FALL OF THE ACHILLES
by [[David E. Sky|AboutDavidSky]]
<<set $InLimbo to true>>Thanks for playing! There's only one rule: All blue text is clickable. For example:
<span id="InteractiveElement"><<link "Click me!">><<replace "#InteractiveElement">>Good job! Clicking on links will move the story forward in different ways, depending on choices you make.<</replace>><</link>></span>
Ready to [[get started|Start]]?<<nobr>>
<<set $BlasterFrequency to 320>>
<<set $Rm7TraceConversationStatus to "NotBegun">>
<<set $Rm7TraceStatus to "asleep">>
<<set $ItemsInInventory to 0>>
<<set $LifePoints to 20>>
<<set $InjuredReminderCount to 12>>
<<set $Rm21LuisaStatus to "Nothing">>
<<set $Rm21LuisaTurnedAgainstYou to "false">>
<<set $Rm7TraceLifePoints to 40>>
<<set $Rm8TraceLifePoints to 40>>
<<set $Rm8ScienceLabStatus to "NotBegun">>
<<set $Rm15CableShockCounter to 0>>
<<set $Rm18CaptainDyingStatus to "NotSet">>
<<set $Rm26SimulationCount to 0>>
<<set $Rm26EliasStatus to "Hidden">>
<<set $Rm26SensingEliasCounter to 0>>
<<set $Rm26EliasTurnedAgainstYou to "false">>
<<set $Rm29CruxVolume to 0>>
You are BG Jackson, an interstellar smuggler specializing in unique treasures, from the lost Voyager 9 space probe to the pure-gold asteroid Eros 433.
<html><br><br></html>
As successful as you've been, you're always looking for [[the next big score...|Rm1Intro]]
<</nobr>><<set $InLimbo to false>>"Good morning, BG," Sahil, your ship's artificial intelligence says in his gentle voice. "Sorry for waking you out of hypersleep, but your sensor-sweep algorithm led us right to the //Achilles//."
<<display Rm1CorvusUndocked>><<nobr>>
<center>------------------------
<html><br></html>
''CORVUS''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 1>>
<<set $CurrentDeck to "corvus">>
You are in your personal ship, the //Corvus//.
<html><br><br></html>
Outside lies the wreck of the //Achilles//, the Republic flagship—lost months ago. This promises to be your greatest score: if her engines are unguarded, you can steal the secret, priceless warp engine code that allows Interstellar Patrol ships to be so gigantic.
<html><br><br></html>
The //Achilles// looks undamaged but adrift, running on what looks like emergency
<<if $Rm1HailingAttempted is true>>
power—and hails are going unanswered.
<<else>>
power.
<</if>>
<html><br><br></html>
<<if $Rm21LuisaStatus is "FetchQuest1Assigned" and $LuisaWaterJugStatus isnot "Full">>
The woman in Engineering wants a jug of water. And the //Corvus// has a working matter generator.
<<if $Rm14WaterJugTaken is true>>
You have the jug, and can easily fill it here.
<<else>>
You could easily generate a full water jug with it.
<</if>>
<html><br><br></html>
<<else>><</if>>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<<if $Rm1AchillesScanned is true>>
The only way to leave your ship is to [[dock with the Achilles|Rm2Intro]].
<<else>>
The only place to go is the //Achilles//—but you'll need to scan her before attempting to dock.
<</if>>
<</nobr>>"Hails are going unanswered, BG," Sahil tells you. "Looks like their long-range array is smashed beyond all hope of repair, but their short-range array seems to be functional."<<set $Rm1HailingAttempted to true>>
<<display Rm1CorvusUndocked>><<nobr>>
<<if $LifePoints lt 20>>
<<if $InjuredReminderCount is 12 and $Rm21LuisaStatus isnot "FetchQuest3Completed">>
Sahil says, "Since you're injured, I'm reminding you that you can use the Corvus's med-unit to heal back up to full health."
<<set $InjuredReminderCount to 0>>
<html><br><br></html>
<<else>>
<<set $InjuredReminderCount += 1>>
<</if>>
<<else>><</if>>
---- ''ACTIONS'' ----
<html><br></html>
<<if $CurrentRm is 1>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatInitiated" or $Rm7TraceStatus is "CombatPaused">>
[[Adjust the frequency on your blaster.|ActionFrequency]]
<html><br></html>
<<else>><</if>>
<<else>><</if>>
<<if $Rm21LuisaStatus is "FetchQuest1Assigned" and $LuisaWaterJugStatus isnot "Full">>
<<if $Rm14WaterJugTaken is true>>
[[Fill your water jug.|Rm1FillWaterJug]]
<<else>>
[[Generate a jug full of water.|Rm1CreateWaterJug]]
<</if>>
<html><br></html>
<<else>><</if>>
<<if $Rm1HailingAttempted is true>>
<<else>>
[[Hail the Achilles.|Rm1HailingAttempt]]
<html><br></html>
<</if>>
<<if $LifePoints lt 20>>
[[Heal yourself.|Rm1Heal]]
<html><br></html>
<<else>><</if>>
[[Scan the Achilles.|Rm1ScanningAchilles]]
<html><br></html>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<<else>><</if>>
<!----><!----><!----><!--Room 2 - Corvus Docked--><!----><!----><!---->
<<if $CurrentRm is 2>>
<<if $SelfDestructCount is 1>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatInitiated" or $Rm7TraceStatus is "CombatPaused">>
[[Adjust the frequency on your blaster.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
<<else>><</if>>
<<if $Rm21LuisaStatus is "FetchQuest1Assigned" and $LuisaWaterJugStatus isnot "Full">>
<<if $Rm14WaterJugTaken is true>>
[[Fill your water jug.|SelfDestructDeath]]
<<else>>
[[Generate a jug full of water.|SelfDestructDeath]]
<</if>>
<html><br></html>
<<else>><</if>>
<<if $LifePoints lt 20>>
[[Heal yourself.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
<<if $Rm2ServiceDockLookedInto is true>>
<<else>>
[[Look into the Achilles' service dock.|SelfDestructDeath]]
<html><br></html>
<</if>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatInitiated" or $Rm7TraceStatus is "CombatPaused">>
[[Adjust the frequency on your blaster.|ActionFrequency]]
<html><br></html>
<<else>><</if>>
<<else>><</if>>
<<if $Rm21LuisaStatus is "FetchQuest1Assigned" and $LuisaWaterJugStatus isnot "Full">>
<<if $Rm14WaterJugTaken is true>>
[[Fill your water jug.|Rm2FillWaterJug]]
<<else>>
[[Generate a jug full of water.|Rm2CreateWaterJug]]
<</if>>
<html><br></html>
<<else>><</if>>
<<if $LifePoints lt 20>>
[[Heal yourself.|Rm2Heal]]
<html><br></html>
<<else>><</if>>
<<if $Rm2ServiceDockLookedInto is true>>
<<else>>
[[Look into the Achilles' service dock.|Rm2LookInServiceDock]]
<html><br></html>
<</if>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 3 - Service Dock--><!----><!----><!---->
<<if $CurrentRm is 3>>
<<if $SelfDestructCount is 1>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatInitiated" or $Rm7TraceStatus is "CombatPaused">>
[[Adjust the frequency on your blaster.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
<<else>><</if>>
<<if $Rm3FootprintsExamined is true>><<else>>
[[Look at the bootprints.|SelfDestructDeath]]
<html><br></html>
<</if>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatInitiated" or $Rm7TraceStatus is "CombatPaused">>
[[Adjust the frequency on your blaster.|ActionFrequency]]
<html><br></html>
<<else>><</if>>
<<else>><</if>>
<<if $Rm3FootprintsExamined is true>><<else>>
[[Look at the bootprints.|Rm3LookAtFootprints]]
<html><br></html>
<</if>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 4 - The Bridge--><!----><!----><!---->
<<if $CurrentRm is 4>>
<<if $SelfDestructCount is 1>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatInitiated" or $Rm7TraceStatus is "CombatPaused">>
[[Adjust the frequency on your blaster.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
<<else>><</if>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatInitiated" or $Rm7TraceStatus is "CombatPaused">>
[[Examine the blasters on the ground.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
<<else>><</if>>
<<if $Rm4ConsolesExamined is true>><<else>>
[[Look at the bridge consoles.|SelfDestructDeath]]
<html><br></html>
<</if>>
<<if $Rm4CorpsesExamined is true>><<else>>
[[Look at the corpses.|SelfDestructDeath]]
<html><br></html>
<</if>>
<<if $Rm4AccessExplained is true and $Rm4CommandDeckUnlocked isnot true>>
[[Scan the insignia of one of the corpses.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
<<if $Rm7TraceStatus is "BroughtToBridge">>
[[Talk to Trace.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
<!--I1--><<if $SelfDestructCount is 4 and $Rm7TraceStatus is "RescuingElias">>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatInitiated" or $Rm7TraceStatus is "CombatPaused">>
[[Adjust the frequency on your blaster.|Rm4EliasArrives]]
<html><br></html>
<<else>><</if>>
<<else>><</if>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatInitiated" or $Rm7TraceStatus is "CombatPaused">>
[[Examine the blasters on the ground.|Rm4EliasArrives]]
<html><br></html>
<<else>><</if>>
<<else>><</if>>
<<if $Rm4ConsolesExamined is true>><<else>>
[[Look at the bridge consoles.|Rm4EliasArrives]]
<html><br></html>
<</if>>
<<if $Rm4CorpsesExamined is true>><<else>>
[[Look at the corpses.|Rm4EliasArrives]]
<html><br></html>
<</if>>
<<if $Rm4AccessExplained is true and $Rm4CommandDeckUnlocked isnot true>>
[[Scan the insignia of one of the corpses.|Rm4EliasArrives]]
<html><br></html>
<<else>><</if>>
[[Talk to Sahil.|Rm4EliasArrives]]
<html><br></html>
<<if $Rm7TraceStatus is "BroughtToBridge">>
[[Talk to Trace.|Rm4EliasArrives]]
<html><br></html>
<<else>><</if>>
<<if $Rm7TraceStatus is "RescuingElias">>
[[Wait for Elias.|Rm4EliasArrives]]
<html><br></html>
<<else>><</if>>
[[Use your blaster.|Rm4EliasArrives]]
<html><br><br></html>
<<else>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatInitiated" or $Rm7TraceStatus is "CombatPaused">>
[[Adjust the frequency on your blaster.|ActionFrequency]]
<html><br></html>
<<else>><</if>>
<<else>><</if>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatInitiated" or $Rm7TraceStatus is "CombatPaused">>
[[Examine the blasters on the ground.|Rm4ExamineBlasters]]
<html><br></html>
<<else>><</if>>
<<else>><</if>>
<<if $Rm4ConsolesExamined is true>><<else>>
[[Look at the bridge consoles.|Rm4Consoles]]
<html><br></html>
<</if>>
<<if $Rm4CorpsesExamined is true>><<else>>
[[Look at the corpses.|Rm4Corpses]]
<html><br></html>
<</if>>
<<if $Rm4AccessExplained is true and $Rm4CommandDeckUnlocked isnot true>>
[[Scan the insignia of one of the corpses.|Rm4ScanInsignia]]
<html><br></html>
<<else>><</if>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
<<if $Rm7TraceStatus is "BroughtToBridge">>
[[Talk to Trace.|Rm4TraceConvoIntro]]
<html><br></html>
<<else>><</if>>
<<if $Rm7TraceStatus is "RescuingElias" and $SelfDestructCount gt 3>>
[[Wait for Elias.|Rm4WaitForElias]]
<html><br></html>
<<else>><</if>>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 5 - Captain's Office--><!----><!----><!---->
<<if $CurrentRm is 5>>
<<if $SelfDestructCount is 1>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatInitiated" or $Rm7TraceStatus is "CombatPaused">>
[[Adjust the frequency on your blaster.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
<<else>><</if>>
<<if $Rm5SuppliesExamined is true>><<else>>
[[Look at the boxes of supplies.|SelfDestructDeath]]
<html><br></html>
<</if>>
<<if $Rm5ConsoleExamined is true>>
[[Reread the note on the small console.|SelfDestructDeath]]
<<else>>
[[Look at the small console.|SelfDestructDeath]]
<</if>>
<html><br></html>
<<if $Rm5PersonalEffectsExamined is true>><<else>>
[[Look at the captain's personal effects.|SelfDestructDeath]]
<html><br></html>
<</if>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatInitiated" or $Rm7TraceStatus is "CombatPaused">>
[[Adjust the frequency on your blaster.|ActionFrequency]]
<html><br></html>
<<else>><</if>>
<<else>><</if>>
<<if $Rm5SuppliesExamined is true>><<else>>
[[Look at the boxes of supplies.|Rm5Supplies]]
<html><br></html>
<</if>>
<<if $Rm5ConsoleExamined is true>>
[[Reread the note on the small console.|Rm5Console]]
<<else>>
[[Look at the small console.|Rm5Console]]
<</if>>
<html><br></html>
<<if $Rm5PersonalEffectsExamined is true>><<else>>
[[Look at the captain's personal effects.|Rm5PersonalEffects]]
<html><br></html>
<</if>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 6 - Briefing Room--><!----><!----><!---->
<<if $CurrentRm is 6>>
<<if $SelfDestructCount is 1>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatInitiated" or $Rm7TraceStatus is "CombatPaused">>
[[Adjust the frequency on your blaster.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
<<else>><</if>>
<<if $Rm6CotsExamined is true>><<else>>
[[Look at the cots.|SelfDestructDeath]]
<html><br></html>
<</if>>
<<if $Rm6CrewListExamined is true>>
[[Look at the list again.|SelfDestructDeath]]
<<else>>
[[Look at the list on the wall.|SelfDestructDeath]]
<</if>>
<html><br></html>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatInitiated" or $Rm7TraceStatus is "CombatPaused">>
[[Adjust the frequency on your blaster.|ActionFrequency]]
<html><br></html>
<<else>><</if>>
<<else>><</if>>
<<if $Rm6CotsExamined is true>><<else>>
[[Look at the cots.|Rm6Cots]]
<html><br></html>
<</if>>
<<if $Rm6CrewListExamined is true>>
[[Look at the list again.|Rm6CrewList]]
<<else>>
[[Look at the list on the wall.|Rm6CrewList]]
<</if>>
<html><br></html>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 7 - Command Deck Corridor--><!----><!----><!---->
<<if $CurrentRm is 7>>
<<if $SelfDestructCount is 1>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatInitiated" or $Rm7TraceStatus is "CombatPaused">>
[[Adjust the frequency on your blaster.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
<<else>><</if>>
<<if $Rm7PasscodeLockDiscovered is true and $Rm7ScienceLabUnlocked isnot true>>
[[Enter a code into the passcode lock.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
<<if $Rm7TraceStatus is "asleep" or $Rm7TraceStatus is "waking">>
[[Examine the corpse.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
<<if $Rm7TraceStatus is "defeated">>
[[Talk to Sahil.|SelfDestructDeath]]
<<else>>
[[Talk to Sahil.|SelfDestructDeath]]
<</if>>
<html><br></html>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatPaused">>
[[Talk to Trace.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatInitiated" or $Rm7TraceStatus is "CombatPaused">>
[[Adjust the frequency on your blaster.|ActionFrequency]]
<html><br></html>
<<else>><</if>>
<<else>><</if>>
<<if $Rm7PasscodeLockDiscovered is true and $Rm7ScienceLabUnlocked isnot true>>
[[Enter a code into the passcode lock.|Rm7PasscodeLock]]
<html><br></html>
<<else>><</if>>
<<if $Rm7TraceStatus is "asleep" or $Rm7TraceStatus is "waking">>
[[Examine the corpse.|Rm7ExamineCorpse]]
<html><br></html>
<<else>><</if>>
<<if $Rm7TraceStatus is "defeated">>
[[Talk to Sahil.|Rm7ChanceToKillTraceIntro]]
<<else>>
[[Talk to Sahil.|ActionSahil]]
<</if>>
<html><br></html>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatPaused">>
[[Talk to Trace.|Rm7TraceConvo1Hub1]]
<html><br></html>
<<else>><</if>>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 8 - Science Lab--><!----><!----><!---->
<<if $CurrentRm is 8>>
<<if $SelfDestructCount is 1>>
<<if $Rm8ScienceLabStatus is "AtBackWall">>
[[Step up and grab the anomaly.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
[[Talk to Sahil.|SelfDestructDeath]]
<<if $Rm7TraceStatus is "WarningPlayer" or $Rm7TraceStatus is "WarnedPlayer">>
<html><br></html>
[[Talk to Trace.|SelfDestructDeath]]
<<else>><</if>>
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
<<if $Rm8ScienceLabStatus is "AtBackWall">>
[[Step up and grab the anomaly.|Rm8Challenge3Start]]
<html><br></html>
<<else>><</if>>
[[Talk to Sahil.|ActionSahil]]
<<if $Rm7TraceStatus is "WarningPlayer" or $Rm7TraceStatus is "WarnedPlayer">>
<html><br></html>
[[Talk to Trace.|Rm8TraceConvo1Resume]]
<<else>><</if>>
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 10 - Main Corridor East--><!----><!----><!---->
<<if $CurrentRm is 10>>
<<if $SelfDestructCount is 1>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 11 - ElevatronMainDeck--><!----><!----><!---->
<<if $CurrentRm is 11>>
<<if $SelfDestructCount is 1>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 12 - MainCorridorNorth--><!----><!----><!---->
<<if $CurrentRm is 12>>
<<if $SelfDestructCount is 1>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 13 - MainCorridorSouth--><!----><!----><!---->
<<if $CurrentRm is 13>>
<<if $SelfDestructCount is 1>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 14 - ForwardLounge--><!----><!----><!---->
<<if $CurrentRm is 14>>
<<if $SelfDestructCount is 1>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html><<if $Rm14BarExamined is true>><<else>>
[[Look at the bar area.|SelfDestructDeath]]
<html><br></html>
<</if>>
<<if $Rm14BodiesExamined is true>><<else>>
[[Look at the corpses.|SelfDestructDeath]]
<html><br></html>
<</if>>
<<if $Rm14BarExamined is true>>
<<if $Rm14MatterGeneratorExamined is true>>
[[Look at the matter generator again.|SelfDestructDeath]]
<<else>>
[[Look at the matter generator.|SelfDestructDeath]]
<</if>>
<html><br></html>
<<else>>
<</if>>
<<if $Rm14WaterJugCreated is true and $Rm14WaterJugTaken isnot true and $Rm1CorvusWaterJugTaken isnot true and $Rm21WaterJugGivenToLuisa isnot true>>[[Take the empty jug.|SelfDestructDeath]]
<html><br></html>
<<else>>
<</if>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
<<if $Rm21LuisaStatus is "FetchQuest1Assigned" and $Rm14MatterGeneratorExamined is true and $Rm14WaterJugCreated isnot true and $Rm1CorvusWaterJugTaken isnot true>>
[[Use the matter generator to create a jug of water.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
<<if $Rm14BarExamined is true>><<else>>
[[Look at the bar area.|Rm14Bar]]
<html><br></html>
<</if>>
<<if $Rm14BodiesExamined is true>><<else>>
[[Look at the corpses.|Rm14Bodies]]
<html><br></html>
<</if>>
<<if $Rm14BarExamined is true>>
<<if $Rm14MatterGeneratorExamined is true>>
[[Look at the matter generator again.|Rm14MatterGenerator]]
<<else>>
[[Look at the matter generator.|Rm14MatterGenerator]]
<</if>>
<html><br></html>
<<else>>
<</if>>
<<if $Rm14WaterJugCreated is true and $Rm14WaterJugTaken isnot true and $Rm1CorvusWaterJugTaken isnot true and $Rm21WaterJugGivenToLuisa isnot true>>[[Take the empty jug.|Rm14TakeJug]]
<html><br></html>
<<else>>
<</if>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
<<if $Rm21LuisaStatus is "FetchQuest1Assigned" and $Rm14MatterGeneratorExamined is true and $Rm14WaterJugCreated isnot true and $Rm1CorvusWaterJugTaken isnot true>>
[[Use the matter generator to create a jug of water.|Rm14UseMatterGenerator]]
<html><br></html>
<<else>><</if>>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 15 - MessHall--><!----><!----><!---->
<<if $CurrentRm is 15>>
<<if $SelfDestructCount is 1>>
<<if $Rm14WaterJugTaken is true and $Rm15LookedAtMatterGenerator is true and $LuisaWaterJugStatus isnot "Full">>
[[Fill the water jug.|SelfDestructDeath]]
<html><br></html>
<<else>>
<</if>>
<<if $Rm15LookedAtMatterGenerator is true>>
[[Look at the matter generator again.|SelfDestructDeath]]
<<else>>
