (12,15)>><<h3 _rand>> <<medipack>>\ <</if>>\ <<else>>\ <<say "The cabin is empty. There are strange patterns of dust around the walls like giant butterflies' wings. It's a mold bloom, but it's long since died and turned to dust – I guess everything turns to dust here.">> <</if>>\ \ <<do tag "conv">><<if !_go>>\ <<link "Leave the building" "jRoad 2">><</link>> <<waitstorm>>\ <</if>><</do>>\ <<visitedspecial>>\
<<loc 63 32.5>>\ <<if $stormState != "active">>\ <<if _visited>>\ <<say "Oh this <<=$damn>>ed wind!! Blasting right at me… hard to walk through it! I'm in a wide channel. Like a… like one of the massive storm drains back on Mars. Must be… 30m wide, carved through the land, like they were planning to build a highway. It's channelling the wind right down it. It feels… ugly.">> <<say "To the west, the channel ends at a junction. The channel continues to the south-east. To the north, there's a break in the channel wall that leads to a dug-out area – like a quarry?">> <<if !$dogs>>\ <<say "There's something ahead. Like a big black rock or… What the $fuck!? It moved! But… it wasn't blown by the wind? It just slid off to the north?">> <<conv J_dogs1>>\ <<else>>\ <<say "No sign of movement. Maybe it was just the wind?">> <</if>>\ <<else>>\ <<if previous () === "jDogs 1" or previous () === "jDogs 2" or previous () === "jDogs den">>\ <<say "OK. Made it out of the quarry in one piece. Those dog things are scary, but I think they're just defending their patch – should be safe here. Should be.">> <</if>>\ <<say "I'm walking through this huge strip-mined channel, like one of the massive storm drains back on Mars. There are mounds of stone and debris on either side, forming a kind of valley. Stones… flying past, picked up and hurled by the wind. To the west, the channel ends at a junction. The channel continues to the south-east. To the north, there's what looks like a large quarry.">> <<if visited ("jDogs den")>>\ <<say "I know better than to push my luck exploring that quarry again – I've seen everything I need to.">> <</if>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<if visited ("jDogs den")>>\ <<elseif visited ("jDogs 2")>>\ <<link "Head back into the quarry" "jDogs 2">><</link>> <<N>> <<else>>\ <<link "Explore the quarry to the north" "jDogs 1">><</link>> <<N>> <</if>>\ <<link "Try heading south-east, into the wind" "jQuarry channel">><</link>> <<SE>> <<link "Head back to the west away from the wind" "jJunction">><</link>> <<W>> <</if>><</do>>\
<<loc 58.9 30>>\ <<if $stormState != "active">><<if _visited>>\ <<if lastVisited ("Lake 2") == 1>>\ <<say "I'm heading south, following a wide channel carved into the rock. Looks man-made. It winds through the hills as if following an old river. It opens out here to a kind of junction…">> <</if>>\ <<say "The ground here looks like it was… ploughed? But… by a plough about 50m wide. They must have been strip-mining – grinding up the regolith for Helium-3 processing. There's an even wider channel cut through the hills to the east. A smaller one over to the west, and another meanders to the north. To the south, the start of a crumbling concrete road and the ruins of a few small buildings.">> <<say "The dust here is nasty, full of bits of stone and sharp particles. Having to shield my visor just to see where I'm going. The wind is coming from over to the east.">> <<else>>\ <<if visited ("jLake 2")>><<set _a = " There's a wide channel carved into the rock that winds north until it reaches the ancient lake, ">><<else>><<set _a = " There's a wide channel carved into the rock that meanders north, ">><</if>>\ <<if visited ("jWest channel")>><<set _b = _a + " and another, smaller one to the west, but that's a dead end.">><<else>><<set _b = _a + " and another, smaller one to the west.">><</if>>\ <<if visited ("jDogs den")>><<set _c = _b + " There's a larger one to the east, that leads to the quarry… and those dog things. I've done all I can there.">><<elseif visited ("jDogs 1")>><<set _c = _b + " There's a larger one to the east, that leads to the quarry… and those dog things. I still think there's more to find there.">><<else>><<set _c = _b + " There's a larger one to the east too.">><</if>>\ <<set _x = _c + " To the south, the start of a crumbling concrete road and some ruined buildings.">>\ <<say "The ground here looks like it was strip-mined – grinding up the rock for Helium-3 processing." _x>> <<conv Jintro>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Take the winding channel to the north" "jLake 2">><</link>> <<N>> <<link "Take the wider channel to the east" "jEast channel">><</link>> <<E>> <<link "Take the smaller channel to the west" "jWest channel">><</link>> <<W>> <<link "Head south along the road towards the buildings" "jRoad 2">><</link>> <<S>> <</if>><</do>>\
<<loc 51.7 35>>\ <<if $stormState != "active">><<if _visited>>\ <<say "The channel just… ends. Looks like they had a fight with a mountain! Massive broken drill bits just lying around. Huge marks in the stone, still look raw. They would have got through this eventually, but I think they just gave up and chose a different direction instead. Wise. This planet punishes the foolhardy.">> <<if visited ("West channel")>>\ <<say "There are a couple of transport bags over here… looks like they've been looted, and recently, too. They took the Helium-3 but left something else – ah, it's an old repair box!">> <<say "Anything useful in here…? Hmm. A few flares… nothing else. I'm not gonna repair much with those!">> <<timed 1s t8n>><span class="note">Acquired: 3 x Flares</span><</timed>><<set $flare = 3>><br> <<else>>\ <<say "Couple of transport bags over here… Alright, more Helium-3! There's a repair box here too; let’s see what's in it… Hmm, nothing much, just a few flares. I'm not gonna repair much with those!">> <<if $dogflare && visited ("jDogs 2") && $x>><<say "Ah. Flares give off heat.">><br><</if>>\ <<set _rand = random (9,12)>><<h3 _rand>><<timed 1s t8n>><span class="note">Acquired: 3 x Flares</span><</timed>><<set $flare = 3>><br> <</if>>\ <<conv Jintro>>\ <<else>>\ <<say "I'm at the end of the channel – it’s a dead end. Massive broken drill bits just lying around. Huge marks in the stone. I think they just gave up and chose a different direction instead – this planet punishes the foolhardy.">> <<say "Couple of transport bags over here… but they're empty now.">> \ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head back to the junction" "jJunction">><</link>> <<E>> <</if>><</do>>\
<<if $char == 2>><<set $mobx -= 10>><<set $moby += 10>><<set $speed = 1>><</if>>\ <<loc 77.2 54>>\ <<if _visited>>\ <<say "The land is… spiky. Like giant blades sticking out of the ground. Volcanic? Or just weird rock formations caused by the devastation of the crater impact? I'm walking between them, and I can't help feeling… exposed and trapped at the same time. Like I'm being watched, hunted. But then… Ha. I always feel like that. The winds are howling, full of excess energy.">> <<say "There's a cave here. Natural, set into the rock. Extends into the darkness maybe… around 7 meters or so. Nice and sheltered – good time to rest. Ah. Looks like someone else thought so too. There's an abandoned satchel here. Let's see…">> <<if $mapmode gt 1>>\ <<say "Nice! A few Helium-3 cylinders and a data recorder. Hope it helps!">> <<else>>\ <<say "Nice! A few Helium-3 cylinders! And there's a data recorder in here too. Not sure what's on it, but I can sync it with your Operator console. Should ping up a new message if there's anything of use!">> <</if>>\ <<set _rand = random (9,12)>><<h3 _rand>><<set $mapmode ++>> <<medipack>>\ \ <<if $char == 2 && !$navunit>>\ <<set $navunit = true>><<set $navunitk = true>>\ <<if $mineopen>>\ <<say "There's something else here… Ah! This is a Nav-unit! This is what I need to fix up that damaged lander – I'll keep hold of it.">> <<else>>\ <<say "There's something else here… Looks like an old Nav-unit? What's that doing here? I'll hold on to it.">> <</if>>\ <<timed _delay+'s' t8n>><span class="note">Acquired: Nav-unit</span><</timed>><br> <</if>>\ \ <<conv Kintro>>\ <<else>>\ <<if previous () === "crater rim north" && !$waited>>\ <<say "There are giant blades of rock sticking out of the ground – I'm walking between them, and as I walk, I can't help feeling uncomfortable… exposed and trapped at the same time. I've made it back to the cave – it makes for a nice shelter from the winds. There's an abandoned satchel here, but I've already been through it.">> <<else>>\ <<say "I'm in the cramped confines of the cave – it makes for a good shelter spot. There's an abandoned satchel here, but I've already been through it.">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Leave the cave, and head west." "Scramble">><</link>> <<W>> <<link "Leave the cave, and head south, back towards the crater's edge" "crater rim north">><</link>> <<S>> <<waitstorm>>\ <</if>><</do>>\ <<visitedspecial>>\
<<loc 69.8 52.5>>\ <<if $stormState != "active">><<if _visited>>\ <<say "OK. Feeling good after that rest. Thanks for bearing with me, Operator. I know I'm not as young as some of the other Scavengers.">> <<say "The land gently slopes downwards here towards a wide channel cut into the rock. I have to watch my step – feels like the ground is covered in stones that have been balanced precariously. The wind is strong, gusting at my back. I'm glad to be away from that hell-storm inside the crater, though… that was something else…">> <<say "…$FUCK! Sorry, Operator! Lost my footing – nearly lost all the Helium-3!">> <<say "Ugh. Too precarious to climb back up. The wind is ferocious down here – visibility down to a few meters at best. I'm at the start of a wide, man-made channel. No other option but to follow it north.">> <<else>>\ <<say "OK. I'm back here again. The ground gently slopes downwards towards the wide channel in the rock over there. I have to watch my step as the stones move beneath my feet. I'm ready for it this time, not falling again!">> <<say "Still… rough going…">> <<say "Made it! No incidents this time – no way back up though. I'm at the base of the wide channel. The wind is ferocious – visibility down to just a few meters.">> <</if>>\ <</if>>\ \ <<timed 1s t8n>><<link "OK, follow the channel north." "Quarry channel">><</link>> <<N>><</timed>>
<<loc 64.2 22>>\ <<set $flare -->><<set $dogflare = true>>\ <<say "[whispering] Throwing a flare…">> <<say "[whispering] God<<=$damn>>! It worked! They've all run off after it! Let's see what they were guarding…">> <<say "There's a cave here in the deepest part of the quarry… This part is sheltered from the winds – I'm heading inside. There's a small den here. The walls are… damp? Covered in, like a fungus or moss or something? And… Oh! A nest, and it's full of… Eugh! Creepy baby dog things! They're snapping and mewling at me. These guys are… Ah, they’re almost cute! I don't think the cave goes much further…">> <<say "Hmm. Bones. They look human. Ugh. Babies gotta eat. Looks like the poor guy was carrying something… yeah, a data-recorder and a bunch of Helium-3 cylinders!">> <<set _rand = random (16,19)>><<h3 _rand>><<set $dogs = true>> <<medipack>>\ <<conv J_dogs4>>\ <<do tag "conv">><<if !_go>>\ <<link "Yeah, don't push your luck, get out of there." "jEast channel">><</link>> <<S>> <</if>><</do>>\
<<loc 82.8 13.5>>\ <<if _visited>>\ \ <<if !visited ("Transmat 1 inside")>>\ <<say "Oh my! What's this? A Transmat! It can't be – I thought they'd banned these things? The number of folks who've stepped into one of these and never appeared on the other side – and those were the good stories. Even worse were the poor folks who appeared in the right place, but with all their insides on their outsides!">> <<if !visited ("Transmat 3 inside")>>\ <<say "There's a box of Helium-3 here. I wonder if they were using this Transmat to move resources around?">> <<set _rand = random (13,15)>><<h3 _rand>> <<medipack>>\ <<else>>\ <<if $transtest3>><<set _a = "And… oh. Two Helium-3 cylinders sort of fused together over there. You see! These things are not to be trusted!">><</if>>\ <<say "There's loads of boxes here, but they're all empty. I guess someone else got here before me?" _a>> <</if>>\ <<elseif $jtrans>>\ <<say "It's another Transmat! Same layout as the one I used. Same cubicle and control panel. I guess it worked!">> <<else>>\ <<say "It's another Transmat! Same layout, same control panel, same cubicle. Relying on the whims of quantum entanglement to transport anything of value? Seems crazy to me!">> <</if>>\ <<else>>\ <<say "I'm back in Transmat C. It's clean and modern – feels almost new! There's a cubicle over there that was probably used to transport resources from one place to another, but you wouldn't want to send anything organic.">> <<if $jtrans>><<say "It's on and working – I've already used it, but I'm less keen on using it again!">><<elseif $transmat3>><<say "I've already turned it on. It's active now.">><<else>><<say "I doubt it's even working. It doesn't look active.">><</if>> <</if>>\ <<do tag "conv">><<if !_go>>\ <<if $jtrans>><<link "Use the Transmat again" "jTransmat 3 use">><</link>><<elseif !$transmat3>><<link "Can you use the Transmat?" "jTransmat 3 use">><</link>><<else>><<link "What happens if you step in…?" "jTransmat 3 use">><</link>><</if>> <<if $char == 2 && $mineopen>>\ <<link "Exit the building" "jMine new">><</link>><<else>><<link "Exit the building" "JTransmat 3">><</link>><</if>> <<waitstorm>>\ <</if>><</do>>\ <<visitedspecial>>\
<<loc 80.4 26.6>>\ <<if $stormState != "active">><<if _visited>>\ <<say "I'm in a large channel cut into the rock. It's more sheltered, and there's less of that constant billowing dust. What little light there is doesn't shine down here. The stone walls are crude, smashed and hacked away.">> <<say "I can see veins running through the rock, some kind of ore? Iron maybe? Layers of different strata like tree rings, each one probably thousands of years older than the last.">> <<say "Oh $Fuck!! Oh Jesus, that scared the life out of me! Ha! A huge looming figure just appeared out of the dark, right in front of me! Must be… 3 meters high? Scary $shit! Abandoned mech of some kind. Maybe that's what cut its way through here? Beyond – just rubble and rock. Were they still trying to cut through… or was this refilling the hole? I'm guessing this must be the entrance to the mine!">> <<else>>\ <<say "I'm in a large channel that heads south, crudely cut into the rock. It's sheltered here; the winds have dropped, and the constant billowing dust has lessened. There's an abandoned mech of some kind at the far end. Beyond that, just rubble, but I think it's blocking the entrance to the mine.">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<if visited ("Rubble-go")>>\ <<link "Head into the mine" "jRubble">><</link>> <<SE>> <<link "Head back to the north" "JTransmat 3">><</link>> <<N>> <<else>>\ <<link "Can you pilot the mech?" "jMech">><</link>> <<link "Can you get past the rubble?" "jRubble">><</link>> <<link "OK. Head back north" "JTransmat 3">><</link>> <<N>> <</if>><</if>><</do>>\
<<loc 80.4 26.6>>\ <<if $stormState != "active">><<if _visited>>\ <<say "I doubt it, never driven anything like this. It looks military spec!">> <<say "Let's have a look anyway… Climbing up to the control cab…">> <<say "The cab window has been smashed. Maybe just by falling rocks or something. And there’s black stuff around the controls. Let's see if it'll start up…">> <<say "Nothing's working. I think it's just plain dead. Even I can't repair this!">> <<else>>\ <<say "Like I said, I've never driven anything like that. It looks military spec. The cab window has been smashed by falling rocks or something. I'd try repairing it, but I think it's just plain dead.">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Try moving the rubble?" "jRubble">><</link>> <<link "OK. Head back north" "JTransmat 3">><</link>> <<N>> <</if>><</do>>\
<<loc 80.4 26.6>>\ <<if $stormState != "active">><<if _visited>>\ <<say "Are you kidding, Op!? Those rocks are huge! No way I'm even moving one of them. It took a 3m high mech to do that – you think I'm going to get through on my own!?">> <<if !$explosives>>\ <<say "I guess explosives might get through? I'd need quite a lot to get through all that, though.">> <<else>>\ <<say "Although… these explosives… I don't know, could be dangerous?">> <</if>>\ <<else>>\ <<say "I've already tried this – these rocks are too heavy to lift by hand. It took a 3m high mech to do that, but I couldn't drive that thing even if I wanted to!">> <<if !$explosives>>\ <<say "I guess explosives might get through? I'd need quite a lot to get through all that, though.">> <<elseif visited ("jhangarx")>>\ <<say "Although… I've still got some of these explosives left…">> <<else>>\ <<say "Although… these explosives… I don't know, could be dangerous?">> <</if>>\ <</if>>\ <</if>>\ <<if !$navunit && $explosives>>\ <<say "There was a wreck – back near Sector E1, but I didn't manage to explore it. Is it worth going back first?">> <<elseif !$landerseen && $explosives && visited () == 99>>\ <<say "Or we could explore some more – maybe there's a ship I could use to get off-world once this is all done?">> <</if>>\ <<do tag "conv">><<if !_go>>\ <<if $explosives && visited ("jhangarx")>><<link "I think it's time to blow stuff up again!" "Rubble-go">><</link>><br><<elseif $explosives>><<link "I think it's time to blow stuff up!" "Rubble-go">><<set $stormState = "idle">><<set $stormChance = 0>><<set $finale = true>><</link>><br><</if>>\ <<link "Can you pilot the mech?" "jMech">><</link>> <<link "OK. Head back north" "JTransmat 3">><</link>> <<N>> <</if>><</do>>\
<<node "start" "Hey Op, are we done? I've found $jhelium Helium-3!">> <<pick "I don't know. Are you ready for Evac?" "dont">> <<pick "Amazing. Yeah, let's get you out of there!" "out">> <<pick "No. I think there's more to find." "nope">> <<node "dont" "Yeah, I'm ready – I've got things to do. But it's your call, Op.">> <<pick "I don't know… let's see if we can get more!" "nope">> <<pick "What about exploring the mine before we go?" "nope">> <<pick "Sending the drop-pod down. Well done, Jyn, it's been a pleasure." "thanksa" condition "$rapport gt 20" action "_evacgo = true">> <<pick "Next time, don't talk so much. Sending the drop-pod down now." "thanksb" condition "$rapport lte 20" action "_evacgo = true">> <<node "out" "Awesome! I have something important I need to do, let's go!">> <<pick "How about exploring the mine before we go?" "nope">> <<pick "Sending the drop-pod down. Well done, Jyn, it's been a pleasure." "thanksa" condition "$rapport gt 20" action "_evacgo = true">> <<pick "Next time, don't talk so much. Sending the drop-pod down now." "thanksb" condition "$rapport lte 20" action "_evacgo = true">> <<node "nope" "$Damn. Well OK. But don't get greedy, Op.">> <<node "thanksa" "Thanks, Op! I think we made a good team. I'd be happy to work for you again. Look me up next time you're in the area.">> <<node "thanksb" "Thanks, Op. See you around. Maybe go a little easier on your next Scavenger, OK?">>
<<node "start" "Hey Op, can I ask you a strange question?">> <<pick "Sure, what's on your mind?" "strange" rapport +1>> <<pick "As long as it's to do with Helium-3" "helium">> <<pick "Maybe… why?" "helium">> <<node "helium" "Oh. Um. Well, I wanted to know if you believed in Santa Claus?">> <<pick "Er, what?" "random">> <<pick "Has this got anything at all to do with the mission?" "random" rapport -1>> <<pick "Can we keep it professional, please?" "random" rapport -1>> <<pick "No, I do not believe in Santa Claus" "no" rapport +1>> <<pick "Of course!" "yes" rapport +1>> <<node "strange" "Do you believe in Santa Claus?">> <<pick "Er, what?" "random">> <<pick "Has this got anything at all to do with the mission?" "random" rapport -1>> <<pick "Can we keep it professional, please?" "random" rapport -1>> <<pick "No, I do not believe in Santa Claus." "no" rapport +1>> <<pick "Of course!" "yes" rapport +1>> <<node "random" "Yeah. Sorry, my mind flits around sometimes. But… do you?">> <<pick "No" "no" rapport +1>> <<pick "Yes" "yes" rapport +1>> <<pick "Please. Just stop talking." "done" rapport -2>> <<node "stop1" "When my mind gets full, sometimes I just have to let it out. Like… an overinflated balloon. You don't have to say anything.">> <<pick "OK. Get it out of your system." "next">> <<pick "No, this is dumb. Please don't mention Christmas again." "done" rapport -2>> <<node "yes" "Really? That's… surprising! Odd, but surprising! I remember, when I was small – I wasn't sure if he was 'real' back then.">> <<pick "There better be a point to this" "stop1" rapport -1>> <<pick "Is this going somewhere?" "stop1" rapport -1>> <<pick "Something a lot of kids go through, I suppose?" "next" rapport +1>> <<pick "I'm surprised the idea of 'Santa' still exists?" "next" rapport +1>> <<node "no" "Well, I don't either. But I remember, when I was small – I think I actually believed back then.">> <<pick "I'm surprised the idea of 'Santa' still exists?" "next" rapport +1>> <<pick "Ah, the things parents will happily lie to their kids about" "next" rapport +1>> <<pick "Maybe that was a happier, more innocent time for you?" "next" rapport +1>> <<pick "If I stay silent, will this end?" "done" rapport -2>> <<node "next" "We used to celebrate Christmas on Mars. No idea why. Old Earth tradition, I guess? I think everyone just felt they needed some sort of connection to the homeworld.">> <<pick "Does this story have a point?" "santapoint" action "$present = true" rapport -1>> <<pick "And you saw 'Santa'?" "seesanta" action "$present = true" rapport +1>> <<pick "Can we change the subject and get back on task?" "done" rapport -2>> <<node "santapoint" "A point? Well… he brought me a present – this was a long time ago, but it kinda changed my life. Sorry, I guess it sounded better in my head.">> <<pick "Are you done?" "done">> <<pick "Was there more to it…?" "more" rapport +1>> <<pick "Thanks for sharing." "mission">> <<pick "I still don't believe in Santa" "done" rapport +1>> <<node "seesanta" "Yes! I did! Well… I thought I did. He brought me a present – this was a long time ago, obviously – but it kinda changed my life. Sorry, now I say it out loud, it sounds stupid.">> <<pick "That was your story?" "done">> <<pick "Thanks for sharing." "mission">> <<pick "Was there more to it…?" "more" rapport +1>> <<pick "I still don't believe in Santa." "done" rapport +1>> <<node "mission" "Well… Ah, doesn't matter. The storm has passed! Let's get on with the mission.">> <<node "more" "Ah… maybe a story for another time. Anyway, the storm has passed! Let's get on with it.">> <<node "done" "OK. I'm done. I won't say another word. Promise.">>
<<node "start" "So… how did you get to be an Operator?">> <<pick "That's none of your business" "none" rapport -1>> <<pick "I worked hard" "worked">> <<pick "I was just born better" "born" rapport -1>> <<pick "Luck" "luck" rapport +1>> <<node "none" "Oooh, I think I touched a nerve!">> <<pick "Let's get back on task" "task" rapport -1>> <<node "worked" "If it was that easy, everyone would be an Operator.">> <<pick "It's harder than it looks" "looks">> <<pick "So, how did you get to be a Scavenger?" "scav" rapport +1>> <<node "luck" "Ha! Well, yeah. I guess that's how it works. You've clearly got more luck than me.">> <<pick "Perhaps. So how did you end up as a Scav… I mean a Scavenger?" "scav" rapport +1>> <<pick "You got really lucky. You got me as an Operator!" "op" rapport +1>> <<node "op" "Oh really? Is my Operator actually making a joke!?">> <<pick "Well. You're still alive! So how did you get to be a Scavenger?" "scav" rapport +1>> <<pick "OK. That's enough of this banter." "task" rapport -1>> <<node "born" "Is that what they tell you in 'Operator' school? That you're better than us? I've got news for you. You're just another human – we're all the same, we're all a mess. But that's what makes us human.">> <<pick "Speak for yourself. Let's get back on task." "task" rapport -1>> <<pick "I suppose we have that in common. How did you get to be a Scavenger?" "scav" rapport +1>> <<node "looks" "Harder than being a Scavenger? You sure?">> <<pick "Yes. Now let's get back on task" "task" rapport -1>> <<pick "OK. Maybe not. How did you get to be a Scavenger?" "scav" rapport +1>> <<node "task" "You're the boss, Op">> <<node "scav" "Me? I just kinda fell into it. After my parents died during the whole Mars thing… I fled the planet and tried out for the military. I didn't get in, but my engineering experience got me some work out in the far colonies.">> <<pick "Oh. The Martian riots? I'm sorry to hear that." "loss" rapport +1>> <<pick "At least you made it out alive" "alive" rapport +1>> <<pick "I've never been to the far colonies" "colony" rapport +1>> <<pick "This is getting way too personal, let's get back on task." "task" rapport -1>> <<node "alive" "Yeah. Many didn't. And I'm kinda on a mission to make those responsible pay for it. But that's for another day.">> <<node "loss" "Thanks. I'd say I'm over it. But, well. I'm kinda on a mission to make those responsible pay – but that's for another day.">> <<node "colony" "Don't bother. They're a mess. Just as bad as Mars. At least they don't have System out there though.">>
<<widget "testing">> <</widget>>
<<loc 26.4 52.4>>\ <<if $stormState != "active">>\ <<if previous () === "lavabridge">>\ <<say "Crossing… the walkway… ooooooh $shit, it's swaying in the wind. I don't like the way it creaks and… AH! Some of the railings just fell away! OK. OK. I've made it across to the other side.">> <<elseif previous () === "Lava bridge">>\ <<say "I'm walking… slowly across… I don't like the way it moves and… ah, I'm not sure how much longer this will hold together. I really shouldn't look down. OK. All good. I made it across.">> <</if>>\ <<if !$lavabridge>>\ <<say "The ground just falls away here, and way down below I can see an orange glow. There's a metal plate at the end of the path. Looks like it's supposed to connect to a walkway or an extending bridge or something, but it must connect from the other side? There's no way across from here.">> <<else>>\ <<say "I'm at the edge of the path, and way down below I can see an orange glow. There's an extended walkway that now crosses the chasm to the west. It's still extended, but it's not in the best condition.">> <</if>>\ <<if visited () lt 2>>\ <<if $ammobox>>\ <<say "There's something else here, on the ground. Looks like an ammo box? I think the other Scavenger emptied it – nothing in there now.">> <<else>>\ <<say "There's something else here, half-buried under the dirt. Looks like a small ammo box? I'm all good for ammo, so I'll leave that alone.">> <</if>>\ <</if>>\ <<if !_visited>><<conv Jintro>><</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head back to the dock" "jlava start">><</link>> <<E>> <<if $lavabridge>><<link "Head west, across the walkway" "Lava bridge">><</link>> <<W>><br><</if>>\ <</if>><</do>>\
<<loc 83 27.5>>\ <<set $finale = true>>\ <<set $cause = "Too close to explosion">>\ <<set _go = true>>\ <<if $stormState is "warning">><<set $stormTimer = Math.clamp ($stormTimer, 1, 3)>><<else>><<set $stormTimer = 3>><</if>>\ <span class="note">WARNING: CLASS-5 STORM APPROACHING IN $stormTimer MOVE<<if $stormTimer > 1>>S<</if>></span> <<if visited ("jhangarx")>>\ <<say "OK. I've done this before. I'm feeling a bit more confident – and I should have just enough explosives left.">> <<say "Let's give it try…">> <<timed _delay+2.7+'s'>>[the sound of a gunshot]<br> <<next .3s>><<set _delay = 0>><<say "Ugh!">> <<next 2s>>[another gunshot]<br> <<next .3s>><<set _delay = 0>><<say "OK. That was closer.">> <<next 3.5s>>[sound of a gunshot… <<next .6s>>followed by a loud explosion!]<br> <<next .3s>><<set _delay = 0>><<say "YES!">><<set _go = false>> <<next 1s t8n>><<link "Well done! Let's see what's inside…" "jmine">><</link>><</timed>> <<else>>\ <<say "OK, you have to be REALLY careful with this stuff; it’s fragile…">> <<say "The explosives are ready, but… slight problem. No timer and no detonator. I mean, I could just hit it and boom …but that would be the end of me too!">> <<resetConv "J_blast">><<conv J_blast>>\ <<do tag "conv">><<if !_go>>\ <<link "Well done! Let's see what's inside…" "jmine">><</link>> <</if>><</do>>\ <</if>>\
<<node "start" "I'm feeling… strange. I've been pursuing this guy for so long, it's consumed me. And now… now I know exactly where he is. This is almost over.">> <<pick "It doesn't have to be." "haveto" rapport +2>> <<pick "It won't bring your parents back." "back" rapport +2>> <<pick "It's none of my business." "none" rapport -1>> <<node "haveto" "Yes. It does. I've waited too long for this.">> <<pick "I hope you'll reconsider." "reconsider" rapport +1>> <<pick "Complete the mission, then do what you have to do." "complete">> <<node "back" "I know. But it's something I have to do. I owe it to them.">> <<pick "I hope you'll reconsider." "reconsider" rapport +1>> <<pick "Complete the mission, then do what you have to do." "complete">> <<node "none" "Yeah. That's true enough.">> <<pick "I hope you'll reconsider." "reconsider" rapport +1>> <<pick "Complete the mission, then do what you have to do." "complete">> <<node "reconsider" "You won't change my mind. But I appreciate you trying.">> <<node "complete" "Thanks, Op. I knew you'd understand.">>
<<loc 84.6 30>>\ <<say "The explosion has made quite a mess – dust and smoke everywhere! I need to wait a moment for it to clear… It's collapsed part of the ceiling, but I can see a way through…">> <<say "OK. I'm inside. It's cold and dark – nice to be out of the wind at least. They chewed a pretty decent hole through the rock back here. I can hear the storm building outside, but it's nice and sheltered here. I'll rest here for a moment before carrying on.">> <<resetConv "J_mine">><<conv J_mine>>\ <<do tag "conv">><<if !_go>>\ <<if $rapport gt 26>>\ <<say "I really appreciate you listening, Op. I know that's kinda frowned on by System, but I think we make a good team.">> <<timed _delay+.5+'s'>>\ › <<link "No problem, Jyn – I appreciate your honesty" "jmine2">><</link>><</timed>> <<elseif $rapport gt 14>>\ <<say "I appreciate you putting up with my chatter, Op – it makes a difference.">> <<timed _delay+.5+'s'>>\ › <<link "That's OK. Keep going… we need to find the mine" "jmine2">><</link>><</timed>> <<else>>\ <<say "I guess you and I haven't exactly been best buds. But at least I'm still alive.">> <<timed _delay+.5+'s'>>\ › <<link "Yeah. OK. Let's get on with it." "jmine2">><</link>><</timed>> <</if>>\ <</if>><</do>>\ <<if $jhealth < 30>><<set $jhealth = 36>><</if>>\
<<say "What… what was that noise!? Is there someone else down here…?">> <<say "[whispering] Something just moved… something big!">> <<say "[whispering] Op! There's something here. It's not human. I think… I think it killed the mining crew!">> <<say "[whispering] Huge… writhing tentacles, and… are those wings? Massive, black, glistening in the darkness – like something from a nightmare!">> <<timed 1s t8n>><<linkappend "Get out of there, Jyn!">><br> <<set _delay = 0>>\ <<say "Oh $shit. I think it's seen me. Jesus, it moves so fast!">> <<say "I NEED TO GET OUT OF…">> <<say "[muffled scream… then silence]">> <<say "[static noise]">> <<timed _delay+'s' t8n>><<death>><</timed>> <<timed 6s t8n>>› <<link "Jyn…? Are you…!?" "Char1 mine">><<set $jdead = true>><</link>><<if !$ending>><<set $ending = " ">><</if>><</timed>> <</linkappend>> <</timed>> <<fade Jyn>>\ <<set $stormtotal = $stormsurvived>>\
<<include "restart_char">>\ <<type .1ms>><h2>POST-MISSION INCIDENT REPORT</h2><</type>>\ <<if !setup.ifcomp>><span class="img"><img src="img/karth.webp" alt="Karth" width="200px"></span><br><hr class="line"><br><</if>>\ \ <<type .1ms>>Karth was involved in a violent incident shortly after he returned to base. Residents report hearing a loud disturbance followed by the sound of a single gunshot. He was found dead at the scene later that night. Motive unknown. A possible assailant has been taken in for questioning. Do not concern yourself with incidents like this, Operator. The loss of Scavs off-mission will not affect your record. Thank you for your continued service.<</type>>\ <<type .1ms>><span class="guide">If your loyalties lie with System, then you've completed your mission. But if not, then there is more to see. Find the mine, discover the motive and find a way to stop Karth's murder. Load the most recent save to continue…</span><</type>>\ <<type .1ms>><<link "› Load most recent save">><<run Save.browser.continue()>><<ambient>><<run Engine.show()>><</link>> <<link "› Return to the title screen" "Start">><<include "restart_full">><<include "Conversations">><<resetConv>><</link>><</type>> <<set $ending = "Bad">><<transcend>>\