[[Look at the matter generator.|SelfDestructDeath]]
<</if>>
<html><br></html>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
<<if $Rm14WaterJugTaken is true and $Rm15LookedAtMatterGenerator is true and $LuisaWaterJugStatus isnot "Full">>
[[Fill the water jug.|Rm15DanglingCablesAttack][$Rm15Action to "FillWaterJug"]]
<html><br></html>
<<else>>
<</if>>
<<if $Rm15LookedAtMatterGenerator is true>>
[[Look at the matter generator again.|Rm15DanglingCablesAttack][$Rm15Action to "InspectMatterGenerator"]]
<<else>>
[[Look at the matter generator.|Rm15DanglingCablesAttack][$Rm15Action to "InspectMatterGenerator"]]
<</if>>
<html><br></html>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 16 - HydroponicsBay--><!----><!----><!---->
<<if $CurrentRm is 16>>
<<if $SelfDestructCount is 1>>
<<if $Rm16EquipmentExamined is true>>
<<else>>
[[Look at the life-support equipment.|SelfDestructDeath]]
<html><br></html>
<</if>>
<<if $Rm16PlantsExamined is true>>
<<else>>
[[Look at the plants.|SelfDestructDeath]]
<html><br></html>
<</if>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
<<if $Rm16EquipmentExamined is true>>
<<else>>
[[Look at the life-support equipment.|Rm16ExamineEquipment]]
<html><br></html>
<</if>>
<<if $Rm16PlantsExamined is true>>
<<else>>
[[Look at the plants.|Rm16ExaminePlants]]
<html><br></html>
<</if>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 17 - Medical Bay--><!----><!----><!---->
<!--A1--><<if $CurrentRm is 17>>
<<if $SelfDestructCount is 1>>
<!--B1--><<if $LifePoints lt 20 and $Rm17EquipmentExamined is true>>
[[Heal yourself.|SelfDestructDeath]]
<html><br></html>
<!--B23--><<else>><</if>>
<!--C1--><<if $Rm17EquipmentExamined is true>>
<!--C2--><<else>>
[[Look at the equipment.|SelfDestructDeath]]
<html><br></html>
<!--C3--><</if>>
<!--D1--><<if $Rm17MedUnitExamined is true>>
[[Look at the med unit again.|SelfDestructDeath]]
<html><br></html>
<!--D2--><<else>>
[[Look at the med unit.|SelfDestructDeath]]
<html><br></html>
<!--D3--><</if>>
<<if $Rm26EliasStatus is "FetchQuest4Assigned">>
[[Talk to Elias.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
<!--B1--><<if $LifePoints lt 20 and $Rm17EquipmentExamined is true>>
[[Heal yourself.|Rm17Heal]]
<html><br></html>
<!--B23--><<else>><</if>>
<!--C1--><<if $Rm17EquipmentExamined is true>>
<!--C2--><<else>>
[[Look at the equipment.|Rm17Equipment]]
<html><br></html>
<!--C3--><</if>>
<!--D1--><<if $Rm17MedUnitExamined is true>>
[[Look at the med unit again.|Rm17MedUnit]]
<html><br></html>
<!--D2--><<else>>
[[Look at the med unit.|Rm17MedUnit]]
<html><br></html>
<!--D3--><</if>>
<<if $Rm26EliasStatus is "FetchQuest4Assigned">>
[[Talk to Elias.|Rm17EliasConvo1Intro]]
<html><br></html>
<<else>><</if>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<!--A23--><<else>><</if>>
<!----><!----><!----><!--Room 18 - DoctorsOffice--><!----><!----><!---->
<<if $CurrentRm is 18>>
<<if $SelfDestructCount is 1>>
<<if $Rm21LuisaStatus is "EliasDefeated" or $Rm21LuisaStatus is "FetchQuest3Assigned">>
[[Look at the central console.|SelfDestructDeath]]
<html><br></html>
<<else>>
<<if $Rm27SearchedBedroomBathroom is true and $Rm18ConsoleQuestionActive is false and
$Rm18CaptainDyingStatus is "NotSet">>
[[Forge the captain's consent.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
<<if $Rm18MedUnitDoctorAuthorized is true>>
<<if $Rm18CaptainDyingStatus isnot "NotSet">>
[[Look at the central console.|SelfDestructDeath]]
<<else>>
[[Look at the central console.|SelfDestructDeath]]
<</if>>
<<else>>
[[Look at the central console.|SelfDestructDeath]]
<</if>>
<html><br></html>
<</if>>
<<if $Rm18InsigniaExamined is true>>
<<else>>
[[Look at the officer's insignia.|SelfDestructDeath]]
<html><br></html>
<</if>>
<<if $Rm21LuisaStatus is "EliasDefeated" or $Rm21LuisaStatus is "FetchQuest3Assigned">>
<<else>>
<<if $Rm18ConsoleQuestionActive is true>>
[[On the console, confirm you want to cease treatment.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
<</if>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
<<if $Rm21LuisaStatus is "EliasDefeated" or $Rm21LuisaStatus is "FetchQuest3Assigned">>
[[Look at the central console.|Rm18ExamineConsole]]
<html><br></html>
<<else>>
<<if $Rm27SearchedBedroomBathroom is true and $Rm18ConsoleQuestionActive is false and
$Rm18CaptainDyingStatus is "NotSet">>
[[Forge the captain's consent.|Rm18ConsentForged]]
<html><br></html>
<<else>><</if>>
<<if $Rm18MedUnitDoctorAuthorized is true>>
<<if $Rm18CaptainDyingStatus isnot "NotSet">>
[[Look at the central console.|Rm18ConsoleConfirmsDeath]]
<<else>>
[[Look at the central console.|Rm18YesCeaseTreatment]]
<</if>>
<<else>>
[[Look at the central console.|Rm18ExamineConsole]]
<</if>>
<html><br></html>
<</if>>
<<if $Rm18InsigniaExamined is true>>
<<else>>
[[Look at the officer's insignia.|Rm18ExamineInsignia]]
<html><br></html>
<</if>>
<<if $Rm21LuisaStatus is "EliasDefeated" or $Rm21LuisaStatus is "FetchQuest3Assigned">>
<<else>>
<<if $Rm18ConsoleQuestionActive is true>>
[[On the console, confirm you want to cease treatment.|Rm18YesCeaseTreatment]]
<html><br></html>
<<else>><</if>>
<</if>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 19 - Morgue--><!----><!----><!---->
<<if $CurrentRm is 19>>
<<if $SelfDestructCount is 1>>
<<if $Rm19BodiesExamined is true>>
[[Look at the bodies again.|SelfDestructDeath]]
<html><br></html>
<<if $Rm19RacksExamined is true>>
<<else>>
[[Look at the racks holding up the bodies.|SelfDestructDeath]]
<html><br></html>
<</if>>
<<if $Rm19WallsExamined is true>>
[[Look at the walls covered by the bodies again.|SelfDestructDeath]]
<html><br></html>
<<else>>
[[Look at the walls covered by the bodies.|SelfDestructDeath]]
<html><br></html>
<</if>>
<<else>>
[[Look at the bodies.|SelfDestructDeath]]
<html><br></html>
<</if>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
<<if $Rm19BodiesExamined is true>>
[[Look at the bodies again.|Rm19ExamineBodies]]
<html><br></html>
<<if $Rm19RacksExamined is true>>
<<else>>
[[Look at the racks holding up the bodies.|Rm19ExamineRacks]]
<html><br></html>
<</if>>
<<if $Rm19WallsExamined is true>>
[[Look at the walls covered by the bodies again.|Rm19ExamineWalls]]
<html><br></html>
<<else>>
[[Look at the walls covered by the bodies.|Rm19ExamineWalls]]
<html><br></html>
<</if>>
<<else>>
[[Look at the bodies.|Rm19ExamineBodies]]
<html><br></html>
<</if>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 20 - ComputerBay--><!----><!----><!---->
<<if $CurrentRm is 20>>
<<if $SelfDestructCount is 1>>
<<if $Rm26EliasStatus is "FetchQuest1Assigned">>
[[Insert the data chip into the main computer.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
<<if $Rm20LoginsFound is true>>
<<else>>
[[Look at the cubicles.|SelfDestructDeath]]
<html><br></html>
<</if>>
<<if $Rm20PanelsExamined is true>>
[[Look at the panels again.|SelfDestructDeath]]
<html><br></html>
<<else>>
[[Look at the panels.|SelfDestructDeath]]
<html><br></html>
<</if>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
<<if $Rm26EliasStatus is "FetchQuest1Assigned">>
[[Insert the data chip into the main computer.|Rm20InsertDataChip]]
<html><br></html>
<<else>><</if>>
<<if $Rm20LoginsFound is true>>
<<else>>
[[Look at the cubicles.|Rm20ExamineCubicles]]
<html><br></html>
<</if>>
<<if $Rm20PanelsExamined is true>>
[[Look at the panels again.|Rm20ExaminePanels]]
<html><br></html>
<<else>>
[[Look at the panels.|Rm20ExaminePanels]]
<html><br></html>
<</if>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 21 - MainEngineering--><!----><!----><!---->
<<if $CurrentRm is 21>>
<<if $SelfDestructCount is 1>>
<<if $Rm26EliasForceShieldsEncountered is true and $Rm21EliasForceFieldStrength is "Sound">>
[[Gesture at Luisa.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
<<if $Rm21LuisaStatus is "FetchQuest2Assigned">>
[[Talk to Luisa.|SelfDestructDeath]]
<html><br></html>
<<else>>
<</if>>
<<if $Rm21LuisaStatus is "FetchQuest1Completed" or $Rm21LuisaStatus is "Convo2InProgress">>
[[Talk to Luisa.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
<<if $Rm21LuisaStatus is "EliasDefeated" or $Rm21LuisaStatus is "FetchQuest3Assigned">>
[[Talk to Luisa.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
<<if $Rm26EliasForceShieldsEncountered is true and $Rm21EliasForceFieldStrength isnot "Sound" and $Rm21EliasForceFieldStrength isnot "SoundAndLight">>
[[Talk to Luisa.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
<<if $Rm26EliasForceShieldsEncountered is true and $Rm21EliasForceFieldStrength is "Sound">>
[[Gesture at Luisa.|Rm21LuisaTalksThroughForceShields]]
<html><br></html>
<<else>><</if>>
<<if $Rm21LuisaStatus is "FetchQuest2Assigned">>
[[Talk to Luisa.|Rm21LuisaConvo2Hub2Resume]]
<html><br></html>
<<else>>
<</if>>
<<if $Rm21LuisaStatus is "FetchQuest1Completed" or $Rm21LuisaStatus is "Convo2InProgress">>
[[Talk to Luisa.|Rm21LuisaConvo2Intro]]
<html><br></html>
<<else>><</if>>
<<if $Rm21LuisaStatus is "EliasDefeated" or $Rm21LuisaStatus is "FetchQuest3Assigned">>
[[Talk to Luisa.|Rm21LuisaConvo3Intro]]
<html><br></html>
<<else>><</if>>
<<if $Rm26EliasForceShieldsEncountered is true and $Rm21EliasForceFieldStrength isnot "Sound" and $Rm21EliasForceFieldStrength isnot "SoundAndLight">>
[[Talk to Luisa.|Rm21LuisaTalksThroughForceShields]]
<html><br></html>
<<else>><</if>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 22 - ConferenceRoom--><!----><!----><!---->
<<if $CurrentRm is 22>>
<<if $SelfDestructCount is 1>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 23 - WarpCoreControl--><!----><!----><!---->
<<if $CurrentRm is 23>>
<<if $SelfDestructCount is 1>>
<<if $Rm23WarpCodesRetrieved is true>><<else>>
[[Go to the interface.|SelfDestructDeath]]
<html><br></html>
<</if>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br></html>
<<if $Rm23WarpCodesRetrieved is true>><<else>>
[[Wait a moment and observe the room.|SelfDestructDeath]]
<html><br></html>
<</if>>
<html><br></html>
<<else>>
<<if $Rm23WarpCodesRetrieved is true>><<else>>
[[Go to the interface.|Rm23RadiationCheck]]
<html><br></html>
<</if>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br></html>
<<if $Rm23WarpCodesRetrieved is true>><<else>>
[[Wait a moment and observe the room.|Rm23Wait]]
<html><br></html>
<</if>>
<html><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 24 - NorthResidences--><!----><!----><!---->
<<if $CurrentRm is 24>>
<<if $SelfDestructCount is 1>>
<<if $Rm24RubbleSearched isnot true>>
[[Search the rubble.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
<<if $Rm24RubbleSearched isnot true>>
[[Search the rubble.|Rm24SearchRubble]]
<html><br></html>
<<else>><</if>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 25 - SouthResidences--><!----><!----><!---->
<<if $CurrentRm is 25>>
<<if $SelfDestructCount is 1>>
<<if $Rm25RemnantsSearched isnot true>>
[[Search the smashed remains.|SelfDestructDeath]]
<html><br></html>
<<else>><</if>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
<<if $Rm25RemnantsSearched isnot true>>
[[Search the smashed remains.|Rm25SearchRemnants]]
<html><br></html>
<<else>><</if>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 26 - VirtualityRoom--><!----><!----><!---->
<!--A1--><<if $CurrentRm is 26>>
<!--B1--><<if $Rm26EliasStatus is "KilledByLuisa">>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<!--B2--><<else>>
<!--C1--><<if $Rm26StageTwoDiscovered is true>>
<!--D1--><<if $Rm26EliasStatus is "DataChipInserted" or $Rm26EliasStatus is "Convo2InProgress">>
[[Talk to Elias.|Rm26EliasConvo2Intro]]
<html><br></html>
<!--D23--><<else>><</if>>
<!--E1--><<if $Rm26EliasStatus is "FetchQuest2Assigned">>
[[Talk to Elias.|Rm26EliasConvo2Hub2Resume]]
<html><br></html>
<!--E23--><<else>><</if>>
<!--F1--><<if $Rm26EliasStatus is "FetchQuest2Completed" or $Rm26EliasStatus is "FetchQuest3Assigned">>
[[Talk to Elias.|Rm26EliasConvo3Hub1Intro]]
<html><br></html>
<!--F23--><<else>><</if>>
<!--C2--><<else>>
<!--G1--><<if $Rm20LoginsFound is true>>
<!--H1--><<if $Rm26EliasStatus is "Sensed" or $Rm26EliasStatus is "KnownButHidden">>
[[Call out the name "Elias."|Rm26CallOutSuccessfully]]
<html><br></html>
<!--H23--><<else>><</if>>
<!--G23--><<else>><</if>>
<!--I1--><<if $Rm20LoginsFound is true and $Rm26CalledOutLuisa isnot true>>
<!--J1--><<if $Rm26EliasStatus is "Sensed" or $Rm26EliasStatus is "KnownButHidden">>
[[Call out the name "Luisa."|Rm26CallOutLuisaFruitlessly]]
<html><br></html>
<!--J23--><<else>><</if>>
<!--I23--><<else>><</if>>
<!--K1--><<if $Rm20LoginsFound isnot true>>
<!--L1--><<if $Rm26EliasStatus is "Sensed" or $Rm26EliasStatus is "KnownButHidden">>
[[Call out to whoever might be in the room.|Rm26CallOutFruitlessly]]
<html><br></html>
<!--L23--><<else>><</if>>
<!--K23--><<else>><</if>>
<!--M1--><<if $Rm26ConsoleExamined is true>>
[[Examine the console again.|Rm26ExamineConsole]]
<html><br></html>
<!--M2--><<else>>
[[Examine the console.|Rm26ExamineConsole]]
<html><br></html>
<!--M3--><</if>>
<!--N1--><<if $Rm26CotExamined is true>>
<!--N2--><<else>>
[[Examine the cot.|Rm26ExamineCot]]
<html><br></html>
<!--N3--><</if>>
<!--O1--><<if $Rm26PossessionsExamined is true>>
<!--O2--><<else>>
[[Examine the possessions.|Rm26ExaminePossessions]]
<html><br></html>
<!--O3--><</if>>
<!--P1--><<if $Rm26EliasStatus is "Revealed" or $Rm26EliasStatus is "Convo1InProgress">>
[[Talk to Elias.|Rm26EliasConvo1Intro]]
<html><br></html>
<!--P2--><<else>>
<!--P3--><</if>>
<!--Q1--><<if $Rm26EliasStatus is "FetchQuest1Assigned">>
[[Talk to Elias.|Rm26EliasConvo1Hub2Resume]]
<html><br></html>
<!--Q23--><<else>><</if>>
<!--C3--><</if>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<!--B3--><</if>>
<!--A3--><<else>><</if>>
<!----><!----><!----><!--Room 27 - CaptainsSuite--><!----><!----><!---->
<<if $CurrentRm is 27>>
<<if $SelfDestructCount is 1>>
<<if $Rm27ExaminedDecor is true>><<else>>
[[Examine the living room's decorations.|SelfDestructDeath]]
<html><br></html>
<</if>>
<<if $Rm27LookedAtConsole is true>><<else>>
[[Look at the console.|SelfDestructDeath]]
<html><br></html>
<</if>>
<<if $Rm27SearchedBedroomBathroom is true>><<else>>
[[Search the bedroom and bathroom.|SelfDestructDeath]]
<html><br></html>
<</if>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
<<if $Rm27ExaminedDecor is true>><<else>>
[[Examine the living room's decorations.|Rm27ExamineDecor]]
<html><br></html>
<</if>>
<<if $Rm27LookedAtConsole is true>><<else>>
[[Look at the console.|Rm27CheckOutConsole]]
<html><br></html>
<</if>>
<<if $Rm27SearchedBedroomBathroom is true>><<else>>
[[Search the bedroom and bathroom.|Rm27SearchBedroomBathroom]]
<html><br></html>
<</if>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 28 - ServiceDeckCorridor--><!----><!----><!---->
<<if $CurrentRm is 28>>
<<if $SelfDestructCount is 1>>
<<if $Rm28ExaminedBlood is true>><<else>>
[[Examine the blood on the floor.|SelfDestructDeath]]
<html><br></html>
<</if>>
<<if $Rm28ExaminedOtherStorageBays is true>><<else>>
[[Look at the storage bay doors with warning lights.|SelfDestructDeath]]
<html><br></html>
<</if>>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
<<if $Rm28ExaminedBlood is true>><<else>>
[[Examine the blood on the floor.|Rm28ExamineBlood]]
<html><br></html>
<</if>>
<<if $Rm28ExaminedOtherStorageBays is true>><<else>>
[[Look at the storage bay doors with warning lights.|Rm28ExamineOtherStorageBays]]
<html><br></html>
<</if>>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 29 - ServiceDeckCorridor--><!----><!----><!---->
<<if $CurrentRm is 29>>
<<if $SelfDestructCount is 1>>
<<if $Rm29ProbeInspected is true>>
[[Approach the Crux.|SelfDestructDeath]]
<<if $Rm29CruxProcessWatched is true>>
<html><br></html>
<<if $Rm29SahilWarning is true>>
[[Crouch down before the Crux|SelfDestructDeath]]
<<else>>
[[Crouch down before the Crux|SelfDestructDeath]]
<</if>>
<<else>><</if>>
<html><br></html>
[[Look at the lights.|SelfDestructDeath]]
<<else>>
[[Inspect the probe.|SelfDestructDeath]]
<</if>>
<html><br></html>
[[Talk to Sahil.|SelfDestructDeath]]
<html><br></html>
[[Use your blaster.|SelfDestructDeath]]
<html><br><br></html>
<<else>>
<<if $Rm29ProbeInspected is true>>
[[Approach the Crux.|Rm29ApproachCrux]]
<<if $Rm29CruxProcessWatched is true>>
<html><br></html>
<<if $Rm29SahilWarning is true>>
[[Crouch down before the Crux|Rm29JoinCrux]]
<<else>>
[[Crouch down before the Crux|Rm29SahilWarning]]
<</if>>
<<else>><</if>>
<html><br></html>
[[Look at the lights.|Rm29LookAtLights]]
<<else>>
[[Inspect the probe.|Rm29InspectProbe]]
<</if>>
<html><br></html>
[[Talk to Sahil.|ActionSahil]]
<html><br></html>
[[Use your blaster.|ActionBlaster]]
<html><br><br></html>
<</if>>
<<else>><</if>>
<!----><!----><!----><!--Room 30 - CruxIntro1--><!----><!----><!---->
<<if $CurrentRm is 30>>
[[Grasp around.|Rm30Grasp]]
<html><br></html>
[[Listen.|Rm30Listen]]
<html><br></html>
[[Squint.|Rm30Squint]]
<html><br><br></html>
<<else>><</if>>
<!----><!----><!----><!--Room 31 - CruxIntro2--><!----><!----><!---->
<<if $CurrentRm is 31>>
[[Focus on the faint outlines around you.|Rm31FocusOnOutlines]]
<html><br></html>
[[Listen to the chatter.|Rm31ListenToChatter]]
<html><br></html>
[[Squeeze the hand gripping yours.|Rm31SqueezeHand]]
<html><br><br></html>
<<else>><</if>>
<!----><!----><!----><!--Room 32 - CruxStorageBay--><!----><!----><!---->
<<if $CurrentRm is 32>>
<<if $Rm32AliensExplained isnot true and $Rm32AliensNoticed is true>>
[[Ask about the aliens.|Rm32AskAboutAliens]]
<html><br></html>
<<else>><</if>>
<<if $Rm32AliensExplained isnot true and $Rm32AliensNoticed isnot true>>
[[Look closer at the room around you.|Rm32LookCloser]]
<html><br></html>
<<else>><</if>>
[[Try to change your environment.|Rm33PreIntro]]
<<if $Rm32SelfChanged is true>>
<<else>>
<html><br></html>
[[Try to change your self.|Rm32ChangeSelf]]
<</if>>
<html><br><br></html>
<<else>><</if>>
<!----><!----><!----><!--Room 33 - CruxCorvus--><!----><!----><!---->
<<if $CurrentRm is 33>>
<<if $Rm21LuisaStatus is "FetchQuest3Assigned" or $Rm21LuisaStatus is "FetchQuest3Completed">>
[[Talk to Helena.|Rm33TalkToWoman]]
<<else>>
[[Talk to Olivia.|Rm33TalkToWoman]]
<</if>>
<html><br></html>
[[Talk to the Pergrine.|Rm33PergrineConvoIntro]]
<<if $Rm32SelfChanged is true>>
<<else>>
<<if $Rm33SelfChanged is true>>
<<else>>
<html><br></html>
[[Try to change your self.|Rm33ChangeSelf]]
<</if>>
<</if>>
<html><br><br></html>
<<else>><</if>>
<</nobr>><<nobr>>
<<if $Rm1AchillesScanned is true>>
"Scan results are the same as before, BG," Sahil says. "Some kind of weird radiation leaking from the rear of the ship is screwing with our sensors. We'll have to dock if you want to know more. The service airlock near the bridge is still functional."
<<else>>
<<set $Rm1AchillesScanned to true>>
"BG," Sahil says, "there's some kind of weird radiation leaking from the rear of the ship. It's blocking all my efforts to scan the ship. We'll have to dock if you want to know more. The service airlock near the bridge is still functional."
<</if>>
<html><br></html>
<</nobr>><<display Rm1CorvusUndocked>><<nobr>>
<<if $CurrentRm is 1>>
Sahil fills you in: "The //Achilles// is the Republic's most massive starcruiser, designed for exploration. Crewmembers brought their families onboard to create a full community in space."
<html><br><br></html>
Which means thousands of people, many not even Interstellar Patrol officers, were sent into unexplored space—and have been missing for months. The drifting ship holds the secrets of what befell them—and the Republic's secret warp engine technology.
<html><br></html>
<<display Rm1CorvusUndocked>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 2 - Corvus Docked--><!----><!----><!---->
<<if $CurrentRm is 2>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"You've reached our ship," Sahil says. "To escape the //Achilles// before it self-destructs, all you need to do is undock."
<<else>>
Sahil says, "Nothing new to report. If you board the //Achilles//, just... be careful."
<</if>>
<html><br></html>
<<display Rm2CorvusDocked>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 3 - Service Dock--><!----><!----><!---->
<<if $CurrentRm is 3>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
<<if $Rm7TraceStatus is "RescuingElias" and $Rm4EliasArrived isnot true>>
"We've left the bridge, even though Trace told us to wait there for Elias," Sahil says. "So I'm assuming you just want to evacuate to your ship?"
<<else>>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<</if>>
<<else>>
Sahil says, "Aside from those footprints, this room seems totally normal."
<</if>>
<html><br></html>
<<display Rm3ServiceDock>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 4 - The Bridge--><!----><!----><!---->
<<if $CurrentRm is 4>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
<<if $Rm7TraceStatus is "RescuingElias" and $Rm4EliasArrived isnot true>>
"Trace told us to wait here for Elias," Sahil says. "But I think we should both keep an eye on the clock."
<<else>>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<</if>>
<<else>>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatInitiated" or $Rm7TraceStatus is "CombatPaused">>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
"The blasters of the crewpeople here—Trace mentioned they might have altered their frequencies to try to immediately disable her," Sahil says.
<<if $Rm4BlastersExamined is true>>
"The fact that you've found five different settings supports that hypothesis."
<<else>><</if>>
<html><br><br></html>
<<else>><</if>>
<<else>><</if>>
<<if $Rm7TraceStatus is "asleep" or $Rm7TraceStatus is "waking">>
<<set $Rm4SahilTalkedTo to true>>You stare at the corpses while Sahil explains, "The //Achilles// had a few notable crewmembers, such as the only known sentient android, Trace."<<set $TraceMentioned to true>>
<<else>>
<<set $Rm4SahilTalkedTo to true>> You stare at the corpses while Sahil explains, "The //Achilles// had a few notable crewmembers, such as the only known sentient android, Trace—and now we know what happened to her."
<</if>>
<html><br><br></html>
<<if $Rm26EliasStatus is "Hidden" or $Rm26EliasStatus is "Sensed" or $Rm26EliasStatus is "KnownButHidden" or $Rm26EliasStatus is "Revealed" or $Rm26EliasStatus is "Convo1InProgress" or $Rm26EliasStatus is "FetchQuest1Assigned">>Sahil continues, "There's also the ship's captain, Tomomi Yamashita, young but already famous for her unconventional thinking and adventurous nature."<<set $CaptainMentioned to true>>
<<else>>Sahil continues, "There's also the ship's captain, Tomomi Yamashita, young but already famous for her unconventional thinking and adventurous nature—but it seems we now know more about her possible fate, away from here on the bridge."<</if>>
<</if>>
<html><br></html>
<<display Rm4Bridge>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 5 - Captain's Office--><!----><!----><!---->
<<if $CurrentRm is 5>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
<<if $Rm5TalkedToSahil is true>>
"Just as I noted before, Captain Yamashita is well-respected throughout the Republic," Sahil says. "That and Patrol regulations suggest no one would have even entered this office, much less converted it into a storage area, unless she was incapacitated in some way—and times grew desperate in her absence."
<<else>>
<<set $Rm5TalkedToSahil to true>>
"Captain Yamashita is well-respected throughout the Republic," Sahil says. "That and Patrol regulations suggest no one would have even entered this office, much less converted it into a storage area, unless she was incapacitated in some way—and times grew desperate in her absence."<<set $CaptainMentioned to true>>
<</if>>
<<if $Rm5ConsoleExamined is true>>
<<if $Rm7TraceStatus is "asleep" or $Rm7TraceStatus is "waking" or $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatInitiated" or $Rm7TraceStatus is "CombatPaused">>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
<html><br><br></html>
"As to the note on that console," Sahil says, "it must relate to what Trace said—that firing on her with a blaster set to the right frequency can disable her."
<<else>>
<html><br><br></html>
"As to the note on that console," Sahil says, "many things on a starship have frequencies. I need more information before I can help you decode it."
<</if>>
<<else>><</if>>
<<else>><</if>>
<</if>>
<html><br></html>
<<display Rm5CaptainsOffice>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 6 - Briefing Room--><!----><!----><!---->
<<if $CurrentRm is 6>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
<<if $Rm6CrewListExamined is true>>
"14 people on the list here have no mark," Sahil says, "and there are 14 corpses on the bridge. They must have been trying to categorize everyone else. I have no theory for the difference between 'lost' and 'gone,' but the question mark might indicate they don't know the fate of the Captain.
<<if $Rm7TraceStatus is "asleep" or $Rm7TraceStatus is "waking">>
I don't know why Trace would get an exclamation point..."
<<else>>
I think we know why Trace would get an exclamation point..."
<</if>>
<<else>>
"I think the key thing in this room is that list on the wall," Sahil says.
<</if>>
<</if>>
<html><br></html>
<<display Rm6BriefingRoom>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 7 - Command Deck Cooridor--><!----><!----><!---->
<!--If/Then A--><<if $CurrentRm is 7>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
<<if $Rm9Discovered is true>>
"That elevatron at the end of the hall leads to the main deck of the ship," Sahil says. "Uncovering more about the ship there is your best bet for discovering what happened—and what you hope to get out of it."
<<else>>
"That elevatron at the end of the hall should lead to the main deck of the ship," Sahil says, "where you should be able to access the ship's engines. If they're unguarded, a quick scan should be all we need to replicate their design."
<</if>>
<html><br><br></html>
<!--If/Then B--><<if $Rm7TraceStatus is "asleep">>
"Also," he adds, "it's odd that the corpse here isn't skeletonized like the ones on the bridge."
<!--If/Then B--><<else>><</if>>
<!--If/Then C--><<if $Rm7TraceStatus is "waking">>
"I've reviewed my feed," Sahil says, "and I can confirm that corpse on the floor—if it is a corpse—moved when you approached. Please be careful, BG."
<!--If/Then C--><<else>><</if>>
<!--If/Then D--><<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatPaused">>
"To access the engines, we'll clearly have to get past Trace," Sahil says. "She's a sentient android created by the mysterious Sisters of Infinity, and recognized as a full member of the Interstellar Patrol."
<html><br><br></html>
"She's also much stronger and faster than any human. It's possible but improbable you could survive combat against her.
<!--If/Then E--><<if $Rm7TraceConversationStatus is "NotBegun">>
Conversing with her might uncover whether her reprogramming has introduced some weakness into her systems. It certainly looks like it was roughly done."
<!--If/Then E--><<else>><</if>>
<!--If/Then F--><<if $Rm7TraceConversationStatus is "InProgress" or $Rm7TraceConversationStatus is "DecisionTree">>
Conversing with her felt like it was becoming fruitful. I think she might have more to tell you if you try again."
<!--If/Then F--><<else>><</if>>
<!--If/Then G--><<if $Rm7TraceConversationStatus is "FrequencyMentioned">>
Shutting her down with a blaster set to the right frequency feels like a safer bet. Maybe she has more to tell you about which frequency."
<!--If/Then G--><<else>><</if>>
<!--If/Then H--><<if $Rm7TraceConversationStatus is "FrequencyExplained">>
Shutting her down with a blaster set to the right frequency feels like a safer bet. I think she's told you all she can about that; the clues to the frequency lie on the bridge and its adjoining rooms."
<!--If/Then H--><<else>><</if>>
<!--If/Then D--><<else>><</if>>
<</if>>
<!--If/Then L--><<if $Rm7TraceStatus is "spared">>
"Also, Trace is shut down, but she isn't destroyed. Something to keep in mind."
<!--If/Then L--><<else>><</if>>
<!--If/Then M--><<if $Rm7TraceStatus is "missing">>
"As for Trace, she was shut down when we left her here. Where could she have gone?"
<!--If/Then M--><<else>><</if>>
<!--If/Then N--><<if $Rm7TraceStatus is "killed">>
"As for Trace, you've destroyed her. She will play no part in whatever is to come."
<!--If/Then N--><<else>><</if>>
<!--If/Then O--><<if $Rm7TraceStatus is "WarningPlayer" or $Rm7TraceStatus is "WarnedPlayer">>
"As for Trace, we now know she's in the Science Lab."
<!--If/Then O--><<else>><</if>>
<</if>>
<html><br></html>
<<display Rm7CommandDeckCorridor>>
<!--If/Then A--><<else>>
<!--If/Then A--><</if>>
<!----><!----><!----><!--Room 8 - Science Lab--><!----><!----><!---->
<<if $CurrentRm is 8>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
<<if $Rm8ScienceLabStatus is "Entered">>"Be careful in here," Sahil advises. "Not only are some experiments running dangerously out of control, but the normal course of cause and effect has been disrupted by temporal distortions."<<else>><</if>>
<<if $Rm8ScienceLabStatus is "FirstChallengeDone">>"You've passed one faulty experiment," Sahil says, "but that vision you saw of your burnt corpse indicates you'll still need to get past another."
<html><br><br></html>
"I know this sounds gross," Sahil continues, "but I think it's significant that your body was especially burnt up along
<<if $Rm8RadiationDirection is "Above">>
the top of your head and shoulders."
<<else>><</if>>
<<if $Rm8RadiationDirection is "AboveRight">>
your head and right shoulder."
<<else>><</if>>
<<if $Rm8RadiationDirection is "Right">>
your entire right side."
<<else>><</if>>
<<if $Rm8RadiationDirection is "BelowRight">>
your right leg."
<<else>><</if>>
<<if $Rm8RadiationDirection is "Below">>
your lower legs."
<<else>><</if>>
<<if $Rm8RadiationDirection is "BelowLeft">>
your left leg."
<<else>><</if>>
<<if $Rm8RadiationDirection is "Left">>
your entire left side."
<<else>><</if>>
<<if $Rm8RadiationDirection is "AboveLeft">>
your left shoulder and head."
<<else>><</if>>
<<else>><</if>>
<<if $Rm8ScienceLabStatus is "AtMidpoint">>"You've passed one faulty experiment," Sahil says, "but that vision you saw of your burnt corpse indicates you'll still need to get past another—just a few steps ahead."
<html><br><br></html>
"I know this sounds gross," Sahil continues, "but I think it's significant that your body was especially burnt up along
<<if $Rm8RadiationDirection is "Above">>
the top of your head and shoulders."
<<else>><</if>>
<<if $Rm8RadiationDirection is "AboveRight">>
your head and right shoulder."
<<else>><</if>>
<<if $Rm8RadiationDirection is "Right">>
your entire right side."
<<else>><</if>>
<<if $Rm8RadiationDirection is "BelowRight">>
your right leg."
<<else>><</if>>
<<if $Rm8RadiationDirection is "Below">>
your lower legs."
<<else>><</if>>
<<if $Rm8RadiationDirection is "BelowLeft">>
your left leg."
<<else>><</if>>
<<if $Rm8RadiationDirection is "Left">>
your entire left side."
<<else>><</if>>
<<if $Rm8RadiationDirection is "AboveLeft">>
your left shoulder and head."
<<else>><</if>>
<<else>><</if>>
<<if $Rm8ScienceLabStatus is "SecondChallengeDone">>"The anomaly is the last dangerous thing in the lab," Sahil says, "but be careful—it's been warping cause and effect since you entered."
<html><br><br></html>
"And don't forget," Sahil continues, "that we saw seven versions of yourself positioned around the anomaly—but the only one who survived was
<<if $Rm8PositionOfAnomalySurvivor is "Leftmost">>
all the way on the left."
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "SecondToLeftmost">>
second in from the far left."
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "LeftOfCenter">>
one step left of center."
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "Center">>
center, directly in front of you."
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "RightOfCenter">>
one step right of center."
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "SecondTo Rightmost">>
second in from the far right."
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "Rightmost">>
all the way on the right."
<<else>><</if>>
<<else>><</if>>
<<if $Rm8ScienceLabStatus is "AtBackWall">>"The anomaly is the last dangerous thing in the lab," Sahil says, "and it's just a few steps away. But be careful—it's been warping cause and effect since you entered."
<html><br><br></html>
"And don't forget," Sahil continues, "that we saw seven versions of yourself positioned around the anomaly—but the only one who survived was
<<if $Rm8PositionOfAnomalySurvivor is "Leftmost">>
all the way on the left."
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "SecondToLeftmost">>
second in from the far left."
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "LeftOfCenter">>
one step left of center."
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "Center">>
center, directly in front of you."
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "RightOfCenter">>
one step right of center."
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "SecondTo Rightmost">>
second in from the far right."
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "Rightmost">>
all the way on the right."
<<else>><</if>>
<<else>><</if>>
<<if $Rm8ScienceLabStatus is "ChallengesDone">>
"I don't think, now that you've taken the anomaly, that there's anything more to discover here in the lab," Sahil says.