<<set $killzone = false>><<set $mobflee = true>>\ <<set $stormy = false>>\ <<loc 82.8 20>>\ <<if _visited>>\ <<say "Did we lose it? OK. I've got to admit, that was a good idea. I think.">> <<say "I’m standing outside the Transmat building. There's a landing site over to the west, but it's out in the open, and I don't know how long it will be before that thing figures out what happened. There's a large channel that heads south, cut into the rock. I'm heading that way…">> <<say "It's more sheltered here; the winds have dropped. It's gloomy though – what little light there is doesn't shine down here. The stone walls are crude, hacked away, like a scar on the land.">> <<say "Oh Jesus! That scared the life out of me! There's an abandoned mech, further down; looks like it was used to cut through the rubble. The heat-exchangers are smoking – that means it's fried, no fixing that. Beyond, there's a dark hole that heads into the mountain. I guess I'm going in…?">> <<else>>\ <<say "I'm back in the large channel that heads towards the mine entrance. It's sheltered here; the winds have dropped, and there's less of that constant billowing dust. There's an abandoned mech at the far end. It must have been used to open a path through the rubble. Beyond, there's a dark hole that heads into the mountain. Am I going in, Op?">> <</if>>\ <<if !$landerseen>>\ <<say "…or I could have a look around and see if there's a ship I could use to escape once this is all done?">> <<elseif !$navunit && visited ("jwarehouse peek")>>\ <<say "Although… I found a damaged ship near the landing area, but still haven't found a replacement Nav-unit for it. This could be my last chance to find one – but it'll be dangerous!">> <<elseif !$navunit>>\ <<say "Although… If I'm going to get off this rock, I'll need a ship – and probably the parts to patch it up. This could be my last chance!">> <</if>>\ <<timed _delay+'s' t8n>><span class="guide">\ <<if visited () < 2>><<set _x = "There will be no return past this point…">><<else>><<set _x = "">><</if>>\ <<if !$navunit && !$landerseen>>If you plan on honouring your deal, you'll need to find a way for Jyn to escape before entering the cave. She'll need a ship and a crucial component. You'll need to find them before entering the mine. Check your 'Points of Interest' list. _x<br><br><<elseif !$navunit>>You made a deal to help her get off planet. You've found a ship she could use, but it needs a replacement Nav unit. You'll need to find it before entering the mine. Check your 'Points of Interest' list. _x<br><br><<elseif !$landerseen>>You made a deal to help her escape, but you've yet to find a ship she could use. You'll need to find it before entering the mine. Check your 'Points of Interest' list. _x<br><br><</if>>\ </span><</timed>>\ \ <<link "Yes. Head into the cave. Let's see if we can find him…" "jFinale_start">><<set $mobhunt = false>><<set $mob = false>><</link>> <<link "Head back to the north" "JTransmat 3">><</link>> <<N>> <<if !$landerseen && $mineopen>><<set $mobx -= 10>><<set $speed = 1>><</if>>\
<<loc 88 29>>\ <<say "OK. I'm inside the cave. It's cold and dark, but at least I'm out of the wind. And hey! No dust! The silence feels like… something's been taken away. Their bore-hole must have broken through into a larger cave system. Wow. It's huge! Every step echoes. The walls are covered in lichen – blues and greens. Fresh life, growing away from those angry winds.">> <<say "There's something over… Oh $shit. It's a body. Not much left. Just bones. Chewed up, spat out. I think that… thing did this. Ugh. Oh God, there's more of them! I… I've got to keep going.">> <<say "The cave is rising, climbing upwards and getting wider as I go. There are… scrapes along the walls. Something huge crawled here – pulled itself through. The passage splits ahead, north or south? Silence in both directions, but there's a warm breeze coming from the south.">> <<do tag "conv">><<if !_go>>\ <<link "Take the northern passage" "jMine-north">><</link>> <<N>> <<link "Try the southern passage" "jMine-south">><</link>> <<S>> <</if>><</do>>\ \ <<set $cause = "Transponder malfunction">>\ <<resetConv>>\ <<set $finale = true>><<set $stormy = false>>\ <<set $mobhunt = false>><<set $mob = false>>\
<<set $mobx = $lairx>><<set $moby = $lairy>>\ <<set $mobloc = '--x: ' + $mobx + '%; --y: ' + $moby + '%'>>\ <<set $stormy = false>><<set $stormState = "cooldown">>\ \ <<say "Looks like the storm has passed. Time to move on.">> <<say "…" K>> <<say "OK, Op, which way now?">> <<timed _delay+'s' t8n>>› <<link "Hang on… I think…">><<set _n = 1>><<redo "1">><</link>><</timed>> <<do tag "1">>\ <<if _n > 0>>\ <<set _delay = -.25>>\ <<say "You think what?">> <<say "[whispering] Operator. Can you hear me?" K>> <<timed _delay+'s' t8n>>› <<link "Karth? Are you… still alive?">><<set _n ++>><<redo "2">><</link>><</timed>> <</if>><</do>>\ <<do tag "2">>\ <<if _n > 1>>\ <<set _delay = -.25>>\ <<say "Hey. Who are you talking to!?">> <<say "[whispering] Yes… but I… I'm trapped in here… wounded. Need help." K>> <<timed _delay+'s' t8n>>› <<link "Karth! Where are you?">><<set _n ++>><<redo "3">><</link>><</timed>> <</if>><</do>>\ <<do tag "3">>\ <<if _n > 2>>\ <<set _delay = -.25>>\ <<say "[whispering] I'm in… a cavern. I think this is part of the creature's den. It dragged me in here. Lost… rifle… Transponder… no longer working…" K>> <<say "What's going on, Op?">> <<timed _delay+'s' t8n>>› <<link "Hang on, Scavenger. Karth! Are you OK? Can you get out of there?">><<set _n ++>><<redo "4">><</link>><</timed>> <</if>><</do>>\ <<do tag "4">>\ <<if _n > 3>>\ <<set _delay = -.25>>\ <<say "[whispering] Negative. I… I'm in a bad way. But the creature has just left. I think I… I think I let it out – be careful!" K>> <<timed _delay+'s' t8n>>› <<link "What's your location?">><<set _n ++>><<redo "5">><</link>><</timed>> <</if>><</do>>\ <<do tag "5">>\ <<if _n > 4>>\ <<set _delay = -.25>>\ <<say "[whispering] The mine. I'm inside the mine. Help… I don't know how long I…" K>> <<timed _delay+'s' t8n>>› <<link "Karth? Hold on. We're coming to get you!" "Talk">><</link>><</timed>> <</if>><</do>>\ <br>
<<set _go = true>>\ <<say "$op. I'm waiting here…?">> <<timed _delay+'s' t8n>>\ › <<linkappend "OK. Scavenger. We need to talk." t8n>><br> <<if $name == "Karth">>\ <<conv K_talk>>\ <<else>>\ <<conv J_talk>>\ <</if>>\ <</linkappend>>\ <</timed>>\ \ <<do tag "conv">><<if !_go>>\ <<if _bye>><<set $jdead = true>><<set $jhealth = 1>>\ <<set $cause = "Transponder malfunction">>\ <<link "Jyn? Wait! Let's reconsider!">><<goto "Dead">><</link>> <<elseif $name == "Karth">>\ <<link "OK. Let's go find her, and we'll see.">><<set $mob = true>><<goto $return>><</link>> <<else>>\ <<link "OK. Let's go find him, and then we'll see.">><<set $mob = true>><<goto $return>><</link>> <</if>><</if>><</do>>\
<<node "start" "Who were you talking to – what's going on, Op?">> <<pick "Things just got a bit more complicated." "like">> <<pick "The other Scavenger – he's still alive." "alive">> <<pick "How do you feel about a rescue mission?" "rescue">> <<node "like" "Yeah, I'm getting that impression.">> <<pick "Priorities have changed – forget the Helium-3." "guess" rapport +1>> <<pick "The other Scavenger just called in. He's still alive, but he needs our help" "alive">> <<node "guess" "He's still alive, isn't he.">> <<pick "Long story. But… how do you feel about a rescue mission?" "rescue" unseen>> <<pick "There's… something out there. Took out the mining crew. I thought it took him out too." "something" rapport +1>> <<node "alive" "He's alive? And still on planet!? How did that happen?">> <<pick "Long story. But… how do you feel about a rescue mission?" "rescue" unseen>> <<pick "There's… something out there. Took out the mining crew. I thought it took him out too." "something" rapport +1>> <<pick "That's classified" "classified" rapport -1>> <<node "classified" "CLASSIFIED!? What have you sent me into Op!?">> <<pick "Look. I'm telling you now." "yourself">> <<pick "Didn't think it would come up" "yourself" rapport -1>> <<pick "Forget the resources. This is now a rescue mission." "rescue" rapport +1 unseen>> <<node "something" "SOMETHING!? And you still sent me down!?">> <<pick "Er… yeah. Sorry. Look, that's not the point." "point" unseen>> <<pick "You can handle yourself" "yourself" >> <<pick "Didn't think it would come up" "yourself" rapport -1>> <<node "yourself" "Jesus. Well, I'm stuck here now. What are you asking?">> <<pick "How do you feel about a rescue mission?" "rescue" unseen>> <<pick "Well… we either leave him. Or try to save him. But it's your call." "owe" unseen>> <<node "point" "So what IS the point then?">> <<pick "How do you feel about a rescue mission?" "rescue" unseen>> <<pick "We either leave him. Or try to save him. But it's your call." "call" rapport +1>> <<pick "You have to save him – you owe it to your fellow Scavenger!" "owe" unseen>> <<node "rescue" "You want me to rescue the man who killed my parents?">> <<pick "It's your call. I won't force you." "owe" rapport +1 unseen>> <<pick "Do you know that for sure?" "wtf" rapport +1>> <<pick "Do you trust me?" "trustx" unseen>> <<pick "How do you know it was him?" "wtf">> <<node "owe" "I owe that man NOTHING!">> <<pick "Do you trust me?" "trustx" unseen>> <<pick "Is that your decision – leave him to die?" "rescue" unseen>> <<node "call" "My call? How can you expect me to care about him?">> <<pick "Do you trust me?" "trustx" unseen>> <<pick "Is that your decision – leave him to die?" "wtf" unseen>> <<pick "I don't understand, what did he do?" "wtf" unseen>> <<node "wtf" "My parents. They were killed during the Martian riots. Killed by the 'Butcher of Mars' – you know who that is.">> <<pick "I'm… really sorry, Jyn" "Jyn" unseen rapport +1>> <<pick "I think he's changed." "changed" unseen>> <<pick "And you want revenge?" "revenge">> <<node "survives" "What? Now you're encouraging me!?">> <<pick "Yes." "true" rapport +1>> <<pick "For now." "ours" rapport +1>> <<node "trustx" "Trust? Trust is a big word">> <<pick "I'm on your side, you know that." "trustc" condition "$rapport > 12">> <<pick "I've been looking out for you, right?" "trustb" condition "$rapport gte 6">> <<pick "I know we've barely talked, but please, listen to me!" "trusta" condition "$rapport < 6">> <<node "trusta" "You've not given me much reason to trust you, Op.">> <<pick "I guess not. But what if he survives – you'd have let him go!" "survives" unseen>> <<pick "I'm so sorry, Jyn, but revenge won't make it better." "Jyn" unseen rapport +1>> <<pick "Hasn't he already suffered enough?" "lost" unseen>> <<pick "You kill him, and you'll never make it off-planet" "part" unseen rapport -1>> <<node "trustb" "Yeah. I guess. But do you seriously think I'd want to save his life?">> <<pick "Perhaps he's already suffered more than you realise?" "lost" unseen>> <<pick "I guess not. But what if he makes it – you'd have let him go!" "survives" unseen>> <<pick "Can I talk you round?" "revenge" unseen rapport +1>> <<pick "Why leave his life to fate?" "survives" unseen>> <<pick "You kill him, and you'll never make it off-planet!" "part" unseen rapport -1>> <<node "trustc" "Yeah. I know. But I still can't forgive him. He has to pay.">> <<pick "And what if he survives? You'll have passed up your best chance!" "survives">> <<pick "Maybe he's already paid – he lost people too." "lost">> <<node "revenge" "It's as simple as that. He killed them. I'll kill him.">> <<pick "I'm so sorry, Jyn, but revenge won't change anything." "Jyn" unseen rapport +1>> <<pick "You kill him, and you'll never make it off-planet" "part" unseen rapport -1>> <<node "lost" "I doubt it. He killed my parents! What has he lost?">> <<pick "That's for him to say" "agree" unseen>> <<pick "I think you'd be surprised" "agree" unseen>> <<pick "You kill him, and you'll never make it off-planet" "part" unseen rapport -1>> <<node "Jyn" "Thanks. I know. But he has to pay.">> <<pick "You kill him, and you'll never make it off-planet" "part" unseen rapport -1>> <<pick "And what if he survives – without your help? What if he escapes?" "survives" unseen>> <<pick "This is your best chance to truly get closure." "survives" unseen rapport +1>> <<node "changed" "I don't care. He took away my family. He has to pay.">> <<pick "Do you trust me? Can I talk you out of it?" "trustx" unseen rapport +1>> <<pick "And what if he survives – without your help? What if he escapes?" "survives" unseen>> <<pick "You kill him, and you'll never make it off this planet!" "part" unseen rapport -1>> <<node "ours" "You're going to have to pick a side, Op. Because if this planet won't kill him, I will.">> <<pick "Then do it. But just give me a chance… before you pull the trigger." "fine">> <<pick "Maybe it was him, but I think he's truly sorry." "truly">> <<pick "I'd rather not have to choose – but I'm with you, Jyn." "side" rapport +1>> <<pick "You kill him, and you'll never make it off-planet" "part" rapport -1>> <<node "true" "Then if this planet won't kill him, I will.">> <<pick "It's the only way to be sure" "side" rapport +1>> <<pick "I guess I can't stop you. But… maybe we can discuss this later?" "discuss">> <<pick "You kill him, and you'll never make it off-planet" "part" rapport -1>> <<node "part" "Then I'll kill him and figure my own way off-planet. Is this where we part ways, Op?">> <<pick "I… No. I guess I can't stop you." "discuss">> <<pick "Yes. I'd wish you good luck but… Goodbye, Jyn." "bye" action "_bye=true">> <<pick "How about… we go with your plan… for now." "fine" rapport +1>> <<node "bye" "Removing my transponder. You won't hear from me again. Goodbye, Op.">> <<node "discuss" "No. I've made up my mind. This is the best chance I'll get. Let's get on with it.">> <<node "fine" "Sure. But I've made up my mind. This is the best chance I'll get. So let's get on with it.">> <<node "truly" "'Sorry' doesn't cut it, Op. 'Sorry' doesn't make up for what he's done. I'm going to do what I set out to do.">> <<node "agree" "Let's agree to disagree on that. I'm sorry, but I have to see this through. If that thing won't kill him – then I will.">> <<pick "I think he's truly sorry." "truly">> <<pick "Then do it. But just give me a chance… before you pull the trigger." "fine">> <<pick "I'd rather not have to choose – but I'm with you, Jyn." "side" rapport +1>> <<pick "You kill him, and you can say goodbye to your evac home!" "part" rapport -1>> <<node "side" "Thanks, Op. Glad you're on my side. Let's get on with it.">>
<<loc 95.4 31.7>>\ <<if _visited>>\ <<say "Heading north. The cave gets even wider here. My footsteps scrape and echo on the rocky floor. The ground is… slippery, and condensation drips from the ceiling. Stalactites above, like jagged spines, but many of them are snapped and broken. There are some odd, pale rock formations. Stalagmites maybe…? Smooth, glistening elongated oval shapes, each around 2m high. Almost…">> <<say "Oh Christ.">> <<say "I think these are eggs.">> <<say "There's more over there, and… a crazy pile of… junk. Like a tornado swept through town and then just dropped everything in one spot. Metal doors, stone blocks, chunks of concrete, carrier tyres, plastic sheeting, and… bodies.">> <<say "$Fuck. Is this its nest!?">> <<else>>\ <<say "I'm back in the larger cave. There must be around 30 of these… egg things.">> <<say "And there… the nest. The floor is littered with debris – broken stone, metal parts, a carbon-steel door. As if the wind just picked up the whole mining operation and dropped it all in here. Chunks of concrete, carrier tyres, plastic cables, and… bodies.">> <</if>>\ <<do tag "conv">><<if !_go>>\ <<if visited ("jMine-south") && visited ("jNest")>><<link "Search the nest again…" "jNest">><</link>><<else>><<link "Search the nest" "jNest">><</link>><</if>> <<if !visited ("j_Den")>><<link "Explore the cave" "j_Den">><</link>><br><</if>>\ <<link "Explore the southern passage" "jMine-south">><</link>> <<S>> <</if>><</do>>\
<<loc 95 37>>\ <<if _visited>>\ <<say "I'm walking down the passage to the south. It's a little narrower here, and there's a slight decline. It's getting hotter as I go. The rock is smooth, no moisture, no lichen here.">> <<say "There's a glow ahead… Is that…? Yes, it's another lava flow, just oozing right out of the rock. It's flowing slowly down the passage over there. $Damn. It widens out until the lava fills the entire cave. No way past it. I can feel a… wind, hot and dry, coming from that direction. This must eventually lead outside.">> <<if $jhealth < 35>>\ <<say "There's a small crate here, tucked away. Let's see… not much inside other than one of those data-recordings. Oh, and… a single flare and a couple of medipacks! I could really use one of those!">> <<set $mapmode ++>><<set $flare ++>><<set $medipack = true>>\ <<timed _delay+'s' t8n>><span class="note">Acquired: Medipacks x 2, Flare x 1</span><</timed>> <<timed _delay+'s' t8n>><span class="note">Medipack used – </span><</timed>><<health 25>> \ <<else>>\ <<say "There's a small crate here, tucked away. Let's see… not much inside other than one of those data-recordings. Oh, and… a single flare and an old medipack.">> <<set $mapmode ++>><<set $flare ++>><<set $medipack = true>>\ <<timed _delay+'s' t8n>><span class="note">Acquired: Medipack, Flare x 1</span><br><</timed>> <</if>>\ \ <<else>>\ <<say "The passage narrows here, and there's a lava flow ahead. It widens until the lava fills the entire cave. No way past it. I can feel a hot, dry wind – this must lead outside. There's a crate here, but I've already checked it.">> <</if>>\ <<do tag "conv">><<if !_go>>\ <<if visited ("jMine-north")>>\ <<link "Head back to the nest" "jMine-north">><</link>> <<N>> <<else>>\ <<link "OK, try the other passage north" "jMine-north">><</link>> <<N>> <</if>>\ <</if>><</do>>\
<<loc 95.4 31.7>>\ <<if _visited>>\ <<say "Jesus. I'm… not so sure about this… what if… what if it comes back?">> <<say "There's stuff piled high. Just… chaos. Destroyed tech from the mine; organic stuff too. A nest, or maybe… trophies? I don't know. There's a hover skiff, just thrown on the pile like it weighed nothing. And there are bones too. Some of them are definitely human.">> <<if visited ("jMine-south")>>\ <<say "$SHIT!!! Something moved! In there… in the nest… what the $fuck is… Human! A hand, reaching out. I have to help them…">> <</if>>\ <<else>>\ <<say "There's just… stuff, piled high. It stinks. Destroyed tech from the mine, one of those hover skiffs thrown on the pile like it weighed nothing. Bones in there too. Some of them are definitely human.">> <<if visited ("jMine-south")>>\ <<set $killmsg = true>>\ <<say "$SHIT!!! Something moved! In there… in the nest… what the $fuck is… Human! A hand, reaching out. I have to help them…">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<if $medipack>>\ › <<link "Jyn…? What's going on?" "jConfront1">><</link>> <<else>>\ <<if !visited ("j_Den")>><<link "Explore the cave" "j_Den">><</link>><br><</if>>\ <<link "Explore the southern passage" "jMine-south">><</link>> <<S>> <</if>>\ <</if>><</do>>\
<<loc 95.4 31.7>>\ <<if _visited>>\ <<say "The cavern is huge. Something has definitely been making its home here. You can see scrapes and claw marks gouged deep into the rock. I think it carved some of this out to make a den… a home.">> <<say "The eggs. The more I look, the more I see. Dotted randomly about. They're… Ugh! They're warm to the touch. I think there's something alive in there!">> <<say "Moving away. Don't want one of those things to hatch – one of those creatures is bad enough! The cavern is big, but there are no other exits. Looks like the only way in or out is back through the passage I came in from. If that creature returns…">> <<else>>\ <<say "The cavern is huge. Something has definitely been making its home here. You can see scrapes and claw marks gouged deep into the rock. I think it carved some of this out to make a home. There are no other exits. Looks like the only way in or out is back through the passage I came in from.">> <</if>>\ <<do tag "conv">><<if !_go>>\ <<if $medipack && visited ("jNest")>><<link "Search the nest again…" "jNest">><</link>><br><<elseif !visited ("jNest")>><<link "Search the nest" "jNest">><</link>><br><</if>>\ <<link "Explore the southern passage" "jMine-south">><</link>> <<S>> <</if>><</do>>\
<<set $killmsg = true>>\ <<set $mob = false>><<set $mobhunt = false>>\ <<unset $mobwarning>><<unset $mobnear>>\ <<set $jhealth = 59>>\ <<say "There's someone… trapped inside the nest. They're injured. Visor is down, but I think it's her.">> <<say "I've got a medipack; I’m administering it now – this should help.">> <<say "Get away! Don't come any closer!" J>> <<say "She's grabbed her sidearm. Pointing it right at me. I'm… raising my rifle. I thought you said this was a rescue mission, Operator!?">> <<say "You! You're…" "J">> <<say "Operator. My finger's on the trigger. So is hers. What's going on?" "K">> \ <<timed _delay+'s' t8n>>› <<link "Lower your rifle, Karth. Trust me." "K_standoff">><</link>> › <<link "Talk to her. Don't lower your guard yet." "K_standoff">><</link>> › <<link "She's there to kill you, Karth – it's you or her!" "Karth-shoots">><</link>><</timed>> <<visitedspecial>>\
<<set $krapport to $rapport>>\ <<say "My… mother's name was Sofia. My father's name was David." J>> <<say "What?" K>> <<say "Who…? Who are you…?" J>> <<say "My name is David Karth." K>> <<say "…" J>> <<say "…my name… before. My name was Miranda…" "J">> \ <<timed _delay+'s' t8n>>› <<link "I think System has been lying to us – all of us" "kCreature">><</link>><</timed>>
<<set $stormy = false>><<set $finale = true>>\ <<say "How can you be…? System told me you died…?" "J">> <<say "They told me that my daughter had… but they never found her…" K>> <<say "What about Sofia?" "J">> <<say "Her body was recovered. I was still mourning her when… System told me they were both lost. Told me to take out my grief on the rioters… but I couldn't do it. So System took control of the Squad." K>> <<say "Then you didn't…?" J>> <<say "The responsibility was still mine. I took the blame – I should have been there. I could have stopped it, but I was still looking for Miran…" K>> <<say "…for my daughter." K>> <<say "Some of the survivors… after. They found me, helped to get me off-planet… changed my name. System told me that both of…" J>> <<timed _delay+2+'s' t8n>>[A sudden roar – far away, but picked up on both mics] <<set _delay = 1>><<say "It's back!" K>> \ <<next 2s>>› <<link "Jyn! Karth! You need to get out of there!" "Escape_start">><<set $mobz = true>><<mobz 80 26.5>><</link>><</timed>> <<timed 18s t8n>><<play ping 0.08>><</timed>>\
<div id="centre"><span class="huge"><<timed .1s>>TWO <<next .7s>>LIVES <<next .7s>>LOST<</timed>></span></div> <<timed 3.5s>><<goto "deadend">><</timed>>\ <<if !$ending>><<set $ending = " ">><</if>>\
<<if $throwflare>>\ <<unset $throwflare>>\ <<say "I've got a flare! Let's try…" J>> <<else>>\ <<if $dogflare>><<say "They see heat?" K>><br><</if>>\ <<say "Heat! I've got a flare! Let's try…" J>> <</if>>\ <<say "Over there, near the eggs!" K>> <<say "…" J>> <<say "Yes! It worked! It's gone after the flare! Now's our chance!" K>> <<say "Are you on? Whoa! This thing can really move!" J>> <<say "Where are we headed, Operator!?" K>> \ <<timed _delay+'s' t8n>>› <<link "Head down the south passage – towards the lava!" "Escape1">><</link>> › <<link "Head back to the mine entrance!" "drive2">><</link>><</timed>> <<timed 6s t8n>><<play ping 0.15>><</timed>>\ <<mobz 93 31>>\ <<visitedspecial>>\
<<loc 95 38>>\ <<say "We're moving. Full throttle!" "J">> <<say "Watch out!" "K">> <<say "Christ! That thing is huge!" "J">> <<say "Operator – it's distracted by the flare, but that won't last for long. We're heading south, right towards the lava!" "K">> <<say "The heat should help to mask us!" "J">> <<say "Should?" "K">> <<say "Where is it – did it follow us?" "J">> <<say "Can't see it. Maybe we lost – no! It's right behind us!" "K">> \ <<timed _delay+'s' t8n>>› <<link "Keep going!" "Escape2">><</link>> › <<link "Can you go faster?" "Escape2">><</link>> › <<link "According to the map you're…" "Escape2">><</link>> › <<link "Watch out!!!" "Escape2">><</link>><</timed>>\ <<timed 5s t8n>><<play ping 0.17>><</timed>>\ <<mobz 95 33>>\
<<loc 95 39.5>><<mobz 95 34>>\ <<say "Daylight! Ahead! This is our way out! Lava just falls away and…" "J">> <<say "Oh $shit." "K">> <<timed 1.5s t8n>>[a long, agonising silence…] <<next 1.5s>>› <<link "Jyn? Karth? Are you still there?" "Escape3">><</link>><</timed>>
<<loc 81.5 76>><<mobz 89 74>>\ <<say "We're inside the crater. The storm is just ahead – like a solid wall! Lightning flashing every few seconds." "J">> <<say "Those lightning strikes. I've seen what they can do." "K">> <<say "We're hovering…" "J">> <<say "Does that help?" "K">> <<say "Well, we're not grounded. It might… it might…?" "J">> <<say "Might!?" "K">> <<timed _delay+'s' t8n>>[close behind, the tearing crack of thunderous wings]<</timed>> <<say "Do NOT look back." J>> <<say "The creature! It's right on us! In the dust clouds back there – we're barely outrunning it!" K>> \ <<timed _delay+'s' t8n>>\ › <<link "Keep going. Right into the storm!" "Eye route 3">><</link>> › <<link "It's too late to change course now!" "Eye route 3">><</link>> <</timed>>\ <<timed 7s t8n>><<play ping 0.3>><</timed>>\
<<loc 80 78>><<mobz 87 75>>\ <<say "WE'RE… INSIDE THE STORM WALL!" K>> <<timed _delay+'s' t8n>>[the muffled roar of the approaching tempest]<</timed>> <<say "JESUS! I DON'T KNOW IF THIS WAS SUCH A GOOD…" J>> <<say "…HOLD ON JYN! THESE WINDS… TRYING TO RIP US TO SHREDS!" K>> <<say "DO YOU THINK IT'S STILL FOLLOWING!?" J>> <<say "I… DON'T KNOW!" K>> <<say "THE SKIFF! IT'S COMING APART!" "J">> <<say "STEER INTO THE WIND!" "K">> <<say "I'M TRYING!" "J">> \ <<timed _delay+'s' t8n>>[a crash – a sudden sound of static…]<</timed>> <<say "DID THAT JUST HIT…?" J>> <<say "NOT US" K>> \ <<timed _delay+'s' t8n>>\ › <<link "Hold on!" "Eye route 4">><</link>> › <<link "Go as fast as you can!" "Eye route 4">><</link>> <</timed>> <<timed 8s t8n>><<play ping 0.3>><</timed>>\
<<set $cause = "Environmental damage">>\ <<loc 68.3 39.9>>\ <<if _visited>>\ <<say "THE WIND! REALLY STRONG HERE. ROCKS AND… METAL? $FUCK! FLYING PAST… LIKE I'M BEING FIRED AT!… IF ONE OF THOSE… AH! $DAMN IT!">> <<say "IT'S… TOO DANGEROUS THIS WAY. HAVE TO TURN BACK!">> <<set _rand = -(random (2,5))>><<health _rand>> <<else>>\ <<say "IT'S LIKE TRYING TO STAND UP IN A WIND TUNNEL HERE. LIKE… STANDING UNDER A CARGO CARRIER AS IT'S COMING IN TO LAND! THERE ARE THINGS… FLYING PAST… THIS IS REALLY… AH!">> <<set _rand = -(random (5,9))>><<health _rand>> <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Retreat north-west" "jEast channel">><</link>> <<NW>> <</if>><</do>>\
<<say "OK. I'm really not sure about this, but…">> <<say "[sound of a gunfire]">> <<say "I CAN'T… THEY MOVE TOO FAST!">> <<say "AH! I'M SURROUNDED, OP!! HELP ME!">> <<say "[more gunfire]">> <<say "[a cry… suddenly cut off. Then silence]">> <<death>> <<timed 8s t8n>><<link "Scavenger!? Are you still there?" "Dead">><<set $jhealth = 70>><<set $jdead = true>><<set $cause = "Creature attack">><</link>><</timed>>
<<node "start" "Op. Does the map show any other movement?">> <<pick "Yes! There's something huge on the map – but it's not what you're looking at!" "mob" condition "$mob" rapport +1>> <<pick "Let me check… Nope, just you." "on">> <<pick "It's probably just the wind?" "on">> <<node "on" "I mean… OK. But it REALLY looked like something moved.">> <<pick "You only appear because your transponder's turned on" "what">> <<pick "It would have to be the size of a cargo-carrier to show up." "what">> <<node "what" "OK. Good to know. I think.">> <<node "mob" "You've got eyes on it, Op – get me the hell away from it!">>
<<node "start" "OK. This is… I'm feeling a little freaked out…">> <<pick "Shoot it!" "shoot">> <<pick "Move really quietly, it probably can't see you either." "sneak">> <<pick "Maybe it's best to retreat" "retreat">> <<node "shoot" "Ugh. My aim sucks. Think I missed, but it ran off anyway.">> <<pick "Well done. Proceed with caution." "proceed" action "_dogs = true">> <<node "retreat" "Understood. Better to be safe, right?">> <<node "sneak" "OK. Let's give that a try.">> <<pick "Proceed with caution." "proceed" action "_dogs = true">> <<node "proceed" "Yeah. I hear ya.">>
<<node "start" "Help me, Op. I don't like this!!" stay>> <<pick "They see heat – use one of the flares you found!" "flare" condition "$flare gt 0 && $dogflare" action "_flare = true" rapport +2>> <<pick "Fire a warning shot – scare them off" "warning" unseen>> <<pick "Shoot them!" "shoot" unseen>> <<pick "Use the explosives!" "explode" condition "$explosives" unseen>> <<pick "Try moving really quietly" "sneak" unseen>> <<pick "How are they seeing you?" "see" unseen>> <<pick "Maybe it's best to retreat" "retreat">> <<node "warning" "I fired into the air. Two rounds. They didn't even flinch!">> <<pick "In that case…" "start">> <<pick "How are they even seeing you?" "see">> <<node "shoot" "I don't know if I can take them out, Op – are you absolutely sure!?">> <<pick "Yes! Shoot them! They're just dogs!" "dead" action "_shoot = true">> <<pick "Maybe not…" "start">> <<node "explode" "OK. Slight problem. No detonator! And besides, I think I'll need to use these elsewhere.">> <<pick "OK, how about…" "start">> <<node "retreat" "Understood. Better to be safe, right?">> <<node "sneak" "I can't sneak anywhere, they're all around me!">> <<pick "OK then…" "start">> <<pick "How are they even seeing you?" "see">> <<node "dead" "This is on YOU if it goes wrong…">> <<node "see" "I… don't know… but they're tracking me somehow…?" stay>> <<pick "They must be half-blinded by the dust and wind" "dust" unseen>> <<pick "It could be picking up vibrations through the ground?" "sound" unseen>> <<pick "Perhaps they see heat, like infrared?" "infra" action "$dogflare = true">> <<node "dust" "Maybe, but they sure don't act like it.">> <<pick "OK. Well…" "see">> <<node "sound" "Perhaps… I could throw a rock over there… it might…? $Shit. They didn't even move!">> <<pick "Dammit. OK…." "see">> <<node "infra" "That would make sense! Not sure how I can use that though?">> <<pick "Use one of the flares you found!" "flare" condition "$flare gt 0" action "_flare = true" rapport +2>> <<pick "You'll need to find another source of heat – until then, you should retreat!" "retreat" condition "!$flare or $flare < 1">> <<node "flare" "Now you're thinking, Op, let's try…">>
<<node "start" "Now I feel bad. Those dog things were just protecting their young.">> <<pick "That doesn't mean they won't kill you" "kill" rapport +1>> <<pick "And now you're in their home" "home" rapport +1>> <<pick "Animals will get violent to protect the things they love" "protect">> <<node "kill" "And I don't blame them. I'd kill anyone who took my family away.">> <<pick "Life must be fragile out here. I'm amazed anything can survive" "go" rapport +1>> <<pick "Sounds like you're on their side?" "go" rapport +1>> <<pick "Careful now. Violence is what separates us from the animals." "go" rapport +1>> <<node "home" "I guess that explains their aggression – I'd kill anyone who took my family away.">> <<pick "Life must be… fragile out here. I'm amazed anything can survive" "go" rapport +1>> <<pick "Careful now. Violence is what separates us from the animals." "go" rapport +1>> <<pick "Life finds a way, even in the harshest of places" "go" rapport +2>> <<node "protect" "It's kill or be killed. That's what this planet has to teach us.">> <<pick "Maybe. But I hope there's more to it than that." "go" rapport +2>> <<pick "But also maybe… celebrate life… even in the harshest of places?" "go" rapport +1>> <<pick "They've got their family. They'll do anything to keep hold of it." "go" rapport +1>> <<node "go" "I don't… Ah… I can hear movement outside… time to go.">>
<<node "start" "Op… Can I… Can I tell you something. In confidence?">> <<pick "I'm not sure" "system">> <<pick "Of course" "trust" rapport +1>> <<pick "I have to relay everything you say back to System" "system" rapport -1>> <<pick "What's on your mind?" "trust" rapport +1>> <<node "system" "So can I trust you or not?">> <<pick "Yes. You can trust me." "trust" rapport +1>> <<pick "That depends on what you tell me." "tellme">> <<pick "My loyalty is to the mission." "tellme" rapport -1>> <<node "tellme" "It doesn't affect the mission – but it's the reason I'm here.">> <<pick "Then yes, you can trust me." "trust" rapport +1>> <<pick "My loyalty is to the mission ONLY." "mission" rapport -2>> <<node "mission" "I understand. Pretend I never said anything. Let's get back to it.">> <<node "trust" "I've been tracking someone. For years. Led me all the way here. That's why I took this job.">> <<pick "OK. Who?" "who1">> <<pick "Why?" "why1">> <<pick "Should you be telling me this?" "telling">> <<node "telling" "Maybe not. But it's important, and it's burning me up.">> <<pick "Who is it?" "who1">> <<pick "Why go to such lengths?" "why1">> <<pick "Is it…?" "going" action "$karthkill = true">> <<node "who1" "They used to call him 'The Butcher of Mars'. Ex-military. Responsible for the deaths of 93 people during the Martian uprising. 93 people – including… my parents.">> <<pick "Oh Jesus. I'm sorry." "going2" action "$karthkill = true" rapport +1>> <<pick "What are you planning to do?" "why2" condition "!setup.seen('why1')" unseen>> <<pick "I have a horrible feeling I know where this is going." "going2">> <<node "why1" "I'm here to kill someone.">> <<pick "What!?" "going" action "$karthkill = true">> <<pick "Who?" "who2">> <<pick "What did they do to you!?" "who2">> <<node "why2" "I'm here to kill him.">> <<pick "What!?" "going2" action "$karthkill = true">> <<pick "Who?" "who2">> <<pick "What did he do!?" "who2">> <<node "why3" "I'm here to kill him.">> <<pick "Can we talk about this?" "sure" rapport +1>> <<pick "What you do after the mission does not concern me." "sure">> <<node "who2" "They used to call him 'The Butcher of Mars'. Ex-military. Responsible for the deaths of 93 people during the Martian uprising. 93 people – including… my parents.">> <<pick "What are you planning to do?" "why3" condition "!setup.seen('why2') && !setup.seen('why1')" unseen>> <<pick "Oh Jesus. I'm sorry." "going2" action "$karthkill = true" rapport +1>> <<pick "I have a horrible feeling I know where this is going." "going2" action "$karthkill = true">> <<node "going" "You probably know him as 'Karth'.">> <<pick "What did he do!?" "who3">> <<pick "What are you planning to do?" "why2" condition "!setup.seen('why1')" unseen>> <<pick "Can we talk about this?" "sure" rapport +1>> <<pick "I don't think he's your guy." "sure" rapport +1>> <<pick "You're taking a big risk telling me this." "risk">> <<node "going2" "You probably know him as 'Karth'.">> <<pick "What are you planning to do?" "why3" condition "!setup.seen('why2') && !setup.seen('why1')" unseen>> <<pick "Can we talk about this?" "sure" rapport +1>> <<pick "I don't think he's your guy." "sure" rapport +1>> <<pick "You're taking a big risk telling me this." "risk">> <<node "who3" "They used to call him 'The Butcher of Mars'. Ex-military. Responsible for the deaths of 93 people during the Martian uprising. 93 people – including… my parents.">> <<pick "What are you planning to do?" "why3" condition "!setup.seen('why2') && !setup.seen('why1')" unseen>> <<pick "You took quite a risk telling me this." "risk">> <<pick "Let's complete the mission, and we can discuss it later." "sure" rapport +1>> <<pick "What you do after the mission does not concern me." "sure">> <<node "sure" "Look. I've told you. Had to get it off my chest. But this isn't a discussion. You can't change my mind.">> <<node "risk" "Yeah. Maybe I did, but I had to get it off my chest. And I'm a good judge of character. Am I wrong to trust you, Op?">>
<<node "start" "Hmm. It's just an old ammo crate – locked.">> <<pick "Smash it open?" "smash">> <<pick "Can't you just shoot it?" "shoot">> <<node "shoot" "You want me to shoot the ammo crate. Great idea.">> <<pick "Less of the sarcasm, Scavenger." "less" rapport +1>> <<pick "So just smash the lock" "smash">> <<pick "What would you advise?" "open" rapport +1>> <<node "less" "Well, come on. There are a few orders even I won't follow!">> <<pick "Fine. Leave it then." "leave">> <<pick "Is there a way to open the box?" "open" rapport +1>> <<node "smash" "Not sure if smashing it will be good for the contents">> <<pick "Fine. Leave it then." "leave">> <<pick "OK, is there another way to open the box?" "open" rapport +1>> <<node "open" "There's an old trick to forcing one of these open – you just have to tap it… there…">> <<pick "Did it work?" "work" action "$khelium += 5, $ammobox = true" notify "Helium-3 has increased by 5">> <<pick "OK. I guess I should have asked you first." "work" action "$khelium += 5, $ammobox = true" notify "Helium-3 has increased by 5">> <<node "leave" "Well… as long as you're sure.">> <<node "work" "Yep. There we go. Ah. No ammo, but there's some Helium-3 jammed in there.">>
<<loc 95.4 31.7>><<if previous () == "escape">>\ <<say "OK. We're back in the nest. That thing – it looks in bad shape?" K>> <</if>>\ <<say "The skiff. OK. The skiff." "J">> <<say "Can you fix it?" "K">> <<say "Hover-pad's cracked. Intake's blocked with – eaugh. It's got an auto-nav, so no steering. And even if I could get her started, she's speed-limited!" "J">> <<say "Yes. But can you fix it?" "K">> <<say "Maybe. Yes. Op – check your map! How close is it?" "J">> \ <<timed _delay+'s' t8n>>› <<link "Two minutes, probably less." "skiff">><</link>> › <<link "It's headed your way!" "skiff">><</link>> › <<link "I can't tell. Just fix it." "skiff">><</link>> › <<link "Use the Sparker!" "skiff">><<set $sparkeruse = true>><</link>><</timed>> <<mobz 88 29>>\ <<timed 9s t8n>><<play ping 0.1>><</timed>>\
<<loc 83.9 73>><<mobz 92 69>>\ <<if lastVisited ("Escape4") == 1>>\ <<say "Lava's come to an end – we've lost our cover! " K>> <<else>>\ <<say "Changing course – headed right for the crater!" K>> <</if>>\ <<say "$shit $shit $SHIT!!" J>> <<say "The skiff is shaking – we’re way past its safety limits. We're racing straight up the crater rim like we're riding a tsunami!" K>> <<say "Is it still following?" J>> <<say "I can't see, just dust and black clouds behind us; maybe it's given up!?" K>> <<say "We're over the crest, heading down the other side. Are we really doing this, Op!?" J>> <<say "KEEP IT STEADY!!" K>> \ <<timed _delay+'s' t8n>>\ › <<link "Faster!" "Eye route 2">><</link>> › <<link "Hold on!" "Eye route 2">><</link>> › <<link "Maybe this isn't such a good idea…?" "Eye route 2">><</link>> <</timed>>\ <<timed 9s t8n>><<play ping 0.25>><</timed>>\
<<set State.metadata.set("complete", true)>><<set $complete = true>>\ <<set $ending = "Best">><<transcend>>\ \ <div id="centre"><span class="huge"><<timed .4s>>TWO <<next .8s>>LIVES <<next .8s>>SAVED<</timed>></span></div> <<timed 5s>><<goto "Start">><</timed>>
<<loc 82.8 13.5>>\ <<if !$transmat3>>\ <<say "I'm really not keen on trying that thing!">> <<if $transmat2>>\ <<say "I'd need to make sure the Transmats are connected. I can activate this one, and yes… I've activated the other one too, but… that doesn't mean it's actually working.">> <<else>>\ <<say "I'd need to make sure the Transmats are connected. I can activate this one, but that doesn't mean the one on the other end is on… or even working. Ever seen what happens to something that's sent to an inactive Transmat…? It's not pretty.">> <</if>>\ <<set $transmat3 = true>>\ <<if $rapport > 15>>\ <<say "Because we're getting along, I'll activate this one. But that doesn't mean I'll use it.">> <<else>>\ <<say "Just to humour you, I'll activate this one. But honestly? I'm not sure I trust you enough to actually use it.">> <</if>>\ \ <<elseif $ktrans>>\ <<say "Are you really asking me to do this again?">> <<elseif !$transmat2>>\ <<say "OK, this Transmat is on, but until I know there's another one activated, there's no way I'd step inside. This planet has enough dust – I have no intention of adding my atoms to it!">> <<if visited () > 2 && lastVisited ("Stormchat") != 1>><<say "Seriously? I'm not sure I can be any clearer!">><br><</if>>\ <<else>>\ <<say "OK, this Transmat is on, and I activated the other one near the Tower. But I'm still not sure about this.">> <<rapportcheck 20 14>> <<resetConv K_transmat>><<conv K_transmat>>\ <</if>>\ \ <<do tag "conv">><<if !_go>>\ <<if $ktrans>><<link "Use the Transmat again" "T2 arrive">><<play transmat .5>><<stormdelay>><<if $char == 2 && !$landerseen>><<set $mobx = 50>><</if>><</link>><br><<elseif _send>><<timed 1s>><<play transmat .6>><<stormdelay>><<next 2s>><<goto "T2 arrive">><</timed>><<elseif $transmat3 && !_nodice && !$ktrans && !_send>><<link "How about now…?" "Transmat 3 use">><</link>><br><</if>>\ <<if !_send>><<link "Exit the building" "Transmat 3">><</link>><</if>> <<if !_send>><<waitstorm>><</if>>\ <</if>><</do>>\ <<visitedspecial>>\
Sectors that may be worth exploring for potential resources: <<set $explored = 0>><<set $exploredtotal = 0>>\ <<if $name == "Karth">>\ • Lost cargo crate: Sector D6 <<explored "Cargo">> • The western cliffs: Sector E4 <<explored "slopes">> • Comms Tower: Sector B3 <<explored "Tower 2">> <<if (($char == 1 && $mechcontrol)) or ($char == 2)>>• Transmat B: Sector B3 <<explored "Tower hut">><br><</if>>\ <<if ($char == 2 && !$ravinegear) or $char == 1>> • Lost data recording: Sector C4 <<explored "Gear 1">><br><</if>>\ \ <<if ($char == 1 && $mapmode > 2 && $mechcontrol) or ($char == 2 && visited ("Bridge 2"))>>\ • Storage cabin: Sector C6 <<explored "Hut inside">> • Vehicle hangar: Sector B8 <<explored "warehouse inside">> <<if $mapmode > 3>> • Lost data recording: Sector D8 <<explored "Cave">><</if>> • Transmat C: Sector A9 <<explored "Transmat 3 inside">> <<if $char == 1>> • Mine entrance: Sector B9 <<explored "Mine start">><<else>> • Mine entrance: Sector B9 <<explored "kMine new">><</if>> <<if visited("Mine start")>> • Mine interior: Sector B9 <<explored "Mine">><<elseif visited ("kMine new")>> • Mine interior: Sector B9 <<explored "kMine-north">><</if>>\ <</if>>\ \ <<else>>\ \ • Lost cargo crate: Sector D6 <<explored "jCargo">> <<if ($char == 2 && !$ravinegear) or $char == 1>> • Lost data recording: Sector C4 <<explored "jGear 1">><br><</if>>\ • Transmat A: Sector D3 <<explored "T1 use">> • Lost transport carrier: Sector E1 <<explored "engine">> \ <<if ($char == 1 && $mapmode > 2 && $explosives) or ($char == 2 && visited ("Crash"))>>\ • Storage cabin: Sector C6 <<explored "jHut inside">> • Vehicle hangar: Sector B8 <<explored "jWarehouse">> • Quarry: Sector B7 <<explored "jDogs den">> • Transmat C: Sector A9 <<explored "J Transmat 3 inside">> <<if $char == 1>> • Mine entrance: Sector B9 <<explored "jMine start">><<else>> • Mine entrance: Sector B9 <<explored "jMine new">><</if>> <<if visited("jMine start")>> • Mine interior: Sector B9 <<explored "jMine">><<elseif visited ("jMine new")>> • Mine interior: Sector B9 <<explored "jMine-north">><</if>>\ \ <</if>><</if>><<returnstats>>\
<<loc 25.5 21.5>>\ <<if !$tower>>\ <<if lastVisited ("Tower hut") == 1>><<say "Really!?">><br><</if>>\ <<say "Sorry, Operator, but it's not like the $damn thing is actually working. There's no power at all – all the controls are dead. There should be a control panel to re-activate it nearby.">> \ <<elseif $ktrans>>\ <<say "Are you expecting me to use this thing again!?">> \ <<else>>\ <<set $transmat2 = true>>\ <<if $char == 2 && $mobhunt>>\ <<say "OK. There's power to the console now. I guess I can activate this one…">> <<say "That's done; Transmat B is active. But are you really asking me to just step in…?">> <<rapportcheck 18 12>> <<resetConv K_transmatend>><<conv K_transmatend>>\ <<elseif $transmat3>>\ <<say "OK. There's power to the console now. I guess I can activate this one…">> <<say "That's done; Transmat B is active. And I've already activated Transmat C. But I'm really not sure about this. Half the stuff that goes through these things never makes it to the destination!">> <<rapportcheck 20 14>> <<resetConv K_transmat>><<conv K_transmat>>\ <<else>>\ <<say "Ok, I've activated Transmat B – but until I know there's another one connected, there's no way I'd use it. Stepping into one of those things is dangerous enough without having to worry about getting sent to an inactive destination!">> <<if $char == 2>><<say "You're going to need a really good reason to send me through that thing!">><br><</if>>\ <</if>>\ <</if>>\ \ <<do tag "conv">><<if !_go>>\ <<if $ktrans>><<link "Yes, please use the Transmat again" "T3 arrive">><<play transmat .5>><<stormdelay>><<if $char == 2>><<set $mobx = 30>><<set $moby = 30>><</if>><</link>><br><<elseif _send>><<timed 1s>><<play transmat .6>><<next 2s>><<stormdelay>><<if $char == 2>><<set $mobx = 30>><<set $moby = 30>><</if>><<goto "T3 arrive">><</timed>><</if>>\ <<if _nodice && !_send>><<link "You're right. Let's take a raincheck." "Tower hut">><</link>><br><</if>>\ <<if !_send>><<link "Leave the building" "Tower base">><</link>><</if>> <<if !_send>><<waitstorm>><</if>>\ <</if>><</do>>\ <<visitedspecial>>\
<<node "start" "What exactly are you asking, Operator?">> <<pick "Step into the Transmat" "useyes" condition "$rapport gte 20">> <<pick "I want you to use the Transmat" "useno" condition "$rapport lt 20">> <<pick "Try throwing something through?" "throw" condition "$rapport gte 20">> <<pick "Actually, don't worry about it" "dont" action "_nodice = true">> <<node "useyes" "You're confident this is going to work… right?">> <<pick "Go for it" "go" action "_send = true">> <<pick "Actually, on second thoughts…" "dont" action "_nodice = true">> <<node "useno" "Sorry, Operator. Regular orders are fine, but I'm not sure I trust you enough to do that.">> <<pick "OK. I get it. I need to earn some trust" "trust" action "_nodice = true" notify "Rapport needs to be 20 or higher">> <<pick "I reckon the other Scavenger would have done it." "other" action "_nodice = true" notify "Rapport needs to be 20 or higher">> <<node "throw" "OK. Well, that's fine. I'll throw a couple of Helium-3 cylinders through…">> <<pick "…and?" "and" action "$khelium -=2, $transtest = true" notify "Helium-3 reduced by 2">> <<node "and" "And. No flash, no bang. They just vanished.">> <<pick "So that means it's working – must be safe, right?" "safe">> <<pick "Please step into the Transmat" "useyes" condition "$rapport gte 20">> <<pick "I want you to use the Transmat" "useno" condition "$rapport lt 20">> <<pick "Maybe it's safer not to" "dont" action "_nodice = true">> <<node "safe" "Working? Maybe. Safe? We have no idea if they even made it to the other end!">> <<pick "Please step into the Transmat" "useyes" condition "$rapport gte 20">> <<pick "I want you to use the Transmat" "useno" condition "$rapport lt 20">> <<pick "Maybe it's safer not to" "dont" action "_nodice = true">> <<node "dont" "No problem. I like my insides on the inside.">> <<node "go" "OK. I'm REALLY trusting you, Ope…">> <<node "other" "Maybe. But I doubt it.">> <<node "trust" "That's up to you. I'll follow orders, but I'm not trusting you blind.">>
<<set $speed = 1>><<loc 25.5 21.5>>\ <<if !$ktrans>>\ <<say "…rator. This better work.">> <<say "Oh?">> <<say "Well. That was unexpected. I don't think it did anything?">> <<say "I mean… I don't THINK it worked…?">> <<say "I'm… feeling a little…">> <<say "The cabin… looks the same… but…">> <<if $transtest>><<say "There are two Helium-3 cylinders sort of fused together over there…">><br><<set $transtest2 = true>><</if>>\ <<say "$Fuck.">> <<say "It worked, didn't it.">> <<else>>\ <<say "UGH! I really don't like this!">> <<say "OK. I'm still here.">> <<say "I'm still in one piece.">> <<say "I got lucky.">> <<say "Can we please… not do this again?">> <</if>>\ <<set _x = -2 - (visited ("T3 arrive") * visited ("T2 arrive"))>>\ <<health _x>> <<set $cause = "Transmat malfunction">>\ <<if $jhealth < 1 or $khealth < 1>><<goto "Health">><</if>>\ \ <<do tag "conv">><<if !_go>>\ <<timed 1s t8n>><<if !$ktrans>><<link "OK, I admit I was a little worried" "Tower hut">><<set $ktrans = true>><</link>><<else>><<link "It's fine! Nothing to worry about!!" "Tower hut">><<set $ktrans = true>><</link>><</if>><</timed>> <</if>><</do>>\ <<visitedspecial>>\
<<loc 89 29>>\ <<say "The passage continues – I'm heading deeper into the mountain.">> <<say "The walls gleam like oil on water, and there's something like moss growing in small patches. And what's this? I'm further in, and they must have broken through into a… a huge natural cave system. The passage continues and opens up into a much larger space.">> <<say "I'm entering into the cavern now. It's big! You could drive an armoured tank through here! There's something… something over there, by the wall…">> <<say "Oh $damn. It's a body. Although… not much left of it. Legs only – top half is missing. Just bones, but that was no mining accident. Ah $shit. There are more bodies. What the hell happened here!?">> <<do tag "conv">><<if !_go>>\ <<timed _delay+'s' t8n>>› <<link "Press on, let's see what's further in" "Mine-end">><</link>> › <<link "Be careful, this doesn't sound good" "Mine-end">><<set $rapport ++>><</link>><</timed>> <</if>><</do>>\
<<fade Jyn>><<loop Karth>>\ <<set $stormy = false>>\ <<if $name == "Karth">><<set $krapport to $rapport>><<set _helium = $khelium>><<else>><<set $jrapport to $rapport>><<set _helium = $jhelium>><</if>>\ <h2><<type 0.1ms>><b>Hello Operator. This is a message from System.</b><</type>></h2> <<timed .5s t8n>>Unfortunately, transponder data shows your Scav's health is now at zero. This is why we advise Operators not to get too attached. Cause of death: Unknown creature attack <<type 0.1ms>><span class="msga">Calculating mission success parameters… Helium-3 collected: _helium Mine location: Found Mine accessed: Yes</span> <span class="note">Chance of recouping costs if mission continued: 83% 75% threshold reached</span><</type>><</timed>>\ <<timed 2s t8n>>Although you lost your Scav, you did manage to access the mine. There is the potential to find more Helium-3 inside. We have decided that you have done enough with Scav 1 to justify the cost of another excursion. <<type 0.1ms>><span class="note">We have authorised the use of your backup Scav in order to complete the mission.</span><</type>><</timed>> <<timed 3s t8n>><<button "Select backup Scav" "Choose">><</button>><</timed>> <<if !$ending>><<set $ending = " ">><</if>>\
/* K points the finger at Jyn */ <<node "start" "Operator. I… I need to level with you. I need to tell you something about the other Scavenger.">> <<pick "You mean Jyn?" "otherscav">> <<pick "OK…?" "otherscav">> <<pick "Let's just focus on you… and the Helium-3." "h3" action "_end = true" rapport -1>> <<node "h3" "Sure. I get it. You don't want to talk.">> <<node "otherscav" "Jyn. That's what she's calling herself now. I think she was there. On Mars. I think she was involved in the riots. The ones that killed my family.">> <<pick "How do you know?" "howknow">> <<pick "Involved how?" "how">> <<pick "That doesn't make her guilty" "core">> <<pick "What are you going to do about it?" "core">> <<node "howknow" "When I saw her application to the Academy, I did some digging. She tried to hide it, but she was there, on Mars during the insurrection.">> <<pick "That doesn't make her guilty" "core">> <<pick "What are you going to do about it?" "core">> <<node "how" "She wasn't just there; she was part of it. Maybe one of the ringleaders.">> <<pick "How do you know?" "howknow">> <<pick "That doesn't make her guilty" "core">> <<pick "What are you going to do about it?" "core">> <<node "core" "Sofia… Miranda… my wife and child. I can't forgive… but…">> <<pick "But…?" "closure" rapport +1>> <<pick "But nothing. Put this out of your head." "nothing" rapport -1>> <<pick "You really need to just get over it." "nothing" rapport -1>> <<node "closure" "But there's a part of me that just wants to look her in the eye and tell her the pain she caused.">> <<pick "You're looking for closure" "end_closure" rapport +1>> <<pick "Maybe she deserves the benefit of the doubt?" "end_doubt" rapport +1>> <<pick "She deserves whatever's coming." "end_doubt" rapport -1>> <<node "end_closure" "…Maybe. Is that naive?">> <<pick "No. I don't think so. After the mission, you and her need to have a serious talk." "endfinal">> <<node "end_doubt" "…Maybe. Maybe she does.">> <<pick "Sounds like you and her need to have a serious talk." "endfinal">> <<node "endfinal" "Thanks, Operator. You're probably right. Now, let's get this mission done.">> <<node "nothing" "I guess. Perhaps you're right. Let's get this mission done.">>
<<loc 82.2 14>>\ <<if $stormState != "active">><<if _visited>>\ <<if $char == 2>>\ <<say "I'm outside the Transmat building.">> <<if lastVisited ("kMine new") == 1>><<say "We're taking a big risk, Operator, that thing will figure out what happened at some point!">><br><</if>>\ <<else>>\ <<if lastVisited ("Mining gear") == 1>>\ <<say "I'm following the cables. It's tricky as they dive under the dust and dirt in places. It's like trying to follow a writhing sand-eel as it makes its escape…">> <<say "They lead to another one of these carbon-steel cabins. These cabins are light, easy to construct, and seem to have survived everything the planet's thrown at them. Sand has built up on one side, but I should be able to shift that… There we go.">> <<else>>\ <<say "I'm standing outside one of these carbon-steel cabins. They're light, easy to construct, and seem to have survived everything the planet's thrown at them. Sand has built up on one side, but I should be able to shift that… There we go.">> <</if>>\ <</if>>\ <<say "To the west, all their abandoned mining gear. To the south-east, a mountain rises from the earth, and I can see a man-made passage cut into the rock.">> \ <<else>>\ <<if visited ("Transmat 3 inside")>>\ <<say "I'm back outside the Transmat building. It looks pretty beaten up from here, but I know it's still in good shape on the inside.">> <<else>>\ <<say "I'm back at another one of these carbon-steel cabins. Sand has built up on one side, but I've already moved it aside to reveal the door.">> <</if>>\ <</if>>\ <</if>>\ \ <<if $mob && !$mineopen>>\ <<say "I can't get any closer to the mine – the creature is guarding it!">> <<elseif $char == 2 && $stormy>>\ <<say "I should take shelter here!">> <</if>>\ \ <<do tag "conv">><<if !_go>>\ <<link "Enter the cabin" "Transmat 3 inside">><</link>> <<N>><br>\ <<link "Head back to the ruined mining gear" "Mining gear">><</link>> <<W>> <<if $char == 1>>\ <<link "Head over to the start of the passage" "Mine start">><</link>> <<S>> <<elseif $mineopen>>\ <<link "Head over to the mine entrance" "kMine new">><</link>> <<S>> <</if>>\ <</if>><</do>>\ <<if $mechcontrol && $char == 1 && $stormState == "idle" && $stormsurvived > 3>><<set $stormState = "cooldown">><<set $stormTimer = 5>><</if>>\
<<switch _msgKey>> /* intro */ <<case "welcome">> <<linkappend "› WELCOME" t8n>> <<set $messageRead["welcome"] = true>><<redo "new">><br><br><span class = "b"> Welcome to Keppler-7! Your Scav has now made a safe landing and should be ready for your orders. <br><br>You know the drill. The visibility is low, and they'll need your help. Guide them. Search the area. You'll need to collect a minimum of 100 units of Helium-3 in order to authorise an Evac – more is better! Just return them to the origin point with enough resources, and you'll have completed your mission. <br><br>If your Scav's health falls to zero, then it's game over. However, if you manage to locate a high-resource area but your Scav fails to make it back, we may allow you to summon Scav 2 in order to complete the mission. Note: You can access these System messages from the Info screen <<if !$isMobile>> or by pressing 'S'<</if>>. <br><<run Dialog.resize()>></span> <</linkappend>><<new "welcome">> <<case "keppler">> <<linkappend "› KEPPLER-7" t8n>> <<set $messageRead["keppler"] = true>><<redo "new">><br><br><span class = "b"> Keppler-7 is uninhabited and largely devoid of life. The constant storms and gale-force winds see to that. There was, until about three years ago, a small mining colony established here after discoveries of large deposits of Helium-3 among the regolith. <br><br>The mining colony has since been abandoned – no official reason given, but we assume because of the difficulties in working in this environment. You may find processed Helium-3 almost anywhere – usually in storage cylinders, but if you can find their mine, there's a much greater chance of a good haul. <br><<run Dialog.resize()>></span> <</linkappend>><<new "keppler">> /* shelter */ <<case "storm1">> <<linkappend "› STORM WARNINGS" t8n>> <<set $messageRead["storm1"] = true>><<redo "new">><br><br><span class = "b"> Be wary of your Scav getting caught out in one of the many severe storms that sweep the planet. The drop-pod landing point is near an area known as the 'Eye of Keppler' – a massive, high-pressure anticyclone that's been in the same spot for hundreds of years.<br><br> In addition, Class-5 rock and debris storms can strike with very little warning – and if your Scav is caught out in the open during one of those, they may not survive. <br><<run Dialog.resize()>></span> <</linkappend>><<new "storm1">> /* rapport */ <<case "rapport1">> <<linkappend "› KEEP IT PROFESSIONAL" t8n>> <<set $messageRead["rapport1"] = true>><<redo "new">><br><br><span class = "b"> We know that maintaining a good rapport with your Scav can seem like a smart idea, but believe us, that's been the failure of many a promising Operator. Keep things as professional as possible. They don't need a friend; they need a clear-headed Operator. Please avoid engaging in non-mission-related chatter. <br><<run Dialog.resize()>></span> <</linkappend>><<new "rapport1">> <<case "rapport2">> <<linkappend "› SCAVS" t8n>> <<set $messageRead["rapport2"] = true>><<redo "new">><br><br><span class = "b"> We really do appreciate that 'chatting' with your Scav can seem like a good strategy to keep them onside, but we strongly advise against it. Keep a healthy distance. Be careful who you trust. These people are not the 'friendly scavengers' you think they are. <br><<run Dialog.resize()>></span> <</linkappend>><<new "rapport2">> <<case "rapport3a">> <<linkappend "› KARTH" t8n>> <<set $messageRead["rapport3a"] = true>><<redo "new">><br><br><span class = "b"> We didn't want to have to do this. But we're worried you're making emotional attachments. Karth's full file is largely redacted, but we can tell you a little more about the Scav you're talking to. He is an ex-military commander who was in charge of a squad of 'peace-keepers' during the Martian uprising. <br><br>His actions forced an abrupt end to the riots, but caused the death of 93 civilians – earning him the moniker: 'The Butcher of Mars'. His wife and child were killed during the events, and he quit the service not long after. He is a man with a violent past - and not someone you should be 'friendly' with. <br><<run Dialog.resize()>></span> <</linkappend>><<new "rapport3a">> <<case "rapport3b">> <<linkappend "› JYN" t8n>> <<set $messageRead["rapport3b"] = true>><<redo "new">><br><br><span class = "b"> We're concerned about you, Operator. Please do not try to engage on a personal level with your Scav. Although her file is partially redacted, Jyn was heavily involved in the Martian riots, and it seems that her family were killed during the violence that ensued. She escaped capture and trial for her part in the insurrection. <br><br>She has since changed her identity several times, and we believe she is attempting to track down the squad leader, who she blames for the murder of her family. She is a damaged individual with her own murderous agenda, and should not be trusted. <br><<run Dialog.resize()>></span> <</linkappend>><<new "rapport3b">> <<case "rapport4">> <<linkappend "› FREELANCER" t8n>> <<set $messageRead["rapport4"] = true>><<redo "new">><br><br><span class = "b"> We have reason to believe that one of the Scavs under your control may have had dealings with another agency. As you know, Helium-3 fetches a very high price on the black market, and we're concerned that one of your Scavs may be attempting 'freelance' in order to steal valuable System resources and then escape off-planet. This would be bad for them, and reflect badly on you. Keep an eye out. <br><<run Dialog.resize()>></span> <</linkappend>><<new "rapport4">> /* map modes */ <<case "mapmode1">> <<linkappend "› NEW DATA RECORDING [1/7]" t8n>> <<set $messageRead["mapmode1"] = true>><<redo "new">><br><br><span class = "b"> A new Data Recording has been received. Data Recordings can now be viewed from your 'Info' screen <<if !$isMobile>> (or by pressing 'D')<</if>>. This Data Recording also included new map data. Your map has been upgraded to show a simulated satellite image. You can switch between map modes <<if !$isMobile>> by pressing 'N' or <</if>> by using the 'Map Mode' link in the lower left of the main map display. Further map upgrades are available – subject to sourcing new data. <br><<run Dialog.resize()>></span> <</linkappend>><<new "mapmode1">> <<case "mapmode2">> <<linkappend "› NEW DATA RECORDING [2/7]" t8n>> <<set $messageRead["mapmode2"] = true>><<redo "new">><br><br><span class = "b"> A new Data Recording has been received. In addition, your map has now been upgraded to show locations that should offer some shelter from any extreme weather event. Move your Scav to one of these points to help them survive a Class-5 storm. <br><<run Dialog.resize()>></span> <</linkappend>><<new "mapmode2">> <<case "mapmode3">> <<linkappend "› NEW DATA RECORDING [3/7]" t8n>> <<set $messageRead["mapmode3"] = true>><<redo "new">><br><br><span class = "b"> A new Data Recording has been received. In addition, your map has now been upgraded to show many of the central locations. <br><<run Dialog.resize()>></span> <</linkappend>><<new "mapmode3">> <<case "mapmode4">> <<linkappend "› NEW DATA RECORDING [4/7]" t8n>> <<set $messageRead["mapmode4"] = true>><<redo "new">><br><br><span class = "b"> A new Data Recording has been received. In addition, your map has now been upgraded to show all possible locations and path routes – based on your current Scav's capabilities. <br><<run Dialog.resize()>></span> <</linkappend>><<new "mapmode4">> <<case "mapmode5">> <<linkappend "› NEW DATA RECORDING [5/7]" t8n>> <<set $messageRead["mapmode5"] = true>><<redo "new">><br><br><span class = "b"> A new Data Recording has been received. This also contained detailed map data – your map has now been fully updated to show all possible locations and path routes. <br><<run Dialog.resize()>></span> <</linkappend>><<new "mapmode5">> <<case "mapmode6">> <<linkappend "› NEW DATA RECORDING [6/7]" t8n>> <<set $messageRead["mapmode6"] = true>><<redo "new">><br><br><span class = "b"> A new Data Recording has been received. <br><<run Dialog.resize()>></span> <</linkappend>><<new "mapmode6">> <<case "mapmode7">> <<linkappend "› NEW DATA RECORDING [7/7]" t8n>> <<set $messageRead["mapmode7"] = true>><<redo "new">><br><br><span class = "b"> A new Data Recording has been received. This is the final recording from the original mining operation. <br><<run Dialog.resize()>></span> <</linkappend>><<new "mapmode7">> /* map locations */ <<case "maploc1">> <<linkappend "› SCAN UPDATE" t8n>> <<set $messageRead["maploc1"] = true>><<redo "new">><br><br><span class = "b"> We have some new scan information that could be useful to you. We believe there is additional map data located somewhere near Sector D6. Your Scav should be able to sync this data with your console. <br><<run Dialog.resize()>></span> <</linkappend>><<new "maploc1">> <<case "maploc2">> <<linkappend "› ADDITIONAL LOCATION DATA" t8n>> <<set $messageRead["maploc2"] = true>><<redo "new">><br><br><span class = "b"> We have further scan information for you. 'Points of Interest' have now been added to your Info screen <<if !$isMobile>> (you can also access these by pressing 'P')<</if>>. We have compiled a shortlist of sectors that may contain additional resources. <br><<run Dialog.resize()>></span> <</linkappend>><<new "maploc2">> <<case "maploc3">> <<linkappend "› NEW POINTS OF INTEREST ADDED" t8n>> <<set $messageRead["maploc3"] = true>><<redo "new">><br><br><span class = "b"> We have additional scan information. New 'Points of Interest' have been added to your Info screen. <br><<run Dialog.resize()>></span> <</linkappend>><<new "maploc3">> /* Scav 2 */ <<case "scav2">> <<linkappend "› SCAV 2" t8n>> <<set $messageRead["scav2"] = true>><<redo "new">><br><br><span class = "b"> You now have the chance to complete the mission with your backup Scav. Resources may be scarcer, but there will still be enough Helium-3 around. <br><br>However, if you can locate the body of Scav 1, you'll be able to loot everything they were carrying. Note. Your backup Scav may have access to a few different locations, so your 'points of interest' list has been updated accordingly. <br><<run Dialog.resize()>></span> <</linkappend>><<new "scav2">> <</switch>>