<<if $Rm7TraceStatus is "WarningPlayer">>
<html><br><br></html>
"Although Trace seems like she might have more to say to you."
<<else>><</if>>
<<if $Rm7TraceStatus is "WarnedPlayer">>
<html><br><br></html>
"You can speak to Trace more, but I think she might have shared all she has to say."
<<else>><</if>>
<<else>><</if>>
<</if>>
<html><br></html>
<<if $Rm8ScienceLabStatus is "Entered" or $Rm8ScienceLabStatus is "FirstChallengeDone" or $Rm8ScienceLabStatus is "SecondChallengeDone" or $Rm8ScienceLabStatus is "ChallengesDone">><<display Rm8ScienceLab>><<else>><</if>>
<<if $Rm8ScienceLabStatus is "AtMidpoint">><<display Rm8LabMidpoint>><<else>><</if>>
<<if $Rm8ScienceLabStatus is "AtBackWall">><<display Rm8LabBackWall>><<else>><</if>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 10 - Main Corridor East--><!----><!----><!---->
<<if $CurrentRm is 10>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
Sahil says, "Looks like someone purposefully destroyed the elevatron's access to the service deck below."
<html><br><br></html>
"As for all this blood, clearly something terrible happened on this deck—and there was some attempt at cleanup afterward."
<<if $MainDeckUnlocked isnot true and $MainDeckAccessExplained is true>>
<html><br><br></html>
"I'm also reminding you to find an Interstellar Patrol insignia for me to scan so I can hack the necessary clearance for the doors on this deck."
<<else>><</if>>
<</if>>
<html><br></html>
<<display Rm10MainCorridorEast>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 11 - ElevatronMainDeck--><!----><!----><!---->
<<if $CurrentRm is 11>>
Sahil says, "NEEDS TO BE FILLED IN."
<html><br></html>
<<display Rm11ElevatronMainDeck>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 12 - MainCorridorNorth--><!----><!----><!---->
<<if $CurrentRm is 12>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
<<if $Rm26EliasStatus is "FetchQuest4Assigned">>
"Main Engineering is to the west," Sahil says, "and going there for the warp engine code sounds like your only option, if you don't want Elias to active the self-destruct."
<<else>>
<<if $Rm26EliasStatus is "FetchQuest2Completed" or $Rm26EliasStatus is "FetchQuest3Assigned" or $Rm26EliasForceShieldsEncountered is true>>
"We're near the engineering section," Sahil says. "It holds the warp engine—but if Elias has taken control of the ship, you'll need to negotiate with him to access it."
<<else>>
<<if $Rm21LuisaStatus is "Nothing">>
"We're near the engineering section," Sahil says. "If you're going to get the warp engine code, that's almost certainly where to find it."
<<else>>
"We're near the engineering section," Sahil says. "It holds the warp engine—but it's clear you'll need to negotiate with
<<if $Rm21LuisaStatus is "HeardVoice" or $Rm21LuisaStatus is "FetchQuest1Assigned">>
the woman
<<else>>
Luisa
<</if>>
in there to get its code."
<</if>>
<<if $MainDeckUnlocked isnot true and $MainDeckAccessExplained is true>>
<html><br><br></html>
"I'm also reminding you to find an Interstellar Patrol insignia for me to scan so I can hack the necessary clearance for the doors on this deck."
<<else>><</if>>
<</if>>
<</if>>
<</if>>
<html><br></html>
<<display Rm12MainCorridorNorth>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 13 - MainCorridorSouth--><!----><!----><!---->
<<if $CurrentRm is 13>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
"This was clearly a battleground," Sahil says.
<<if $MainDeckUnlocked isnot true and $MainDeckAccessExplained is true>>
<html><br><br></html>
"If you're going to find an Interstellar Patrol insignia on this deck for me to scan, searching the rubble here might your best chance."
<<else>>"I seriously doubt anything useful remain to be found in the wreckage here."<</if>>
<</if>>
<html><br></html>
<<display Rm13MainCorridorSouth>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 14 - ForwardLounge--><!----><!----><!---->
<<if $CurrentRm is 14>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
"It's clear there was some kind of a battle on this deck," Sahil says. "And whichever side won used this lounge as a makeshift morgue.
<<if $Rm14BodiesExamined is true>>
But these corpses only comprise part of the ship's population."
<<else>>
Perhaps examining the corpses more closely will tells us more."
<</if>>
<</if>>
<html><br></html>
<<display Rm14ForwardLounge>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 15 - MessHall--><!----><!----><!---->
<<if $CurrentRm is 15>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
"This room was clearly a major battleground," he says, "but there are no corpses. Enough people must have survived whatever happened here to at least clear the bodies out afterward.
<html><br><br></html>
"Be careful in here; doing anything other than standing in the doorway risks getting you damaged by those cables."
<</if>>
<html><br></html>
<<display Rm15MessHall>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 16 - HydroponicsBay--><!----><!----><!---->
<<if $CurrentRm is 16>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
"The fighting that happened elsewhere didn't seem to touch this room," Sahil says. "Which means someone purposefully destroyed the plants and life-support equipment here. It's akin to an act of sabotage."
<</if>>
<html><br></html>
<<display Rm16HydroponicsBay>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 17 - Medical Bay--><!----><!----><!---->
<!--A1--><<if $CurrentRm is 17>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
<<if $Rm26EliasStatus is "FetchQuest4Assigned">>
"Elias will let you get the warp engine code from Main Engineering," Sahil says, "and I'm betting you can also talk to him about that. Otherwise, I don't know that you have a lot of choices left."
<<else>>
<<if $Rm26EliasStatus is "FetchQuest3Assigned">>
"We know from Elias that the way down to the Crux is through the morgue," Sahil says.
<<if $Rm17DiscoveredLockedMorgueDoor is true>>
"Maybe try that door to the southwest that was locked earlier?"
<<else>>
"You'll have to look for it."
<</if>>
<<else>>
"Looks like a lot of patients were treated here," Sahil says. "So there were at least some recovery periods from the battles on the ship."
<html><br><br></html>
<!--B1--><<if $Rm18CaptainDyingStatus is "NotSet">>
<!--C1--><<if $Rm18MedUnitDoctorAuthorized is true>>
<!--D1--><<if $Rm26EliasStatus is "Convo2InProgress" or $Rm26EliasStatus is "FetchQuest2Assigned">>
"As for the med unit, it won't open without its patient's consent," Sahil says. "Based on our conversations with Elias, it seems likely it holds Captain Yamashita. Unfortunately she is brain-dead.
<!--E1--><<if $Rm27SearchedBedroomBathroom is true>>
But since I have a DNA sample for her, I can forge her consent to cease treatment."
<!--E2--><<else>>
If we can get a DNA sample for her, I can forge her consent to cease treatment."
<!--E3--><</if>>
<!--D2--><<else>>
"As for the med unit, it won't open without its patient's consent," Sahil says. "Unfortunately the patient is brain-dead. If we find out who's inside and can get a DNA sample for them, I can forge their consent to cease treatment."
<!--D3--><</if>>
<!--C2--><<else>>
<!--F1--><<if $Rm17MedUnitExamined is true>>
"As for the med unit, it's very strange that it's locked up like that. The Chief Medical Officer must have been worried about people tampering with the treatment of whoever's inside. It's possible they're even still alive in there."
<!--G1--><<if $Rm26EliasStatus is "Convo2InProgress" or $Rm26EliasStatus is "FetchQuest2Assigned">>
<html><br><br></html>
He continues, "Based on what Elias has told us, it seems likely its occupant is Captain Yamashita."
<!--G23--><<else>><</if>>
<!--F2--><<else>>
"As for the med unit, it's active; you should examine it."
<!--F3--><</if>>
<!--C3--><</if>>
<!--B2--><<else>>
<!--H1--><<if $Rm18CaptainDyingStatus is "DeadByPlayer">>
"As for the med unit, we've successfully deactivated it—killing its occupant. May she rest in peace."
<!--H2--><<else>>
<!--H3--><</if>>
<!--I1--><<if $Rm18CaptainDyingStatus is "DeadByLuisa">>
"As for the med unit, Luisa successfully deactivated it—killing its occupant. May she rest in peace."
<!--I2--><<else>>
<!--I3--><</if>>
<!--J1--><<if $Rm18CaptainDyingStatus is "SupportCeased" or $Rm18CaptainDyingStatus is "DyingBegins" or $Rm18CaptainDyingStatus is "DyingsClose">>
"As for the med unit, we've successfully deactivated it, and soon its occupant will pass away."
<!--J2--><<else>>
<!--J3--><</if>>
<!--B3--><</if>>
<</if>>
<</if>>
<</if>>
<html><br></html>
<<display Rm17MedicalBay>>
<!--A2--><<else>>
<!--A3--><</if>>
<!----><!----><!----><!--Room 18 - DoctorsOffice--><!----><!----><!---->
<!--A1--><<if $CurrentRm is 18>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
<!--AA1--><<if $Rm26EliasStatus is "KilledByLuisa">>
"I don't think there's much to do in this room," Sahil says. "Luisa made sure of that when she took over the
<<if $Rm18CaptainDyingStatus is "DeadByPlayer">>
ship."
<<else>>
ship and, I believe, killed the person in the med unit out there. May she rest in peace."
<</if>>
<!--AA2--><<else>>
<!--B1--><<if $Rm18CaptainDyingStatus is "NotSet">>
<!--C1--><<if $Rm18MedUnitDoctorAuthorized is true>>
"Feels like the main thing around here is that med unit out in Medbay. Even when there's no hope of saving the patient," Sahil explains, "med units can't stop treatment without patient consent."
<!--D1--><<if $Rm27SearchedBedroomBathroom is true>>
<html><br><br></html>
He continues, "Based on what Elias has told us, it seems likely that's Captain Yamashita in there; and since I have the captain's DNA sample, I can forge her consent."
<!--D2--><<else>>
<!--E1--><<if $Rm26EliasStatus is "Convo2InProgress" or $Rm26EliasStatus is "FetchQuest2Assigned">>
<html><br><br></html>
He continues, "Based on what Elias has told us, it seems likely that's Captain Yamashita in there. But we'll have to find a DNA sample for her before I can forge her consent."
<!--E2--><<else>>
<html><br><br></html>
He continues, "Seems like we should look elsewhere for a DNA sample of the person inside the unit; I need it to forge consent."
<!--E3--><</if>>
<!--D3--><</if>>
<!--C2--><<else>>
<!--F1--><<if $Rm18ConsoleQuestionActive is true>>
"The Chief Medical Officer's credentials have gotten us into the console here," Sahil says. "Now you have a decision to make on how to respond to it."
<!--F2--><<else>>
<!--G1--><<if $Rm18InsigniaExamined is true>>
"The insignia I scanned won't give us total access to everything in this area of the ship," Sahil says. "But being able to use the Chief Medical Officer's credentials should let us into at least some systems around here."
<!--G2--><<else>>
"This room looks pretty intact," Sahil says. "Exploring it might help us access more of this part of the ship."
<!--G3--><</if>>
<!--F3--><</if>>
<!--C3--><</if>>
<!--B2--><<else>>
"It feels like we've done as much as we can in this room," Sahil says.
<<if $Rm26EliasStatus is "FetchQuest4Assigned">>
<<else>>
"As for the med unit out in Medbay,
<!--H1--><<if $Rm18CaptainDyingStatus is "DeadByPlayer">>
we've successfully deactivated it—killing its occupant. May she rest in peace."
<!--H2--><<else>>
we've successfully deactivated it, and soon its occupant will pass away."
<!--H3--><</if>>
<</if>>
<!--B3--><</if>>
<!--AA3--><</if>>
<</if>>
<html><br></html>
<<display Rm18DoctorsOffice>>
<!--A2--><<else>>
<!--A3--><</if>>
<!----><!----><!----><!--Room 19 - Morgue--><!----><!----><!---->
<<if $CurrentRm is 19>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
<<if $Rm19BodiesExamined is true>>
<<if $Rm19WallsExamined is true>>
"That Jerries conduit you've uncovered," Sahil says, "can connect you with areas of the ship that are otherwise inaccessible.
<<if $Rm29ProbeInspected is true>>
And now we know it leads to the Crux."
<<else>>
It's the only thing here that feels like it could lead to the Crux."
<</if>>
<<else>>
"If my understanding of ship schematics is correct," Sahil says, "this room might not be the dead end it appears to be. I think you should keep exploring."
<</if>>
<<else>>
"I know this room is... upsetting," Sahil says, "but you should explore it fully. Elias clearly wants you to."
<</if>>
<</if>>
<html><br></html>
<<display Rm19Morgue>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 20 - ComputerBay--><!----><!----><!---->
<!--1A--><<if $CurrentRm is 20>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
Sahil says, "Normally I'd be able to unlock every system onboard the //Achilles// here," Sahil says. "But almost everything is offline, probably permanently. What I am able to access tells me that someone purposefully dismantled the main computer."
<html><br><br></html>
<!--1B--><<if $Rm20LoginsFound is true>>
<!--1C--><<if $Rm21LuisaStatus is "Nothing" and $Rm26EliasStatus is "Hidden">>
"The two users who've been logging in—they must be still alive and onboard. You should search for them."
<!--2C--><<else>>
"As for the two people logging in recently," Sahil says,
<!--1D--><<if $Rm21LuisaStatus is "Nothing">>
"I'm not sure who Luisa is.
<!--23D--><<else>><</if>>
<!--1E--><<if $Rm21LuisaStatus is "HeardVoice" or $Rm21LuisaStatus is "FetchQuest1Assigned">>
"Luisa could be the woman in Main Engineering.
<!--23E--><<else>><</if>>
<!--1F--><<if $Rm21LuisaStatus is "FetchQuest1Completed" or $Rm21LuisaStatus is "Convo2InProgress" or $Rm21LuisaStatus is "FetchQuest2Assigned" or $Rm21LuisaStatus is "FetchQuest2Completed" or $Rm21LuisaStatus is "EliasDefeated" or $Rm21LuisaStatus is "FetchQuest3Assigned" or $Rm21LuisaStatus is "FetchQuest3Completed">>
"we've met Luisa.
<!--23F--><<else>><</if>>
<!--1G--><<if $Rm26EliasStatus is "Hidden">>
And it seems we have yet to find Elias."
<!--23G--><<else>><</if>>
<!--1H--><<if $Rm26EliasStatus is "Sensed" or $Rm26EliasStatus is "KnownButHidden">>
And perhaps Elias is the person you've sensed in the Virtuality Room?"
<!--23H--><<else>><</if>>
<!--1I--><<if $Rm26EliasStatus is "Revealed" or $Rm26EliasStatus is "Convo1InProgress" or $Rm26EliasStatus is "FetchQuest1Assigned" or $Rm26EliasStatus is "DataChipInserted" or $Rm26EliasStatus is "Convo2InProgress" or $Rm26EliasStatus is "FetchQuest2Assigned" or $Rm26EliasStatus is "FetchQuest2Completed" or $Rm26EliasStatus is "FetchQuest3Assigned" or $Rm26EliasStatus is "FetchQuest3Completed" or $Rm26EliasStatus is "FetchQuest4Assigned" or $Rm26EliasStatus is "SelfDestructActivated">>
And we've met Elias in the Virtuality Room."
<!--23I--><<else>><</if>>
<!--1J--><<if $Rm26EliasStatus is "KilledByLuisa">>
And I think Luisa has made sure that Elias... won't be logging in again."
<!--23J--><<else>><</if>>
<!--3C--><</if>>
<!--2B--><<else>>
"Still, searching this room may prove illuminating."
<!--3B--><</if>>
<</if>>
<html><br></html>
<<display Rm20ComputerBay>>
<!--2A--><<else>>
<!--3A--><</if>>
<!----><!----><!----><!--Room 21 - MainEngineering--><!----><!----><!---->
<!--A1--><<if $CurrentRm is 21>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
<!--AA1--><<if $Rm26EliasForceShieldsEncountered is true>>
"Elias has locked this room down," Sahil says, "clearly to prevent Luisa from doing anything, but it's locked you out of it as well.
<<if $Rm26EliasStatus is "SelfDestructActivated">> And Elias has also locked you out of the room to the west that holds the warp engine code."
<<else>>
If you want to get the warp engine code that's in the room west of here,
<!--AAA1--><<if $Rm26EliasStatus is "FetchQuest3Assigned">>
you should do what Elias wants."
<!--AAA2--><<else>>
you should talk to Elias."
<!--AAA3--><</if>>
<</if>>
<!--AA2--><<else>>
<!--B1--><<if $Rm21LuisaStatus is "FetchQuest1Assigned" or $Rm21LuisaStatus is "FetchQuest1Completed" or $Rm21LuisaStatus is "Convo2InProgress" or $Rm21LuisaStatus is "FetchQuest2Assigned" or $Rm21LuisaStatus is "FetchQuest2Completed" or $Rm21LuisaStatus is "EliasDefeated">>
Sahil says, "The code for the warp engine is in the control room to the west—but it seems clear you'll have to negotiate with Luisa to get access."
<!--B23--><<else>><</if>>
<!--C1--><<if $Rm21LuisaStatus is "FetchQuest3Assigned">>
Sahil says, "The code for the warp engine is in the control room to the west—but Luisa's made clear you'll have to visit the Crux before she'll let you go in there."
<!--C23--><<else>><</if>>
<!--D1--><<if $Rm21LuisaStatus is "FetchQuest3Completed">>
Sahil says, "The code for the warp engine is in the control room to the west, and Luisa seems willing to let you go grab it now. That—or journeying back to the Crux, which I admit makes me nervous—seem to be your only options in this room."
<!--D23--><<else>><</if>>
<!--AA3--><</if>>
<</if>>
<html><br></html>
<<display Rm21MainEngineering>>
<!--A23--><<else>><</if>>
<!----><!----><!----><!--Room 22 - ConferenceRoom --><!----><!----><!---->
<<if $CurrentRm is 22>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
<<if $Rm29ProbeInspected isnot true>>
"Luisa directed you here to visit the Crux," Sahil says.
<<if $Rm28Discovered is true>>
"I think you need to explore more down below to find it."
<<else>>
"It must be somewhere down that hatch."
<</if>>
<<else>>
"You found the Crux down there," Sahil says. "I think Luisa wanted you to 'join' it, but I question her motives—and her beliefs—in advocating that. But if you choose to face her again in Main Engineering, please be careful, BG."
<</if>>
<</if>>
<html><br></html>
<<display Rm22ConferenceRoom>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 23 - WarpCoreControl--><!----><!----><!---->
<<if $CurrentRm is 23>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
<<if $Rm23WarpCodesRetrieved is true>>
Sahil says, "We've retrieved the warp engine code, BG, so I recommend leaving before you expose yourself to damaging warp effects in this room. Also, the code is larger than I expected and I'm struggling to hold it in active memory. The sooner we can upload it into the //Corvus//'s memory banks, the better."
<<else>>
Sahil says, "Be careful in here, BG. That sign seems to indicate that anything that looks, smells, or sounds weird here indicates a dangerous warping of local space-time. If stimuli are strange, talk to me again or just wait a moment and see if things normalize before trying to move through this room."
<</if>>
<</if>>
<html><br></html>
<<display Rm23WarpEngineControlRoom>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 24 - NorthResidences--><!----><!----><!---->
<<if $CurrentRm is 24>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
Sahil says, "For a battleground, there are surprisingly few bloodstains and no bodies here."
<<if $Rm24RubbleSearched isnot true>>
<html><br><br></html>
"You should search the area to make sure we're not missing anything of value."
<<else>><</if>>
<</if>>
<html><br></html>
<<display Rm24NorthResidences>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 25 - SouthResidences--><!----><!----><!---->
<<if $CurrentRm is 25>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
Sahil says, "Everything here was clearly destroyed, but for what purpose?"
<<if $Rm25RemnantsSearched isnot true>>
<html><br><br></html>
"There might be something useful in the wreckage; I recommend searching it to be sure."
<<else>><</if>>
<</if>>
<html><br></html>
<<display Rm25SouthResidences>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 26 - VirtualityRoom--><!----><!----><!---->
<!--1A--><<if $CurrentRm is 26>>
<!--1AB--><<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<html><br></html>
<<display Rm26VirtualityRoom>>
<!--2AB--><<else>>
<!--1AC--><<if $Rm26EliasStatus is "KilledByLuisa">>
"There's nothing more for you to find or do in this room," Sahil says. "Luisa's made sure of that."
<html><br></html>
<<display Rm26VirtualityRoomDestroyed>>
<!--2AC--><<else>>
<!--1AD--><<if $Rm26EliasStatus is "Hidden" or $Rm26EliasStatus is "Sensed" or $Rm26EliasStatus is "KnownButHidden" or $Rm26EliasStatus is "Revealed" or $Rm26EliasStatus is "Convo1InProgress" or $Rm26EliasStatus is "FetchQuest1Assigned">>
<!--1B--><<if $Rm26EliasStatus is "Hidden" or $Rm26EliasStatus is "Sensed" or $Rm26EliasStatus is "KnownButHidden">>
Sahil says, "The Virtuality Room is surprisingly intact, and it's now clearly someone's residence. Someone clever—they've locked me out from the room's controls."
<!--23B--><<else>><</if>>
<!--1C--><<if $Rm26EliasStatus is "KnownButHidden">>
<html><br><br></html>
"And I think this person might be here now," Sahil continues. "The room's simulators are activated; it's actually running a program to appear empty and off—and it could easily be hiding someone in here with you."
<!--1D--><<if $Rm20LoginsFound is true>>
<html><br><br></html>
"And we know the main computer has been accessed recently by two people: Elias Zere and Luisa Romero."
<!--23D--><<else>><</if>>
<!--23C--><<else>><</if>>
<!--1E--><<if $Rm26EliasStatus is "Sensed">>
<html><br><br></html>
"You've sensed someone here," Sahil continues, "and I do too. The room's simulators are activated; they're actually running a program to make the room appear empty and off—and could easily be hiding someone in here with you."
<<set $Rm26EliasStatus to "KnownButHidden">>
<!--1F--><<if $Rm20LoginsFound is true>>
<html><br><br></html>
"And we know the main computer has been accessed recently by two people: Elias Zere and Luisa
<!--1G--><<if $Rm26CalledOutLuisa is true>> Romero—but calling out to Luisa didn't get you a response in here."
<!--23G--><<else>>Romero." <</if>>
<!--23F--><<else>><</if>>
<!--23E--><<else>><</if>>
<!--1H--><<if $Rm26EliasStatus is "Revealed" or $Rm26EliasStatus is "Convo1InProgress" or $Rm26EliasStatus is "FetchQuest1Assigned">>
"Elias seems very suspicious of you," Sahil says, "but if you can prove your worth to him, I think it's highly probable he can help solve some of the mysteries on this ship for you."
<!--23H--><<else>><</if>>
<html><br></html>
<<display Rm26VirtualityRoom>>
<!--23AD--><<else>><</if>>
<!--1I--><<if $Rm26EliasStatus is "DataChipInserted" or $Rm26EliasStatus is "Convo2InProgress" or $Rm26EliasStatus is "FetchQuest2Assigned" or $Rm26EliasStatus is "FetchQuest2Completed" or $Rm26EliasStatus is "FetchQuest3Assigned">>
<!--1J--><<if $Rm26EliasStatus is "DataChipInserted">>
"Elias still doesn't trust you," Sahil says, "but it looks like you're going to have to talk to him if you want to unlock more of what's happening onboard."
<!--23J--><<else>><</if>>
<!--1K--><<if $Rm26EliasStatus is "Convo2InProgress">>
"Elias still doesn't trust you," Sahil says, "but it seemed like you were making progress by talking to him. I think you'll have to converse further with him if you want to unlock more of what's happening onboard."
<!--23K--><<else>><</if>>
<!--1L--><<if $Rm26EliasStatus is "FetchQuest2Assigned">>
"Elias has unlocked the Captain's Suite," Sahil says. "It feels like your best bet is looking there and elsewhere to prove to the main computer that Captain Yamashita is deceased—if you want Elias to gain control of the //Achilles//, that is."
<!--23L--><<else>><</if>>
<!--1M--><<if $Rm26EliasStatus is "FetchQuest2Completed">>
"Elias has retaken control of the ship," Sahil says. "You should talk to him to figure out what he's planning to do now that he's in charge."
<!--23M--><<else>><</if>>
<!--1N--><<if $Rm26EliasStatus is "FetchQuest3Assigned">>
<!--1O--><<if $Rm28Discovered is true and $Rm29CruxProcessWatched isnot true>>
"Elias wants you to go examine the Crux," Sahil says. "Going down to it isn't enough. It feels like he won't interact more with you until you've done that."
<!--2O--><<else>>
"Elias wants you to go see the Crux," Sahil says. "It's in part of the Medical Bay. It feels like he won't tell you more until you've done that."
<!--3O--><</if>>
<!--23N--><<else>><</if>>
<html><br></html>
<<display Rm26VirtualityRoomStage2>>
<!--23I--><<else>><</if>>
<!--3AC--><</if>>
<!--3AB--><</if>>
<!--23A--><<else>><</if>>
<!----><!----><!----><!--Room 27 - CaptainsSuite--><!----><!----><!---->
<<if $CurrentRm is 27>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
<<if $Rm27SearchedBedroomBathroom is true>>
"I've been able to copy the captain's DNA," Sahil says. "That's probably the only thing of value we'll be able to find in these
<<if $Rm27ExaminedDecor is true and $Rm27LookedAtConsole is true>>
quarters."
<<else>>
quarters, but you might want to keep searching to make sure of that."
<</if>>
<html><br><br></html>
"The captain's DNA may help prove to the main computer that she's dead. We just need to figure out how to use it."
<<else>>
"These are Captain Yamashita's quarters," Elias says. "Elias unlocked them because he thinks there might be something here we can use to prove to the main computer that she's dead. Sounds like a search is in order."
<</if>>
<</if>>
<html><br></html>
<<display Rm27CaptainsSuite>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 28 - ServiceDeckCorridor--><!----><!----><!---->
<<if $CurrentRm is 28>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
"It's clear something horrible happened
<<if $Rm28ExaminedBlood is true>>
in the north storage bay,"
<<else>>
on this deck,"
<</if>>
Sahil says. "Unfortunately, I think you'll need to keep exploring to find out what."
<</if>>
<html><br></html>
<<display Rm28ServiceDeckCorridor>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 29 - StorageBay--><!----><!----><!---->
<<if $CurrentRm is 29>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"We don't have time to linger here," Sahil says. "You need to evacuate to your ship."
<<else>>
<<if $Rm29CruxProcessWatched is true>>
"Based on what the Crux has shown us, and what we can hear from it," Sahil says, "it's an alien device for transferring a person's consciousness into a virtual world—somewhat violently."
<html><br><br></html>
"Or perhaps it's simply pretending to," Sahil continues. "It seems like only half the crew were willing to find out. And the other half was probably somewhat horrified at the idea."
<<else>>
<<if $Rm29ProbeInspected is true>>
"It seems clear that this probe discovered the mysterious object know as the Crux," Sahil says. "Perhaps it's a weapon? That would explain the bodies."
<html><br><br></html>
"Obviously you should be very cautious, BG—but I think there's more to discover here."
<<else>>
"It looks like that probe discovered something," Sahil says. "Perhaps it's a weapon? That would explain the bodies."
<html><br><br></html>
"Obviously you should be very cautious, BG—but I think there's more to discover here."
<</if>>
<</if>>
<</if>>
<html><br></html>
<<display Rm29StorageBay>>
<<else>>
<</if>>
<</nobr>><<nobr>>
<<if $CurrentRm is 1>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm1CorvusUndocked>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 2 - Corvus Docked--><!----><!----><!---->
<<if $CurrentRm is 2>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm2CorvusDocked>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 3 - Service Dock--><!----><!----><!---->
<<if $CurrentRm is 3>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm3ServiceDock>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 4 - The Bridge--><!----><!----><!---->
<<if $CurrentRm is 4>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm4Bridge>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 5 - Captain's Office--><!----><!----><!---->
<<if $CurrentRm is 5>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm5CaptainsOffice>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 6 - Briefing Room--><!----><!----><!---->
<<if $CurrentRm is 6>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm6BriefingRoom>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 7 - Command Deck Cooridor--><!----><!----><!---->
<<if $CurrentRm is 7>>
<<if $Rm7TraceStatus is "asleep" or $Rm7TraceStatus is "defeated" or $Rm7TraceStatus is "killed" or $Rm7TraceStatus is "spared" or $Rm7TraceStatus is "missing" or $Rm7TraceStatus is "BroughtToBridge" or $Rm7TraceStatus is "WarningPlayer" or $Rm7TraceStatus is "WarnedPlayer" or $Rm7TraceStatus is "DeadInRm8" or $Rm7TraceStatus is "RescuingElias">>
You see no use for your blaster right now in this place.
<<else>><</if>>
<<if $Rm7TraceStatus is "waking">>
Do you want to [[shoot the moving corpse|TraceShotWakesUpBlaster]]? Or [[shoot near it|TraceWarningWakesUpBlaster]], as a warning?
<<else>><</if>>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatPaused">>
Do you want to [[shoot Trace|Rm7TraceCombatIntro]]? Shooting anything else in the featureless corridor would be pointless, and it makes no sense to fire a warning shot at someone who's already pointing a plasma gun at your chest.
<<else>><</if>>
<html><br></html>
<<display Rm7CommandDeckCorridor>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 8 - Science Lab--><!----><!----><!---->
<<if $CurrentRm is 8>>
<<if $Rm7TraceStatus is "WarningPlayer" or $Rm7TraceStatus is "WarnedPlayer">>
<<if $Rm8TraceBlasterStatus is "warned" or $Rm8TraceBlasterStatus is "injured">>
You remember that Trace has said she won't fight back and, while she'll no longer be disabled by a specific frequency, her shielding is low and she will be injured, perhaps fatally.
<<if $Rm8TraceBlasterStatus is "injured">>
She's already noticeably injured from your previous shot.
<<else>><</if>>
With all that in mind...
<<else>>
<<set $Rm8TraceBlasterStatus to "warned">>
You raise your blaster, and Trace looks at you in such surprise that you pause. "I'm free from Luisa's control and will not fight you," she says. "I can no longer be disabled by a specific blaster frequency—but my shielding is very low."
<html><br><br></html>
"If you attack, I won't defend myself," she says. "I will be injured, perhaps fatally. And I will not explain this to you again. The choice is yours."
<</if>>
<html><br><br></html>
Do you want to [[shoot Trace|Rm8ShootTrace]]?
<<else>>
You see no use for your blaster right now in this place.
<</if>>
<html><br></html>
<<if $Rm8ScienceLabStatus is "Entered" or $Rm8ScienceLabStatus is "FirstChallengeDone" or $Rm8ScienceLabStatus is "SecondChallengeDone" or $Rm8ScienceLabStatus is "ChallengesDone">><<display Rm8ScienceLab>><<else>><</if>>
<<if $Rm8ScienceLabStatus is "AtMidpoint">><<display Rm8LabMidpoint>><<else>><</if>>
<<if $Rm8ScienceLabStatus is "AtBackWall">><<display Rm8LabBackWall>><<else>><</if>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 10 - Main Corridor East--><!----><!----><!---->
<<if $CurrentRm is 10>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm10MainCorridorEast>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 11 - ElevatronMainDeck--><!----><!----><!---->
<<if $CurrentRm is 11>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm11ElevatronMainDeck>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 12 - MainCorridorNorth--><!----><!----><!---->
<<if $CurrentRm is 12>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm12MainCorridorNorth>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 13 - MainCorridorSouth--><!----><!----><!---->
<<if $CurrentRm is 13>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm13MainCorridorSouth>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 14 - ForwardLounge--><!----><!----><!---->
<<if $CurrentRm is 14>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm14ForwardLounge>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 15 - MessHall--><!----><!----><!---->
<<if $CurrentRm is 15>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm15MessHall>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 16 - HydroponicsBay--><!----><!----><!---->
<<if $CurrentRm is 16>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm16HydroponicsBay>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 17 - Medbay--><!----><!----><!---->
<<if $CurrentRm is 17>>
<<if $Rm26EliasStatus is "FetchQuest4Assigned">>
As your hand moves to your blaster, Elias looks outraged. "I was going to let you get the warp engine code I'm assuming you came here for, but if you're going to threaten me, forget it."
<html><br><br></html>
He races out of the room, and Sahil says, "Looks like he set the self-destruct sequence. He's silenced the alarms, but I can access the countdown. I've displayed it on your encounter suit readout, just below the map."<<set $Rm26EliasStatus to "SelfDestructActivated">><<set $SelfDestructCount to 15>>"
<<else>>
You see no use for your blaster right now in this place.
<html><br></html>
<</if>>
<html><br></html>
<<display Rm17MedicalBay>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 18 - DoctorsOffice--><!----><!----><!---->
<<if $CurrentRm is 18>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm18DoctorsOffice>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 19 - Morgue--><!----><!----><!---->
<<if $CurrentRm is 19>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm19Morgue>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 20 - ComputerBay--><!----><!----><!---->
<<if $CurrentRm is 20>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm20ComputerBay>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 21 - MainEngineering--><!----><!----><!---->
<!--A1--><<if $CurrentRm is 21>>
<!--B1--><<if $Rm26EliasForceShieldsEncountered is true>>
With the force shields up, you see no use for your blaster right now in this place.
<html><br></html>
<<display Rm21MainEngineering>>
<!--B2--><<else>>
<!--C1--><<if $Rm26EliasStatus is "KilledByLuisa">>
<!--D1--><<if $Rm21LuisaStatus is "FetchQuest3Completed">>
You raise your blaster and Luisa snarls, "First you reject the Crux, then you attack me? I don't have time for this."
<html><br><br></html>
She snaps her fingers and her laser-wielding drone swoops down, its web of red death forcing you out to the main corridor.
<html><br></html>
<<display Rm21EscortedRm12>>
<!--D2--><<else>>
As your raise your blaster, Luisa snaps her fingers and her laser-wiedling drone is on top of you. "You've just done a great service to me, so I'm going to ignore your threatening move just now."
<html><br><br></html>
As the drone closes in on you, Luisa continues, "Why don't you go visit the Crux? Return to me when you have, and we can discuss the warp engine code that I know you're looking to steal. Although also know that once you see the Crux, your time wandering freely on my ship is over."
<<set $Rm21LuisaStatus to "FetchQuest3Assigned">>
<html><br><br></html>
Avoiding the drone's fingers of laser death means you have no choice but to enter the conference room to the south.
<html><br></html>
<<set $Rm21ForcedToRm22 to true>>
<<set $CurrentRm to 22>>
<!--D3--><</if>>
<!--C2--><<else>>
<!--E1--><<if $Rm21LuisaTurnedAgainstYou is "Forgiven">>
You raise your blaster and Luisa jumps back, eyes bright with fury. "You dare point your gun at me again?" she shouts.<<set $Rm21LuisaAlarmed to true>>
<html><br><br></html>
Do you want to [[shoot Luisa|Rm21ShootLuisaTwiceAndDie]]?
<html><br></html>
<<display Rm21MainEngineering>>
<!--E2--><<else>>
You raise your blaster and Luisa jumps back, eyes bright with anger. "What do you think you're doing?" she demands.<<set $Rm21LuisaAlarmed to true>>
<html><br><br></html>
Do you want to [[shoot Luisa|Rm21ShootLuisa]]?
<html><br></html>
<<display Rm21MainEngineering>>
<!--E3--><</if>>
<!--C3--><</if>>
<!--B3--><</if>>
<!--A2--><<else>>
<!--A3--><</if>>
<!----><!----><!----><!--Room 22 - ConferenceRoom--><!----><!----><!---->
<<if $CurrentRm is 22>>
<<if $Rm21ForcedToRm22 is true>>
<<set $Rm21ForcedtoRm22 to false>>
<<else>>
You see no use for your blaster right now in this place.
<html><br></html>
<</if>>
<<display Rm22ConferenceRoom>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 23 - WarpCoreControl--><!----><!----><!---->
<<if $CurrentRm is 23>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm23WarpEngineControlRoom>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 24 - NorthResidences--><!----><!----><!---->
<<if $CurrentRm is 24>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm24NorthResidences>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 25 - SouthResidences--><!----><!----><!---->
<<if $CurrentRm is 25>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm25SouthResidences>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 26 - VirtualityRoom--><!----><!----><!---->
<!--A1--><<if $CurrentRm is 26>>
<!--B1--><<if $Rm26EliasStatus is "FetchQuest2Completed" or $Rm26EliasStatus is "FetchQuest3Assigned">>
As your hand moves to your blaster, Elias looks outraged. "I was going to tell you to visit the Crux—and to get the warp engine code you came here for—but if you're going to threaten me, forget it."
<html><br><br></html>
The room twists around you, making you stumble, and you realize you're falling out of it before you can stop yourself.
<html><br><br></html>
You end up in the corridor outside, as the Virtuality Room door slams shut in your face, and Sahil says, "Looks like he set the self-destruct sequence. He's silenced the alarms, but I can access the countdown. I've displayed it on your encounter suit readout, just below the map."<<set $Rm26EliasStatus to "SelfDestructActivated">><<set $SelfDestructCount to 15>>"
<html><br></html>
<<display Rm13MainCorridorSouth>>
<!--B2--><<else>>
<!--C1--><<if $Rm26EliasStatus is "Hidden" or $Rm26EliasStatus is "Sensed" or $Rm26EliasStatus is "KnownButHidden" or $Rm26EliasStatus is "KilledByLuisa">>
You see no use for your blaster right now in this place.
<!--C2--><<else>>
<!--D1--><<if $Rm26EliasTurnedAgainstYou is "Forgiven">>
You raise your blaster and Elias draws back in alarm—and rage. "What the hell?" he shouts. "You're pulling this crap on me //again//?"<<set $Rm26EliasAlarmed to true>>
<html><br><br></html>
Do you want to [[shoot Elias|Rm26ShootEliasTwiceAndDie]]?