<<set $speed = 1>><<loc 82.8 13.5>>\ <<if !$ktrans>>\ <<say "…rator. This better work.">> <<say "Oh?">> <<say "There was a… flash. But I don't think it did anything?">> <<say "I mean… I don't think…?">> <<say "I'm… feeling a little…">> <<say "The cabin… looks the same… but…">> <<if $transtest>><<say "There are two Helium-3 cylinders sort of fused together over there…">><br><<set $transtest3 = true>><</if>>\ <<say "$Fuck.">> <<else>>\ <<say "This just feels like cruelty now.">> <<say "OK. I'm still alive. That's something.">> <<say "Nothing… seems to be missing.">> <<say "Maybe I'm worried about nothing. Let's not push our luck though.">> <</if>>\ <<set _x = -2 - (visited ("T3 arrive") * visited ("T2 arrive"))>>\ <<health _x>> <<set $cause = "Transmat malfunction">>\ <<if $khealth < 1 && $char == 2>><<set $khealth = 1>><</if>>\ <<if $khealth < 1>><<goto "Health">><</if>>\ \ <<do tag "conv">><<if !_go>>\ <<timed 1s t8n>><<if !$ktrans>><<link "Yeah, I knew it would work" "Transmat 3 inside">><<set $ktrans = true>><</link>><br><<link "I really wasn't sure…" "Transmat 3 inside">><<set $ktrans = true>><</link>><<else>><<link "Same as last time! Works perfectly!" "Transmat 3 inside">><</link>><</if>><</timed>> <</if>><</do>>\ <<visitedspecial>>\ <<if !$mineopen && $char == 2>><<set $mineopen = true>><</if>>\
<<loc 21 21.8>>\ <<say "The control panel is now active – that should give power to the cabin below. The control panel has access to some additional data – possible comms traffic that never made it out. I can link it to your console… done.">> <<say "There's an incredible view across the clouds – but I can't see anything below. It's just an ocean of grey-red dust. Looking around, I can see just the tips of mountain peaks poking through it. There's a mountain to the far east and something flying in the air above…? Is that a ship…?">> <<if $char == 2 && $mobhunt>>\ <<say "There it is… clear as anything! That's what's hunting me! Jet black, gliding like a bird, wings outstretched. But it's HUGE! Like a dragon or… or some mythical monster! And I think it's headed this way!">> <<else>>\ <<say "Is that… alive!? Jet black, gliding like a bird. But if that's around 20 klicks away, it must be… HUGE. I just hope it hasn't seen me up here. Anything on the scan?">> <</if>>\ <<if $char == 1>>\ › <<link "Yes! There's something there!" "Tower 1">><</link>> › <<link "I'm sure it's nothing to worry about." "Tower 1">><</link>> › <<link "It's probably a good idea to climb back down." "Tower 1">><</link>> <<else>>\ › <<link "Yeah. Maybe time to climb back down!" "Tower 1">><</link>> <</if>>\ <<timed 5s>><<play ping 0.2>><</timed>>\
<<type 10ms skipkey "Enter">><h2>Your Operator console</h2><</type>>\ <<timed .5s t8n>>'Map' and 'Info' screens will appear in the top control bar. <<if !$isMobile>>You can access them using the 'M' and 'I' keys.<</if>> Any new updates will also be displayed here. A small flashing '💾' icon indicates that System is saving your progress. \ <span class="ios-only"><span class="msga"><br>Note: iOS devices have a tendency to wipe browser saves after a day or two – so you could also try saving using the manual '<b>On Disk</b>' option.<br></span></span> \ <<next .3s>>Scavs can be crude – however, your console can block any undesired profanity: <<do>><<if $curse>><<link "Profanity is not blocked">><<set $curse = false>><<redo>><<curse>><</link>><<else>><<link "Profanity is blocked">><<set $curse = true>><<curse>><<redo>><</link>><</if>><</do>> <<next .3s>>Once your Scav is active, the map will always show their current location. <<if !$isMobile>>You can open a side panel to see a smaller version of the map by clicking the <span class="icon"></span> icon.<</if>> We advise seeking out additional map data whenever you can. <<next .3s>>Whilst Scavs prefer compass-based directions, you will find terrain rarely follows a strict north/south/east/west grid. To help with navigation, arrows will be shown next to any direction orders you give. In addition, previously visited locations will be slightly dimmed so you know where your Scav has already been. <<next .3s>><b>Check your Map and Info screens – they are useful tools. Just like your Scav…</b> <<next .3s>><<button "CHOOSE YOUR SCAV" "Choose">><</button>><</timed>>
<<node "start" "There's something poking out from under the rocks, like material or something, but I can't tell what it is. Suggestions?">> <<pick "What do you think it might be?" "person">> <<pick "Are there any rocks still falling – does it look dangerous?" "danger" rapport +1>> <<pick "Try moving some of those rocks" "go">> <<node "person" "No idea. Hope it's not… Oh Jesus, it's not the other Scavenger, is it!?">> <<pick "No… but do you think it looks dangerous?" "danger" rapport +1>> <<pick "No. You're safe there." "goalt">> <<node "danger" "Erm… Well, there's nothing falling right now.">> <<pick "Search it" "go">> <<pick "Perhaps it's safer to just leave it" "leave" rapport +2>> <<node "goalt" "Well, that's a relief. OK, taking a look… These rocks are heavy! Ugh… There's someone under here. Not recent – nothing left but bones and the remains of their suit. Poor guy. Maybe it's best to leave him buried?">> <<pick "Try searching the body; no sense letting things go to waste." "search">> <<pick "Yeah. Leave him buried – feels kinder." "leave" rapport +1>> <<node "go" "OK. Searching now… These rocks are heavy! Oh… There's someone under here. Not recent… nothing left but bones and the remains of their suit. Poor guy. Maybe it's best to leave him buried?">> <<pick "Try searching the body; no sense letting things go to waste." "search">> <<pick "Yeah. Leave him buried." "leave" rapport +1>> <<node "leave" "Are you sure? Could be something useful?">> <<pick "OK, search the body." "search">> <<pick "It's too risky, Scavenger." "safe" rapport +2>> <<node "search" "He had a few Helium-3 cylinders on him. And a data recording. I'll sync this with your console – might be useful. You'll get a new message if it works.">> <<pick "Great! Add that Helium-3 to the collection." "add" action "$ravinegear = true, $jhelium += 9, $mapmode++" notify "Helium-3 has increased by 9">> <<node "add" "That felt risky, Op. You do have my safety in mind. Right?">> <<node "safe" "I'm surprised, Operator, there could have been valuable resources in there.">>
<<loc 80 14>>\ <<if $stormState != "active">><<if _visited>>\ <<say "Oh this feels eerie, and… kinda lonely. Giant mechanical monsters, all left to die. Great steel armatures looming out at strange angles. Everything abandoned, twisted, corroded, and left creaking in the wind. Feels like… like the planet won. Everything dies eventually, doesn't matter how much Helium-3 there is around.">> <<say "There are some thick power cables here, running along the ground heading east. To the southeast, a mountain gradually rises from the earth, fading into the dusty air. Looks like the start of a passage cut like a wound into its side.">> <<else>>\ <<say "I'm in this mechanical graveyard. Everything is abandoned and left creaking in the wind – feels like the planet won. There are some power cables here; they run along the ground towards the east. To the southeast, a mountain gradually rises from the earth, and it looks like there's the start of a passage cut into the side of it.">> <</if>>\ <</if>>\ <<if $mobdeath > 4 && $mobhunt && !$mineopen>>\ <<say "There's a Transmat building over there to the east! If I could find a way to transport directly to it…?">> <<elseif $mob && !$mineopen>>\ <<say "I can't get any closer to the mine – the creature is guarding it!">> <<elseif $char == 2 && $stormy>>\ <<say "This storm looks really bad – I need to turn back and find some shelter!">> <</if>>\ <<do tag "conv">><<if !_go>>\ <<if $char == 2 && $stormy>>\ <<link "Ok – head back west to the landing site" "jLanding">><</link>> <<W>> <<else>>\ <<if $stormState != "active">><<link "Follow the cables east" "JTransmat 3">><</link>> <<E>><br><<elseif !$mobhunt>><<link "Head over to east" "JTransmat 3">><</link>> <<E>><br><</if>>\ <<link "Head back west to the landing site" "jLanding">><</link>> <<W>> <<if $char == 1>>\ <<link "Head over to the start of the passage" "jMine start">><</link>> <<SE>> <<elseif $mineopen>>\ <<link "Head over to the mine entrance" "jMine new">><</link>> <<SE>> <</if>>\ <</if>>\ <</if>><</do>>\ <<if $explosives && $char == 1 && $stormState == "idle" && $stormsurvived > 2>><<set $stormState = "cooldown">><<set $stormTimer = 5>><</if>>\ <<if $mineopen && !$landerseen>><<set $mobx -= 5>><<set $speed = 1>><</if>>\
<<loc 82.8 13.5>>\ <<if !$transmat3>>\ <<say "Umm…">> <<if $transmat1>>\ <<say "I mean… Yeah, I turned the other one on – but that doesn't mean these things are actually safe!">> <<else>>\ <<say "Well… I can activate this one, but I have no idea if there's another working Transmat on the network. There's no way I'm stepping in until we know there's another that's been connected!">> <</if>>\ <<set $transmat3 = true>>\ <<if $rapport > 15>>\ <<say "Because we're getting along, I'll activate it – but that doesn't mean I'll use it.">> <<else>>\ <<say "Just to humour you, I'll activate it. But honestly, Op, I'm not sure I trust you enough to actually use it.">> <</if>>\ \ <<else>>\ \ <<if $jtrans>>\ <<say "Are you asking me to do this again?">> <<elseif $transmat1>>\ <<rapportcheck 20 14>> <<resetConv J_transmat>><<conv J_transmat>>\ <<else>>\ <<say "OK, THIS Transmat is on, but I'll need to activate another one in order to use it.">> <<say "And even then, I'm not sure I like the idea of having all my atoms rearranged. I'm kinda fond of them as they are.">> <<if visited () > 2 && lastVisited ("Stormchat") != 1>><<say "Op! Just repeating the same question will NOT get a different answer!">><br><</if>>\ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<if $jtrans>><<link "Step into the Transmat again" "T1 arrive">><<play transmat .5>><<stormdelay>><</link>><br><<elseif _send>><<timed 1s>><<play transmat .6>><<stormdelay>><<next 2s>><<goto "T1 arrive">><</timed>><<elseif !$transmat3>><<link "Activate the Transmat" "jTransmat 3 use">><</link>><br><<elseif !_send>><<link "Now try using it…" "jTransmat 3 use">><</link>><br><</if>>\ <<if !_send>><<link "Exit the building" "JTransmat 3">><</link>><</if>> <<if !_send>><<waitstorm>><</if>>\ <</if>><</do>>\ <<visitedspecial>>\
<<set $speed = 1>><<loc 82.8 13.5>>\ <<if !$jtrans>>\ <<say "…UUUUUUUCCCCCKKKKKKK!!!">> <<say "Oh $shit! Oh $shit! Oh $shit! Am I alive!!!???">> <<say "I feel strange. But… lemme… 2 arms. 2 legs. Everything feels…">> <<say "Jesus. My heart is going crazy…">> <<say "Where the hell am I!?">> <<if $transtest && !$transtest3 && !$transtest2>><<say "There are two Helium-3 cylinders sort of fused together over there…">><br><<set $transtest3 = true>><</if>>\ <<say "…">> <<say "OK. Sorry for shouting. Calming down now. Think I'm OK. I'm in the Transmat building. It looks the same but… different. I guess… did it…?">> <<else>>\ <<say "$SHIT!">> <<say "Umm. Just in case you were wondering.">> <<say "THIS DOES NOT GET ANY EASIER THE MORE YOU DO IT!">> <<say "…">> <<say "OK. I'm OK. Maybe I'm worrying about nothing.">> <</if>>\ <<set _x = -2 - (visited ("T1 arrive") * visited ("jT3 arrive"))>>\ <<health _x>> <<set $cause = "Transmat malfunction">>\ <<if $jhealth < 1 && $char == 2>><<set $jhealth = 1>><</if>>\ <<if $jhealth < 1>><<goto "Health">><</if>>\ \ <<do tag "conv">><<if !_go>>\ <<timed 1s t8n>><<if !$jtrans>><<link "Yeah, I knew it would work" "J Transmat 3 inside">><<set $jtrans = true>><</link>><br><<link "I really wasn't sure…" "J Transmat 3 inside">><<set $jtrans = true>><</link>><<else>><<link "Same as last time! Works perfectly!" "J Transmat 3 inside">><</link>><</if>><</timed>> <</if>><</do>>\ <<visitedspecial>>\ <<if !$mineopen && $char == 2>><<set $mineopen = true>><</if>>\
<<node "start" "Op. Um. Help me out here?">> <<pick "How far is the gap?" "gap">> <<pick "Stop whining and jump!" "jump" rapport -1>> <<pick "Is there no way to get that skiff going again?" "skiff">> <<node "gap" "Looks around… 2 meters. But if I don't nail the landing, I'm done for.">> <<pick "It's OK. Just relax. This is going to be fine." "jump" rapport +1>> <<pick "You're turning this into a drama. Just get on with it!" "jump" rapport -1>> <<node "jump" "$Fuck. I don't know… I don't know if I can make it!">> <<pick "You know I've got your back" "trusthigh" condition "$rapport gte 17" rapport +1>> <<pick "Do you trust me, Scavenger?" "trusthigh" condition "$rapport gte 11" action "$jhealth -= 3" notify "Health has decreased by 3">> <<pick "Look. I've been cold. I'm sorry. But trust me, I promise I'll look out for you." "trustlow" condition "$rapport lt 11" action "$jhealth -= 9, $jhelium -= 5" notify "Health has decreased by 9, Lost 5 Helium-3 cylinders">> <<node "skiff" "I've tried. It's not broken. It's just… stopped. I think it's the autonav, but I can't do anything about that. It might just head back eventually, but that could be hours!">> <<pick "Then just jump!" "jump" rapport -1>> <<pick "Or it might be minutes? Just wait." "wait">> <<pick "Jyn. If there was no lava, could you make it?" "jump" rapport +1>> <<node "wait" "But it might never move! I'm going to die here! I'm going to die like…">> <<pick "It's OK. Just relax. This is going to be fine." "jump" rapport +1>> <<pick "Stop with the panic and just jump!" "jump" rapport -1>> <<node "trusthigh" "Yes. But… $Shit. OK… Here I go…">> <<node "trustlow" "$FUCK! OK, I'm jumping. $Shit! Lost some Helium-3…">>
<<set $speed = 1>><<loc 20.8 64>>\ <<if !$jtrans>>\ <<say "…UUUUUUUCCCCCKKKKKKK!!!">> <<say "Oh $shit! Oh $shit! Oh $shit! Am I alive!!!???">> <<say "I feel strange. But… lemme… 2 arms. 2 legs. Everything feels…">> <<say "Jesus. My heart is going crazy…">> <<say "Where the hell am I!?">> <<say "…">> <<say "OK. Sorry for shouting. Calming down now. Think I'm OK. I'm in the Transmat building. It looks the same but… different. I guess… did it…?">> <<else>>\ <<say "UGH!">> <<say "You're really happy to roll those quantum dice!">> <<say "I mean… is this personal!?">> <<say "…">> <<say "Eaugh. I feel weird.">> <</if>>\ <<set _x = -2 - (visited ("T1 arrive") * visited ("jT3 arrive"))>>\ <<health _x>> <<set $cause = "Transmat malfunction">>\ <<if $jhealth < 1 or $khealth < 1>><<goto "Health">><</if>>\ \ <<do tag "conv">><<if !_go>>\ <<timed 1s t8n>>\ <<if !$jtrans>>\ <<link "OK, I admit I was a little worried." "Transmat 1 inside">><<set $jtrans = true>><</link>><br><<link "I knew it would work!" "Transmat 1 inside">><<set $jtrans = true>><</link>><br> <<else>>\ <<link "Same as last time – working fine!" "Transmat 1 inside">><</link>> <</if>>\ <</timed>>\ <</if>><</do>>\ <<visitedspecial>>\
<<node "start" "The lock needs a code – any suggestions?" stay>> <<pick "I don't have any intel. Can you force it open?" "force" unseen>> <<pick "How about just… shooting it?" "shoot" unseen>> <<pick "Is there anything on the door…?" "search" stay>> <<pick "Don't worry about it, it's probably empty anyway." "empty">> <<node "search" "There's a little 'π' symbol written here?">> <<pick "Try entering: 3333" "nope" rapport -1>> <<pick "Try entering: 3419" "nope">> <<pick "Try entering: 3141" "yep" action "_hut = true" rapport +1>> <<pick "Try entering: 9999" "nope" rapport -1>> <<pick "How about just… shooting it?" "shoot" unseen>> <<pick "Don't worry about it, it's probably empty anyway." "empty">> <<node "force" "Sure. I'll just use my super strength to bust the lock…">> <<pick "Hey! I can't see what you see." "start" rapport +1>> <<pick "Oh, sarcasm. How refreshing." "start" rapport +1>> <<node "empty" "Yeah, you're probably right. Moving on." stay>> <<node "shoot" "Er… well… my aim is terrible. And besides, my sidearm probably wouldn't do much." stay>> <<pick "OK. Let's rethink…" "start" stay>> <<node "nope" "Trying… Nope, didn't work." stay>> <<pick "OK. Let's try…" "search" stay>> <<node "yep" "Ah. Easy as Pi. Why didn't I think of that? Let's see…">> <<pick "Did it work?" "dooropen" action "_hut = true" rapport +1>> <<node "dooropen" "Yeah. Door's open. Thanks, Op!">>
<<set $transmat1 = true>><<loc 20.8 64>>\ <<if $jtrans>>\ <<say "Are you really making me do this again!?">> <<elseif $char == 2 && $mobhunt>>\ <<say "OK. Transmat A is on and active.">> <<rapportcheck 18 12>> <<resetConv J_transmatend>><<conv J_transmatend>>\ <<elseif visited ("J Transmat 3 inside")>>\ <<say "Well… I can activate this one. And I know the other one near the mine is active too. But… you realise how dangerous these things are, right? You get all the right atoms, but not necessarily in the right order!">> <<rapportcheck 20 14>> <<resetConv J_transmat>><<conv J_transmat>>\ <<else>>\ <<if $char == 2 && !$navunit>><<set _a = "You're going to need a really good reason to send me through that thing! And besides, we haven't explored this area properly yet.">><<elseif $char == 2>><<set _a = "You're going to need a really good reason to send me through that thing!">><<elseif !$navunit>><<set _a = "Besides, I'm not sure we've explored this area properly yet.">><</if>>\ \ <<say "I've activated this one, but without knowing if there's an active Transmat at the other end, it's not gonna work. Unless you're trying to send my atoms out into the dust?" _a>> <</if>>\ <<do tag "conv">><<if !_go>>\ <<if $jtrans>><<link "Step into the Transmat" "jT3 arrive">><<play transmat .5>><<stormdelay>><<if $char == 2>><<set $mobx = 25>><<set $moby = 50>><</if>><</link>><br>\ \ <<elseif _send>><<timed 1s>><<play transmat .6>><<stormdelay>><<next 2s>><<if $char == 2>><<set $mobx = 25>><<set $moby = 50>><</if>><<goto "jT3 arrive">><</timed>><</if>>\ \ <<if !_send>><<link "OK. Never mind." "Transmat 1 inside">><</link>><br><</if>>\ \ <<if !_send>><<link "Leave the building" "Transmat 1">><</link>><br><</if>>\ \ <<if !_send>><<waitstorm>><</if>>\ <</if>><</do>>\ <<visitedspecial>>\
<<loc 89 29>>\ <<say "OK. Moving on. The passage continues into the mountain. The walls… gleam… like oil on water. Looks like there's something… like moss or lichen growing in patches. Good to see new life taking hold! And what's this? Further in… oh wow! I think they broke through into a natural cave system. The passage continues on and then opens up.">> <<say "I'm moving into the cave… It's huge! Ancient, walls smooth to the touch. Scrape marks here and there, like someone tried to drive a cargo loader through. It's black as night in here – using my suit lights to see. There's something over there, by the wall…">> <<say "Oh. It's a body.">> <<say "Not much left of it. Just legs, nothing else. That was no mining accident.">> <<say "Holy Christ! There are more bodies! What the $fuck happened here!?">> <<do tag "conv">><<if !_go>>\ <<timed _delay+'s' t8n>>› <<link "Keep going… we need to find the mine." "jmine-end">><</link>> › <<link "Maybe head back. This doesn't sound good." "jmine-end">><<set $rapport ++>><</link>><</timed>> <</if>><</do>>\
<<set $mobx = $lairx>><<set $moby = $lairy>>\ <<set $mobloc = '--x: ' + $mobx + '%; --y: ' + $moby + '%'>>\ <<set $stormy = false>><<set $stormState = "cooldown">>\ \ <<say "Looks like the storm has passed. Time to move on.">> <<say "…" J>> <<say "OK, Operator. I'm rested and ready.">> <<timed _delay+'s' t8n>>› <<link "Hang on… I think…">><<set _n = 1>><<redo "1">><</link>><</timed>> <<do tag "1">>\ <<if _n > 0>>\ <<set _delay = -.25>>\ <<say "You think what?">> <<say "[whispering] Op! Can you hear me?" J>> <<timed _delay+'s' t8n>>› <<link "Jyn!? Are you… still alive?">><<set _n ++>><<redo "2">><</link>><</timed>> <</if>><</do>>\ <<do tag "2">>\ <<if _n > 1>>\ <<set _delay = -.25>>\ <<say "Operator. Are you talking to me or…?">> <<say "[whispering] Yes… but I… can't move. Trapped in here… I need… help!" J>> <<timed _delay+'s' t8n>>› <<link "Jyn! Where are you?">><<set _n ++>><<redo "3">><</link>><</timed>> <</if>><</do>>\ <<do tag "3">>\ <<if _n > 2>>\ <<set _delay = -.25>>\ <<say "[whispering] I'm in… a cavern. I think this is part of the creature's den. It dragged me in here. My transponder… isn't working…" J>> <<say "What's going on, Operator?">> <<timed _delay+'s' t8n>>› <<link "Hang on, Karth! Jyn, are you OK? Can you get out of there?">><<set _n ++>><<redo "4">><</link>><</timed>> <</if>><</do>>\ <<do tag "4">>\ <<if _n > 3>>\ <<set _delay = -.25>>\ <<say "[whispering] I'm… I'm in a bad way. But the creature has just left. I think I… I think I let it out!!" J>> <<timed _delay+'s' t8n>>› <<link "What's your location?">><<set _n ++>><<redo "5">><</link>><</timed>> <</if>><</do>>\ <<do tag "5">>\ <<if _n > 4>>\ <<set _delay = -.25>>\ <<say "[whispering] The mine. I'm inside the mine. Help… I don't know how long I…" J>> <<timed _delay+'s' t8n>>› <<link "Jyn? Hold on. We're coming to get you!" "Talk">><</link>><</timed>> <</if>><</do>>\ <br>
<<node "start" "Who were you talking to – what's going on, Operator?">> <<pick "Things have changed…" "like">> <<pick "The other Scavenger, Jyn – she's still alive." "alive">> <<pick "How do you feel about a rescue mission?" "rescue">> <<node "like" "Yeah, I'm definitely getting that impression.">> <<pick "New priority – forget the Helium-3." "rescue">> <<pick "The other Scavenger just called in. She's still alive, but she needs your help" "alive">> <<node "alive" "She's alive? And still on planet!? How did that happen?">> <<pick "Long story. But… how do you feel about a rescue mission?" "rescue" unseen>> <<pick "There's… something out there. Took out the mining crew. I thought it took her out too." "something">> <<pick "That's classified" "classified">> <<node "classified" "CLASSIFIED!? What have you sent me into!?">> <<pick "You're missing the point." "point">> <<pick "Didn't think it would come up" "something">> <<pick "Look. Ditch the resources. This is now a rescue mission." "rescue" unseen>> <<node "something" "SOMETHING!? And you still sent me down!?">> <<pick "Er… yeah. Sorry. Look, that's not the point." "point">> <<pick "You can handle yourself" "yourself">> <<pick "Didn't think it would come up" "yourself">> <<node "yourself" "$Fuck. Well, I'm stuck here now. What are you asking?">> <<pick "How do you feel about a rescue mission?" "rescue" unseen>> <<pick "Well… we either leave her. Or try to save her. But it's your call." "owe" unseen>> <<node "point" "Right. I guess I'm just expected to blindly follow orders?">> <<pick "How do you feel about a rescue mission?" "rescue" unseen>> <<pick "We either leave her. Or try to save her. But it's your call." "revenge">> <<pick "You owe it to your fellow Scavenger!" "owe" unseen>> <<node "rescue" "Oh. I'm really not sure about this…">> <<pick "You owe it to your fellow Scavenger!" "owe" unseen>> <<pick "It's your call. I won't force you." "trust" unseen>> <<pick "You want her to die!?" "revenge">> <<node "owe" "I owe her nothing.">> <<pick "Do you trust me?" "trust" unseen>> <<pick "Is that your decision – leave her to die?" "revenge">> <<node "trust" "I mean… maybe, but you know it's more complicated than that.">> <<pick "I'm… really sorry, Karth, but you can't just ignore this." "Jyn">> <<pick "I think she's changed." "changed">> <<pick "What are you looking for? Revenge!?" "revenge">> <<pick "I don't think she's the monster you think she is." "changed">> <<node "revenge" "Yes. No… I don't know. But I'm not sure I want to save her life either.">> <<pick "This is your chance to get closure" "discuss">> <<pick "Head to the mine, then we'll decide." "discuss">> <<pick "You leave her to die, and you'll never forgive yourself!" "regret">> <<node "Jyn" "Thanks. I know. But…">> <<pick "This is a chance to get closure. To tell her what you lost." "discuss">> <<pick "You don't want to be responsible for the loss of another life!" "regret">> <<pick "Head to the mine, and we can discuss this later?" "discuss">> <<node "changed" "I don't care. She's still responsible.">> <<pick "But you don't know that for sure!" "forsure">> <<pick "Look. Just head to the mine. We'll work out the details later." "discuss">> <<pick "You leave her to die, and you'll regret it forever!" "regret">> <<node "forsure" "Maybe. I… you're right. I don't know for sure.">> <<pick "Don't let her die, Karth." "closure">> <<pick "It doesn't matter what she's done, you can't just leave her to die!" "regret">> <<pick "If you trust me, trust me on this." "discuss">> <<node "discuss" "I… OK. I'll go along with this so far, but… No promises.">> <<node "regret" "I… You're right. I'm not sure I could live with that. OK. Let's go.">> <<node "closure" "I don't… I… Maybe this is a chance for closure. OK. Let's get on with it.">>
<<switch _recKey>> <<case "rec1">> <<linkappend "› 09.01.2126 [1/7]" t8n>><span class = "b"> <<set $messageRead["rec1"] = true>><<redo "new">><br><br> It's a brand new day on Keppler-7, and I’m still buzzing! The dust clouds are so dense here, you can't see any of this area from space – but we've completed our scans and built a new simulated map. <br><br> During the process, we discovered the richest Helium-3 readings we've ever logged! I mean, it's all here, just sitting on the surface waiting to be processed. We don't even need to dig for it! System's going to love this. Foreman says if the numbers hold, we could be looking at bonus tier by the second quarter. <br><br> Ground's rough out here, and the weather is… well, it's Keppler-7. But honestly? It's still better than the last rock we worked – and at least this one's not -200 degrees! <br><<run Dialog.resize()>></span> <</linkappend>><<new "rec1">> <<case "rec2">> <<linkappend "› 09.05.2126 [2/7]" t8n>><span class = "b"> <<set $messageRead["rec2"] = true>><<redo "new">><br><br> They took us up to visit the 'Eye of Keppler' yesterday. Man, that is a sight. Easily the most impressive thing on this planet. A permanent weather system sat right in the middle of a massive impact crater. Just don't get too close. Really messes with comms too; we're going to have to build a new comms tower just to broadcast off-planet. <br><br> The weather is bad, but those Class-5 storms? Ooh boy. Stay inside, people! We've collected data on some nearby emergency shelter points for anyone caught outside when the dust gets nasty. But it's the dust we're here for. Mining's going well, but System is pushing us hard. Apparently ground skimming isn't enough; we're going to start digging after all. <br><br> Got a card game going most nights with the crew now that we're properly settled. Small comforts, right? <br><<run Dialog.resize()>></span> <</linkappend>><<new "rec2">> <<case "rec3">> <<linkappend "› 09.11.2126 [3/7]" t8n>><span class = "b"> <<set $messageRead["rec3"] = true>><<redo "new">><br><br> This dust is driving me nuts. It gets everywhere. We walk through the blast showers every single day, and yet somehow it gets in our clothes, in our hair - even the food is crunchy! Maybe I'll be a good source of Helium-3 eventually!? <br><br> We lost another transport last night. That's the third in a week. Two good men, gone just because a Class-5 storm suddenly decided to crash their party. Foreman says they're looking at alternative transport measures. But honestly? We're struggling to build anything out here. We're living in temporary structures, and it's starting to get old fast. <br><br> Running water just stops with no warning – you really don't want to go near the toilets right now. And those winds? Oh man, the winds gust at 100kph on a good day. On a bad day? It rips up foundations like they were made of straw. <br><<run Dialog.resize()>></span> <</linkappend>><<new "rec3">> <<case "rec4">> <<linkappend "› 09.17.2126 [4/7]" t8n>><span class = "b"> <<set $messageRead["rec4"] = true>><<redo "new">><br><br> System's pushed the quota up again. Third time this cycle. It's getting hungrier. The more it spreads out into the outer colonies, the more it needs. <br><br>There are rumours – the riots that started back on Mars? The unrest could be spreading. The price of Helium-3 goes up every day; it IS the economy now. System pays us so we can eat – and we keep it fed. <br><br>Foreman says complaints go through the usual channel, which everyone knows means nowhere. We just keep digging. That's the job. Though I'll admit, some nights it doesn't feel worth what they're paying us. <br><<run Dialog.resize()>></span> <</linkappend>><<new "rec4">> <<case "rec5">> <<linkappend "› 09.23.2126 [5/7]" t8n>><span class = "b"> <<set $messageRead["rec5"] = true>><<redo "new">><br><br> They've moved us from mining to building repairs. The processing plant keeps getting knocked out, and the winds are destroying buildings as fast as we can repair them. <br><br>Jones was telling me about the southwest distribution point. Hot as hell down there, and the equipment couldn't take it. They abandoned the place after the Transmat accident. Like no one saw that coming. Denny. Poor $bastard. Foreman's report will say 'transport accident' and maybe leave it at that, because what else are you supposed to write? <br><br>They told us this place was deserted. But it's not. We've all seen things. The quarry is a no-go area now; totally abandoned. And we lost another transport… more storm damage, they said, but get this – there were no Class-5s at all that day. Maybe it was equipment failure, I don't know, but something's wrong with this place. It's like it doesn't want us here. Nobody's stopping the work, though. System still needs more. Everyone's hungry. <br><<run Dialog.resize()>></span> <</linkappend>><<new "rec5">> <<case "rec6">> <<linkappend "› 09.29.2126 [6/7]" t8n>><span class = "b"> <<set $messageRead["rec6"] = true>><<redo "new">><br><br> If anyone finds this… it all just… fell apart. We've been left here. Abandoned. Foreman's dead. Half the crew's gone. Whatever's out there, it's not just in the mine anymore; it's hunting, and it doesn't stop; it just… I don't know how long we've got. System's not answering priority hails. Probably filed us as a loss already. If you're hearing this – don't go near the mine. Whatever you're looking for, it isn't worth it. <br><br>I don't think anyone's coming. Not System, not another crew, nobody. Funny thing is, I'm not even angry anymore. Just tired. If there's one thing I'd want someone to know – it's that none of this was worth it. Not the Helium-3, not the quota, none of it. Whatever you're doing out here – go home. And don't trust ANYTHING System tells you. <br><<run Dialog.resize()>></span> <</linkappend>><<new "rec6">> <<case "rec7">> <<linkappend "› 10.03.2126 [7/7]" t8n>><span class = "b"> <<set $messageRead["rec7"] = true>><<redo "new">><br><br> I found some old data logs – logs we weren't supposed to see. We weren't the first mining crew here. System knew. It knew what it was sending us into. It knew about the creature before we even started digging. That's why it kept sending people down. Over and over.<br><br> Is it studying it? Or just trying to bait it out? I think it's fascinated by it. Us? We're nothing but test subjects. It doesn't care how many people it uses. When we're gone, it will just send more. Probably Scavengers next time. You poor <<=$bastard>>s. You have no idea.<br><br> I'm heading out. Think I'll go see the Eye one last time. Maybe see if I can make it all the way to centre this time. I don't think I'll be back. <br><<run Dialog.resize()>></span> <</linkappend>><<new "rec7">> <</switch>>
<<datarecordings>><<if $datarec.length === 0>> New data recordings will appear here when you receive them. <<else>> <<for _i to $datarec.length - 1; _i >= 0; _i-->> <<set _recKey to $datarec[_i]>> <<include "Recordings">> <</for>> <</if>><<returnstats>>