<!--D2--><<else>>
You raise your blaster and Elias draws back in alarm. "Hey, stop waving that thing around," he hisses.<<set $Rm26EliasAlarmed to true>>
<html><br><br></html>
Do you want to [[shoot Elias|Rm26ShootElias]]?
<!--D3--><</if>>
<!--C3--><</if>>
<html><br></html>
<<display Rm26Sorting>>
<!--B3--><</if>>
<!--A2--><<else>>
<!--A3--><</if>>
<!----><!----><!----><!--Room 27 - CaptainsSuite--><!----><!----><!---->
<<if $CurrentRm is 27>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm27CaptainsSuite>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 28 - Service Deck Corridor--><!----><!----><!---->
<<if $CurrentRm is 28>>
You see no use for your blaster right now in this place.
<html><br></html>
<<display Rm28ServiceDeckCorridor>>
<<else>>
<</if>>
<!----><!----><!----><!--Room 29 - Storage Bay--><!----><!----><!---->
<<if $CurrentRm is 29>>
<<if $Rm29ProbeInspected is true>>
Do you want to [[shoot the Crux|Rm29ShootCrux]]?
<<else>>
Do you want to [[shoot the glowing thing inside the probe|Rm29ShootProbe]]?
<</if>>
<html><br></html>
<<display Rm29StorageBay>>
<<else>>
<</if>>
<</nobr>>$AchillesSelfDestructEnding
Tracks whether the player has reach the Achilles Self-Destruct Ending, to set the map correctly.
VALUE:
true
$BlasterFrequency
Tracks what the blaster frequency is set to. Important for defeating Trace in Rm7. The setting to do that is 258.
VALUE:
320 [default] / [any integer between 1 and 999]
$CaptainMentioned
Tracks whether the captain has been mentioned, to control language.
VALUE:
true
$CodeUploadedToStopLuisa
Tracks whether the player has uploaded the warp enging code in Rm21EscortedRm4 or not.
VALUE:
true
$CruxSecured
Tracks whether the player has secured the Crux in the debris field at the end, by releasing the time-space anomaly.
VALUE:
true
$CurrentDeck
Tracks what deck the player is on, for the map.
VALUES:
"corvus", "command", "main", "service"
$CurrentRm
Tracks the current room the player is in.
VALUES:
1/2/3/4/5...
$EliasNamed
Tracks whether the player has learned Elias's name yet, in Rm20 from the main computer or in Rm21 from Luisa.
VALUE:
true
$InjuredReminderCount
Tracks when Sahil's last reminder has triggered in Actions that you can heal yourself if you are injured. Is set to only show every 12 steps in play. Starts at 12 so it will appear as soon as your health falls below 20.
VALUES:
1–12
$ItemsInInventory
Tracks how many items players have an interior, so that the inventory will show for any number over 0.
VALUES:
[starts at 0, goes up once per item]]
$LuisaInChargeEnding
Tracks whether Luisa is in charge of the Achilles at the end.
VALUE:
true
$MainDeckAccessExplained
Tracks whether the player has tried to open a locked door on the main deck before unlocking access. To prevent Sahil's explanation from sounding repetitive.
VALUE:
true
$MainDeckHackAssembled
Tracks whether the player has searched in Rm24 and Rm25; when both are true, the hack is assembled and can be used (by opening a main deck door) to make $MainDeckUnlocked true.
VALUE:
true
$MainDeckUnlocked
Tracks whether the player has successfully assembled the hack for the main deck doors and used it. (After one use, this variable unlocks all main deck doors.)
VALUE:
true
$PlayerDead
Tracks whether the player died or not.
VALUE:
true
$SelfDestructCount
Tracks how much time is left in the self-destruct countdown.
VALUES:
starts at 15, counts down by 1 each time the player makes a move, down to 0.
$TraceMentioned
Tracks whether Trace has been mentioned, to control language.
VALUE:
true
$TraceWarpCodeUploadDiscussed
Tracks whether the player has uploaded the warp code during the Luisa ending to disable the Achilles. This option is only available if Trace was spared.
VALUE:
true
$WarpEngineCodeInInventory
Tracks whether the player has the Warp Engine Code in inventory.
VALUE:
true
$Rm1AchillesScanned
Tracks whether player has scanned the Achilles in room 1 to find out how to dock.
VALUE:
true
$Rm1CorvusWaterJugTaken
Tracks whether the player has generated and taken the Corvus's water jug in Rm1.
VALUE:
true
$Rm1HailingAttempted
Tracks whether player has tried to hail the Achilles.
VALUE:
true
$Rm2Discovered
Tracks whether the player has discovered Rm2CorusDocked yet.
VALUE:
true
$Rm2SahilWarnedAboutEliasGeneral
Tracks whether the player has been warned about leaving Elias behind at the end, more generally in Rm2.
VALUE:
true
$Rm2SahilWarnedAboutEliasSpecific
Tracks whether the player has been warned about leaving Elias behind at the end, specifically about how once you undock, you can't redock.
VALUE:
true
$Rm2ServiceDockLookedInto
Tracks whether the player has looked into the service dock.
VALUE:
true
$Rm3Discovered
Tracks whether the player has discovered Rm3ServiceDock yet.
VALUE:
true
$Rm3EliasAccompaniesYouNote
Tracks whether, once the self-destruct is activated in Elias's plotline, the player has Elias in tow as they escape the ship in Rm3, to prevent repeated text.
VALUE:
true
$Rm3FootprintsExamined
Tracks whether the player has examined the bloody footprints in Rm3 or not.
VALUE:
true
$Rm3SahilWarnedAboutElias
Tracks whether the player has been warned about leaving Elias behind at the end in Rm3.
VALUE:
true
$Rm4AccessExplained
Tracks whether Sahil has explained that you need to get access privileges to unlock the doors in Rm4.
VALUE:
true
$Rm4BlastersExamined
Tracks whether the player examined the blasters in Rm4 to find their frequencies.
VALUE:
true
$Rm4CommandDeckUnlocked
Tracks whether the player has successfully unlocked the doors in Rm4.
VALUE:
true
$Rm4ConsolesExamined
Tracks whether the player has examined the consoles in Rm 4 yet.
VALUE:
true
$Rm4CorpsesExamined
Tracks whether the player has examined the corpses in Rm 4 yet.
VALUE:
true
$Rm4Discovered
Tracks whether the player has discovered Rm4Bridge yet.
VALUE:
true
$Rm4EliasArrived
Tracks whether Elias has successfully arrived to escape the ship
VALUE:
true
$Rm4SahilTalkedTo
Tracks whether the player has talked to Sahil in Rm 4 yet, to avoid some redundancy.
VALUE:
true
$Rm4SahilWarnedAboutElias
Tracks whether, once the self-destruct is activated in Elias's plotline, Sahil has warned the player about leaving the bridge while waiting for Elias to arrive.
VALUE:
true
$Rm4TraceConvoAskedComeWithMe
Tracks whether the player has asked Trace to come with them in the final Rm4 Bridge convo.
VALUE:
true
$Rm4TraceConvoAskedSaveLuisa
Tracks whether the player has asked Trace to save Luisa in the final Rm4 Bridge convo.
VALUE:
true
$Rm4TraceWarnedNotEnoughTime
Tracks whether the player has been warned by Trace to evacuate and not wait for Elias.
VALUE:
true
$Rm5Discovered
Tracks whether the player has discovered Rm5CaptainsOffice yet.
VALUE:
true
$Rm5ConsoleExamined
Tracks whether players have examined the console in Rm5 yet.
VALUE:
true
$Rm5PersonalEffectsExamined
Tracks whether players have examined the personal effects in Rm5 yet.
VALUE:
true
$Rm5SuppliesExamined
Tracks whether players have examined the supplies in Rm5 yet.
VALUE:
true
$Rm5TalkedToSahil
Tracks whether players have talked to Sahil in Rm5 yet.
VALUE:
true
$Rm6Discovered
Tracks whether the player has discovered Rm6BriefingRoom yet.
VALUE:
true
$Rm6CotsExamined
Tracks whether the player has looked at the cots in Rm6.
VALUE:
true
$Rm6CrewListExamined
Tracks whether the player has look at the crew list in Rm6.
VALUE:
true
$Rm7CombatTraceBlasterCounter
Tracks how many times in a row Trace has used her blaster.
VALUES:
0–3, and then it has a forced reset.
$Rm7CombatTraceForceShieldCounter
Tracks how many times in a row Trace has used her force shield.
VALUES:
0–3, and then it has a forced reset.
$Rm7CombatTraceMove
Tracks what Trace's combat move will be.
VALUES:
"Blaster", "ForceShield", "PhysicalAttack"
$Rm7CombatTracePhysicalAttackCounter
Tracks how many times in a row Trace has used her physical attack.
VALUES:
0–3, and then it has a forced reset.
$Rm7CombatTraceReflexes
Tracks whether Trace anticipates and counter's the player's move after that move is selected.
VALUES:
"true", "false"
$Rm7CombatTraceReflexesTracker
Tracks when Trace's reflexes have triggered and when they should trigger again. Starts at "TriggeredOnce" at the beginning of combat (first entry into combat and when the player returns to combat) to avoid them triggering in the first round.
VALUES:
"NotTriggeredOnce", "NotTriggeredTwice", "NotTriggeredThreeTimes", "TriggeredOnce"
$Rm7Discovered
Tracks whether the player has discovered Rm7CommandDeckCorridor yet.
VALUE:
true
$Rm7EliasLockedScienceLabDiscovered
Tracks whether the player has tried to open the Science Lab after Elias fully locks it.
VALUE:
true
$Rm7PasscodeGuess
A variable for the player's text-box entry on the passcode lock in Rm7 to get into the Science Lab. The correct answer is "nirvana."
VALUE:
[UGT]
$Rm7PasscodeLockDiscovered
Tracks whether the player has discovered the passcode lock on the Science Lab yet or not.
VALUE:
true
$Rm7PlayerAttack
Tracks what attack option the players chooses in Rm7.
VALUES:
"Blaster", "ForceShield", "PhysicalAttack"
$Rm7PlayerAttackDamage
Tracks what the player's attack damage on Trace is.
VALUES:
Set in Rm7CombatPlayerAttackDamage
$Rm7TraceAttackDamage
Tracks what Trace's attack damage on the player is.
VALUES:
Rm7CombatTraceAttackDamage
$Rm7TraceConversationStatus
Tracks where the player is in conversing with Trace.
VALUES:
"NotBegun" / "InProgress" / "DecisionTree" / "FrequencyMentioned" / "FrequencyExplained"
$Rm7TraceFleeAttack
Tracks whether the Trace hits the player when they flee combat in Rm7.
VALUES:
"true", "false"
$Rm7TraceLifePoints
Tracks how many life points Trace has through player's combat with her in Rm7.
VALUES:
[starts at 40, Trace is deactivated when it hits 0]
$Rm7TraceStatus
Tracks whether the player had woken up Trace yet, and whether Trace has been defeated.
VALUES:
"asleep" / "waking" / "awake" / "CombatInitiated" / "CombatPaused" / "defeated" / "KillAttempted" / "spared" / "killed" / "missing" / "WarningPlayer" / "WarnedPlayer" / "DeadInRm8" / "BroughtToBridge" / "RescuingElias"
$Rm8PositionOfAnomalySurvivor
Tracks where the player has to stand to avoid the anomaly's energy blast in the third challenge.
VALUES:
Leftmost / SecondToLeftmost / LeftOfCenter / Center / RightOfCenter / SecondTo Rightmost / Rightmost
$Rm8RadiationDirection
Tracks what direction the radiation blaster in the second challenge in Rm8 is randomly set to. Resets whenever the challenge kills you.
VALUES: Above / AboveRight / Right / BelowRight / Below / BelowLeft / Left / AboveLeft
$Rm8ScienceLabStatus
Tracks where the player is in defeating the Science Lab's challenges.
VALUES: "NotBegun" / "Entered" / "FirstChallengeDone" / "AtMidpoint" / "SecondChallengeDone" / "AtBackWall" / "ChallengesDone"
$Rm8TraceBlasterStatus
Tracks whether the player has already threatened Trace with a blaster in Rm8. If yes, the next time you just are given the option to shoot her. And then she's injured. After that, her larger status changes to "DeadInRm8".
VALUE:
"warned" "injured"
$Rm8TraceLifePoints
Tracks how many life points Trace has through player's combat with her in Rm8.
VALUES:
[starts at 40, Trace is deactivated when it hits 0]
$Rm8TriedToHelpTrace
Tracks whether the player asked about helping Trace in Rm8.
VALUE:
true
$Rm9Discovered
Tracks whether the player has discovered Rm9ElevatronCommandDeck yet.
VALUE:
true
$Rm10Discovered
Tracks whether the player has discovered Rm10MainCorridorEast yet.
VALUE:
true
$Rm10LeavingEliasWarningGiven
Tracks whether, once the self-destruct is activated in Elias's plotline, Sahil has warned the player on the lower deck about leaving Sahil behind.
VALUE:
true
$Rm11Discovered
Tracks whether the player has discovered Rm11ElevatronMainDeck yet.
VALUE:
true
$Rm12Discovered
Tracks whether the player has discovered Rm12MainCorridorNorth yet.
VALUE:
true
$Rm12EliasWarnedAboutWandering
Tracks whether the player has, near the end of the Elias storyline, received a warning from Sahil about going off the path to Main Engineering. If you do, Elias will set the self-destruct, before you've gotten the warp engine code.
VALUE:
true
$Rm13Discovered
Tracks whether the player has discovered Rm13MainCorridorSouth yet.
VALUE:
true
$Rm13EliasIsStaying
Tracks whether, once the self-destruct is activated in Elias's plotline, Elias has told the player that he's staying behind and that's final.
VALUE:
true
$Rm14Discovered
Tracks whether the player has discovered Rm14ForwardLounge yet.
VALUE:
true
$Rm14BarExamined
Tracks whether the player has examined the bar in Rm 14.
VALUE:
true
$Rm14BodiesExamined
Tracks whether the player has examined the corpses in Rm14 or not.
VALUE:
true
$Rm14MatterGeneratorExamined
Tracks whether the player has examined the matter generator in Rm 14.
VALUE:
true
$Rm15Discovered
Tracks whether the player has discovered Rm15MessHall yet.
VALUE:
true
$Rm15Action
Tracks what action the player is trying to complete in Rm15. (Each action risks getting shocked, so this variable allows setter links that can check for shocks before players complete actions.)
VALUES:
"InspectMatterGenerator" / "UseBlaster" / "TalkToSahil" / "HeadWest"
$Rm16Discovered
Tracks whether the player has discovered Rm16HydroponicsBay yet.
VALUE:
true
$Rm16EquipmentExamined
Tracks whether the player has examined the destroyed equipment in Rm16.
VALUE:
true
$Rm16PlantsExamined
Tracks whether the player has examined the dead plants in Rm16.
VALUE:
true
$Rm17Discovered
Tracks whether the player has discovered Rm17MedicalBay yet.
VALUE:
true
$Rm17DiscoveredLockedMorgueDoor
Tracks whether the player has tried the morgue door and found it locked, to create some language around that when it's unlocked.
VALUE:
true
$Rm17EquipmentExamined
Tracks whether the player has examined the equipment in Rm17.
VALUE:
true
$Rm17EliasWarnedRevisitingCrux
Tracks whether the player has already been warned by Elias about revisiting the Crux in Rm17.
VALUE:
true
$Rm17EngineCodeForgone
Tracks whether the player has specifically said in Rm17 to Elias that they don't want the warp engine code.
VALUE: true
$Rm17MedUnitExamined
Tracks whether the player has examined the med unit in Rm17 or not.
VALUE:
true
$Rm18CaptainDyingStatus
Tracks the stages of the captain's death after the player has set the captain to die in Rm18.
VALUES:
"NotSet" / "SupportCeased" / "DyingBegins" / "DyingsClose" / "DeadByPlayer" / "DeadByLuisa"
$Rm18Discovered
Tracks whether the player has discovered Rm18DoctorsOffice yet.
VALUE:
true
$Rm18ConsoleQuestionActive
Tracks whether the console's question is active or answered in Rm18.
VALUE:
true
$Rm18InsigniaExamined
Tracks whether the player has examined the chief medical officer's insignia in Rm18.
VALUE:
true
$Rm18MedUnitDoctorAuthorized
Tracks whether the player has authorized ceasing treatment in Rm18. Part of the process of opening the med unit.
VALUE:
true
$Rm19Discovered
Tracks whether the player has discovered Rm19Morgue yet.
VALUE:
true
$Rm19BodiesExamined
Tracks whether the player has examined the bodies in Rm19.
VALUE:
true
$Rm19RacksExamined
Tracks whether the player has examined the racks in Rm19.
VALUE:
true
$Rm19WallsExamined
Tracks whether the player has examined the walls in Rm19.
VALUE:
true
$Rm20Discovered
Tracks whether the player has discovered Rm20ComputerBay yet.
VALUE:
true
$Rm20LoginsFound
Tracks whether the player has discovered that Luisa and Elias are still regularly logging in to the network.
VALUE:
true
$Rm20MessagePlayed
Tracks whether the player has seen the message that plays when you insert Elias's data chip in the main computer. Used to track things for EndAccounting.
VALUE:
true
$Rm20PanelsExamined
Tracks whether the player has examined the computer interface panels in Rm20.
VALUE:
true
$Rm20SahilHadDataChipFirstReaction
Tracks whether Sahil had his initial reaction in Rm20 after the data chip insertion. When it's true, that reaction doesn't recut to cut down on repetition.
VALUE:
true
$Rm21Discovered
Tracks whether the player has discovered Rm21MainEngineering yet.
VALUE:
true
$Rm21EliasForceFieldStrength
Tracks how powerful Elias has made the force shields in Rm21, to prevent you from talking to Luisa.
VALUES:
"Sound" / "SoundAndLight"
$Rm21EscortedRm2FirstEntry
Tracks whether the player has seen the first description of Rm21EscortedRm2, to prevent repetition.
VALUE:
true
$Rm21EscortedRm2Hailed
Tracks whether the player has attempted to hail the Achilles in the Luisa-remains-in-control-of-the-ship ending or not.
VALUE:
true
$Rm21Escorted2SahilWarnedAboutAttack
Tracks whether the player has already attempted to attack the Achilles. Sahil warns on the first try, and then on the second try the players hits game end.
VALUE:
true
$Rm21EscortedRm4DelayedOnce
Tracks whether the player has already delayed once in Rm21EscortedRm4
VALUE:
true
$Rm21FirstEntry
Tracks whether the player has entered Rm21 for the first time yet or not; designed to give readers a different intro on first entry.
VALUE:
true
$Rm21ForcedToRm22
Tracks whether the player has threatened Luisa with a blaster after Elias is dead but before they've seen the Crux. If so, Luisa forces them to go see the Crux, and because of the order that the ActionBlaster passage is laid out, this variable is necessary to make sure blaster note for Rm22 doesn't trigger twice.
VALUE:
true / false
$Rm21LuisaAlarmed
Tracks whether the player has scared Luisa by pointed a blaster at her.