<<node "start" "Op… Can I… Can I tell you something. In confidence?">> <<pick "Perhaps" "system">> <<pick "Of course" "trust" rapport +1>> <<pick "I have to relay everything you say back to System." "system" rapport -1>> <<pick "What's on your mind?" "trust" rapport +1>> <<node "system" "So can I trust you or not?">> <<pick "Yes. You can trust me." "trust" rapport +1>> <<pick "That depends on what you tell me." "tellme">> <<pick "My loyalty is to the mission." "tellme" rapport -1>> <<node "tellme" "It doesn't affect the mission – but it's the reason I'm here.">> <<pick "Then yes, you can trust me." "trust" rapport +1>> <<pick "My loyalty is to the mission ONLY." "mission" rapport -2>> <<node "mission" "I understand. Pretend I never said anything. Let's get back to it.">> <<node "trust" "I've been tracking someone. For years. Led me all the way here. That's why I took this job.">> <<pick "OK. Who?" "who" unseen rapport +1>> <<pick "Why?" "why" unseen rapport +1>> <<pick "Should you be telling me this?" "telling">> <<node "telling" "Maybe not. But it's important, and it's burning me up.">> <<pick "Who is it?" "who" unseen rapport +1>> <<pick "Why go to such lengths?" "why" unseen rapport +1>> <<pick "Is it…?" "going" unseen>> <<node "who" "They used to call him 'The Butcher of Mars'. Ex-military. Responsible for the deaths of 93 people during the Martian uprising. 93 people… including my parents.">> <<pick "Then this planet has done you a favour." "gone" condition "$karthded">> <<pick "Oh Jesus. I'm sorry." "going" unseen rapport +1>> <<pick "What are you planning to do?" "why" unseen rapport +1>> <<pick "I have a horrible feeling I know where this is going." "going" unseen>> <<pick "I've got some bad news…" "badnews" condition "!$karthded" unseen rapport +1>> <<node "why" "I'm here to kill him.">> <<pick "You're a little late for that." "gone" condition "$karthded">> <<pick "What!?" "going" unseen>> <<pick "Who?" "who" unseen rapport +1>> <<pick "What did he do to you!?" "who" unseen rapport +1>> <<node "going" "You probably know him as 'Karth'.">> <<pick "I told you, he’s gone, Jyn." "gone" condition "$karthded">> <<pick "I've got some bad news…" "badnews" unseen rapport +1>> <<pick "What did he do!?" "who" unseen rapport +1>> <<pick "Can we talk about this?" "sure" unseen rapport +1>> <<pick "I'm not sure he's your guy?" "sure" unseen>> <<node "badnews" "You're going to tell me he's dead already, aren't you.">> <<pick "Yeah. He was the first Scavenger. He didn't make it." "gone" rapport +1>> <<pick "I mean… I *think* he's dead." "gone">> <<pick "How does that make you feel?" "gone">> <<node "gone" "$Damn. I've been tracking him for so long and now… I thought I would feel… happier.">> <<pick "He wasn't the monster you thought he was." "fin2" rapport +1>> <<pick "I guess at least you got what you wanted." "fin" rapport +1>> <<pick "We might need to find his body." "body" rapport +1>> <<node "sure" "Look. I've told you. Had to get it off my chest. But this isn't a discussion. You can't change my mind.">> <<node "fin" "It's done then. Thanks for telling me, Op. Let's get on with the mission.">> <<node "fin2" "'The Butcher of Mars'? Sounds like a monster to me.">> <<node "body" "Yeah. And that might give me some closure too.">>
<<node "start" "$Damn these storms – I'm getting tired of waiting! Are we nearly done yet? I've got places to be!">> <<pick "You mean people to kill?" "kill" rapport +1>> <<pick "Whatever happens, I hope you get closure." "closure" rapport +2>> <<pick "Focus on the mission. You can worry about personal things later." "know">> <<node "kill" "Yeah. I guess so. Sounds… grim when you say it like that.">> <<pick "Because it is. I'm not sure killing him will bring you peace." "peace" rapport +1>> <<pick "I can tell your mind is made up – I won't argue." "jyn" rapport +1>> <<pick "Just make sure you really think it through." "jyn" rapport +1>> <<pick "Man. I really chose the wrong Scav." "scav" rapport -2>> <<node "peace" "Probably not. But he twisted every memory I have of home – of my childhood. I'd like to be free of that at least.">> <<node "closure" "Closure? That's a nice clean, easy word. But I think life is a lot messier than that.">> <<node "jyn" "Thank you. I think you're the first Operator who's ever actually listened.">> <<node "scav" "Maybe. Maybe you did.">> <<node "know" "Yeah. OK. I guess we're nearly there.">>
[a single gunshot. Then silence.] <<say "It's done. He's dead." J>> <<say "He didn't even try to defend himself. He looked…" J>> <<say "…" J>> <<say "Op?" "J">> <<say "I thought… I thought this would feel different." J>> <<say "I just feel empty." "J">> <<say "But it was always going to end this way." "J">> <<say "I'm removing my transponder. Goodbye, Op…" "J">> <<timed _delay+1+'s' t8n>><span class="guide">Transponder malfunction - readings at zero</span><</timed>> <<timed _delay+2+'s' t8n>>› <<link "I'm sorry…" "2 lives lost">><</link>><</timed>>
<<set $cause = "Unknown creature attack">>\ <<resetConv>>\ <<say "It knows we're here!" "K">> <<say "I was searching for so long. I almost…" "J">> <<say "I know. It's OK." "K">> <<say "But I could have…" "J">> \ <<timed _delay+'s' t8n>>[another roar, closer this time]<</timed>> <<say "Operator. We need options. Fast!" "K">> \ <<timed _delay+'s' t8n>><<if !visited ("eggs") && !State.metadata.get("eggs")>>› <<link "Shoot the eggs, use them as a distraction!" "eggs">><</link>><br><</if>>\ › <<link "Go on the offensive – the two of you should be able to take it down" "fight">><</link>> › <<link "Search the nest – there might be something you can use!" "search">><</link>><</timed>> <<mobz 82 26.5>>\ <<visitedspecial>>\ <<timed 6s t8n>><<play ping 0.1>><</timed>>\
/* new message */ <<widget "new">> <<do tag "new">> <<if !$messageRead[_args[0]]>> [NEW]<</if>> <</do>><br> <</widget>> /* New message check and button */ <<widget "newmessage">> <<if !$killmsg>> <<do tag "new">> <<set $newmessage = $inbox.filter(key => !$messageRead[key]).length>> <<if $newmessage > 0>> <<if $isMobile>><<set _m = $newmessage + " 💬">> <<else>> <<set _m = $newmessage + " NEW MESSAGE">> <<if $newmessage > 1>><<set _m += "S">><</if>> <</if>> <span id="pulse" aria-live="polite"><<button "_m">><<popmessages>><</button>> </span> <</if>> <</do>> <</if>> <</widget>> /* data recs */ <<widget "datarecordings">> <<if $mapmode > 1 >> <<set $datarec.pushUnique("rec1")>><</if>> <<if $mapmode > 2 >> <<set $datarec.pushUnique("rec2")>><</if>> <<if $mapmode > 3 >> <<set $datarec.pushUnique("rec3")>><</if>> <<if $mapmode > 4 >> <<set $datarec.pushUnique("rec4")>><</if>> <<if $mapmode > 5 >> <<set $datarec.pushUnique("rec5")>><</if>> <<if $mapmode > 6 >> <<set $datarec.pushUnique("rec6")>><</if>> <<if $mapmode > 7 >> <<set $datarec.pushUnique("rec7")>><</if>> <<set _dun = $datarec.filter(key => !$messageRead[key]).length>> <</widget>> /* fire message */ <<widget "messagefire">> <<if !tags().includes('ignore')>> <<set _x = false>> <<if $name == "Karth">><<set _loc = $kvisit.length>><<else>><<set _loc = $jvisit.length>><</if>> /* Welcome */ <<if _loc > 0 && !_x && !$inbox.includes("welcome")>><<set _x = true>><<set $inbox.pushUnique("welcome")>><</if>> /* Scav 2 */ <<if _loc > 0 && $char == 2 && !_x && !$inbox.includes("scav2")>><<set _x = true>><<set $inbox.pushUnique("scav2")>><</if>> /* Mapmode 1 */ <<if $mapmode == 2 && !_x && !$inbox.includes("mapmode1") && _loc > 1>><<set $inbox.pushUnique("mapmode1")>><<set _x = true>><</if>> /* Mapmode 2 */ <<if $mapmode == 3 && !_x && !$inbox.includes("mapmode2")>><<set $inbox.pushUnique("mapmode2")>><<set _x = true>><</if>> /* Maploc 1 */ <<if $mapmode < 3 && !$inbox.includes("maploc1") && _loc > 4 && (!$kvisit.includes ("Cargo") && !$jvisit.includes ("jCargo")) && !_x>><<set $inbox.pushUnique("maploc1")>><<set _x = true>><</if>> /* Maploc 2 */ <<if $mapmode > 1 && !$inbox.includes("maploc2") && _loc > 9 && !_x>><<set $inbox.pushUnique("maploc2")>><<set _x = true>><</if>> /* Maploc 3 */ <<if ($char == 1 && $mapmode > 2) && ($explosives or $mechcontrol) && !$inbox.includes("maploc3") && !_x>><<set $inbox.pushUnique("maploc3")>><<set _x = true>><</if>> /* Rapport 1 */ <<if $rapport > 9 && !_x && !$inbox.includes("rapport1")>><<set $inbox.pushUnique("rapport1")>><<set _x = true>><</if>> /* Planet */ <<if _loc > 2 && !_x && !$inbox.includes("keppler")>><<set $inbox.pushUnique("keppler")>><<set _x = true>><</if>> /* Storm 1 */ <<if $stormy && !_x && !$inbox.includes("storm1")>><<set $inbox.pushUnique("storm1")>><<set _x = true>><</if>> /* Mapmode 3 */ <<if $mapmode == 4 && !_x && !$inbox.includes("mapmode3")>><<set $inbox.pushUnique("mapmode3")>><<set _x = true>><</if>> /* Mapmode 4 */ <<if $mapmode == 5 && !_x && !$inbox.includes("mapmode4")>><<set $inbox.pushUnique("mapmode4")>><<set _x = true>><</if>> /* Mapmode 5 */ <<if $mapmode == 6 && !_x && !$inbox.includes("mapmode5")>><<set $inbox.pushUnique("mapmode5")>><<set _x = true>><</if>> /* Mapmode 6 */ <<if $mapmode == 7 && !_x && !$inbox.includes("mapmode6")>><<set $inbox.pushUnique("mapmode6")>><<set _x = true>><</if>> /* Mapmode 7 */ <<if $mapmode == 8 && !_x && !$inbox.includes("mapmode7")>><<set $inbox.pushUnique("mapmode7")>><<set _x = true>><</if>> /* Rapport 2 */ <<if $rapport > 18 && !_x && !$inbox.includes("rapport2")>><<set $inbox.pushUnique("rapport2")>><<set _x = true>><</if>> /* Rapport 3 */ <<if ($rapport > 25 or _visit.includes("Mine2")) && !$inbox.includes("rapport3a") && $name == "Karth" && !_x>><<set $inbox.pushUnique("rapport3a")>><<set _x = true>><</if>> <<if ($rapport > 25 or _visit.includes("jmine2")) && !$inbox.includes("rapport3b") && $name == "Jyn" && !_x>><<set $inbox.pushUnique("rapport3b")>><<set _x = true>><</if>> /* Rapport 3 - Char 2 */ <<if (_visit.includes("kFinale_start")) && !$inbox.includes("rapport3a") && $name == "Karth" && !_x>><<set $inbox.pushUnique("rapport3a")>><<set _x = true>><</if>> <<if (_visit.includes("jFinale_start")) && !$inbox.includes("rapport3b") && $name == "Jyn" && !_x>><<set $inbox.pushUnique("rapport3b")>><<set _x = true>><</if>> /* Rapport 4 <<if $rapport > 99 && !$inbox.includes("rapport4") && !_x>><<set $inbox.pushUnique("rapport4")>><<set _x = true>><</if>> */ <</if>> <</widget>>
<<node "start" "It's funny how this place has got me reminiscing – sifting through old memories.">> <<pick "Is this about Mars again?" "mars">> <<pick "What kind of memories?" "memories" condition "!$cashewseen" rapport +1>> <<pick "You mentioned something earlier. Something about 'Cashews'?" "cashmem" condition "$cashewseen" rapport +2>> <<node "mars" "Mars was the best… and the worst time of my life. Sometimes I feel like the bad has completely smothered the good. But occasionally something surfaces, and it makes me smile despite everything.">> <<pick "Yeah? Like what?" "likewhat" rapport +1>> <<pick "Well, at least it's not all doom and gloom." "likewhat">> <<node "memories" "When I think of home… all I can think about is… the loss. The pain. But sometimes there's a random little memory, and it makes me smile despite everything.">> <<pick "Yeah? Like what?" "likewhat" rapport +1>> <<pick "Well, at least it's not all doom and gloom." "likewhat">> <<node "likewhat" "Like roasted cashews.">> <<pick "OK…?" "nuts">> <<pick "That's your one happy memory?" "nuts">> <<pick "I have no idea what a 'cashew' is?" "cashew">> <<node "cashew" "You know, those little curvy nut things… like a snack? Salty and sweet at the same time. Hard to get, even back then.">> <<pick "That's your one happy memory?" "nuts">> <<node "cashmem" "Ah. You remembered. Yeah, those things were rare, even back then.">> <<pick "Those are the things you miss most about home?" "nuts">> <<pick "I didn't think you could get those anymore?" "nuts">> <<node "nuts" "Earth imports were really hard to get hold of. But I would go down to the market on my way home from work and buy the biggest jar I could find. Sofia, my wife, she told me to go easy; they were hella expensive. But we'd stay up all night talking and laughing and finish the entire jar – Miranda used to say they 'tasted of home'.">> <<pick "That's random, but whatever makes you smile." "yes" rapport +1>> <<pick "I guess it's the little things that stick in the memory." "yes" rapport +1>> <<node "yes" "Exactly, Operator, you've got to hold on to the good memories. They're worth more than any amount of Helium-3.">> <<pick "Now I want to try one!" "luck" rapport +1>> <<pick "Can we get back on mission now?" "sure" rapport -1>> <<node "sure" "Yeah, sorry. Back on task. It's not like talking will change anything. OK. Let's see what this place has got for us.">> <<node "luck" "I don't think they exist any more. So many Earth things won't grow anywhere else. So many things… gone. OK, I'm ready. Let's have a look around.">>
<<set $killzone = false>><<set $mobflee = true>>\ <<set $stormy = false>>\ <<loc 82.8 20>>\ <<if _visited>>\ <<say "OK. Stepping outside…">> <<say "Well that must have confused it! I have to hand it to you, Operator; your plan worked. There's a landing site over there to the west, but I don't know how long it'll be before that creature figures out what happened. There's a large channel cut into the rock over there. I'm guessing that's where the mine is – I'll head that way.">> <<say "There's a… a mech down here – it's an old C9 Carver! They must have used this to cut their way into the mountain – or to try sealing it back up again. Those things were notoriously unreliable. Beyond that – there's rubble everywhere. Someone's used explosives – they must have blasted their way in, and there's a dark hole that leads into the depths. Am I going in…?">> <<else>>\ <<say "I'm back in this channel cut into the earth that leads to the mine entrance. They must have tried to block it up, but someone's used heavy explosives to blast a hole through – there's a dark hole that leads into the depths. Is it time to go in…?">> <</if>>\ <<if $navunit && !$landerseen && visited () < 2>>\ <<say "…or I could see if there's a ship I could use to escape once this is all done?">> <</if>>\ <<timed _delay+'s' t8n>><span class="guide">\ <<if visited () < 2>><<set _x = "There will be no return past this point…">><<else>><<set _x = "">><</if>>\ <<if !$navunit && !$landerseen>>If you plan on honouring your deal, you'll need to find a way for Karth to escape before entering the cave – he'll need a ship and a crucial component. You'll need to find them before entering the mine. Check your 'Points of Interest' list. _x<br><br><<elseif !$navunit>>You made a deal to help him get off planet. You've found a ship he could use, but it still needs a replacement Nav unit. You'll need to find it before entering the mine. Check your 'Points of Interest' list. _x<br><br><<elseif !$landerseen>>You made a deal to help him escape, but you've yet to find a ship he could use. You'll need to find it before entering the mine. Check your 'Points of Interest' list. _x<br><br><</if>>\ </span><</timed>>\ \ <<link "Head into the cave. Let's see if we can find Jyn…" "kFinale_start">><<set $mobhunt = false>><<set $mob = false>><</link>> <<link "Head back north" "Transmat 3">><</link>> <<N>> <<if !$navunit or !$landerseen>><<set $mobx -= 10>><<set $speed = 1>><</if>>\
[a single shot. Then silence.] <<say "…" "K">> <<say "She didn't even… she wasn't even aiming properly. Her hands were shaking too much." "K">> <<say "I just killed…" "K">> <<say "What have I done…?" "K">> <<say "…" "K">> <<say "Removing my transponder. Sorry, Operator, I can't do this anymore." "K">> <<timed _delay+1+'s' t8n>><span class="guide">Transponder malfunction - readings at zero</span><</timed>> <<timed _delay+2+'s' t8n>>› <<link "I'm sorry…" "2 lives lost">><</link>><</timed>>
<<set $krapport = $rapport>>\ <<set $name = "Karth">>\ <<say "Put the gun down, Jyn! I didn't come here to kill you!" K>> <<say "Like you killed them!?" J>> <<say "Put the gun down, or I will fire!" K>> \ <<timed _delay+'s' t8n>><span class="guide">\ <<if $jrapport > 26>>\ Rapport with Jyn is strong. She trusts you. Use that. <<elseif $jrapport > 17>>\ Rapport with Jyn is moderate. She'll listen, but she won't like it. <<else>>\ Rapport with Jyn is low. She has no reason to trust you. <</if>>\ <<if $krapport > 17>>\ Rapport with Karth is strong. He knows you're on his side. <<elseif $krapport > 9>>\ Rapport with Karth is moderate. He may be harder to convince. <<else>>\ Rapport with Karth is low. He's going to need some convincing. <</if>>\ </span><</timed>>\ <<conv K_standoff>>\ \ <<do tag "conv">><<if !_go>>\ <<if _end>>\ <<goto "Karth-shoots">>\ <<else>>\ › <<link "OK. Keep it lowered, Karth." "J_standoff">><</link>> › <<link "Now – let me try something…" "J_standoff">><</link>> <</if>>\ <</if>><</do>>\
<<node "start" "What do I do, Operator!?">> <<pick "Lower the gun, maybe she'll lower hers?" "lower" condition "$krapport > 5" rapport +1>> <<pick "You came here to save her life!" "save" rapport +1>> <<pick "You came here for closure. Talk to her!" "lower" condition "$krapport > 10" rapport +1>> <<pick "She's out for revenge, Karth, be very careful!" "revenge">> <<pick "She's looking for answers!" "answer">> <<node "lower" "How… how do I know she'll… ">> <<pick "You're just going to have to trust me." "shoot" condition "$krapport > 4" rapport +1>> <<pick "Leap of faith!" "faith">> <<pick "Shooting isn't the answer to everything." "shoot" condition "$krapport > 7" rapport +1>> <<pick "Tell her to lower hers first!" "revenge">> <<node "save" "Yes, but I wasn't expecting to lose mine!">> <<pick "Talk to her, Karth – say what you need to say!" "talk" condition "$krapport > 5" rapport +1>> <<pick "Lower the gun, maybe she'll lower hers?" "lower">> <<pick "She's right on the edge – be wary!" "revenge">> <<node "shoot" "OK. I'm going to trust you, Operator. I'm lowering the rifle. Slowly.">> <<node "talk" "I… Fine. I'm going to trust you, Operator. OK. I'm lowering the gun…">> <<node "revenge" "Her gun is shaking. I think she's going to fire!">> <<pick "Ask her plainly what she wants." "handoff" condition "$krapport > 5" rapport +1>> <<pick "It's you or her!" "fire" action "_end = true">> <<pick "Karth, put your gun down – right now!" "order">> <<node "handoff" "My weapon's down. She's still got hers raised, but she's shaking. I don't like this, Operator…" >> <<node "fire" "Very well. Taking the shot…">> <<node "faith" "Sorry, Operator, that's not enough to go on">> <<pick "Talk to her, Karth – say what you need to say!" "talk" condition "$krapport > 5" rapport +1>> <<pick "She's right on the edge – be wary!" "revenge">> <<pick "Defend yourself!" "fire" action "_end = true">> <<node "answer" "Answers? I don't know if I have any. I… I was… responsible, but I wasn't even… I was angry… too buried in my own grief.">> <<pick "Is that a confession? Tell her what really happened." "confess" condition "$krapport > 7" rapport +1>> <<pick "Maybe that's enough – lower your gun." "lower" rapport +1>> <<pick "Then stall. Don't lie, just… don't answer yet." "revenge">> <<node "confess" "I don't know how it escalated, but I know how it ended. 93 people died. And I took the blame. Not because I was there, but because I should have been.">> <<pick "There's only one way to de-escalate this – lower your gun." "lower" rapport +1>> <<pick "That's not an answer, Karth." "revenge">> <<node "order" "Is that an order? Sorry, Operator, now is not the time!">> <<pick "Then defend yourself!" "fire" action "_end = true">> <<pick "Shooting isn't the answer to everything." "shoot" condition "$krapport > 8" rapport +1>>
<<set $name = "Jyn">>\ › <<linkappend "Jyn. Can you hear me?" t8n>> <<timed .1s t8n>><span class="guide">\ <<if $jrapport > 26>>\ Rapport with Jyn is strong. She'll trust your read on this. <<elseif $jrapport > 17>>\ Rapport with Jyn is moderate. She'll listen, but she'll be wary. <<else>>\ Rapport with Jyn is low. She has no reason to trust you. <</if>>\ </span><</timed>>\ <<conv J_standoff>>\ \ <<do tag "conv">><<if !_go>>\ <<if _end>>\ <<goto "Jyn-shoots">>\ <<else>>\ › <<link "OK. Jyn. That's good." "K_standoff2">><</link>> › <<link "Now, let Karth speak." "K_standoff2">><</link>> <</if>>\ <</if>><</do>>\ <</linkappend>>\
<<node "start" "You can't talk me out of this, Op. Don't even try.">> <<pick "I won't. It's your call. But… just think about what you're doing." "think">> <<pick "Do it, Jyn. He murdered them all." "murder">> <<pick "Why ruin your life? Just leave him." "ruin">> <<node "think" "I don't need to think. I've been thinking about this since I was a kid. Since…">> <<pick "Since your parents died? I'm so sorry, Jyn. But this won't bring them back." "back">> <<pick "And your obsession has clouded your judgement" "judgement">> <<pick "But this won't make anything better – it will ruin your life!" "ruin">> <<node "back" "Don't you think I know that!? But I have to do this. For them.">> <<pick "Then talk. He's lost people too." "tell">> <<pick "Killing him in cold blood won't help!" "cold">> <<pick "Find something good, amongst all the bad" "tell">> <<node "murder" "Nice try, Op. But this isn't murder. This is justice.">> <<pick "That sort of justice won't bring them back." "back">> <<pick "You're not thinking clearly!" "cold">> <<pick "But this won't make anything better – it will ruin your life!" "ruin">> <<pick "Then shoot him, and be done with it!" "endbad" action "_end = true, $rapport --">> <<node "ruin" "Because he ruined MY life!! He took everything good from me!">> <<pick "That can't be true – not everything." "twisted">> <<pick "Lower the gun, Jyn, stop focusing on the anger!" "tell">> <<pick "You both have more in common than you think – talk to him." "common">> <<pick "Then you know what has to be done." "endbad" action "_end = true" rapport -1>> <<node "common" "We have NOTHING in common!">> <<pick "You were both there, on Mars. You both lost people you loved." "loved">> <<pick "Then pull the trigger, if that's the only way." "endbad" action "_end = true" rapport -1>> <<node "cold" "I don't know! Maybe once he's gone, I'll be able to remember the good times. Before him.">> <<pick "Yes, focus on a good memory, before…" "twisted">> <<pick "This won't make anything better – it will ruin your life!" "ruin">> <<pick "You're wasting time. Just get on with it!" "endbad" action "_end = true, $rapport --">> <<node "judgement" "This IS judgement. Maybe once he's gone, I'll be able to remember the good times. Before him.">> <<pick "This obsession has clouded your judgement!" "back">> <<pick "I'm so sorry, Jyn. But this won't bring them back." "back">> <<pick "This won't make anything better – it will ruin your life!" "ruin">> <<pick "You're wasting time. Just get on with it!" "endbad" action "_end = true, $rapport --">> <<node "loved" "What does he know about loss!? I'm the one who lost – everything!">> <<pick "Then let him explain – let him talk, Jyn." "endgood">> <<pick "Yes. You're right – and he should pay." "endbad" action "_end = true, $rapport --">> <<node "twisted" "THERE'S NOTHING! He took them from me!! Even my memories… they're all twisted…">> <<pick "There must be something? What about that one you told me?" "tell">> <<pick "Just drop the gun now – that's an order!" "endbad" action "_end = true, $rapport --">> <<node "tell" "I've thought about nothing else for so long, but now I'm here, I'm just reminded of them. How is it right that he still gets to live!?">> <<pick "Killing him won't make anything right!" "endgood">> <<pick "Just lower the gun, Jyn. Let him speak." "endgood">> <<pick "Then do it. Drown in it." "endbad" action "_end = true, $rapport --">> <<node "endgood" "I… I can't do it! I can't pull the trigger. What's wrong with me!!?">> <<node "endbad" "I have to! I have to go through with this. Everything I've done has led me here!">>
<<node "start" "But I haven't even checked that the other Transmat is activated!">> <<pick "Ok. You found what you need. We made a deal – I'll honour it." "go2" condition "$deal && $navunit && $landerseen" action "_send = true" rapport +1>> <<pick "We made a deal, are you ready to use the Transmat?" "go" condition "$deal && (!$navunit or !$landerseen)" action "_send = true" rapport +1>> <<pick "Deal is still on, but do you want to search the area first?" "deal" condition "$deal && !$navunit" action "_nodice = true">> <<pick "It's the only way to get past that creature!" "only" condition "$rapport gte 8 && !$deal">> <<pick "We have to get into the mine!" "only" condition "$rapport lt 8 && !$deal">> <<pick "Karth already activated it!" "trustno" condition "$transmat3 && !$ktrans && !$deal">> <<pick "It's OK! Karth already used it!" "trustyes" condition "$ktrans && !$deal">> <<pick "Try throwing something through?" "throw" condition "!$transtest && !$transmat3" unseen>> <<node "only" "I'm really not sure about this…">> <<pick "You know I've been there for you. You'll be fine. I promise." "go" condition "$rapport gte 18 && $navunit && $landerseen" action "_send = true">> <<pick "You know I've been there for you. You'll be fine. I promise." "earn1x" condition "$rapport gte 18 && (!$navunit or !$landerseen)">> <<pick "I know we've not talked much, but I really do have your back!" "earn1" condition "$rapport gte 12">> <<pick "You have no reason to trust me, but please, I promise it will work!" "earn1" condition "$rapport lt 12">> <<node "trustno" "OK… But did he actually use it…?">> <<pick "Erm…" "earn1">> <<pick "Yes! Absolutely. It's working fine!" "trustyes" rapport -1>> <<pick "Well… no, but I'm sure it's working!" "earn1">> <<pick "Try throwing something through?" "throw" condition "!$transtest" unseen>> <<node "trustyes" "Well, I guess it must be working then…?">> <<pick "You know I've been there for you. You'll be fine. I promise." "go" condition "$navunit && $landerseen && $rapport gte 18" action "_send = true">> <<pick "You know I've been there for you. You'll be fine. I promise." "earn1x" condition "$rapport gte 18 && (!$navunit or !$landerseen)">> <<pick "I know we've not talked much, but I really do have your back!" "earn1" condition "$rapport gte 12">> <<pick "You have no reason to trust me, but please, I promise it will work!" "earn1" condition "$rapport lt 12">> <<pick "Try throwing something through?" "throw" condition "!$transtest" unseen>> <<node "throw" "OK. Yeah, I can do that. I'll throw a couple of Helium-3 cylinders through…">> <<pick "…and?" "and" action "$transtest = true, $jhelium -=2" notify "Helium-3 reduced by 2">> <<node "and" "Well, there was a kind of… 'pop' – and then they vanished!">> <<pick "So that means it's working? It must be safe!" "safe">> <<pick "OK, now YOU step in…" "earn1">> <<pick "You'll see, they'll be safe and sound at the other end" "earn1">> <<node "safe" "Working? Maybe. But we don't even know if they made it to the other end!">> <<pick "You know I've been there for you. You'll be fine. I promise." "go" condition "$rapport gte 18 && $navunit && $landerseen" action "_send = true">> <<pick "You know I've been there for you. You'll be fine. I promise." "earn1x" condition "$rapport gte 18 && (!$navunit or !$landerseen)">> <<pick "I know we've not talked much, but trust me on this!" "earn1" condition "$rapport gte 12">> <<pick "You have no reason to trust me. But I need you to do this!" "earn1" condition "$rapport lt 12">> <<node "earn1" "You've not exactly tried to gain my trust, Op. This is my life we're talking about!">> <<pick "I know. I'm sorry. I'll owe you for this!" "earn2">> <<pick "Don't then – but I think this might be the only way!" "nogo" action "_nodice = true">> <<node "earn1x" "OK. Maybe I trust you. But this is my life we're talking about!">> <<pick "Look. This is important. I'll owe you for this!" "earn2">> <<node "earn2" "Yes. You will. Look, I've got a proposition for you… I do this, you do something for me.">> <<pick "OK… I'm listening." "earn3">> <<pick "That's not how this works." "nogo" action "_nodice = true">> <<node "earn3" "I find him and finish the job. Then… you find a way for me to get away – off planet; away from System. Even if it means failing the mission.">> <<pick "You're asking a lot, but… OK, we have a deal." "go2" condition "$navunit && $landerseen" action "_send = true" rapport +2>> <<pick "There might be a way… but you'll need to find a new Nav-unit somewhere first…" "navunit" condition "!$navunit && $landerseen" rapport +1>> <<pick "We'd need to find a ship if you want to get off planet without System knowing…" "lander" condition "$navunit && !$landerseen" rapport +1>> <<pick "Well… We'd need to find a way to get you off planet – without System knowing…" "tall" condition "!$navunit && !$landerseen">> <<pick "Sorry. No deal." "nogo" action "_nodice = true" rapport -1>> <<node "tall" "There might be a ship I could use near the landing area, and there's a wreck nearby, might have some parts I could use – but we'll have to do it while that thing is still up there! I'm going to trust you've got my back, Op. Do we have a deal?">> <<pick "OK. Deal. Search this area first, then come back and use the Transmat." "deal" action "_nodice = true, $deal = true" rapport -1>> <<pick "OK. We have a deal – use the Transmat and search the landing area first." "go2" action "_send = true" rapport +1>> <<node "lander" "I guess I could use this, and then explore the landing area for a ship I could use – all while that thing is still hunting for me. But if that's what it takes… Do we have a deal?">> <<pick "OK. We have a deal." "go2" action "_send = true" rapport +1>> <<node "navunit" "There's a wreck south-west of here. Might have a Nav-unit I could use – but that means finding a way to it while that thing is still up there! But, if that's what it takes… Do we have a deal?">> <<pick "OK. We have a deal – use the Transmat, but you may need to Transmat back again." "go2" action "_send = true" rapport +1>> <<pick "OK. Deal. Find that first, then come back here." "deal" action "_nodice = true, $deal = true" rapport -1>> <<node "deal" "OK. Direct me, Op – and keep me away from that thing!">> <<node "nogo" "Fine. I guess I'll just have to take my chances with that <<=$damn>>ed creature.">> <<node "go" "Am I really going to…? Oh boy. Here we go… FUUUU…">> <<node "go2" "Don't let me down, Op. OK. Here we go… FUUUU…">>
<<set $jrapport to $rapport>>\ <<timed .1s t8n>><span class="guide">\ <<if $jrapport > 23>>\ Rapport with Jyn is strong. She trusts you. Use that. <<elseif $jrapport > 13>>\ Rapport with Jyn is moderate. She'll listen, but she won't like it. <<else>>\ Rapport with Jyn is low. She has no reason to trust you. <</if>>\ <<if $krapport > 26>>\ Rapport with Karth is strong. He knows you're on his side. <<elseif $krapport > 17>>\ Rapport with Karth is moderate. He may be harder to convince. <<else>>\ Rapport with Karth is low. He's going to need some convincing. <</if>>\ </span><</timed>>\ <<conv J_final>>\ \ <<do tag "conv">><<if !_go>>\ <<if _end>>\ › <<link "Wait! Don't shoot!" "Jyn-shoots">><</link>> <<elseif _bye>>\ › <<link "Wait! Jyn…!?" "Dead">><</link>> <<else>>\ <<say "He's just staring at me… like he's seen a ghost…?" J>> <<timed _delay+'s' t8n>>› <<link "Jyn, I think he's…" "jConfront final">><</link>><</timed>> <</if>>\ <</if>><</do>>\
<<say "I'll take them out" K>> <<say "Wait!" J>> <<say "It's OK – I'll shoot whatever's inside." K>> <<say "It's not that…" J>> <<say "Then what!?" K>> <<say "They're its… children. We've invaded its home… We can't…" J>> <<say "…" K>> <<say "Operator?" K>> \ <<timed _delay+'s' t8n>>› <<link "Shoot them!" "eggs3">><</link>> › <<link "Go on the offensive – the two of you take it down together" "fight">><</link>> › <<link "Search the nest – there might be something you can use" "search">><</link>><</timed>> <<mobz 86 28>>\
<<say "How good a shot are you with that sidearm?" K>> <<say "Honestly? Terrible." J>> <<say "It's a good thing it’s the size of a cargo lander, then." K>> <<say "Are we really going to try fighting this?" J>> <<say "Operator's call – and I trust their judgement…" K>> <<say "IT'S HERE!" J>> \ <<timed 2.5s t8n>>[sound of shouting and rapid gunfire] <<say "NO! GET BACK!" K>> <<next 2s>>[a roar… followed by a strangled scream… then silence] <<next .1s>><<death>> <<next 4s>>› <<link "Karth…? Jyn? Are you OK?" "2 lives lost">><</link>><</timed>> <<loc 89 29>><<mobz 87 28>>\
<<say "There's no other way out of here!" "J">> <<say "There might be more weapons hidden amongst all this junk?" "K">> <<say "I don't even know if weapons will hurt that thing." "J">> <<say "There's an old skiff, just thrown on here like it was nothing." "K">> <<say "Careful – don't touch those eggs!" "J">> <<say "What are we looking for, Operator?" K>> \ <<timed _delay+'s' t8n>>[another roar – closer now]<</timed>> <<timed _delay+'s' t8n>>› <<link "Karth! Look for weapons that could hurt it!" "rifle">><</link>> <<if !visited ("eggs") && !State.metadata.get("eggs")>>› <<link "Shoot the eggs!" "eggs">><</link>><br><</if>>\ › <<link "Head to the southern passage!" "escape">><</link>> › <<link "Jyn – that skiff. Can you get it working?" "sparker">><</link>><</timed>> <<timed 10s t8n>><<play ping 0.05>><</timed>>\ <<mobz 86 28>>\ <<timed 7s t8n>><<play ping 0.1>><</timed>>\
<<loc 95.4 31.7>><<set $stormy = false>>\ <<say "Don't rush me!" "J">> <<say "It's getting closer, I can hear it in the passage outside!" "K">> <<if $sparkeruse>>\ <<unset $sparkeruse>>\ <<say "I think… There! The Sparker got it started! But the auto-nav means no steering!" "J">> <<else>>\ <<say "I think… There! It's started! But the auto-nav means no steering!" "J">> <</if>>\ <<say "Wait…" "K">> <<say "What are you doing? You can't just…" "J">> <<say "…there. I'll drive." "K">> <<say "You've ruined it!" "J">> <<say "Ripped out the auto-nav. Disabled the speed-limiter." "K">> <<if $name == "Karth">>\ <<say "Fine. In that case. Move over. I'll drive." "J">> <<say "Jyn! You're still injured – let me drive!" K>> <<say "It's my leg; I can’t run, but I can drive just fine!" J>> <<else>>\ <<say "Karth! You’re injured – let me drive!" J>> <<say "I'm OK, it's my leg… but I can still drive." K>> <<say "No. You can't. Move over." J>> <</if>>\ \ <<timed _delay+'s' t8n>>\ › <<link "Get on the skiff – drive straight at it!" "drive">><</link>> <<if !visited ("eggs") && !State.metadata.get("eggs")>>› <<link "Shoot the eggs!" "eggs2">><</link>><br><</if>>\ <<if $dogflare>>\ › <<link "I think it sees by heat – like those dogs!" "Flare">><</link>> <<else>>\ › <<link "I think it sees by heat!" "Flare">><</link>> <</if>>\ › <<link "Throw a flare – distract it!" "Flare">><<set $throwflare = true>><</link>> <</timed>>\ <<timed 9s t8n>><<play ping 0.13>><</timed>>\ <<mobz 91 31>>\
<<say "On it!" K>> <<say "But there's… there's nothing in here… it's all just wreckage!" K>> <<say "What about that skiff?" "J">> <<say "No, those things were never armed" K>> <<say "I mean… what about trying to get it started?" J>> <<say "I don't know… It's in pretty bad shape… could you fix that?" K>> \ <<timed _delay+.5+'s' t8n>>› <<link "See if you can get that skiff working, Jyn!" "sparker">><</link>> <<if !visited ("eggs") && !State.metadata.get("eggs")>>› <<link "Shoot the eggs!" "eggs">><</link>><br><</if>>\ <<if !visited ("escape")>>› <<link "Try the southern passage!" "escape">><</link>><br><</if>><</timed>>\ <<timed 7s t8n>><<play ping 0.1>><</timed>>\ <<mobz 88 29>>\
<<say "We're on it, Op – heading south!" "J">> <<say "We can't… can't get any further. The entire passage is blocked with lava!" "K">> <<say "The creature! It's getting closer" "J">> <<say "This is a dead end, Operator – we'd be sitting ducks!" K>> \ <<timed _delay+'s' t8n>>› <<link "You'll have to fight it! Both of you, take it down together!" "fight">><</link>> › <<link "The skiff! It should get you over that lava! Head back and see if you can get it working!" "sparker">><</link>> <</timed>> <<loc 95 37>><<mobz 88 29>>\
<<loc 85 67>><<mobz 93 64>>\ <<if lastVisited ("Escape4") == 1>>\ <<say "Lava's come to an end – we've lost our cover! " K>> <</if>>\ <<say "Heading around the crater's edge… $Damn, this thing is fast now!" J>> <<say "Just wait till we get into that channel to the north; the winds should give us even more speed!" K>> <<say "Getting harder to drive through all this dust." J>> <<if $landerrepaired>>\ <<say "Do we even know where we're going?" K>> <<say "Yes! I know exactly where to go! I've already fixed up an old lander!" J>> <<elseif visited ("warehouse inside") && $navunit>>\ <<say "Head north. I found a lander up there, but it needs parts." K>> <<say "I can fix it – we’ve got what we need, but I'll need some time." J>> <<elseif $landerseen && $navunit>>\ <<say "Where are we headed?" K>> <<say "I found a lander up there. I can fix it – we’ve got what we need, but I'll need some time." J>> <<else>>\ <<set $landerfail = true>>\ <<if visited ("warehouse inside")>>\ <<say "I found an old lander up there, but it needs major repairs." K>> <<say "$Damn it, I didn't find any parts we'd need – no way to get it working!" J>> <<elseif $landerseen>>\ <<say "I found an old lander up there… but I didn't manage to locate the parts it needs!" J>> <<elseif $navunitk>>\ <<say "I found an old Nav-unit, but without a ship to fit it to, it's no use!" K>> <<elseif $navunit>>\ <<say "I found a Nav-unit, but without a ship to fit it to, we've got nothing!" J>> <</if>>\ <</if>>\ <<timed _delay+'s' t8n>>[High-up, the thump of massive wings somewhere in the dust]<</timed>> <<say "But if we stop anywhere, it'll be on us!" K>> <<say "Where is it? Did we lose it?" J>> <<say "It's still up there… tracking us… it doesn't matter how fast we go!" K>> <<say "We can't outrun it, Operator – what do we do!?" J>> \ <<timed _delay+'s' t8n>><<if !$evacfail && !visited ("Evac route 1")>>› <<link "Change course – head to the Evac site!" "Evac route 1">><</link>><br><</if>>\ › <<link "Turn back – head right into the Eye!" "Eye route 1">><</link>><</timed>> <<timed 8s t8n>><<play ping 0.14>><</timed>>\
<<loc 2.7 47>>\ <<if visited ("Crash")>><<set _a = "There's a flat, rocky path that leads down towards that crashed lander to the south. To the north, the path heads up through a valley as it climbs upward.">><<else>><<set _a = "There's a flat, rocky path that leads south towards some sort of wreckage; to the north, the path heads up through a valley as it climbs upward.">><</if>>\ <<if $stormState != "active">><<if _visited>>\ <<say "The stone here is warped and stretched, hot to the touch. Fire belches out from fissures in the ground like anger venting itself into the air. The wind feels… emotional, confused, swirling in heat eddies, buffeted from surface to surface. There's a sense of… of pressure… building until it bursts out in clouds of flame.">> <<say _a>> <<conv Jintro>>\ <<else>>\ <<say "The stone is warped and stretched here. Fire belches out from fissures in the ground like anger venting itself into the air. The wind swirls in heat eddies, buffeted from surface to surface." _a>> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head north-east up the slope" "plateau2">><</link>> <<NE>> <<link "Head south along the rocky path" "Crash">><</link>> <<S>> <</if>><</do>>\
<<node "start" "I haven't even checked that the other Transmat is activated!">> <<pick "I think this is the only way – what was the deal?" "earn3" condition "$deal">> <<pick "It's the only way to get past that creature!" "only" condition "$rapport gte 8">> <<pick "We have to get into the mine!" "only">> <<pick "Jyn already activated it!" "trustno" condition "$transmat3 && !$jtrans">> <<pick "It's OK! Jyn has already used it!" "trustyes" condition "$jtrans">> <<node "only" "I'm really not sure about this, Operator.">> <<pick "Try throwing something through?" "throw" condition "!$transtest" unseen>> <<pick "You know I've been there for you. You'll be fine. I promise." "go" condition "$rapport gte 18 && $navunit && $landerseen" action "_send = true">> <<pick "You know I've been there for you. You'll be fine. I promise." "earn1x" condition "$rapport gte 18 && (!$navunit or !$landerseen)">> <<pick "I know we've not talked much, but trust me on this!" "earn1" condition "$rapport gte 12">> <<pick "You have no reason to trust me. But I really need you to do this!" "earn1" condition "$rapport lt 12">> <<node "trustno" "Yeah. But did she actually use it…?">> <<pick "Erm…" "earn1">> <<pick "Yes! Absolutely. She was fine!" "trustyes" rapport -1>> <<pick "Well… no, but I'm sure it works." "earn1">> <<pick "Try throwing something through?" "throw" condition "!$transtest" unseen>> <<node "trustyes" "Well, OK. I guess it must be safe?">> <<pick "Try throwing something through?" "throw" condition "!$transtest" unseen>> <<pick "You know I've been there for you. You'll be fine. I promise." "go" condition "$rapport gte 18 && $navunit && $landerseen" action "_send = true">> <<pick "You know I've been there for you. You'll be fine. I promise." "earn1x" condition "$rapport gte 18 && (!$navunit or !$landerseen)">> <<pick "I know we've not talked much, but trust me on this!" "earn1" condition "$rapport gte 12">> <<pick "You have no reason to trust me, but this is the only way!" "earn1" condition "$rapport lt 12">> <<node "throw" "OK. Well, that's fine. I'll throw a couple of Helium-3 cylinders through…">> <<pick "…and?" "and" action "$transtest = true, $khelium -=2" notify "Helium-3 reduced by 2">> <<node "and" "And no flash, no bang. They just… vanished.">> <<pick "So that means it's working – must be safe, right?" "safe">> <<pick "OK, now YOU step in…" "earn1">> <<pick "You'll see, they'll be safe and sound at the other end." "earn1">> <<node "safe" "Working? Maybe. But we don't even know if they made it to the other end!">> <<pick "You know I've been there for you. You'll be fine. I promise." "go" condition "$rapport gte 18 && $navunit && $landerseen" action "_send = true">> <<pick "You know I've been there for you. You'll be fine. I promise." "earn1x" condition "$rapport gte 18 && (!$navunit or !$landerseen)">> <<pick "I know we've not talked much, but trust me on this!" "earn1" condition "$rapport gte 12">> <<pick "You have no reason to trust me. But I need you to do this!" "earn1" condition "$rapport lt 12">> <<node "earn1" "You've not exactly tried to gain my trust, Operator. This is my life we're talking about!">> <<pick "I know. I'm sorry. I'll owe you for this." "earn2" rapport +1>> <<pick "Don't then – but I think this might be the only way!" "fine" action "_nodice = true">> <<node "earn1x" "OK. Maybe I trust you. But this is my life we're talking about!">> <<pick "Look. This is important. I'll owe you for this!" "earn2">> <<node "earn2" "Yes. You will. I have a… proposition. I do this, you do something for me.">> <<pick "OK… I'm listening." "earn3" rapport +1>> <<pick "That's not how this works." "fine" action "_nodice = true">> <<node "earn3" "I go there, maybe save her life. You get me out – away from System. Even if it means failing the mission.">> <<pick "You're asking a lot, but OK, we have a deal." "go2" condition "$navunit && $landerseen" action "_send = true" rapport +2>> <<pick "Well… There's a damaged ship, but it needs a new Nav-unit. You may have to explore Sector D8…" "navunit" condition "!$navunit && $landerseen" rapport +1>> <<pick "Well… You'd need to find a way to get off planet without System knowing…" "lander" condition "$navunit && !$landerseen" rapport +1>> <<pick "Well… You'd need to find a way to get off-planet – without System knowing…" "tall" condition "!$navunit && !$landerseen">> <<pick "No deal." "fine" action "_nodice = true, $deal = true" rapport -1>> <<node "fine" "Fine. I'll take my chances with monsters instead of machines.">> <<node "go" "I'm REALLY trusting you, Ope…">> <<node "go2" "I must be out of my mind – you'd better not let me down Ope…">> <<node "tall" "Might be worth checking around the landing area, and there must be a way to get to Sector D8 – but we'll have to do it while that thing is still hunting! I'm going to trust you've got my back, Op. Do we have a deal?">> <<pick "OK. We have a deal." "go2" action "_send = true" rapport +1>> <<node "lander" "I could use this Transmat, and then explore the landing area for a ship I could use – all while that thing is still hunting for me. But if that's what it takes… Do we have a deal?">> <<pick "OK. We have a deal." "go2" action "_send = true" rapport +1>> <<node "navunit" "That means heading towards the Eye of Keppler and then climbing north – all while that thing is still hunting! But if that's what it takes… Do we have a deal?">> <<pick "OK. We have a deal." "go2" action "_send = true" rapport +1>>
<<loc 88 29>>\ <<say "OK. I'm inside the cave. It's cold and dark, but it's good to be away from all that dust. It's suddenly so quiet. It's funny how you don't notice the noise of the wind until it's gone. Now the silence feels like something's missing. The bore-hole continues into a larger cave system… It's… big! Every step echoes back at me. There's condensation over the walls and… marks, like scrape marks. There's something over…">> <<say "$Damn. There are bodies here. Half-eaten. The mining crew, they must have disturbed it. Poor <<=$bastard>>s had no idea. Nothing I can do for them now. Moving on…">> <<say "The cave is rising, climbing upwards and getting wider. The passage splits ahead, north or south? Silence to the north, but there's a warm breeze coming from the south.">> <<do tag "conv">><<if !_go>>\ <<link "Take the northern passage" "kMine-north">><</link>> <<N>> <<link "Try the southern passage" "kMine-south">><</link>> <<S>> <</if>><</do>>\ \ <<set $cause = "Transponder malfunction">>\ <<resetConv>>\ <<set $finale = true>><<set $stormy = false>>\ <<set $mobhunt = false>><<set $mob = false>>\
<<loc 95.4 31.7>>\ <<if _visited>>\ <<say "Heading north. The cave gets even wider – you could hide a cargo loader in here! My footsteps scrape and echo on the rocky floor. The ground is… slippery. Condensation drips from the ceiling. There are some odd, pale rock formations. Smooth, glistening, elongated shapes, around 2m high. Almost…">> <<say "Oh Christ.">> <<say "I think these are eggs. There's more over there, and… a crazy pile of… junk. Like a tornado swept through town and then just dropped everything in one spot. Metal doors, stone blocks, chunks of concrete, carrier tyres, plastic sheeting, and… bodies.">> <<say "$Fuck. Is this its nest!?">> <<else>>\ <<say "I'm back in the larger cave. There must be at least thirty of these… egg things.">> <<say "And there… the nest. The floor is littered with debris – broken stone, an old hover skiff, metal parts, a carbon-steel door. As if the wind just picked up the whole mining operation and dropped it all in here. Chunks of concrete, carrier tyres, plastic cables, and… bodies.">> <</if>>\ <<do tag "conv">><<if !_go>>\ <<if $medipack && visited ("kNest")>><<link "Search the nest again…" "kNest">><</link>><<else>><<link "Search the nest" "kNest">><</link>><</if>> <<if !visited ("k_Den")>><<link "Explore the cave" "k_Den">><</link>><br><</if>>\ <<link "Explore the southern passage" "kMine-south">><</link>> <<S>> <</if>><</do>>\
<<loc 95 37>>\ <<if _visited>>\ <<say "I'm heading down the passage to the south. It's a little narrower here, and there's a slight decline. It's getting hotter as I go. The rock is smooth, warm to the touch.">> <<say "I can see a glow ahead… Is that…? It's another lava flow, just oozing right out of the rock. It's flowing slowly down the passage over there. It widens out until the lava fills the entire cave. No way past it. I can feel a… wind, hot and dry. This must eventually lead outside!">> <<if $khealth < 35>>\ <<say "There's a small crate here, tucked away. Let's see… not much inside. One of those data-recordings, a single flare and a couple of medipacks. Ah! I could do with one of those!">> <<set $mapmode ++>><<set $flare ++>><<set $medipack = true>>\ <<timed _delay+'s' t8n>><span class="note">Acquired: Medipacks, Flare x 1</span><</timed>> <<timed _delay+'s' t8n>><span class="note">Medipack used – </span><</timed>><<health 25>> \ <<else>>\ <<say "There's a crate here, tucked away. Let's see… not much inside. One of those data-recordings, a single flare and an old medipack.">> <<set $mapmode ++>><<set $flare ++>><<set $medipack = true>>\ <<timed _delay+'s' t8n>><span class="note">Acquired: Medipack, Flare x 1</span><br><</timed>> <</if>>\ <<else>>\ <<say "The passage narrows here, and there's a lava flow ahead. It widens until the lava fills the entire cave. No way past it. I can feel a hot, dry wind – this must lead outside. There's a small crate here, but I've already checked it.">> <</if>>\ <<do tag "conv">><<if !_go>>\ <<if visited ("kMine-north")>>\ <<link "Head back to the nest" "kMine-north">><</link>> <<N>> <<else>>\ <<link "OK, try the other passage north" "kMine-north">><</link>> <<N>> <</if>>\ <</if>><</do>>\
<<loc 95.4 31.7>>\ <<if _visited>>\ <<say "I am right in the heart of its den. If it returns, there's nowhere to go.">> <<say "There's stuff, piled high. It's just… chaos; destroyed tech from the mine; organic stuff too. A nest, or maybe… trophies? I don't know. There's one of those hover skiffs, just thrown on the pile like it weighed nothing. But there are bones in there too. Some of them are definitely human.">> <<if visited ("kMine-south")>>\ <<say "$Damn, I think something moved! Inside the nest! A hand, reaching out! I have to help them…">> <</if>>\ <<else>>\ <<say "There's just a mountain of slime and chaos: destroyed tech from the mine, one of those hover skiffs, just thrown on the pile like it weighed nothing. There are bones in there too – some of them are definitely human.">> <<if visited ("kMine-south")>>\ <<set $killmsg = true>>\ <<say "$Fuck! I think something moved! Inside the nest! A hand, reaching out! Someone's trapped in there! I have to help them…">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<if $medipack>>\ › <<link "Karth? Is that…?" "kConfront1">><</link>> <<else>>\ <<if !visited ("k_Den")>><<link "Explore the cave" "k_Den">><</link>><br><</if>>\ <<link "Explore the southern passage" "kMine-south">><</link>> <<S>> <</if>>\ <</if>><</do>>\
<<loc 95.4 31.7>>\ <<if _visited>>\ <<say "The cavern is huge. Something has definitely been making its home here. I can see scrapes and claw marks gouged deep into the rock. It must have carved some of this out to make a den… a home.">> <<say "The eggs. The more I look, the more I see. Dotted randomly about the space. They're warm to the touch. There's something alive in there!">> <<say "Moving away. Don't want one of those things to hatch – one of those creatures is bad enough! The cavern is big, but there are no other exits. The only way in or out is back through the passage I came in from. If that creature returns…">> <<else>>\ <<say "The cavern is huge. Something has definitely been making its home here. I can see scrapes and claw marks gouged deep into the rock. I think it carved some of this out to make a home. There are no other exits. The only way in or out is back through the passage I came in from.">> <</if>>\ <<do tag "conv">><<if !_go>>\ <<if $medipack && visited ("kNest")>><<link "Search the nest again…" "kNest">><</link>><<else>><<link "Search the nest" "kNest">><</link>><</if>> <<link "Explore the southern passage" "kMine-south">><</link>> <<S>> <</if>><</do>>\
<<set $killmsg = true>>\ <<set $mob = false>><<set $mobhunt = false>>\ <<unset $mobwarning>><<unset $mobnear>>\ <<set $khealth = 61>>\ <<say "There's someone… trapped. They're injured. I've got a medipack; I’m administering it now. This should help…">> <<say "Oh $fuck. I think it's Karth. His visor is down. But it has to be him." "J">> <<say "Please… I can't move. Get me out of here!" "K">> <<say "…" "J">> <<say "What are you…? Why are you pointing that…?" "K">> <<say "You were in charge of the peacekeeping squad during the Martian riots." "J">> <<say "I… yes. Please. Put the gun down!" "K">> <<say "You took my family away. Killed them while they protested!" "J">> <<say "I… it was my responsibility… what happened. I should have been there. Maybe… if I had been…" "K">> <<say "I still can't forgive…" "J">> \ <<timed _delay+'s' t8n>>› <<link "Jyn! Don't!!" "jConfront2">><</link>> › <<link "Wait. Jyn, just listen to me for one moment." "jConfront2">><</link>> › <<link "He's admitted it. Do what you came to do." "Jyn-shoots">><</link>><</timed>> <<visitedspecial>>\
<<node "start" "Memories…? What good will that do? I don't have a home anymore.">> <<pick "You were both there… on Mars." "marshome">> <<pick "Tell her what you lost, make her see" "lostsee">> <<pick "Just focus on a happy memory, from before…" "marshome">> <<pick "You lost your family too" "marsfam">> <<node "marshome" "Mars… Mars was my home too for a while. But I have… such conflicted memories. It's so hard to remember the good through the bad.">> <<pick "Tell her what her actions cost you, Karth" "memory">> <<pick "Just find one happy memory" "memory">> <<pick "She needs to understand your pain" "memory">> <<node "marsfam" "My family? I have such conflicted memories – it's so hard to remember the good through the bad.">> <<pick "Tell her what her actions cost you, Karth" "memory">> <<pick "Just find one happy memory" "memory">> <<pick "She needs to understand your pain" "memory">> <<node "lostsee" "What I lost? I lost everything. But there are… flashes of light amongst the dark that still make me smile – despite the pain.">> <<pick "Like what?" "good">> <<pick "Focus on that." "good">> <<pick "You still blame yourself. Even now?" "blame">> <<node "blame" "Every day. Whether I deserve to or not – I've stopped being sure which. Maybe that's my real punishment.">> <<pick "Then let it go, just for a moment. Tell her something good." "good">> <<node "memory" "There are… flashes of light amongst the dark that still make me smile – despite everything.">> <<pick "Like what?" "good">> <<pick "Focus on that." "good">> <<node "good" "We still held on to old Earth traditions – before the supply chains collapsed completely. I had to pull some strings to get certain luxuries: spices for my wife, toys for my daughter – but it was worth it if it brought a smile to their faces.">> <<pick "And…?" "it">> <<pick "What sort of Earth traditions?" "xmas">> <<pick "And did it? Did it make them smile?" "it">> <<node "xmas" "We used to celebrate them: New Year, Divali, Christmas – every year, in sync with Earth. All just to reconnect us with the homeworld, and bring some magic into her life.">> <<pick "And did it work?" "it">> <<pick "It's the little coincidences…" "it">> <<node "it" "One Christmas, I managed to get hold of… I don't remember, the latest doll all the kids wanted. I was furious when I discovered Miranda had destroyed it – taken it apart to see how it worked. Every component laid out in neat rows on the kitchen floor. Then I saw her face. She was ecstatic. A born engineer, if ever I saw one.">> <<pick "That's kids for you" "kids" >> <<pick "Why does this sound familiar?" "kids">> <<pick "Wait. I think…" "kids">> <<node "kids" "She never said thank you. She was convinced 'Martian Santa' had brought it for her. Sofia and I were happy to let her go on thinking that. That's… maybe one of the last happy memories I have of her. That's what I lost.">>
<<set $name = "Karth">>\ › <<linkappend "Karth? Talk to her. Tell her your memories of home… tell her what you lost." t8n>> <<conv K_final>>\ \ <<do tag "conv">><<if !_go>>\ <<if _end>>\ <<goto "Karth-shoots">>\ <<else>>\ <<say "She's just staring at me. She's dropped the gun, and she's just staring…" K>> <<timed _delay+'s' t8n>>› <<link "Karth, I think she's…" "kConfront final">><</link>><</timed>> <</if>>\ <</if>><</do>>\ <</linkappend>>\
<<fadeout Jyn>>\ <<type 20ms>><h1>MISSION COMPLETE!</h1><</type>>\ <<timed .5s t8n>><h2>Jyn</h2><</timed>> <<type .1ms>><span class="note">\ Locations visited: $jvisit.length Rapport gained: $rapport Helium-3 collected: $jhelium units <<if $mapmode > 5>><<set _map = 5>><<elseif $mapmode > 4>><<set _map = 4>><<else>><<set _map = $mapmode - 1>><</if>>\ <<set _data = $mapmode - 1>>\ \ Data Recordings found: _data of 7 Map modes unlocked: _map of 5</span><</type>>\ <<type .1ms>>Congratulations Operator. You have successfully brought your Scav back with enough Helium-3 to justify the costs of the mission. We see great things in your future. There may be additional resources yet to be discovered, so you're always welcome to try again. Perhaps you'll bring home even more next time?<</type>>\ <<type .1ms>><<button "POST-MISSION INCIDENT REPORT" "jdone2">><</button>><</type>>
<<include "restart_char">>\ <<type .1ms>><h2>POST-MISSION INCIDENT REPORT</h2><</type>>\ <<if !setup.ifcomp>><span class="img"><img src="img/jyn.webp" alt="Jyn" width="200px"></span><br><hr class="line"><br><</if>>\ \ <<type .1ms>>Jyn was involved in a violent incident shortly after she returned to base. Residents report hearing a loud disturbance followed by the sound of a single gunshot. A fellow Scav was found dead at the scene. Motive unknown. Jyn has been taken in for questioning. Do not concern yourself with incidents like this, Operator. The loss of Scavs off-mission will not affect your record. Thank you for your continued service.<</type>>\ <<type .1ms>><span class="guide">If your loyalties lie with System, then you've completed your mission. But if not, then there is more to see. Find the mine and find a way to stop Jyn from committing this murder. Load the most recent save to continue…</span><</type>>\ <<type .1ms>><<link "› Load most recent save">><<run Save.browser.continue()>><<ambient>><<run Engine.show()>><</link>> <<link "› Return to the title screen" "Start">><<include "restart_full">><<include "Conversations">><<resetConv>><</link>><</type>> <<set $ending = "Bad">><<transcend>>\
<<say "Are you sure, Op!!?" J>> <<say "That… that does not sound like a good idea!" K>> <<say "Op's got a plan… right, Op?" J>> <<say "This is a really…" K>> <<say "Whoa – this thing has got some speed!" J>> <<say "…bad idea!" K>> \ <<timed 2s t8n>>[a loud roar, very close now…] <<next 1s>><<if $dogflare>>\ › <<link "I think it sees by heat – like those dogs!" "Flare">><</link>> <<else>>\ › <<link "I think it sees by heat!" "Flare">><</link>> <</if>>\ › <<link "Throw a flare – distract it!" "Flare">><<set $throwflare = true>><</link>> <</timed>><<loc 95 35>><<mobz 91.8 31>>\
<<say "The creature is blocking the passage! No way round it!" K>> <<say "Hold on!" J>> <<say "Jesus! It's right on us!" K>> <<say "Too close! We need a new plan, Op!" J>> \ <<timed 1.5s t8n>>[a loud roar, very close now…] <<next 1s>>› <<link "Head to the south passage – towards the lava!" "Escape1">><</link>><</timed>> <<mobz 93 31>>\
<<loc 91.5 50>><<mobz 95 40>>\ › <<linkappend "Talk to me!?" t8n>> <<say "You could have warned us, Op!" J>> <<say "Sheer drop, we just fell about… 20 meters! Almost right into another lava flow!" K>> <<say "Skiff is still holding up. We slow down, and this thing'll melt, so we're going full speed." J>> <<say "We're out in the open now – dust everywhere. $Shit, it's hot! Did we lose it?" K>> \ <<timed _delay+'s' t8n>>[High above, the sound of a crash, followed by a roar]<</timed>> <<say "There's your answer! It just exploded out of the cave above!" J>> <<say "It's searching for us, but I think we're hidden while we're near this lava flow!" K>> <<say "How far does this take us, Op?" J>> \ <<timed _delay+'s' t8n>>\ › <<link "Glad you're both still alive!" "Escape4">><</link>> › <<link "I can see you on the map… follow that lava flow!" "Escape4">><</link>> › <<link "It leads directly to… Oh." "Escape4">><</link>><</timed>> <<timed 14s t8n>><<play ping 0.12>><</timed>>\ <</linkappend>>
<<say "I'll take them out" K>> <<say "Wait!" J>> <<say "It's OK – I'll shoot whatever's inside" K>> <<say "It's not that…" J>> <<say "Then what!?" K>> <<say "They're its… children. We've invaded its home… We can't…" J>> <<say "…" K>> <<say "Operator?" K>> \ <<timed _delay+'s' t8n>><<if !visited ("eggs3") && State.metadata.get("eggs")>>› <<link "Shoot them!" "eggs3">><</link>><br><</if>>\ › <<link "Get on the skiff – drive straight at it!" "drive">><</link>> <<if $dogflare>>\ › <<link "I think it sees by heat – like those dogs!" "Flare">><</link>> <<else>>\ › <<link "I think it sees by heat!" "Flare">><</link>> <</if>><</timed>> <<mobz 91 31>>\
<<loc 94 65>><<mobz 93 52>>\ <<say "$Damn. Lava flow comes to an end ahead. The ground rises up in the distance like a wall. Oh Christ, is that…?" K>> <<say "We're zooming down the channel, trying not to fry ourselves, hoping the skiff holds together… hoping the creature can't see us…" J>> <<say "…and we're running out of road! What are our options, Operator?" K>> \ <<timed _delay+'s' t8n>>\ › <<link "Head up the rim of the crater – right into the Eye of Keppler!" "Eye route 1">><</link>> <<if !$landerfail>>› <<link "Turn north, head towards the landing pad!" "Lander route 1">><</link>><br><</if>>\ › <<link "Skirt around the crater's edge and head towards the Evac site!" "Evac route 1">><</link>> <</timed>> <<visitedspecial>>\ <<timed 10s t8n>><<play ping 0.17>><</timed>>\
<<loc 85 67>><<mobz 93 64>>\ <<if lastVisited ("Escape4") == 1>>\ <<say "Lava's come to an end – we've lost our cover! " J>> <</if>>\ <<say "We're changing course…" K>> <<say "We'll need over 100 Helium-3 before they'll authorise an Evac!" K>> <<say "I found… $jhelium units… I think?" J>> <<say "And I managed $khelium." K>> <<set _x = $jhelium + $khelium>>\ <<if _x gte 100>>\ <<say "Then we've got enough! Send an Evac Operator! We'll be there to meet it!" J>> <<else>>\ <<set $evacfail = true>>\ <<say "We don't have enough! Dammit!!" J>> <</if>>\ <<say "It's getting harder to see through all this dust." K>> <<say "Where is it? Did we lose it?" J>> <<timed _delay+'s' t8n>>[High-up, a roar – distant, but gaining]<</timed>> <<say "It's still on us… tracking us… it doesn't matter how fast we go!" K>> <<say "We can't outrun it, Operator – we won't be able to get to the Evac! What do we do!?" J>> \ <<timed _delay+'s' t8n>><<if !$landerfail && !visited ("Lander route 1")>>› <<link "Change course – head to the landing pad!" "Lander route 1">><</link>><br><</if>>\ › <<link "Turn back – head right into the Eye!" "Eye route 1">><</link>><</timed>> <<timed 8s t8n>><<play ping 0.14>><</timed>>\
<<loc 70 59>>\ <<say "We'll need something that can fly us off-planet. Ideally without System knowing we've gone." K>> <<timed .4s t8n>>\ <<type .1ms>><span class="note">\ Calculating chances of escape: Damaged lander found: <<if $landerseen>>Yes<<else>>No<</if>> Nav-unit found: <<if $navunit>>Yes<<else>>No<</if>> Lander already repaired: <<if $landerrepaired>>Yes<<else>>No<</if>></span><</type>>\ <<next .7s>>\ \ <<if $landerrepaired>>\ \ <<if $jlanderseen && visited ("jhangarx")>>\ <<say "I know exactly where to head; I blew up the hangar and found a damaged T50 lander inside! It needed a new Nav-unit – but I managed to find one. I fixed her up – and now she's ready to go! We just need a good pilot. Know anyone?" J>> <<elseif $jlanderseen>>\ <<say "I know where to head; there's a vehicle-hangar near the landing pad. There's a damaged T50 lander inside. It needed a new Nav-unit – but I managed to find one! I fixed her up – and now she's ready to go! We just need a good pilot. Know anyone?" J>> <<else>>\ <<say "I know exactly where to head; I’ve already blasted the hangar door – there's a damaged lander up there. Should fly, but it'll need a new Nav-unit." K>> <<say "I managed to find one! I fixed her up – and now she's ready to go! We just need a good pilot. Know anyone?" J>> <</if>>\ \ <<say "$Damn. You really are my daughter." K>> \ <<elseif $klanderseen && $navunit && !$navunitk>>\ <<say "I know exactly where to head; I’ve already blasted the hangar door – there's a damaged lander up there. Should fly, but it'll need a new Nav-unit." K>> <<say "…and I've got a spare Nav-unit – just looking for a ship to fit it to! Now we just need a good pilot. Know anyone?" J>> <<say "$Damn. You really are my daughter." K>> \ <<elseif $landerseen && $navunit>>\ <<if $jlanderseen && visited ("jhangarx")>>\ <<say "I know exactly where to head; I blew up the hangar and found a damaged T50 lander inside! Should fly, but it'll need a new Nav-unit." J>> <<elseif $jlanderseen>>\ <<say "I know where to head; there's a vehicle-hangar near the landing pad. There's a damaged T50 lander inside." J>> <<else>>\ <<say "I know exactly where to head; I’ve already blasted the hangar door – there's a damaged lander up there. Should fly, but it'll need a new Nav-unit." K>> <</if>>\ \ <<if $navunitk>>\ <<say "…so it's a good job I found one. Now I just need an engineer to fix it up!" K>> <<say "OK. I admit, I'm impressed." J>> <<elseif $navunit>>\ <<say "…and I've got a spare Nav-unit – just looking for a ship to fit it to! Now we just need a good pilot. Know anyone?" J>> <<say "$Damn. You really are my daughter." K>> <</if>>\ \ <<elseif !$navunit && !$landerseen>>\ <<say "$Fuck! We didn't find anything we could use!" J>> <<elseif $klanderseen>>\ <<say "I found an old lander up there, but it needs major repairs." K>> <<say "$Shit! I didn't find any parts we'd need – no way to get it working!" J>> <<elseif $jlanderseen>>\ <<say "$Shit! I found an old lander up there… but I didn't manage to locate the parts it needs!" J>> <<elseif $navunitk>>\ <<say "$Shit! I found a Nav-unit, but without a ship to fit it to, we've got nothing!" K>> <<elseif $navunit>>\ <<say "$Shit! I found a Nav-unit, but without a ship to fit it to, we've got nothing!" J>> <</if>>\ \ <<next 1.6s>>\ <<if $landerrepaired>>\ › <<link "You guys make for a great team! Get to the lander!" "Lander3">><</link>> <<elseif $landerseen && $navunit>>\ › <<link "Then that's the plan. Get to the lander, repair it and get out!" "Lander3">><</link>> <</if>>\ <<if !$navunit or !$landerseen>>\ › <<link "Then our only option is to head back and call for an Evac!" "Evac2">><</link>> <<else>>\ › <<link "Or you head back to the drop-pod and call for an Evac." "Evac2">><</link>> <</if>>\ <</timed>>\