VALUE:
true
$Rm21LuisaStatus
Tracks how far the player is in conversation with Luisa in Rm21.
VALUES:
"Nothing" "HeardVoice" "FetchQuest1Assigned" "FetchQuest1Completed" "Convo2InProgress" "FetchQuest2Assigned" "FetchQuest2Completed" "EliasDefeated" "FetchQuest3Assigned" "FetchQuest3Completed"
$Rm21LuisaConvo2Hub1AnswerWhoAreYou
Tracks whether the player has asked "Who are you" in Luisa Convo 2 in Rm21.
VALUE:
true
$Rm21LuisaConvo2Hub1AnswerWhatHappened
Tracks whether the player has asked "What happened" in Luisa Convo 2 in Rm21.
VALUE:
true
$Rm21LuisaConvo2Hub1AnswerWhoElseIsHere
Tracks whether the player has asked "Who else is here?" in Luisa Convo 2 in Rm21.
VALUE:
true
$Rm21LuisaConvo2Hub1AnswerHowToEarnTrust
Tracks whether the player has offered to help in Luisa Convo 2 in Rm21.
VALUE:
true
$Rm21LuisaConvoRegainTrustAnAccidentTried
Tracks whether the player has tried out a dialogue option in the regaining trust convo with Luisa.
VALUE:
true
$Rm21LuisaConvoRegainTrustMadeAMistakeTried
Tracks whether the player has tried out a dialogue option in the regaining trust convo with Luisa.
VALUE:
true
$Rm21LuisaConvoRegainTrustSorryAndWontTried
Tracks whether the player has tried out a dialogue option in the regaining trust convo with Luisa.
VALUE:
true
$Rm21LuisasPromise
Tracks whether Luisa has promised to give the player the warp engine code if they talk to her in a late stage of Rm21.
VALUE:
true
$Rm21LuisaTurnedAgainstYou
Tracks whether the player has broken trust with Luisa or not.
VALUE:
"false" "FirstTrue" "Softening" "Forgiven" "SecondTrue"
$Rm21PlayerCheatedAccessToScienceLab
Tracks whether the player cheats by putting in "nirvana" to get into the science lab and complete it before they should know the passcode.
VALUE:
true
$Rm21WaterJugGivenToLuisa
Tracks whether the player has given a full water jug to Luisa in Rm21.
VALUE:
true
$Rm23WarpCodesRetrieved
Tracks whether the player has recovered the warp code in Rm23 or not.
VALUE:
true
$Rm24Discovered
Tracks whether the player has discovered Rm 24.
VALUE:
true
$Rm24RubbleSearched
Tracks whether the player has searched the rubble in Rm24.
VALUE:
true
$Rm25Discovered
Tracks whether the player has discovered Rm 25.
VALUE:
true
$Rm25RemnantsSearched
Tracks whether the player has searched the remnants in Rm25.
VALUE:
true
$Rm26CalledOutLuisa
Tracks whether the player has tried calling out Luisa or not in Rm26.
VALUE:
true
$Rm26ConsoleExamined
Tracks whether the player has examined the console in Rm26 yet.
VALUE:
true
$Rm26CotExamined
Tracks whether the player has examined the cot in Rm26 yet.
VALUE:
true
$Rm26EliasAlarmed
Tracks whether the player has pulled out their blaster, thereby alarming Elias. Used to make sure Elias is reacting appropriately in the description for the room.
VALUE:
true
$Rm26EliasConvo1Hub1AnswerWhatHappenedDone
Tracks whether the player has already asked about what happened in the first fetch quest convo with Elias, to help with repetition.
VALUE:
true
$Rm26EliasConvo1Hub1AnswerWhoAreYouDone
Tracks whether the player has already asked about who Elias is in the first fetch quest convo with Elias, to help with repetition.
VALUE:
true
$Rm26EliasConvo1Hub1AnswerWhoIsLuisaDone
Tracks whether the player has already asked about who Luisa is in the first fetch quest convo with Elias, to help with repetition.
VALUE:
true
$Rm26EliasConvo1Hub1AnswerHowToEarnTrust
Tracks whether the player has asked about earning Elias's trust yet.
VALUE:
true
$Rm26EliasConvo1Hub2AnswerWhatsOnDataChipDone
Tracks whether the player has already asked Elias about what's on the data chip, in the second part of the first convo with him.
VALUE:
true
$Rm26EliasConvo1Hub2AnswerWhyHelpDone
Tracks whether the player has already asked Elias about why they should help him, in the second part of the first convo with him.
VALUE:
true
$Rm26EliasConvo1Hub2AnswerIfIHelpDone
Tracks whether the player has already asked Elias about what happens after they help him, in the second part of the first convo with him.
VALUE:
true
$Rm26EliasConvo2Hub1AnswerHowToEarnTrust
Tracks whether the player has asked Elias yet about how to earn his trust, to enable progression.
VALUE:
true
$Rm26EliasConvo2Hub1AnswerWhatIsCrux
Tracks whether the player has asked Elias yet about the Crux, to prevent repetition in conversation with him.
VALUE:
true
$Rm26EliasConvo2Hub1AnswerWhyFighting
Tracks whether the player has asked Elias yet about why he's fighting Luisa, to prevent repetition in conversation with him.
VALUE:
true
$Rm26EliasConvo2Hub1AnswerWhyMadeActingCaptain
Tracks whether the player has asked Elias yet about why he was made acting captain, to prevent repetition in conversation with him.
VALUE:
true
$Rm26EliasConvo2Hub2AnswerAboutTheCrux
Tracks whether the player has asked Elias yet about the Crux (in stage two of this convo), to prevent repetition in conversation with him.
VALUE:
true
$Rm26EliasConvo2Hub2AnswerLockOutLuisa
Tracks whether the player has asked Elias yet about locking out Luisa, to prevent repetition in conversation with him.
VALUE:
true
$Rm26EliasConvoRegainTrustDidntMeanTried
Tracks whether the player has tried one of the conversation options in the RegainTrust conversation with Elias.
VALUE:
true
$Rm26EliasConvoRegainTrustSorryToUpsetTried
Tracks whether the player has tried one of the conversation options in the RegainTrust conversation with Elias.
VALUE:
true
$Rm26EliasConvoRegainTrustWasConfusedTried
Tracks whether the player has tried one of the conversation options in the RegainTrust conversation with Elias.
VALUE:
true
$Rm26EliasForceShieldsEncountered
Tracks whether the player has entered Main Engineering after Elias has taken control of the ship and locked this room down.
VALUE:
true
$Rm26EliasHadDataChipFirstReaction
Tracks whether Elias has given the player his first reaction to the data chip being inserted. If true, he gives an ongoing reaction instead.
VALUE:
true
$Rm26EliasRemindedAboutFetchQuest3
Tracks whether the player has had Elias remind them of Fetch Quest 3, so that Elias's dialogue there doesn't feel too repetitious.
VALUE:
true
$Rm26EliasStatus
Tracks where the player is in their relationship with Elias.
VALUE:
true
"Hidden" "Sensed" "KnownButHidden" "Revealed" "Convo1InProgress" "FetchQuest1Assigned" "DataChipInserted" "Convo2InProgress" "FetchQuest2Assigned" "FetchQuest2Completed" "KilledByLuisa" "FetchQuest3Assigned" "FetchQuest3Completed"
$Rm26EliasTurnedAgainstYou
Tracks whether the player has broken trust with Elias or not.
VALUE:
"false" "FirstTrue" "Softening" "Forgiven" "SecondTrue"
$Rm26KnewEliassName
Tracks whether the player ever knew Elias's name or not, mostly for consistency in how Trace refers to him after he's dead.
VALUES:
"Never" / "Yes"
$Rm26PossessionsExamined
Tracks whether the player has examined the possessions in Rm26 yet.
VALUE:
true
$Rm26SensingEliasCounter
Tracks how long the player has been in Rm26, for the purposes of being alerted to Elias.
VALUES:
0–4
$Rm26SimulationCount
Tracks when the player leaves and reenters Rm26, so they'll see that Elias accessed a different simulation each time they were gone.
VALUE:
0-4
$Rm26StageTwoDiscovered
Tracks whether the data chip has been inserted in Rm20, creating a state change for Rm26.
VALUE:
true
$Rm27ExaminedDecor
Tracks whether the player has looked at the decor in Rm27.
VALUE:
true
$Rm27LookedAtConsole
Tracks whether the player has looked at the console in Rm27.
VALUE:
true
$Rm27SearchedBedroomBathroom
Tracks whether the player has searched the bedroom and bathroom in Rm27.
VALUE:
true
$Rm27Unlocked
Tracks whether the player has unlocked the Captain's Suite or not.
VALUE:
true
$Rm28ExaminedBlood
Tracks whether the player has examined the blood in Rm28 yet.
VALUE:
true
$Rm28ExaminedOtherStorageBays
Tracks whether the player has examined the doors to other storage bays in Rm28 yet.
VALUE:
true
$Rm28PlotAccess
Tracks whether the player has entered Rm28 through the Elias or the Luisa plotlines.
VALUE:
"Elias" / "Luisa"
$Rm29CruxProcessWatched
Tracks whether the player has watched the Crux process already.
VALUE:
true
$Rm29ExampleGender
Tracks what gender the person in the Crux hologram is.
VALUE:
"male" / "female" / "androgynous"
$Rm29ExamplePersonType
Tracks whether the example person in the Crux hologram is a crew member or resident.
VALUE:
"crewmember" / "resident"
$Rm29HeardCruxCriesForLuisaAndElias
Tracks whether the player has gotten to the Crux through Elias or Luisa.
VALUE:
true
$Rm29BodiesInspected
Tracks whether the player has inspected the corpses yet in Rm29.
VALUE:
true
$Rm29CruxVolume
Tracks how long the player has been in Rm29 to control how loud the Crux gets, starting from a whisper to loud voices.
VALUES:
0–4
$Rm29ProbeInspected
Tracks whether the player has inspected the probe yet.
VALUE:
true
$Rm29SahilWarning
Tracks whether the player has been warned by Sahil about crouching in front of the Crux.
VALUE:
true
$Rm32AliensExplained
Tracks whether the player has exlored/experienced this element of Rm32 yet to massage repeatability.
VALUE:
true
$Rm32AliensNoticed
Tracks whether the player has exlored/experienced this element of Rm32 yet to massage repeatability.
VALUE:
true
$Rm32IntroExperienced
Tracks when the player enters Rm32 for the first time to switch out intro language for standing language
VALUE:
true
$Rm32SelfChanged
Tracks whether the player has exlored/experienced this element of Rm32 yet to massage repeatability.
VALUE:
true
$Rm33IntroDialogueSeen
Tracks whether the player has seen Olivia/Helena's intro dialogue in Rm33 or not, to prevent repetition.
VALUE:
true
$Rm33PergrineConversationBegun
Tracks whether the player has already started this conversation, to massage repeatability.
VALUE:
true
$Rm33PergrineMindTalkRevealed
Tracks whether the player has discovered the Pergrine are telepathic in Rm33.
VALUE:
true
$Rm33PergrineConvoAnswerCreatedCrux
Tracks whether the player has already asked a question about this, to massage repeatability.
VALUE:
true
$Rm33PergrineConvoAnswerReallyAlienSpecies
Tracks whether the player has already asked a question about this, to massage repeatability.
VALUE:
true
$Rm33PergrineConvoAnswerWhatCivLike
Tracks whether the player has already asked a question about this, to massage repeatability.
VALUE:
true
$Rm33PergrineConvoAnswerComeInPeace
Tracks whether the player has already asked a question about this, to massage repeatability.
VALUE:
true
$Rm33WomanConversationBegun
Tracks whether the player has already started this conversation, to massage repeatability.
VALUE:
true
$Rm33WomanConvoAnswerWhatIsCrux
Tracks whether the player has already asked a question about this, to massage repeatability.
VALUE:
true
$Rm33WomanConvoAnswerBackToOldLife
Tracks whether the player has already asked a question about this, to massage repeatability.
VALUE:
true
$Rm33WomanConvoAnswerWhatHappenedOnAchilles
Tracks whether the player has already asked a question about this, to massage repeatability.
VALUE:
true
$Rm33WomanConvoAnswerExplainPergrine
Tracks whether the player has already asked a question about this, to massage repeatability.
VALUE:
true<<nobr>>
<<if $Rm4EliasArrived is true>>
Elias eagerly accompanies you onto your ship. "We have to undock //right now//," he says.
<html><br></html>
<<else>><</if>>
<!--A1--><<if $Rm2SahilWarnedAboutElias is true>>
<!--A2--><<else>>
<!--B1--><<if $Rm7TraceStatus is "RescuingElias" and $Rm4EliasArrived isnot true>>
<!--C12--><<if $Rm2SahilWarnedAboutEliasGeneral is true>><<else>>
"Are you sure you don't want to wait on the bridge for Elias?" Sahil asks. "He still has time to escape with us..."
<<set $Rm2SahilWarnedAboutEliasGeneral to true>>
<html><br></html>
<!--C3--><</if>>
<!--B23--><<else>><</if>>
<!--A3--><</if>>
<center>------------------------
<html><br></html>
''CORVUS (DOCKED)''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 2>>
<<set $CurrentDeck to "command">>
<<set $Rm2Discovered to true>>
You are in your ship, the //Corvus//, docked with the //Achilles//. The massive starcruiser is
<<if $Rm1HailingAttempted is true>>
adrift and unresponsive to your hails.
<<else>>
adrift.
<</if>> If its engines are intact, they can give you the greatest prize you've ever won—their secret tech.
<html><br><br></html>
The airlock is not in great repair, but it does have windows that look into the //Achilles//' service
<<if $Rm2ServiceDockLookedInto is true>>
dock, where you can see a set of faded, dark red bootprints leading out and back into the bridge.
<<else>>dock.<</if>>
<html><br><br></html>
<<if $Rm21LuisaStatus is "FetchQuest1Assigned" and $LuisaWaterJugStatus isnot "Full">>
The woman in Engineering wants a jug of water. And the //Corvus// has a working matter generator.
<<if $Rm14WaterJugTaken is true>>
You have the jug, and can easily fill it here.
<<else>>
You could easily generate a full water jug with it.
<</if>>
<html><br><br></html>
<<else>><</if>>
<<if $Rm4EliasArrived is true>>
Elias is standing beside you, clearly ready for you to undock before the //Achilles// self-destructs.
<html><br><br></html>
<<else>><</if>>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<<if $SelfDestructCount is 1>>
[[North|SelfDestructDeathCorvusDisembark]] lies the service dock on the //Achilles//.
<<else>>
[[North|Rm3Intro]] lies the service dock on the //Achilles//.
<</if>>
<html><br></html>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
<<if $Rm7TraceStatus is "RescuingElias" and $Rm4EliasArrived isnot true>>
<<if $Rm2SahilWarnedAboutEliasSpecific is true>>
You can direct the //Corvus// [[south|AchillesSelfDestructEnding]] to disconnect from the //Achilles//.
<<else>>
You can direct the //Corvus// [[south|Rm2SahilWarnsAboutElias]] to disconnect from the //Achilles//.
<</if>>
<<else>>
You can direct the //Corvus// [[south|AchillesSelfDestructEnding]] to disconnect from the //Achilles//.
<</if>>
<<else>>
You can direct the //Corvus// [[south|Rm1Undocked]] to disconnect from the //Achilles//.
<</if>>
<</nobr>>The //Achilles//' service dock is designed for exactly this—an emergency approach, letting you access the fore of the ship, just off the bridge. Your stolen security protocols work like a charm, and soon the //Corvus// is attached to the //Achilles//.
<<display Rm2CorvusDocked>><<set $Rm2ServiceDockLookedInto to true>>Through the airlock, you see no greeting party at the service dock, and no sign of life on the //Achilles// at all—except for a single dark red set of bootprints on the floor, leading out from and back into the bridge.
<<display Rm2CorvusDocked>>You pull on your encounter suit and journey onto the //Achilles//.
<<display Rm3ServiceDock>><<set $CurrentDeck to "corvus">>You pull away from the //Achilles// to hover before it in space once more. But the promise of what could be your greatest discovery keeps you from going into hyperspace.
<<display Rm1CorvusUndocked>><<nobr>>
<<if $Rm4EliasArrived is true>>
<<if $Rm3EliasAccompaniesYouNote is true>>
<<else>>
Elias eagerly accompanies you to the service dock. "We have to hurry," he says.
<<set $Rm3EliasAccompaniesYouNote to true>>
<</if>>
<html><br></html>
<<else>><</if>>
<center>------------------------
<html><br></html>
''SERVICE DOCK''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 3>>
<<set $CurrentDeck to "command">>
<<set $Rm3Discovered to true>>
You are in the service dock on the //Achilles//. This room is clean and utilitarian—which makes the <<if $Rm3FootprintsExamined is true>>bloody<<else>>dark red<</if>> bootprints on the floor really stand out.<<if $Rm3FootprintsExamined is true>> They were left by standard-issue Interstellar Patrol boots some time ago, and lead out from and then back to the bridge.<<else>><</if>>
<html><br><br></html>
<<if $Rm4EliasArrived is true>>
Elias is here, urgently eyeing the //Corvus//.
<html><br><br></html>
<<else>><</if>>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<<if $SelfDestructCount lt 5>>
<<if $SelfDestructCount is 1>>
[[North|SelfDestructDeath]] is the //Achilles//' bridge.
<html><br></html>
[[South|SelfDestructDeath]] is your ship, the //Corvus//.
<<else>>
<<if $Rm4EliasArrived is true>>
[[North|Rm4LeavingEliasOnServiceDock]] is the //Achilles//' bridge.
<html><br></html>
<<else>>
[[North|Rm4LateMeetingElias]] is the //Achilles//' bridge.
<html><br></html>
<</if>>
[[South|Rm2CorvusDocked]] is your ship, the //Corvus//.
<</if>>
<<else>>
[[North|Rm4Bridge]] is the //Achilles//' bridge.
<html><br></html>
[[South|Rm2CorvusDocked]] is your ship, the //Corvus//.
<</if>><</nobr>><<nobr>>
<<if $Rm26EliasStatus is "SelfDestructActivated">><<if $Rm7TraceStatus is "spared" or $Rm7TraceStatus is "missing" or $Rm7TraceStatus is "WarningPlayer" or $Rm7TraceStatus is "WarnedPlayer">>
<<set $Rm7TraceStatus to "BroughtToBridge">>
"You must leave," Trace says, surprising you just as you walk onto the bridge.
<html><br><br></html>
"The //Achilles// is set to self-destruct," she says urgently. "You must go to your own ship and leave!"
<html><br></html>
<<else>><</if>>
<<else>><</if>>
<center>------------------------
<html><br></html>
''BRIDGE''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 4>>
<<set $Rm4Discovered to true>>
There are over a dozen bodies here, heavily decayed.
<<if $Rm4CorpsesExamined is true>>
You count 14—all skeletal from months of decay, all adult Patrol officers, and all killed by plasma blasts—arranged to face the door to the northwest.
<html><br><br></html>
<<if $Rm4SahilTalkedTo is true>>
<<if $Rm7TraceStatus isnot "asleep" and $Rm7TraceStatus isnot "waking">>
Sahil's mentioned the //Achilles//' Captain, Tomomi Yamashita, but none of these remains bear her rank insignia.