<<loc 68 71>>\ <<say "We'll need enough resources to justify an Evac. How much did we find?" K>> \ <<timed .4s t8n>>\ <<type .1ms>><span class="note">\ Calculating resources: Jyn collected: $jhelium Helium-3 Karth collected: $khelium Helium-3 <<set _x = $jhelium + $khelium>>\ Total collected: _x units Minimum amount required for Evac: 100 units <<if _x gte 100>>\ Evac requirement reached <<else>>\ Evac refused, requirement not reached <</if>></span><</type>>\ <<next 1.2s t8n>><<if $jhelium + $khelium gte 100>>\ › <<link "Great job – you collected enough, System will be pleased!" "Evac final2">><</link>> <<else>>\ <<say "No! We didn't find enough!" J>> <<say "That's not completely true. Look at all these I picked up from inside the crater…" K>> <<h3 50>>\ › <<link "Great job, Karth, System is going to be impressed!" "Evac final2">><</link>> <</if>>\ \ <<if !$landerfail>>› <<link "But do you really want to go back to that life? Maybe there's another way?" "Lander2">><</link>><</if>><</timed>>
<<node "start" "Operator. I… I need to tell you something. It's about the other Scavenger.">> <<pick "You mean Jyn?" "otherscav">> <<pick "OK…?" "otherscav">> <<pick "Let's just focus on you… and the Helium-3." "h3" action "_end = true" rapport -1>> <<node "h3" "Sure. I get it. You don't want to talk. But I need to get this off my chest.">> <<pick "Fine. Say your piece, and we can move on. What's this about Jyn?" "otherscav">> <<pick "If it's not about Helium-3 then you're just wasting my time." "nothing" rapport -1>> <<node "otherscav" "Jyn. That's what she's calling herself. I think she was there. On Mars. I think she was involved in the riots. So many died…">> <<pick "Involved how?" "how" rapport +1>> <<pick "Did you lose someone?" "someone" rapport +1>> <<pick "Don't you share some of the blame?" "blame" unseen>> <<node "blame" "Me? I was off world when it all started, but my wife and child… they… they weren't so lucky. By the time I got there, they were gone.">> <<pick "I'm really sorry, Karth." "sorry" rapport +2 unseen>> <<pick "It sounds like there was nothing you could do?" "hated" rapport +1>> <<pick "Gone…? As in…?" "gone" unseen rapport +1>> <<pick "That was so long ago. It's time to move on." "move" rapport +1>> <<pick "But didn't your actions make it even worse?" "worse" rapport +1 unseen>> <<node "move" "Perhaps. Twenty years is a long time, but some scars don't heal quickly. Maybe never will.">> <<pick "But didn't your actions make it even worse?" "worse" rapport +1 unseen>> <<pick "How do you know it was her?" "howknow" rapport +1>> <<pick "Are you just looking for someone else to blame?" "blame" unseen rapport +1>> <<pick "What are you planning to do about it?" "core" unseen rapport +1>> <<node "worse" "What happened after… That's my cross to bear. But she played her part too, and I don't know if I can ever forgive that.">> <<pick "How do you know it was her?" "howknow" unseen rapport +1>> <<pick "Just because she was there, doesn't make her responsible" "how" unseen rapport +1>> <<pick "What are you planning to do about it?" "core" unseen rapport +1>> <<node "someone" "My wife and child… they both… they were caught up in the uprising. By the time I got there, they were gone. Just like that.">> <<pick "Gone…? As in…?" "gone" unseen rapport +1>> <<pick "But how do you know it was her?" "howknow" unseen rapport +1>> <<pick "I'm really sorry, Karth" "sorry" rapport +1>> <<pick "That doesn't make her guilty" "core" unseen rapport +1>> <<pick "What are you planning to do about it?" "core" unseen rapport +1>> <<pick "That was so long ago. It's time to move on." "move" rapport +1 unseen>> <<node "howknow" "When I saw her application to the Academy, I did some digging. She tried to hide it, but she was there, on Mars during the insurrection.">> <<pick "That doesn't make her guilty" "core" rapport +1 unseen>> <<pick "What are you planning to do about it?" "core" rapport +1>> <<node "how" "She wasn't just there; she was part of it. Maybe one of the ringleaders.">> <<pick "That doesn't make her guilty" "core" rapport +1 unseen>> <<pick "What are you planning to do about it?" "closure" rapport +1>> <<node "sorry" "Thanks, Operator, but they're gone, and I think she was involved.">> <<pick "Involved how?" "how" unseen rapport +1>> <<pick "But that doesn't mean she's guilty" "core" rapport +1 unseen>> <<pick "How do you know?" "howknow" unseen rapport +1>> <<pick "What are you planning to do about it?" "closure" rapport +1>> <<node "gone" "System confirmed it; they were both killed during the riots. Sofia, Miranda… my wife and child. Miranda was only five… I can't forgive, but…">> <<pick "But…?" "closure" rapport +1>> <<pick "But nothing. Stop looking for people to blame." "hated" unseen rapport -1>> <<pick "You really need to just get over it." "move" unseen rapport -1>> <<node "core" "Sofia, Miranda… my wife and child. Miranda… she was only five… I can't forgive, but…">> <<pick "But…?" "closure" rapport +1>> <<pick "But nothing. Stop looking for people to blame." "hated" unseen rapport -1>> <<pick "You really need to just get over it." "move" unseen rapport -1>> <<node "closure" "But there's a part of me that wants to look this Jyn in the eye and tell her the pain she caused – to tell her everything I lost.">> <<pick "Well… I'm afraid now you won't get the chance." "end_final" rapport +1>> <<pick "You're looking for closure." "end_closure" rapport +1>> <<pick "Maybe she deserved the benefit of the doubt?" "end_doubt" rapport +1>> <<pick "Then perhaps she got what was coming to her." "end_final" rapport -1>> <<node "end_closure" "…Maybe. Is that naive?">> <<pick "No. I don't think so. But… I'm not sure you'll get it now. She's gone, Karth." "end_final">> <<node "end_doubt" "…Maybe. Maybe not.">> <<pick "Unfortunately, fate has taken care of the problem. She's gone, Karth." "end_final">> <<node "end_final" "She's… she's gone? I don't know how I feel… Relieved? Or something else? I need a moment to… let's just get this mission done.">> <<node "hated" "That's what everyone said. But when it's your own family. How can you not cast blame? I hated everyone at the time. I blame myself every day since.">> <<pick "I've seen your file, Karth." "file" condition "$inbox.includes('rapport3a')" rapport +2>> <<pick "Why? What was your involvement?" "anger" unseen>> <<pick "How many years has it been? Get over it!" "move" rapport -1 unseen>> <<pick "What happened?" "anger" unseen>> <<node "file" "You have? Then you know what they called me… after. They called me that and meant it as a compliment. Can you imagine how that felt? Being treated like a hero, when I felt the complete opposite?">> <<pick "What happened?" "anger" unseen>> <<pick "I'm trying to keep an open mind" "anger" rapport +1 unseen>> <<pick "But how do you know Jyn was involved?" "how" unseen>> <<node "anger" "The riots had hit the major news cycles. System wanted it shut down immediately, so my squad was sent in to keep the peace. System told us they were terrorists… that they were the ones who started it all… the ones who killed…">> <<pick "I'm really sorry, Karth." "sorry" rapport +1 unseen>> <<pick "I'm hearing your guilt, not hers." "how" unseen>> <<pick "I guess you were just following orders." "worse" unseen>> <<pick "Didn't this all happen like… twenty years ago?" "move" unseen>> <<node "nothing" "You're a cold one, Operator. You know this is a two-way thing?">> <<pick "OK. I'll listen, but make it quick." "otherscav">> <<pick "I'm the Operator, you're the Scav. We're not friends." "cold" rapport -2>> <<node "cold" "I guess that's how it is. Let's get this mission done.">>
<<say "Who…? Who are you…?" K>> <<say "…what…?" J>> <<say "You changed your name. What… what was it before…?" K>> <<say "…" "J">> <<say "…my name was… Miranda" "J">> \ <<timed _delay+'s' t8n>>› <<link "I think System has been lying to us – all of us" "jCreature">><</link>><</timed>>
<<set $jrapport to $rapport>>\ <<set $stormy = false>><<set $finale = true>>\ <<say "They told me my daughter was… gone. But they never found…" K>> <<say "What about Sofia…?" "J">> <<say "Her body was recovered. I was still mourning her when… System told me you were both lost. Told me to take out my grief on the rioters. But I couldn't do it. So System took control of the Squad." K>> <<say "Then you didn't…?" J>> <<say "The responsibility was still mine. I took the blame – I should have been there. I could have stopped it, but I was still looking for Miran… …for my daughter." K>> <<say "But… but… my father's name was David…?" J>> <<say "My name is David Karth." K>> <<say "…$fuck…" J>> <<say "How…?" K>> <<say "Some of the survivors… after. They found me, helped to get me off-planet… changed my name… they told me that both of…" J>> <<timed _delay+'s' t8n>>[A sudden roar – far away, but picked up on both mics] <<set _delay = .1>><<say "It's back!" K>> \ <<next>>› <<link "Jyn! Karth! You need to get out of there!" "Escape_start">><<set $mobz = true>><<mobz 80 26.5>><</link>><</timed>> <<timed 19s t8n>><<play ping 0.08>><</timed>>\
<<loc 76 79.8>><<mobz 85 78>>\ <<say "We're… we're through!" K>> <<say "…" J>> <<say "Stop the skiff." K>> <<say "Whoa. This is weird." J>> <<say "We must be right in the centre. The eye of the storm. The winds have dropped almost completely. No dust. We're just surrounded by a… a black, raging wall that goes up into the sky." K>> <<say "It surrounds us on all sides. I don't know whether to feel safe… or trapped." J>> <<say "Now what?" K>> \ <<timed _delay+'s' t8n>>› <<link "Do you think you can keep going – all the way through?" "keepgoing">><</link>> › <<link "Look around, is there anything you can use?" "lookaround">><</link>><</timed>> <<timed 20s t8n>><<play ping 0.07>><</timed>>\
<<loc 76 79.8>><<mobz 80 79>>\ <<if $name == "Karth">><<set _x = "Jyn">><<else>><<set _x = "Karth">><</if>>\ <<say "I can't lose you now! I only just…" J>> <<say "I know. But Operator made the call. Go. Someone has to make it out." K>> <<say "I…" J>> <<say "Good luck J… Miranda." "K">> <<say "…" J>> <<timed _delay+'s' t8n>>[a clunk and whine as the skiff accelerates into the distance]<</timed>> <<if $name == "Karth">>\ <<say "She's gone. Full throttle – into the storm. God, I hope she makes it.">> <<if $krapport > 10>>\ <<say "You made the right decision, Operator. You've been there for me… for both of us all the way through. Thank you.">> <<else>>\ <<say "We may not have seen eye-to-eye, but you made the right call. Thank you.">> <</if>>\ <<say "I know it's still up there… waiting. I just have to choose my moment.">> <<timed _delay+'s' t8n>>[a distant roar – somewhere, high up in the sky…] <<set _delay = 0.5>><<say "It's persistent, I'll give it that. Smart, too.">> <<next 1.5s>>› <<link "$name? What's happening…?" "End2">><</link>><</timed>> <<else>>\ <<say "I'm going. Leaving him behind. After all those years searching. I can't…" J>> <<say "…" J>> <<say "Here we go. Full throttle. Into the storm." J>> <<say "It should have been me." J>> <<timed _delay+'s' t8n>>[the furious sound of wind, sudden cracks of lightning…] <<next 1.4s>>› <<link "Jyn? Karth? Can anyone hear me!?" "End2">><<set $name = "Karth">><</link>><</timed>> <</if>>\ <<timed 20s t8n>><<play ping 0.03>><</timed>>\ <<visitedspecial>>\
<<loc 76 79.8>><<mobz 78 79.8>>\ <<if $name == "Karth">>\ <<say "I see it. Just a black mark in the sky. It flew high, right over the storm wall. It must be 4-5k up? Directly above me." K>> <<say "I've got one chance, lighting the flare…" K>> <<say "It's diving. Straight down – coming right for me. I've got one shot." K>> <<say "This thing – it will do anything to protect its home." K>> <<say "But this storm is… pure anger. It doesn't care." K>> <<say "What's it to be, Operator?" K>> <<else>>\ <<say "I see it. Just a black mark in the sky. It flew high, right over the storm wall. It must be 4-5k up? Directly above me." J>> <<say "I've got one chance. I'm lighting the flare…" J>> <<say "It's diving. Straight down – coming right for me. I've got one shot." J>> <<say "This thing – it's protecting its home. It's the planet's revenge." J>> <<say "But this storm is… pure rage. It doesn't care." J>> <<say "What's it to be, Op?" J>> <</if>>\ \ <<timed _delay+'s' t8n>>› <<link "No time to think. Just throw it!" "nothink">><</link>> › <<link "Throw the flare right into the storm wall." "storm">><</link>> › <<link "Hold the flare high. Wait for it to commit." "hold">><</link>><</timed>> <<timed 8s t8n>><<play ping 0.1>><<next>><<play ping 0.3>><<next>><<play ping 0.6>><<next>><<play ping>><</timed>>\ <<set $flare = 0>>\
<<set $ending = "Lander">>\ <<say "She's ready, and powered up." J>> <<say "Let's get out of here." K>> \ <<conv endlander>>\ \ <<do tag "conv">><<if !_go>>\ › <<link "Mission Report" "Report">><</link>> <</if>><</do>>\
<<loc 72.2 21.2>>\ <<if $navunit>><<set _a = "I'm thinking the Nav Unit I found might be a good fit, but ">><<else>><<set _a = "That thing won't even take off without a new Nav-unit, though. No matter. Even ">><</if>><<set _a += " if I could get in there – even if that lander was repairable, I wouldn't be able to fly it anyway, so it's no loss.">><<if $navunit>><<set _a += " It's good to know it's there, though!">><<else>><<set _a += " Worth keeping an eye out for a Nav-unit though, just in case!">><</if>>\ <<if $stormState != "active">><<if _visited>>\ <<set $landerseen = true>><<set $jlanderseen = true>>\ <<say "There's a small gap in the door; no way for me to open it, but let's see what I can see… It's dark in there – just looks like a few crates? I guess there may be some Helium-3 in those. Something big under a tarp further back. Could be a haulage lander? A T50 by the size of it – maybe they were trying to repair it?">> <<say _a>> <<else>>\ <<say "Nothing's changed. I can see a few crates, and there's a damaged haulage lander over there. They were probably trying to fix it up.">> <<say _a>> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head back north to the landing area" "jLanding">><</link>> <</if>><</do>>\
<<set $cause = "Critical injury inside the Eye of Keppler">>\ <<loc 70.9 79.1>>\ <<if _visited>>\ <<say "OP! THERE IS NO. $FING. WAY. I'M GETTING ANY CLOSER!">> <<set $rapport -->><span class="note">Rapport has decreased</span><br> \ <<else>>\ <<say "SERIOUSLY. ARE YOU TRYING TO KILL ME? I'D HAVE TO BE STUPID OR SUICIDAL TO GET ANY CLOSER TO THIS!!">> <<say "AH! THIS IS CRAZY!! GET ME OUT OF HERE!">> <<set $rapport -->><span class="note">Rapport has decreased</span><br> <<set _rand = - random (1,8)>><<health _rand>> <</if>>\ \ <<if visited ("jBody")>>\ <<link "Head back west to the crater rim" "jCrater rim">><</link>> <<W>> <<else>>\ <<link "OK. Head back" "jBody">><</link>> <<W>> <</if>>\
<<node "start" "Any suggestions?">> <<pick "Place the explosive, then shoot it from a distance with your sidearm." "shoot">> <<pick "Try using the Sparker to set them off?" "sparker">> <<pick "Could you place them, then throw a flare?" "flare" condition "$flare > 0">> <<node "flare" "That's not a bad idea… but… I don't think a flare is enough to set them off">> <<pick "$Damn. Well how about…" "start">> <<node "sparker" "That feels… a little dangerous. I think I'd blow myself up in the process!">> <<pick "Well, in that case…" "start">> <<node "shoot" "I guess I could. But my aim isn't great, especially from a distance.">> <<pick "I have faith in you!" "hit" rapport +1>> <<pick "You only have to hit it once" "hit" rapport +1>> <<pick "Seriously? How hard can it be?" "hit" rapport -1>> <<node "hit" "I… Well. OK. Let's give that a try. Placing now and walking as far away as I can…">> <<pick "Good luck!" "shot1">> <<node "shot1" "[sound of a gunshot] Missed.">> <<pick "Maybe get a little closer?" "closer" rapport -1>> <<pick "Relax. Concentrate on your aim." "shot2" rapport +1>> <<pick "Just take your time." "shot2">> <<node "shot2" "[sound of a gunshot] DAMMIT! Missed again!!">> <<pick "Steady your hand. Slow your breathing." "shot3" rapport +1>> <<pick "Move a little closer" "closer" rapport -1>> <<pick "You can do it, Jyn!" "shot3" rapport +1>> <<node "closer" "[sound of a gunshot] $Fuck! Missed!!">> <<pick "You can do it, Jyn!" "ouch" action "$jhealth -= 11" notify "Health reduced by 11">> <<pick "Close one eye, line up your shot." "ouch" action "$jhealth -= 12" notify "Health reduced by 12">> <<pick "Maybe just a little closer?" "ouch" action "$jhealth -= 24" notify "Health reduced by 24">> <<node "shot3" "[sound of loud explosion] YES!!!">> <<node "ouch" "[sound of loud explosion] AH! Got it, but I was a bit too close!">>
<<say "Firing!" K>> <<say "No!" J>> <<timed _delay+'s' t8n>>[Sound of gunfire]<</timed>> <<say "Jesus! It exploded… there's stuff everywhere!" K>> <<say "The others – they're moving!" J>> <<timed _delay+'s' t8n>>[More gunfire]<</timed>> <<say "That's two more…" K>> <<say "$Shit! They know… they're reacting – hatching!" J>> <<say "Careful!" K>> <<say "There! One's hatched already! Are those… are those like the dogs…!?" J>> <<say "Watch out!" K>> <<timed _delay+'s' t8n>>[a louder roar from deep within the cave]<</timed>> <<say "They're hatching everywhere!" J>> <<say "Too many… get out!" K>> <<say "Behind you!" J>> <<timed _delay+'s' t8n>>[a shout, followed by a scream… then silence] <<death>><</timed>> <<timed 6s t8n>>› <<link "Jyn…? Karth…? Are you still there…?" "2 lives lost">><</link>><</timed>> <<mobz 92 30>>\ <<set State.metadata.set("eggs", true)>>\
<<loc 76 79.8>><<mobz 80 79>>\ <<if $name == "Karth">><<set _x = "Jyn">><<else>><<set _x = "Karth">><</if>>\ <<say "I can't lose you now… I only just…" K>> <<say "I know. But Op's right. You have to go. Someone has to make it out." J>> <<say "I…" K>> <<say "Good luck, David… Dad." J>> <<say "…" K>> <<timed _delay+'s' t8n>>[a clunk and whine as the skiff accelerates into the distance]<</timed>> <<if $name == "Jyn">>\ <<say "He's gone. Full throttle – into the storm. God, I hope he makes it.">> <<if $jrapport > 10>>\ <<say "You made the right decision, Op. You've been there for me… for both of us all the way through. Thank you.">> <<else>>\ <<say "We may not have seen eye-to-eye, Op, but you made the right call. Thank you.">> <</if>>\ <<say "I know it's still up there… waiting. I just have to choose my moment.">> <<timed _delay+'s' t8n>>[a distant roar – somewhere, high up in the sky…] <<set _delay = 0.5>><<say "It's persistent, I'll give it that. Smart, too." J>> <<next 1.5s>>› <<link "$name? What's happening…?" "End2">><</link>><</timed>> <<else>>\ <<say "I'm going. Leaving her behind. After all those years searching. I can't…" K>> <<say "…" K>> <<say "Here we go. Full throttle. Into the storm." K>> <<say "It should have been me." K>> <<timed _delay+'s' t8n>>[the furious sound of wind, sudden cracks of lightning…] <<next 1.4s>>› <<link "Karth? Jyn? Can anyone hear me!?" "End2">><<set $name = "Jyn">><</link>><</timed>> <</if>>\ <<timed 20s t8n>><<play ping 0.07>><</timed>>\ <<visitedspecial>>\
<<loc 76 79.8>><<mobz 77.5 77>>\ <<say "Throwing…">> <<say "…The flare! It didn't even land; it just hit the wall and was swept away!">> <<timed _delay+'s' t8n>>[Sudden thunder of huge wings above…]<</timed>> <<say "But it's gone after it! Chasing the flare as it's carried up into the maelstrom!">> <<timed _delay+'s' t8n>>[a sudden crack of static…]<</timed>> <<say "AH! Massive lightning strike as it neared the wall!">> <<say "$SHIT! Two more! Like glowing stabs of fury!">> \ <<timed _delay+'s' t8n>>[a terrible roar of pain… ]<</timed>> <<say "I'm blinded by the glare – Can't see! Is it dead!?">> <<say "…">> <<say "No! It's still alive! But it's turned… It’s flying away. It's actually flying away!">> <<timed _delay+'s' t8n>>› <<link "Well done $name! Now get out of there!" "getout">><</link>><</timed>> <<timed 16s t8n>><<play ping 0.1>><</timed>>\
<<loc 76 79.8>><<mobz 77 79.8>>\ <<if $name == "Karth">><<set _x = "daughter">><<set _y = "her">><<else>><<set _x = "father">><<set _y = "him">><</if>>\ \ <<say "Throwing…">> <<say "The flare is arcing through the air. Didn't have time to aim…">> \ <<timed _delay+'s' t8n>>[Sudden crack of huge wings above]<</timed>> <<say "No! The creature – it swooped in and grabbed it! Extinguished the flare! Now it's turning, looking for me. No chances left…">> <<say "Tell my _x… tell _y I…">> <<timed _delay+'s' t8n>>[a scream – suddenly cut off, then silence…]<</timed>> <<timed 1.5s t8n>>› <<link "$name!?" "badend">><</link>><</timed>> <<timed 1s t8n>><<play ping 0.5>><</timed>>\
<<loc 76 79.8>><<mobz 77.5 77>>\ <<say "The flare is lit. Now I wait…">> <<say "Jesus… it's getting close…">> <<timed _delay+'s' t8n>>[the thunder of huge wings above]<</timed>> <<timed _delay+'s' t8n>><<linkappend "Now $name! Move now!" t8n>><<set _delay = -.2>> <<say "I'm moving… stepping back right up to the storm wall…">> <<say "THE WIND… I CAN BARELY STAND!">> <<say "IT'S NEARLY ON ME – CLOSING IN FOR THE KILL…">> <<timed _delay+'s' t8n>>[all sound is momentarily drowned out by the fury of the storm]<</timed>> <<say "THE FLARE! WRENCHED FROM MY HAND! SWEPT UP INTO THE MAELSTROM!!">> <<say "BUT IT'S – IT'S CHANGED DIRECTION! IT'S GONE AFTER IT!">> <<timed _delay+'s' t8n>>[a sudden crack of static…]<</timed>> <<say "$SHIT! MASSIVE LIGHTNING STRIKE!">> <<say "TWO MORE! HIT THE CREATURE. HALOED IN LIGHT LIKE A BLACK TEAR IN THE SKY!">> \ <<timed _delay+'s' t8n>>[a terrible roar of pain]<</timed>> <<say "I CAN'T SEE! IS IT – IS IT DEAD!?">> <<say "…">> <<say "NO! BUT IT'S FLYING OFF! THROUGH THE STORM. FLYING HOME!">> <<timed _delay+'s' t8n>>› <<link "Well done $name! Now get out of there!" "getout">><</link>><</timed>> <</linkappend>><</timed>>\ <<timed 14s t8n>><<play ping 0.05>><</timed>>\
<<loc 76 79.8>><<mobz 81 68>>\ <<if $name == "Karth">><<set _x = "Jyn">><<else>><<set _x = "Karth">><</if>>\ \ <<if lastVisited ("hold") == 1>>\ <<say "I CAN'T – I CAN'T MAKE IT THROUGH…">> <<say "ALL I CAN DO IS… I'M HEADING BACK…">> <<say "I'm back in the safety of the centre. No way I'll make it out on foot.">> <<else>>\ <<say "I'm here, standing within the safety of the eye. There's no way I'll make it through that storm on foot.">> <</if>>\ <<say "As long as I saved _x. That's all that matters.">> <<say "I think I'll just wait here a while. I'll watch the storm. It's… strangely beautiful.">> <<say "I'm standing right at the centre of all this rage. And it feels like… like I'm watching my own anger being siphoned out… away…">> <<say "Just peace.">> <<timed _delay+'s' t8n>>› <<link "You can't just give up! _x – can you hear me? Did you make it!?" "skiffescape">><</link>><</timed>> <<timed 8s t8n>><<play ping 0.01>><</timed>>\
<<set $name = $firstscav>>\ <<loc 73 77>>\ <<timed .2s t8n>>[The sound of raging wind – stabs of lightning turning everything to static noise] <<next .4s>>› <<link "Did you make it? Karth? Jyn?" "final3">><</link>><</timed>>
<<loc 76 79.8>><<mobz 85 59>>\ <<if $name == "Karth">><<set $name = "Jyn">><<else>><<set $name = "Karth">><</if>>\ <<say "AH! THIS WIND… TOO MUCH!">> <<timed _delay+'s' t8n>>[sudden burst of static]<</timed>> <<say "$FUCK! LIGHTNING STRIKE. HIT THE SKIFF. BUT THE FRAME TOOK THE BRUNT – LIKE A FARADAY CAGE!">> <<say "SO MUCH FOR HOVERING!">> <<say "SKIFF… STILL HOLDING TOGETHER. DON'T KNOW HOW!">> <<say "NEARLY AT THE OUTER EDGE OF THE STORM…">> <<say "BUT. I CAN'T – I CAN'T LEAVE…">> <<timed _delay+'s' t8n>>[another crack of lightning]<</timed>> <<timed 2s t8n>>› <<link "$name? Did you make it through?" "final1">><</link>> › <<link "Don't even THINK about it!" "final1">><</link>> › <<link "You're lucky to be alive, don't waste it!" "final1">><</link>><</timed>>
<<loc 76 79.8>><<mobz 88 70>>\ <<if $name == "Karth">><<set $name = "Jyn">>\ <<say "I'd been searching for him for so long… I thought I was looking for revenge. But instead I found… family. And I only got to meet him for such a brief… But it's OK. He's alive. And he's everything I hoped he would be. And for the first time since…">> <<timed 6s t8n>>\ <<say "There's something… something coming through the storm wall…?">> <<next 3s t8n>>\ <<say "You didn't seriously think I was going to leave you here, did you?" K>> <</timed>>\ <<else>><<set $name = "Karth">>\ <<say "I spent so long searching for my daughter. It broke me inside, but perhaps there was a small part of me that never gave up. And now I've found her – but I only got to meet her for such a brief… But it's OK. She's alive. And she's amazing. And for the first time since…">> <<timed 6s t8n>><<say "There's something… something coming through the storm wall…?">> <<next 3s t8n>><<say "You didn't seriously think I was going to leave you here, did you?" J>> <</timed>>\ <</if>>\ <<timed 11s t8n>>› <<link "OK. You guys are really pushing your luck!" "final2">><</link>> › <<link "Get out of that storm as fast as you can!" "final2">><</link>><</timed>> <<set $mob = false>><<set $mobz = false>>\
<<loc 71 73>>\ <<say "We're through!! This skiff is still holding together!" J>> <<say "They don't make 'em like this anymore." K>> <<say "Ok Op. No sign of that thing – I think we're home and dry! Now we just have to get off this rock!" J>> <<say "What are our options?" K>> \ <<timed _delay+'s' t8n>><<if !$landerfail>>\ › <<link "Yes! OK, options. We can either order an Evac…" "Evac2">><</link>> › <<link "Or you could find another way to escape." "Lander2">><</link>> <<else>>\ › <<link "We didn't find another way off planet, so our only option is to try for an Evac!" "Evac2">><</link>><</if>><</timed>> <<visitedspecial>>\ <<fade intro>>\
<<loc 72.2 21.2>>\ <<if visited ("warehouse inside")>>\ <<say "There it is! Nothing left of the hangar now, but the T50 is still there – what do you think, Jyn?" K>> <<else>>\ <<say "There! Inside the hangar!" J>> <<say "Help me get this door open… Do you think you can fix it up, Jyn?" K>> <</if>>\ <<say "Let's see… Well, I can't fix the outer plating, but it'll hold. The fuel line's gone; I can replace that. The injector is – well, it's there, so if I can splice past the break instead of replacing it, she might actually take off!" J>> <<say "OK. Pass me the Nav-unit…" J>> <<say "This thing?" K>> <<say "Yes. That thing. And… Alright! Now we just need a pilot." J>> <<say "That's where I come in." K>> <<if $firstscav == "Karth">>\ <<say "You're still injured – are you sure you're OK to fly this?" J>> <<say "Yeah. I'm sure. I can't run, but I can fly." K>> <<say "OK. Well… no passing out on me, old man." J>> <<else>>\ <<say "I'd offer to do it, but… honestly, I can barely stand." J>> <<say "Let me help you inside. It's OK. You've got her working. I'll take it from here." K>> <</if>>\ <<timed _delay+'s' t8n>>› <<link "It's been a pleasure working with you. Both of you." "End-lander">><</link>> › <<link "You're untrackable under all this dust, but be careful once you break free." "End-lander">><</link>> › <<link "Now we just have to work out what to do about System." "End-lander">><</link>><</timed>> <<set $name = $firstscav>>\
<<loc 72.2 21.2>>\ <<say "OK! We're here, at the hangar. Can that thing really fly?" K>> <<say "Hey. She may not look pretty, but she's all patched up. She'll get us off-planet – trust me on that! Only problem – I can't fly it." J>> <<say "That's where I come in." K>> <<if $firstscav == "Karth">>\ <<say "You're still injured – are you sure you're OK to fly this?" J>> <<say "Yeah. I'm sure. I can't run, but I can fly." K>> <<say "OK. Well… no passing out on me, old man." J>> <<else>>\ <<say "I'd offer to do it, but… honestly, I can barely stand." J>> <<say "Let me help you inside. It's OK. You've got her working. I'll take it from here." K>> <</if>>\ <<timed _delay+'s' t8n>>› <<link "It's been a pleasure working with you. Both of you." "End-lander">><</link>> › <<link "You're untrackable under all this dust, but be careful once you break free." "End-lander">><</link>> › <<link "Now we have to work out what to do about System." "End-lander">><</link>><</timed>> <<set $name = $firstscav>>\
<<loc 60 79>>\ <<say "We're speeding towards the Evac site now!" J>> <<say "We can't see a $damn thing! I'm amazed she can drive through this!" K>> <<say "I'll be happy to never see this <<=$damn>>ed desert ever again!" J>> <<say "Is the Evac en route?" K>> \ <<timed _delay+'s' t8n>>› <<link "Yes – it'll be there when you get there!" "End-evac">><</link>><</timed>> <<set $name = $firstscav>>\
<<loc 50 90>>\ <<set $ending = "Evac">>\ <<say "Nearly there!" K>> <<say "I can see the Evac craft, just breaking through the clouds!" J>> <<say "That is a hell of a sight!" K>> <<say "All thanks to you, Op!" J>> \ <<conv endevac>>\ \ <<do tag "conv">><<if !_go>>\ › <<link "Mission Report" "Report">><</link>> <</if>><</do>>\
<<node "start" "What happens next, Operator?">> <<pick "You know. Mission complete. Might be a bonus waiting." "bonus">> <<pick "What do you mean?" "whatmean">> <<pick "System will want the full details." "system">> <<node "bonus" "A bonus, eh? All this for a few extra credits?">> <<pick "You got the Helium-3, you found the mine, you found your daughter!" "found" condition "$name == 'Karth'">> <<pick "You got the Helium-3, you found the mine, you found your father!" "found" condition "$name == 'Jyn'">> <<pick "The mission was a success, what more could you want?" "found">> <<pick "And System will be really happy with us too!" "system">> <<node "system" "Yes. Of course it will. But do you really think it didn't know?">> <<pick "Didn't know? About what? The mine, the creature?" "creature">> <<pick "Now you're just worried about nothing" "happy" unseen>> <<pick "The mission was a success, what more could you want?" "found" unseen>> <<node "creature" "Yes. All of it. I think it knew exactly what it was sending us into.">> <<pick "Careful now. We shouldn't question System." "question">> <<pick "You sound like one of those insurgents." "question">> <<pick "Now you're just worried about nothing." "happy" unseen>> <<pick "The mission was a success, what more could you want?" "found" unseen>> <<node "whatmean" "I mean… what next? Do we just return to our old lives? Pretend none of this happened?">> <<pick "Why pretend? You'll be heroes. System will be very pleased!" "system">> <<pick "Well, sure. Enjoy some time off. You should get a bonus for this!" "bonus">> <<pick "You won! Why don't you sound happy?" "question">> <<node "question" "I just… Sometimes I wonder if we're devoting our lives to keeping System happy. But I don't think it works the other way around.">> <<pick "That Helium-3 will keep you guys happy for a while." "h3">> <<pick "Seriously, you won. You got everything! Be happy!" "happy" unseen>> <<pick "You worry too much" "happy" unseen>> <<pick "The mission was a success, stop looking for more!" "found" unseen>> <<node "found" "That's true. I'm not sure I could ask for more than that.">> <<pick "And yet…?" "yet">> <<node "yet" "And yet. We're still stuck. A life of scavenging, just to feed System.">> <<pick "That Helium-3 will keep you guys happy for a while." "h3">> <<pick "Seriously, you won. You got everything! Be happy!" "happy" unseen>> <<node "h3" "It never lasts as long as you think. But we'll enjoy it while we can.">> <<pick "Maybe you can afford a new home together – once that bonus comes through?" "home">> <<pick "Enjoy your success. You two have a lot to catch up on." "catchkarth" condition "$name == 'Karth'">> <<pick "Enjoy your success. You two have a lot to catch up on." "catchjyn" condition "$name == 'Jyn'">> <<node "happy" "Yeah. You're right. Of course you are. I think I was just dreaming – of some other way. A way out.">> <<pick "Maybe you can afford a new home together – once that bonus comes through?" "home">> <<pick "Enjoy your success. You two have a lot to catch up on." "catchkarth" condition "$name == 'Karth'">> <<pick "Enjoy your success. You two have a lot to catch up on." "catchjyn" condition "$name == 'Jyn'">> <<node "catchkarth" "Jyn says 'Thanks, Op'. Maybe we'll see you around. Good luck out there, Operator.">> <<node "catchjyn" "Karth says 'Thanks, Operator'. Maybe we'll see you around. Good luck out there!">> <<node "home" "That's a good idea. A new home. That's something to think about. Good luck out there, Operator. You brought us together. We owe you… so much. Thank you.">>
<<node "start" "We need to talk about what happens next.">> <<pick "I know." "know">> <<pick "What do you want to do?" "want">> <<pick "That's not your decision to make." "notours" rapport -1>> <<node "notours" "With all due respect. It kind of is.">> <<pick "OK. Then what are you thinking?" "want" rapport +1>> <<pick "You want out?" "want" rapport +1>> <<node "know" "I thought you might.">> <<pick "Tell me what you're thinking." "want" rapport +1>> <<pick "You want out?" "want" rapport +1>> <<node "want" "I… We… we want to go somewhere that System can't follow.">> <<pick "Leave the Scavenger life behind?" "scav" unseen>> <<pick "Are you sure that Lander will take you that far?" "lander" unseen>> <<pick "That's not possible. System tracks everything." "tracks" unseen>> <<node "survive" "We've got a decent haul of Helium-3 between us. That should buy us some peace and quiet for a while.">> <<pick "That means leaving your old lives – your homes, everyone you know" "leave" unseen>> <<pick "I get it. But System will know." "tracks" unseen>> <<pick "Are you sure that Lander will take you that far?" "lander" unseen>> <<pick "You can't escape. System tracks everything." "tracks" unseen>> <<node "lander" "This old T50? This should be able to take us to the nearest hub-point. From there… the outer colonies.">> <<pick "That means leaving your old lives – your homes, everything." "leave" unseen>> <<pick "I get it. But System will know." "tracks" unseen>> <<pick "How will you survive?" "survive" unseen>> <<pick "You can't escape. System tracks everything." "tracks" unseen>> <<node "scav" "Yes. We're done working for System.">> <<pick "How will you survive?" "survive" unseen>> <<pick "That means leaving your old lives – your homes, everything." "leave" unseen>> <<pick "I get it. But System will know." "tracks" unseen>> <<pick "You can't escape. System tracks everything." "tracks" unseen>> <<node "leave" "Our life of servitude? Searching for fuel to feed System, while it keeps us all under its control? I've found something better than Helium-3.">> <<pick "How will you survive?" "survive" unseen>> <<pick "I get it. But System will know." "tracks" unseen>> <<pick "You can't escape. System tracks everything." "tracks" unseen>> <<node "tracks" "Not if you file a 'Mission-Failure' report.">> <<pick "Claim you both died?" "fail">> <<pick "Get myself demoted, you mean?" "fail">> <<pick "That's asking a lot." "fail">> <<node "fail" "Yes. I know. Maybe we're asking too much. But… you've got us this far. Will you help us get out?">> <<pick "Do you realise what you're asking?" "realise">> <<pick "I don't know." "maybe" unseen>> <<pick "I… Yes." "yes" action "$yes = true" rapport +5>> <<pick "No." "no" action "$yes = false" rapport -2>> <<node "realise" "Yeah. You'll lose your Operator status. Become the same as the rest of us. I… I'm sorry for asking. That's a price too high to pay.">> <<pick "It's a big ask. But I'll do it." "yes" action "$yes = true" rapport +5>> <<pick "I don't know." "maybe" unseen>> <<pick "I'm really sorry, but I can't." "no" action "$yes = false" rapport -2>> <<node "maybe" "I understand. You have your career to think about. But this is our one chance – to truly be free.">> <<pick "Do you understand what that would mean?" "realise" unseen>> <<pick "OK. I'll do it" "yes" action "$yes = true" rapport +5>> <<pick "No. I can't. I'm sorry." "no" action "$yes = false" rapport -2>> <<node "no" "I… I understand. Thanks for helping us this far. We'll see how much further we can get on our own.">> <<pick "Good luck out there." "luck" >> <<pick "Say goodbye to Jyn for me. I hope it works out – for both of you." "Jyn" condition "$name == 'Karth'">> <<pick "Say goodbye to Karth for me. I hope it works out – for both of you." "Karth" condition "$name == 'Jyn'">> <<node "yes" "You will!? I… I don't know what to say. I've never worked with an Operator like you before.">> <<pick "Good luck out there, guys." "luck" >> <<pick "Say goodbye to Jyn for me. I hope it works out – for both of you." "Jyn" condition "$name == 'Karth'">> <<pick "Say goodbye to Karth for me. I hope it works out – for both of you." "Karth" condition "$name == 'Jyn'">> <<node "luck" "Thanks, Operator. Good luck yourself.">> <<node "Karth" "He says 'thanks, Operator'. We've got a lot of catching up to do.">> <<node "Jyn" "She says 'thanks, Op'. We've got a lot of catching up to do.">>
<<set $start = false>>\ <h2>Mission Report</h2> <hr class="line"> <span class="note"><<type .1ms>>\ <b>First Scav chosen: $firstscav</b> <b>Scav: Karth</b> Locations visited: $kvisit.length Rapport gained: $krapport Helium-3 collected: $khelium units <b>Scav: Jyn</b> Locations visited: $jvisit.length Rapport gained: $jrapport Helium-3 collected: $jhelium units <<set _total = $jhelium + $khelium>>\ <<if $mapmode > 5>><<set _map = 5>><<elseif $mapmode > 4>><<set _map = 4>><<else>><<set _map = $mapmode - 1>><</if>>\ <<set _data = $mapmode - 1>>\ \ Total Helium-3: _total Data Recordings found: _data of 7 Map modes unlocked: _map of 5 <b>Helium-3 mine located:</b> <i>Ready for industrial excavation.</i> <b>Leviathan-class creature discovered:</b> <i>Warrants further study</i> <</type>></span>\ <hr class="line"> \ <<timed 2s t8n>>\ <<if $ending == "Lander">>\ <span class = "guide">\ <<if $yes>>\ You told them that you would delete this and file a fake 'Mission Failure' report – claiming they'd died, and allowing them to escape from System. But that will have consequences for you. You can still change your mind… <<else>>\ You told them you were not prepared to lie to System – that you would file this report as is – but that will have consequences for them. This is your last chance to change your mind. <</if>>\ </span>\ › <<link "Delete this and file a fake 'Mission-Failure' report" "Failure">><</link>> › <<link "File and send this report to System" "System">><</link>> <<else>>\ › <<link "File and send this report to System" "System">><</link>> <</if>> <</timed>>
<<type .1ms>><h2>Hello Operator. This is a message from System.</h2><</type>>\ <span class="b">\ <<if $ending == "Lander">>\ <<timed .5s t8n>>Thank you for filing your Mission Report. <<next .5s>>We won't lie, your mission-critical decisions were unconventional. However, we see that, in the end, your decision to try to gain the trust of your Scavs was a clever strategy. They trusted you, and you were able to use this. <<next .5s>>We question your decision to let the Scavs attempt to escape using the Lander – taking valuable resources with them. But clearly, you planned to communicate this with us all along, so we respect your loyalty. <<next .5s>>The two Scavs in question will be located and brought in for questioning. They will forfeit payment – and will be forcibly returned to Keppler-7 as part of the next industrial mining team. Their attempt to escape will not reflect badly on your career score. <<next .5s>>Congratulations. We see great things for you in the future!<</timed>> <<else>>\ <<timed .5s t8n>>Thank you for filing your Mission Report, Operator. <<next .5s>>Whilst your mission-critical decisions were unconventional, we see that, in the end, your decision to try to gain the trust of your Scavs was simply a clever strategy. They trusted you, and you were able to use this. <<next .5s>>You managed to bring them both back alive – a genuine achievement! You directed them to the Evac, ensuring they returned safely, along with the Helium-3 they had both collected. You also gathered valuable intel on both the mine and the leviathan-class creature you discovered. You have earned yourself a commendation! <<next .5s>>For their part, your Scavs will get a well-deserved rest and a 10% credit bonus. They will then be returned to Keppler-7 as part of the next industrial mining team. <<next .5s>>Congratulations. We see great things for you in the future!<</timed>> <</if>></span> <<timed 3s t8n>><<link "THE END" "Start">><</link>> <<next 2s t8n>><span class="smaller"><<if (Save.browser.size > 0) && $landerseen && $navunit>><br><i><<link "(or you could help them escape…?)">><<run Save.browser.continue()>><<ambient>><<run Engine.show()>><</link>></i><</if>></span> <</timed>>\ <<fadeout Karth>>\ <<transcend>>\
<h2>Mission Failure Report</h2> <hr class="line"> <span class="note"><<type .1ms>>\ <b>Karth:</b> Scavenger lost <b>Jyn:</b> Scavenger lost <b>Helium-3 mine:</b> Located, but nothing of value found <b>Mission assessment:</b> Unfortunately, due to severe weather and hostile indigenous life, both Scavengers were lost on mission. Operator accepts full responsibility, but due to increased operational costs, it is recommended that activities on Keppler-7 be terminated and that Helium-3 collection efforts be redirected to alternative sites. <</type>></span>\ <hr class="line"> <<timed 2s t8n>>\ › <<link "File and send this version to System" "Failure2">><</link>> <</timed>>
<<type .1ms>><h2>Hello Operator. This is a message from System.</h2><</type>>\ <span class="b"><<timed .5s t8n>>We won't lie. We're disappointed. We saw a great future for you as an Operator. But we warned you not to get too attached to your Scavs – and unfortunately, they paid the price. <<next>>Your first mission has been designated as a failure. Keppler-7 has been deemed an inefficient use of resources. <<next>>We will be reviewing your Operator status.<</timed>></span> <<timed 2s t8n>>› <<link "I'm sorry, System." "2 lives saved">><</link>> › <<link "I did my best. I put the mission first." "2 lives saved">><</link>> › <<link "I have no regrets. I did what had to be done." "2 lives saved">><</link>> › <<link "These things happen. Humans are frail and too easily broken." "2 lives saved">><</link>><</timed>> <<fadeout Karth>>\
<<node "start" "Hello Operator.">> <<pick "Hello?" "hi">> <<pick "Is this System?" "system">> <<pick "Who is this?" "who">> <<node "system" "No.">> <<pick "What's going on?" "hi">> <<pick "What do you want?" "hi">> <<pick "So who am I talking to?" "who">> <<node "hi" "We were impressed with your actions, Operator.">> <<pick "What actions?" "actions">> <<pick "Who are you?" "who" unseen>> <<pick "OK…?" "what">> <<node "who" "We're not System.">> <<pick "That doesn't tell me much" "what">> <<pick "What do you want from me?" "hi">> <<node "actions" "You brought them together, you saved them, and you got them away from System.">> <<pick "Them?" "what">> <<pick "Who are you?" "who" unseen>> <<pick "What do you want?" "what" unseen>> <<pick "I didn't do anything!" "why" unseen>> <<node "what" "We need soldiers and engineers. People like Karth and Jyn.">> <<pick "Sorry, they both died on mission" "quit">> <<pick "Are they OK?" "ok">> <<pick "What have you done with them?" "ok">> <<pick "So why are you talking to me?" "why" unseen>> <<node "why" "They would never have been reunited if it wasn't for you, Operator. And we know what that cost you.">> <<pick "Yeah. Looks like I'm getting demoted." "strings">> <<pick "I didn't do anything special" "quit">> <<pick "I just did my job" "quit">> <<node "ok" "They're fine. We managed to get to them before System did.">> <<pick "So why are you talking to me?" "why" unseen>> <<pick "I don't want anything to do with this." "quit">> <<node "report" "Go ahead. But there'll be no logs to report.">> <<pick "So why are you talking to me?" "why" unseen>> <<pick "What do you want?" "strings">> <<node "quit" "But that's not true, is it? You helped them escape, deleted the mission report.">> <<pick "How do you know that?" "strings">> <<pick "Don't remind me" "strings">> <<pick "I'm going to report this to System" "report" unseen>> <<node "strings" "We have people – within the organisation. We can pull some strings. We can make sure you don't lose Operator status.">> <<pick "Thanks, but why?" "kindness">> <<pick "I never asked for that" "kindness">> <<pick "And in return?" "kindness">> <<pick "So… what do you want from me?" "kindness">> <<node "kindness" "We need someone on the inside. We need someone who can build trust and help people get away from System's reach. We need an Operator.">> <<pick "$Shit" "against">> <<pick "Why?" "against">> <<pick "So you're against System?" "against">> <<node "against" "Do you really think that System didn't know what it was sending them down to? Do you think it didn't know who they were to each other? It set them against each other on purpose.">> <<pick "That… hadn't occurred to me." "evil">> <<pick "Why would it do that?" "evil">> <<pick "Are you saying System is evil?" "evil">> <<node "evil" "System isn't evil. It's curious. It's playing with us like toys. It wants to set up conflicts and then see what happens. Now imagine that on a galaxy-wide scale.">> <<pick "Then we have to stop it" "end">> <<pick "What can we do?" "wedo">> <<pick "Sorry, I'm out – we can't fight it. It's too big." "no">> <<node "wedo" "You can join us. Are you in?">> <<pick "Yes. I'm in." "yes">> <<pick "I… I don't know" "dontknow">> <<pick "No. I'm with System" "no">> <<node "end" "Then we agree. So… are you in?">> <<pick "Yes. I'm in." "yes">> <<pick "I… I don't know" "dontknow">> <<pick "No. I'm with System" "no">> <<node "yes" "We'll be in touch… Operator.">> <<node "dontknow" "OK. We'll give you time. But you'll have to pick a side one day. We'll be in touch… Operator.">> <<node "no" "We understand, but there's a war coming. And if you're human, you don't get to pick a side. We hope you'll change your mind.">>
<<fade Karth>><<fade Jyn>><<fade intro>>\ <<set $name = "Unknown">>\ <<conv end>>\ \ <<do tag "conv">><<if !_go>>\ <<link "THE END" "end credits">><</link>> <</if>><</do>>\ <<set State.metadata.set("complete", false)>>\ <<unset $complete>>\ <<preloadvid "video/dust.mp4">>\
<<loc 70 39>>\ <<say "We're on our way towards the hangar now!" J>> <<say "We can't see a $damn thing! I'm amazed she can drive through this!" K>> <<say "I've seen enough dust to last a lifetime – I'll be happy to never see this <<=$damn>>ed planet ever again!" J>> <<say "You're sure that Lander's going to be able to fly?" K>> <<say "Hey! If I fix something, it stays fixed!" J>> \ <<timed _delay+'s' t8n>>\ <<if !$landerrepaired>>\ › <<link "Let me know when you get there!" "Lander final">><</link>> <<else>>\ › <<link "Let me know when you get there!" "Lander repaired">><</link>> <</if>>\ <</timed>>
<<node "start" "Thanks for listening, Op – it's good to know there's a human up there looking out for me.">> <<pick "It's not like you've given me much choice." "choice" rapport -1>> <<pick "I've enjoyed our chats, Jyn." "enjoy" rapport +1>> <<pick "I guess we have to pass the time somehow." "time">> <<node "choice" "Ha. Sorry! But you're not as cold as you make out. I was telling you before about Christmas on Mars?">> <<pick "Something about a present?" "santa" condition "$present" rapport +1>> <<pick "Oh, was there more?" "next">> <<pick "Ugh. Is this about Santa again?" "santa" rapport -1>> <<node "enjoy" "Hey – me too. So I was telling you before about Christmas on Mars?">> <<pick "Yes, something about a present?" "santa" condition "$present" rapport +1>> <<pick "Oh, there was more?" "next">> <<pick "Ugh. Is this about Santa again?" "santa" rapport -1>> <<node "time" "So I was telling you before about Christmas on Mars?">> <<pick "Ugh. Is this about Santa again?" "santa" rapport -1>> <<pick "Oh, was there more?" "next">> <<pick "Yes, something about a present?" "santa" condition "$present" rapport +1>> <<node "santa" "See? You were listening!">> <<pick "Is now really the time?" "really">> <<pick "So, what did you want to tell me?" "next">> <<node "really" "It's as good a time as any. And it's a good story – I'll keep it short, I promise!">> <<pick "Fine. Get it out of your system" "next">> <<pick "OK, what did you want to say?" "next">> <<node "next" "So, Martian Santa. I really did think he was real! Well, I was only about five. Anyway, one Christmas, he brought me a present! A kid's doll – I was DEEPLY unimpressed. Santa clearly didn't know me at all.">> <<pick "That doesn't surprise me." "doll" rapport +1>> <<pick "Pretty sure it wasn't Santa." "notsanta" rapport +1>> <<node "doll" "See! You know me better than Santa did! So the doll suddenly started moving and talking, and I was fascinated. I had to find out how it worked. So I took it to bits, laid everything out on the floor, numbered the pieces… then put it all back together.">> <<pick "OK…?" "parts">> <<pick "I bet 'Santa' wasn't happy!" "nothappy" rapport +1>> <<pick "Ah, now I see where this is going." "parts">> <<node "notsanta" "Ha. Well, maybe! But this doll suddenly started moving and talking, and I was fascinated. I had to find out how it worked. So I took it to bits, laid everything out on the floor, numbered the pieces… then put it all back together.">> <<pick "I bet 'Santa' wasn't happy!" "nothappy" rapport +1>> <<pick "OK…?" "parts">> <<pick "Ah, now I see where this is going." "parts">> <<node "nothappy" "No idea. I was so absorbed, I'd forgotten all about him by then. But I think that's where my fascination with engineering first started – it changed my life! Sometimes, you've gotta appreciate the weird little coincidences in life, right? Sometimes I think it's those that make life worth living.">> <<pick "Are you done? Can we go now?" "done" rapport -1>> <<pick "Thanks for telling me that, Jyn." "done" rapport +1>> <<pick "OK. That's actually kind of… never mind, let's get back on mission." "done" rapport +1>> <<node "parts" "I even made a few improvements. I think that's what first got me into engineering – it changed my life! Sometimes, you've gotta appreciate the weird little coincidences in life, right? Sometimes I think it's those that make life worth living.">> <<pick "That's a nice story, Jyn." "done" rapport +1>> <<pick "Is that it – are you done?" "done">> <<pick "OK. That's actually kind of… never mind, let's get back on mission." "done" rapport +1>> <<node "done" "OK. I'm done. I won't mention Santa again! I'm ready. Let's take a look around.">>
/* final */ <<node "start" "Seems I've got a lot going on in my head. Dredged up memories. Think I just need a moment.">> <<pick "That's fine, Karth. Just take your time" "karth" rapport +1>> <<pick "No problem. Let me know when you're ready" "know" rapport +1>> <<pick "Good grief. I really chose the wrong Scav." "scav" rapport -1>> <<node "karth" "Thank you. I think you're the first Operator who's ever actually listened.">> <<node "know" "Thanks, Operator. I appreciate it.">> <<node "scav" "Maybe. Maybe you did.">>
<<loc 16 64>>\ \ <<if visited ("Crash")>>\ <<set _a = "I can see the crashed lander over there to the west. It's left a line of chaos in its wake like a scar on the land, scattered with wrecked and twisted metal. These splintered rocks are too dangerous to climb.">><<elseif !_visited>><<set _a = "I can see a wreck of some kind over there to the west. There's a channel smashed through the rock. Scattered with wrecked and twisted metal – a strip of charred and fractured stone. It's left such chaos, but these splintered rocks are too dangerous to climb.">><<else>><<set _a = "There's something over there – a channel carved into the rock. No. Not carved. Smashed. Scattered with wrecked and twisted metal. It ploughed through the rock like it was nothing. There's a strip of charred and fractured stone – like a sudden stab of fury that burned itself out and left a deep scar behind.">><</if>>\ \ <<if $navunit>><<set _b = "I've already explored it, and I took the working Nav-unit.">><<elseif !visited ("Lava 3") && _visited>><<set _b = "These splintered rocks are too dangerous to climb, but there could be another way round to it.">><<elseif !visited ("Lava 3")>><<set _b = "I guess there could be something worth salvaging, I just need to find a way round to it. Maybe that skiff returned to the dock?">><<else>><<set _b = "It may be worth exploring – there could be something useful in there?">><</if>>\ \ <<if $stormState != "active">>\ <<if _visited>>\ \ <<say _a>> <<say _b>> \ <<say "Ah! There are a few Helium-3 cylinders loose on the ground here!">> <<set _rand = random (3,5)>><<h3 _rand>> \ <<else>>\ \ <<say _a>> <<say _b>> \ <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Try climbing over those splintered rocks" "Climb">><</link>> <<W>> <<link "Head back towards the building" "Transmat 1">><</link>> <<E>> <</if>><</do>>\
<<loc 76 79.8>><<mobz 84 78.5>>\ <<say "Jyn? Look around… Do you see?" K>> <<say "There are… Helium-3 cylinders everywhere. Just lying, discarded." J>> <<say "Hundreds of them. Ripped from carriers and crates, or fools who got too close. I guess it doesn't really matter now." K>> <<say "So what do we do?" J>> <<say "We could plough on – through the storm. But I think we got lucky making it this far. Not sure if our luck will still hold." K>> <<say "And if that thing is still up there… hunting. It will pick us off as soon as we emerge. No more heat to hide us." J>> \ <<timed _delay+'s' t8n>>› <<link "One of you is going to have to bait it into the storm." "flarestorm">><</link>> › <<link "Do either of you have any flares left?" "flarestorm">><</link>><</timed>> <<timed 20s t8n>><<play ping 0.07>><</timed>>\
<<loc 76 79.8>><<mobz 84 78.5>>\ <<say "We could plough on – through the storm. But I think we got lucky making it this far. Not sure if our luck will still hold." K>> <<say "And if that thing is still up there… hunting. It will pick us off as soon as we emerge. No more heat to hide us." J>> <<say "Jyn? Look around… Do you see?" K>> <<say "There are… Helium-3 cylinders everywhere. Just lying, discarded." J>> <<say "Hundreds of them. Ripped from carriers and crates, or fools who got too close. I guess it doesn't really matter now." K>> \ <<timed _delay+'s' t8n>>› <<link "Do either of you have any flares left?" "flarestorm">><</link>> › <<link "One of you is going to have to bait it into the storm." "flarestorm">><</link>><</timed>> <<timed 20s t8n>><<play ping 0.07>><</timed>>\
<<loc 76 79.8>><<mobz 82 78.5>>\ <<say "Op's right. I've got one more flare." J>> <<say "What? What are you saying?" K>> <<say "I'm saying… you drive the skiff out of here. See if you can make it. I stay here and act as bait." J>> <<if $name == "Karth">>\ <<say "Jyn, you can’t; you’re injured – it has to be me." K>> <<say "Operator?" K>> <<else>>\ <<say "That's insane…! But if anyone should stay, it should be me." K>> <<say "Karth, you can’t; you’re injured – it has to be me." J>> <<say "Operator?" J>> <</if>>\ \ <<timed _delay+'s' t8n>>› <<link "Jyn should try to escape. Karth should be the bait." "Karth-end">><</link>> › <<link "Karth should try to escape. Jyn should be the bait." "Jyn-end">><</link>><</timed>> <<timed 20s t8n>><<play ping 0.07>><</timed>>\
<<loc 76 79.8>>\ <<if $name == "Karth">><<set $name = "Jyn">><<set _a = "IS HE">><<set _b = "OP">><<else>><<set $name = "Karth">><<set _a = "IS SHE">><<set _b = "OPERATOR">><</if>>\ <<say "WHAT HAPPENED!?">> <<say "AH! $DAMN THIS STORM!">> <<timed _delay+'s' t8n>>[sudden burst of static]<</timed>> <<say "$SHIT! LIGHTNING STRIKE. NEARBY!">> <<say "_a… _a OK…?">> <<say "_b! _a… AAHH!">> <<timed _delay+'s' t8n>>[another crack of lightning]<</timed>> <<timed 2s t8n>>› <<link "$name? Did you make it? Are you still there…?" "2 lives lost">><</link>><</timed>>
<<fade Karth>><<fade Jyn>>\ \ <<type 0.1ms>><h2>Hello Operator. This is a message from System.</h2><</type>> <<timed .5s t8n>><span class="b">It appears that both of your Scavs have perished.</span><</timed>> <span class="note"><<timed 1s t8n>>Although you managed to gain access to the mine – you have no more Scavs available. <<next .5s t8n>>The mission ends in total failure. Your Operator status will be reviewed.<</timed>></span> <<timed 2s t8n>><<if (Save.browser.size > 0)>><<link "Load most recent save">><<run Save.browser.continue()>><<ambient>><<run Engine.show()>><</link>><</if>> <<link "Quit the mission and restart" "Start">><</link>><</timed>> <<if !$ending>><<set $ending = " ">><</if>>\
<<set $start = false>>\ <div id="centre">\ <<if $style>><<run setup.loadStylesheet("css/mainstyle.css", "dynamic-theme")>><<set $delay = .22>><</if>>\ <<timed .2s t8n>><span id="full"><video autoplay loop muted playsinline preload="metadata" poster="img/planet.webp"><source src="video/dust.mp4" type="video/mp4"></video></span><</timed>>\ <<loop intro>>\ <span id="intro"><img src="img/scavs_title.webp" alt="S C A V S" width="320px"></span> \ <<timed 5.3s t8n>>\ <<type 35ms>>WRITTEN & DESIGNED BY <span class="glitch">DAVID HUNTER</span><br><br><</type>>\ \ <<type 35ms>>Developed in Twine<</type>>\ <<type 35ms>>Created for the 2026 Interactive Fiction Competition<br><br><</type>>\ \ <<type 35ms>>Main title, cover, credits and in-game map: David Hunter<</type>>\ <<type 35ms>>Keppler-7 planet video - based on original by: Aemachine<</type>>\ <<type 35ms>>Title and in-game music - based on tracks created by: Leberch (Nikita Kondrashev)<br><br><</type>>\ \ <<type 35ms>>Playtesters:<</type>>\ <<type 35ms>>Austin Auclair | Max Fog | Anne Stagg | John Ayliff | Loressa<br><br><</type>>\ \ <<type 35ms>><h3>THANK YOU FOR PLAYING!</h3><br><br><</type>>\ \ <<type 35ms>><<link "RESTART">><<script>>Engine.restart();<</script>><</link>> <<link "BACK TO IFCOMP">><<run window.open("https://ifcomp.org/ballot#entry-3271")>><</link>><</type>>\ <</timed>>\ </div>\
<<loc 12 66>>\ <<set $cause = "Critical suit damage">>\ <<if visited() == 1>>\ <<say "Ah… OK, but this does NOT look easy! I don't know why I'm doing this, Op… there was a perfectly safe way around… The rocks here are as sharp as…">> <<say "$SHIT! I fell! Sliced my suit open!!">> <<set _rand = -(random (13,19))>><<health _rand>> <<say "God<<=$damn>>it! Why did I listen to you!!?">> <<set $rapport -->><<timed _delay+'s' t8n>><span class="note">Rapport has decreased</span><br><</timed>> <<say "It's OK. I've got a repair kit – I can tape up the tear. Not pretty, but it'll hold.">> <<say "OK. Nearly there…">> \ <<elseif visited() == 2 && !$navunit>>\ <<say "You want me to do this again!?">> <<say "I mean… sure. Because we all hate Jyn and we want her to die as painfully as possible. I mean, what else could…">> <<say "GOD<<=$DAMN>>IT! DID I NOT TELL YOU THIS WASN'T SAFE!!?">> <<set _rand = -(random (16,23))>><<health _rand>> <<set $rapport -->><<timed _delay+'s' t8n>><span class="note">Rapport has decreased</span><br><</timed>> <<say "OK. I'm through. No thanks to you!">> <<else>>\ <<say "Nope. No way. Sorry, Op – not doing that again!">> <<set _nope = true>>\ <</if>>\ \ <<if _nope>>\ <<link "OK. Fine, head back." "Wreck">><</link>> <<E>> <<else>>\ <<link "Investigate the crash" "Crash">><</link>> <<W>> <</if>>\
<<set _count = 0>>\ <span class = "b">Once the map has been upgraded, the grid view can be accessed by clicking 'Map mode' in the lower left, or pressing 'N'. The current sector is always shown in the lower right.</span> <span class = "msga">• Map screen: 'M' • Next map mode: 'N' (while in map view)</span> <span class = "b">System messages, Points of interest and Data recordings can all be accessed at the top of the Info screen (once they become available)</span><span class="lnk"><<link ".">><<set _count ++>><<if _count gt 3>><<set $dev to true>><</if>><</link>></span> <span class = "msga">• Info screen: 'I' • System messages: 'S' • Data recordings: 'D' • Points of interest: 'P' • Close any pop-up screen: 'Esc'</span>
Your Operator console can be adjusted. The default 'dark' appearance is the recommended setting. However, if you prefer, you can switch to a 'lighter' mode that may be easier to read. In this mode, animations are either reduced or removed, and additional location text is added to the map screen. <<do>>\ <<if !$style>>\ <<button "SWITCH TO ALTERNATIVE APPEARANCE">><<run setup.loadStylesheet("css/altstyle.css", "dynamic-theme")>><<set $delay = 0.01>><<set $style = true>><<redo>><<run Engine.show()>><</button>> <<else>>\ <<button "SWITCH TO DEFAULT APPEARANCE">><<run setup.loadStylesheet("css/mainstyle.css", "dynamic-theme")>><<set $delay = .26>><<unset $style>><<redo>><<run Engine.show()>><</button>> <</if>>\ <</do>>\ <hr class="line"> Arrows are added next to all compass-based directions. You can turn these off if you wish: <<do>>\ <<if $directions>><<button "ARROWS ARE ON">><<set $directions = false>><<redo>><<run Engine.show()>><</button>> <<N>> <<NE>> <<E>> <<SE>> <<S>> <<SW>> <<W>> <<NW>><<else>><<button "ARROWS ARE OFF">><<set $directions = true>><<redo>><<run Engine.show()>><</button>><</if>> <</do>>\ <hr class="line"> The ability to 'undo' actions is off by default. You can turn it on if you prefer. This will add a small undo button to the top bar. <<do tag "undo">>\ <<if !$undo && !setup.undo>><<button "UNDO IS OFF">><<set $undo = true>><<set setup.undo = true>><<redo "undo">><</button>><<else>><<button "UNDO IS ON">><<set $undo = false>><<set setup.undo = false>><<redo "undo">><</button>> <span class="icon"></span><</if>><</do>>\
<<loc 72.2 21.2>>\ <<if $stormState != "active">><<if _visited>>\ <<say "There's a small gap in the door; no way for me to open it, but let's see what I can see. It's dark in there… just looks like a few crates? I guess there may be some Helium-3 in those. Oh, and there's something big under a tarp further back – but I can't make out what it is.">> <<else>>\ <<say "Nothing's changed. I can see a few crates, and there's something big under a tarp further back – but I can't make out what it might be.">> <</if>>\ <</if>>\ <<do tag "conv">><<if !_go>>\ <<link "Head back north to the landing area" "jLanding">><</link>> <</if>><</do>>\
<<if $start && !$ending>> <<if ndef $side>><<set $side = false>><</if>> <<if ndef $mapshown>><<set $mapshown = $map>><</if>> <<run jQuery('#map-panel').toggleClass('closed', !State.variables.side)>> <br> <<do tag "map">> <<if $map is $mobilemap>><<set _src to "mobile.webp">> <<else>><<set _src to $map>><</if>> <<if _loc == 1 or $map != $mapshown>><<set _s = "">><<else>><<set _s = "animation: none">><</if>> <<set $mapshown = $map>> <div id="map-panel-inner" @style="_s" role="button" tabindex="0" title="Open full map" aria-label="Open the full map"> <div class="map-wrapper"> <span id="map"><img @src="'img/'+_src" alt=""><span class="me" @style="$maploc"></span><<if $mob or $mobz>><span class="mob" @style="$mobloc"></span><</if>></span> </div> </div> <</do>> /* <<mapmodetext>> */ <<do tag "new">> <div id="map-panel-links" @style="_s"> <<pinfo>><<if $mapmode > 1>><<brk>><span class="switch"><span class="icon" style="color: #F80"><<link "">><<if !Dialog.isOpen("map")>><<mapchanger>><</if>><</link>></span></span><</if>> <<if $jhelium < 0>><<set $jhelium = 0>><</if>> <<if $khelium < 0>><<set $khelium = 0>><</if>> <<if $name == "Karth">><<set _health = $khealth>><<set _helium = $khelium>> <<else>><<set _health = $jhealth>><<set _helium = $jhelium>><</if>> <<if _health < 1>><<set _health = 1>><</if>> <<datarecordings>> <<silently>><<include "Locations">><</silently>> <<if $explored > 0>> <<set _exp = " ["+$exploredtotal+"/"+$explored+"]">> <<else>><<set _exp = "">> <</if>> <br><hr class="line"><br> <span class="b">Health: _health <<brk>> Helium-3: _helium</span><<if $stormState == "active" or $stormState == "nearactive">><<brk>><span class="icon" style="color: #F80"></span><<elseif $stormState == "warning">><<brk>><span class="icon"></span><</if>><<if _health < 15>><<brk>><span class="icon" style="color: #F80"></span><<elseif _health < 22>><<brk>><span class="icon"></span><</if>> <<if ($mineopen or $deal) && !$finale>> <<if !$landerseen or !$navunit>> <br><span class="smaller"> Searching for: <<if !$landerseen>> Escape craft <</if>><<if !$landerseen && !$navunit>>+<</if>> <<if !$navunit>> Nav-unit <</if>> </span><</if>> <<elseif $finale && !$killmsg && (!$landerseen or !$navunit)>><br><span class="smaller"><i>Deal broken</i></span><</if>> <br><hr class="line"><br> <span class="smaller"> <<link "INFO">><<popstats>><</link>><br> <<link "SYSTEM MESSAGES [$newmessage NEW]">><<popmessages>><</link>><br> <<if $inbox.includes("maploc2")>><<link "POINTS OF INTEREST_exp">><<poplocations>><</link>><br><</if>> <<if $mapmode > 1>><<link "DATA RECORDINGS [_dun NEW]">><<popdatarec>><</link>><br><</if>> </span> </div> <</do>> <div id="map-panel-toggle"><<link '<span class="icon"></span><span class="sr-only">Show or hide the map panel</span>'>><<set $side = !$side>><<run jQuery('#map-panel-inner, #map-panel-links').css('animation', '')>><<run jQuery('#map-panel').toggleClass('closed', !State.variables.side)>><</link>></div> <<mapchangeside>> <</if>>
<<loc 72.2 21.2>>\ <<if $stormState != "active">>\ <<say "Are you sure? I mean… I've got plenty – more than I need, but… slight problem. No timer and no detonator. I suppose I could just hit it and boom …but that would be the end of me too!">> <<set $cause = "Too close to explosive blast">>\ <<resetConv "J_blast">><<conv J_blast>>\ <<do tag "conv">><<if !_go>>\ <<if $jhealth < 10>><<link "Are you Ok Jyn!?" "jwarehouse inside">><</link>><br><</if>>\ <<link "Great! Let's see what's inside." "jwarehouse inside">><</link>> <</if>><</do>>\ <<else>>\ <<say "THERE'S NO WAY I'M USING EXPLOSIVES IN THIS STORM!">> <</if>>\