<<if $Rm26EliasStatus is "Hidden" or $Rm26EliasStatus is "Sensed" or $Rm26EliasStatus is "KnownButHidden" or $Rm26EliasStatus is "Revealed" or $Rm26EliasStatus is "Convo1InProgress" or $Rm26EliasStatus is "FetchQuest1Assigned">><<else>>And you now have reason to believe she met a different fate aboard this ship.<</if>>
<html><br><br></html>
<<else>>
Sahil's mentioned an android, Trace, and the ship's Captain Yamashita, but none of these remains match those two.
<html><br><br></html>
<</if>>
<<else>>
<</if>>
<<else>>
You’re grateful for your encounter suit; the stench must be incredible.
<html><br><br></html>
<</if>>
In between the bodies lie consoles to control the ship’s systems<<if $Rm4ConsolesExamined is true>>—which Sahil's told you are useless—<<else>>, <</if>>positioned around a central captain’s chair, now smashed in half, and a front viewscreen, shattered.
<html><br><br></html>
<<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatInitiated" or $Rm7TraceStatus is "CombatPaused">>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
<<if $Rm4BlastersExamined is true>>
The different settings you've found on the blasters here indicate these people were close to disabling Trace—but they clearly didn't try the right frequency.
<html><br><br></html>
<<else>>
Remembering Trace's words, you wonder what frequencies these people had their blasters set to.
<html><br><br></html>
<</if>>
<<else>><</if>>
<<else>><</if>>
<<if $Rm7TraceStatus is "BroughtToBridge">>
Trace is here, looking at you with great concern; you remember her urging you to escape.
<html><br><br></html>
<<else>><</if>>
<<if $Rm7TraceStatus is "RescuingElias">>
<<if $SelfDestructCount lt 4>>
Elias is here, clearly eager to leave the //Achilles// with you right now.
<<if $SelfDestructCount lt 3>>
He says, "It may already be too late."
<<else>><</if>>
<<else>>
Trace has left to rescue Elias,
<<if $Rm4TraceWarnedNotEnoughTime is true>>
but warned you there isn't enough time and you should leave now.
<<else>>
and told you to wait here.
<</if>><</if>>
<html><br><br></html>
<<else>><</if>>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<!--A1--><<if $SelfDestructCount is 1>>
[[North|SelfDestructDeath]] is
<!--C1--><<if $Rm5Discovered is true>>
the Captain's Office.
<!--C2--><<else>>
what looks like a door to a small side-office to the bridge.
<!--C3--><</if>>
<html><br></html>
[[South|SelfDestructDeath]] is the //Achilles//' service dock.
<html><br></html>
[[West|SelfDestructDeath]] is
<!--E1--><<if $Rm6Discovered is true>>
the Briefing Room.
<!--E2--><<else>>
a large door to what you're guessing is a briefing room.
<!--E3--><</if>>
<html><br></html>
[[Northwest|SelfDestructDeath]] is a corridor to the rest of the ship.
<!--A2--><<else>>
<!--I1--><<if $SelfDestructCount is 4 and $Rm7TraceStatus is "RescuingElias">>
[[North|Rm4EliasArrives]] is
<!--K1--><<if $Rm5Discovered is true>>
the Captain's Office.
<!--K2--><<else>>
what looks like a door to a small side-office to the bridge.
<!--K3--><</if>>
<html><br></html>
[[South|Rm4EliasArrives]] is the //Achilles//' service dock.
<html><br></html>
[[West|Rm4EliasArrives]] is
<!--N1--><<if $Rm6Discovered is true>>
the briefing room.
<!--N2--><<else>>
a large door to what you're guessing is a briefing room.
<!--N3--><</if>>
<html><br></html>
[[Northwest|Rm4EliasArrives]] is a corridor to the rest of the ship.
<!--I2--><<else>>
<!--R1--><<if $Rm4CommandDeckUnlocked is true>>
[[North|Rm5CaptainsOffice]] is
<!--S1--><<if $Rm5Discovered is true>>
the captain's office.
<!--S2--><<else>>
what looks like a door to a small side-office to the bridge.
<!--S3--><</if>>
<!--R2--><<else>>
[[North|Rm4CommandDeckUnlockNeeded]] is what looks like a door to a small side-office.
<!--R3--><</if>>
<html><br></html>
<<if $Rm7TraceStatus is "RescuingElias" and $Rm4EliasArrived isnot true>>
<<if $Rm4SahilWarnedAboutElias is true>>
[[South|Rm3ServiceDock]] is the //Achilles//' service dock.
<<else>>
[[South|Rm4SahilAsksAboutWaiting]] is the //Achilles//' service dock.
<</if>>
<<else>>
[[South|Rm3ServiceDock]] is the //Achilles//' service dock.
<</if>>
<html><br></html>
<!--T1--><<if $Rm4CommandDeckUnlocked is true>>
[[West|Rm6BriefingRoom]] is
<!--U1--><<if $Rm6Discovered is true>>
the briefing room.
<!--U2--><<else>>
a large door to what you're guessing is a briefing room.
<!--U3--><</if>>
<!--T2--><<else>>
[[West|Rm4CommandDeckUnlockNeeded]] is a large door to what you're guessing is a briefing room.
<!--T3--><</if>>
<html><br></html>
<!--V1--><<if $Rm4CommandDeckUnlocked is true>>
<!--W1--><<if $Rm7Discovered is true>>
<!--X1--><<if $Rm7TraceStatus is "CombatInitiated">>
[[Northwest|Rm7CombatReturn]] is the command deck corridor, where you were recently in combat with Trace.
<!--X2--><<else>>
<!--Y1--><<if $Rm7TraceStatus is "RescuingElias" and $Rm4EliasArrived isnot true>>
[[Northwest|Rm4CommandDeckCorridorLocked]] is a corridor to the rest of the ship.
<!--Y2--><<else>>
[[Northwest|Rm7CommandDeckCorridor]] is a corridor to the rest of the ship.
<!--Y3--><</if>>
<!--X3--><</if>>
<!--W2--><<else>>
A door marked "Corridor" to the [[northwest|Rm7CommandDeckCorridor]] leads off the bridge.
<!--W3--><</if>>
<!--V2--><<else>>
A door marked "Corridor" to the [[northwest|Rm4CommandDeckUnlockNeeded]] leads off the bridge.
<!--V3--><</if>>
<!--I3--><</if>>
<!--A3--><</if>><</nobr>><<set $Rm3FootprintsExamined to true>>The bootprints on the floor were left by standard-issue Interstellar Patrol footwear, and close examination reveals they are dried blood—from what looks like many days ago. They lead out from the bridge and then back to it. Was someone trying to escape? Or looking for new victims?
<<display Rm3ServiceDock>><<nobr>>
<<if $Rm4EliasArrived is true>>
As you step off the bridge, Elias yells after you, "Where are you going? We need to leave, right now!"
<html><br></html>
<<else>><</if>>
<center>------------------------
<html><br></html>
''CAPTAIN'S OFFICE''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 5>>
<<set $Rm5Discovered to true>>
This is a private room off the bridge for the captain’s use—but it's been converted to a storage area. Beside a few
<<if $Rm5PersonalEffectsExamined is true>>
of the captain's personal effects (some photos, ship models, and a sadly ruined aquarium)
<<else>>
personal effects
<</if>>
and a
<<if $Rm5ConsoleExamined is true>>
small console with a note on it,
<<else>>
small console,
<</if>>
boxes of supplies are stacked high.
<<if $Rm5SuppliesExamined is true>>
They carry labels like “MEDICAL SUPPLIES” and "RATIONS.” Looks like the people on the command deck were prepared to hunker down for a long time.
<<else>><</if>>
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<<if $SelfDestructCount lt 5>>
<<if $SelfDestructCount is 1>>
[[South|SelfDestructDeath]] is the bridge.
<<else>>
[[South|Rm4LateMeetingElias]] is the bridge.
<</if>>
<<else>>
[[South|Rm4Bridge]] is the bridge.
<</if>><</nobr>><<nobr>>
<<if $Rm4EliasArrived is true>>
As you step off the bridge, Elias yells after you, "Where are you going? We need to leave, right now!"
<html><br></html>
<<else>><</if>>
<center>------------------------
<html><br></html>
''BRIEFING ROOM''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 6>>
<<set $Rm6Discovered to true>>
You’re in the briefing room, where the ship's officers planned missions. It’s been transformed into a makeshift living space, with the central table moved aside to make room for cots.
<<if $Rm6CotsExamined is true>>
Looks like people thought they'd be camping out on the command deck for a while—but then they all got killed instead.
<<else>><</if>>
<html><br><br></html>
<<if $Rm6CrewListExamined is true>>
A list of all crew and passengers is written on the wall, with strange notes next to each name.
<<else>>
Someone's written a large list on the wall.
<</if>>
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<<if $SelfDestructCount lt 5>>
<<if $SelfDestructCount is 1>>
[[East|SelfDestructDeath]] is the bridge.
<<else>>
[[East|Rm4LateMeetingElias]] is the bridge.
<</if>>
<<else>>
[[East|Rm4Bridge]] is the bridge.
<</if>><</nobr>><<set $Rm4ConsolesExamined to true>>The consoles are inoperative. "The //Achilles//' AI is offline," Sahil says. "I think it's been erased. Even emergency diagnostics aren't working. The ship's log might still be intact, but I have no way to access it."
<<display Rm4Bridge>><<nobr>>
<<set $Rm4CorpsesExamined to true>>You count 14 skeletal corpses dressed in soiled, torn uniforms, and lying in rank brown stains. The ship carried families, but these all look to have been adults and Patrol officers. They clearly died months ago, soon after the //Achilles// disappeared.
<html><br><br></html>
They were all killed by plasma blasts, and they're arranged to face the door to the northwest.
<html><br><br></html>
<<if $Rm4SahilTalkedTo is true>>
<<if $Rm7TraceStatus is "asleep">>
Sahil mentioned both the android, Trace, and Captain Yamashita. But these remains are clearly human—no android among them—and none bear captain's rank insignia.
<<else>>
Sahil mentioned Captain Yamashita. But none of these remains bear captain's rank insignia.
<</if>>
<<else>>
Talking to Sahil could tell you who some of these people were.
<</if>>
<html><br></html>
<</nobr>><<display Rm4Bridge>><<nobr>>
<<if $Rm4AccessExplained is true>>
The door fails to open. "This is the command deck, and you don't have access privileges," Sahil reminds you. "Just scan the Interstellar Patrol insignia on one of the corpses in here, and I can probably hack the necessary clearance for you."
<<else>>
<<set $Rm4AccessExplained to true>>
The door fails to open. "This is the command deck, and you don't have access privileges," Sahil says. "If you scan the Interstellar Patrol insignia on one of the corpses in here, I can probably hack the necessary clearance for you."
<</if>>
<html><br></html>
<</nobr>><<display Rm4Bridge>><<nobr>>
<<if $Rm4EliasArrived is true>>
As you step off the bridge, Elias yells after you, "Where are you going? We need to leave, right now!"
<html><br></html>
<<else>><</if>>
<center>------------------------
<html><br></html>
''COMMAND DECK CORRIDOR''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 7>>
<<set $Rm7Discovered to true>>
You're in the main corridor on the command deck. There are signs of a battle—plasma scorches mar the walls.
<!--A start--> <<if $Rm7TraceStatus is "asleep">>
But there's only a single corpse, splayed out facedown on the far side of the hallway.
<!--A end--> <<else>><</if>>
<!--B start--> <<if $Rm7TraceStatus is "waking">>
But there's only a single corpse, splayed out facedown on the far side of the hallway. At least, you thought it was a corpse; when you first approached, it seemed to move.
<!--B end--> <<else>><</if>>
<!--C start--> <<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatPaused">>
<html><br><br></html>
Trace is here, blocking the way and staring at you. Part of her head has been stripped away; it looks like she's been crudely reprogrammed. She is also pointing a plasma gun at your chest.
<!--C end--> <<else>><</if>>
<<if $Rm7TraceStatus is "defeated">>
<html><br><br></html>
Trace is disabled and facedown on the floor.
<html><br><br></html>
"I'm sensing a strange process in Trace's body," Sahil says. "You should talk to me about it before you move on from this room."
<<else>><</if>>
<<if $Rm7TraceStatus is "killed">>
<html><br><br></html>
Trace's body is here, destroyed and in ruins.
<<else>><</if>>
<<if $Rm7TraceStatus is "spared">>
<html><br><br></html>
Trace is disabled and facedown on the floor.
<<else>><</if>>
<<if $Rm7TraceStatus is "missing">>
<html><br><br></html>
Trace's body was here—but it's gone mysteriously missing.
<<else>><</if>>
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<!--A start--><<if $SelfDestructCount is 1>>
<!--H start--> <<if $Rm7TraceStatus is "asleep">>
[[North|SelfDestructDeath]] is a door marked "Science Lab."
<html><br></html>
[[East|SelfDestructDeath]] is the bridge.
<html><br></html>
[[West|SelfDestructDeath]] lies the elevatron to the ship's other decks.
<!--H end--> <<else>><</if>>
<!--I start--> <<if $Rm7TraceStatus is "waking">>
[[North|SelfDestructDeath]] is a door marked "Science Lab," and [[west|SelfDestructDeath]] lies the ship's elevatron—but when you moved toward them, a corpse on the floor moved.
<html><br></html>
[[East|SelfDestructDeath]] is the bridge.
<!--I end--> <<else>><</if>>
<!--J start--> <<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatPaused">>
North is a door marked "Science Lab," and west lies the ship's elevatron—but Trace is blocking the way to both.
<html><br></html>
[[East|SelfDestructDeath]] is the bridge.
<!--J end--> <<else>><</if>>
<!--K start--> <<if $Rm7TraceStatus is "defeated">>
[[North|SelfDestructDeath]] is a door marked "Science Lab."
<html><br></html>
[[East|SelfDestructDeath]] is the bridge.
<html><br></html>
[[West|SelfDestructDeath]] lies the elevatron to the ship's other decks.
<!--K end--> <<else>><</if>>
<!--L start--> <<if $Rm7TraceStatus is "spared" or $Rm7TraceStatus is "killed" or $Rm7TraceStatus is "missing" or $Rm7TraceStatus is "WarningPlayer" or $Rm7TraceStatus is "WarnedPlayer" or $Rm7TraceStatus is "DeadInRm8" or $Rm7TraceStatus is "BroughtToBridge">>
<!--M start--> <<if $Rm7PasscodeLockDiscovered is true>>
<!--N start--> <<if $Rm7ScienceLabUnlocked is true>>
[[North|SelfDestructDeath]] is the Science Lab, now unlocked.
<!--N else--> <<else>>
North is a door marked "Science Lab," but it's secured with a passcode lock.
<!--N end--> <</if>>
<!--M else--> <<else>>
[[North|SelfDestructDeath]] is a door marked "Science Lab."
<!--M end--> <</if>>
<html><br></html>
[[East|SelfDestructDeath]] is the bridge.
<html><br></html>
[[West|SelfDestructDeath]] lies the elevatron to the ship's other decks.
<!--L end--> <<else>><</if>>
<!--A mid--><<else>>
<!--H start--> <<if $Rm7TraceStatus is "asleep">>
[[North|Rm7TraceWaking]] is a door marked "Science Lab."
<html><br></html>
[[East|Rm4Bridge]] is the bridge.
<html><br></html>
[[West|Rm7TraceWaking]] lies the elevatron to the ship's other decks.
<!--H end--> <<else>><</if>>
<!--I start--> <<if $Rm7TraceStatus is "waking">>
[[North|Rm7TraceWakesUp]] is a door marked "Science Lab," and [[west|Rm7TraceWakesUp]] lies the ship's elevatron—but when you moved toward them, a corpse on the floor moved.
<html><br></html>
[[East|Rm4Bridge]] is the bridge.
<!--I end--> <<else>><</if>>
<!--J start--> <<if $Rm7TraceStatus is "awake" or $Rm7TraceStatus is "CombatPaused">>
North is a door marked "Science Lab," and west lies the ship's elevatron—but Trace is blocking the way to both.
<html><br></html>
[[East|Rm4Bridge]] is the bridge.
<!--J end--> <<else>><</if>>
<!--K start--> <<if $Rm7TraceStatus is "defeated">>
[[North|Rm7ChanceToKillTraceIntroTransition]] is a door marked "Science Lab."
<html><br></html>
[[East|Rm7ChanceToKillTraceIntroTransition]] is the bridge.
<html><br></html>
[[West|Rm7ChanceToKillTraceIntroTransition]] lies the elevatron to the ship's other decks.
<!--K end--> <<else>><</if>>
<!--L start--> <<if $Rm7TraceStatus is "spared" or $Rm7TraceStatus is "killed" or $Rm7TraceStatus is "missing" or $Rm7TraceStatus is "WarningPlayer" or $Rm7TraceStatus is "WarnedPlayer" or $Rm7TraceStatus is "DeadInRm8" or $Rm7TraceStatus is "BroughtToBridge" or $Rm7TraceStatus is "RescuingElias">>
<!--K2 start--> <<if $Rm18CaptainDyingStatus is "DeadByPlayer">>
<!--K20 start--><<if $Rm7EliasLockedScienceLabDiscovered is true>>
<!--K21 start--> <<if $Rm7ScienceLabUnlocked is true>>
North is the Science Lab, but Elias has locked you out.
<!--K21 else--> <<else>>
North is a door marked "Science Lab," which Elias has locked.
<!--K21 end--> <</if>>
<!--K20 mid--><<else>>
<!--K3 start--> <<if $Rm7PasscodeLockDiscovered is true>>
<!--K4 start--> <<if $Rm7ScienceLabUnlocked is true>>
[[North|Rm7ScienceLabEliasLocked]] is the Science Lab, now unlocked.
<!--K4 else--> <<else>>
North is a door marked "Science Lab," but it's secured with a passcode lock.
<!--K4 end--> <</if>>
<!--K3 else--> <<else>>
[[North|Rm7ScienceLabEliasLocked]] is a door marked "Science Lab."
<!--K3 end--> <</if>>
<!--K20 end--><</if>>
<!--K2 mid--><<else>>
<!--M start--> <<if $Rm7PasscodeLockDiscovered is true>>
<!--N start--> <<if $Rm7ScienceLabUnlocked is true>>
[[North|Rm8ScienceLab]] is the Science Lab, now unlocked.
<!--N else--> <<else>>
North is a door marked "Science Lab," but it's secured with a passcode lock.
<!--N end--> <</if>>
<!--M else--> <<else>>
[[North|Rm7ScienceLabLocked]] is a door marked "Science Lab."
<!--M end--> <</if>>
<!--K2 end--><</if>>
<html><br></html>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
<<if $Rm7TraceStatus is "spared" or $Rm7TraceStatus is "missing" or $Rm7TraceStatus is "WarningPlayer" or $Rm7TraceStatus is "WarnedPlayer">>
<<set $Rm7TraceStatus to "BroughtToBridge">>
<<else>><</if>>
<<if $Rm7TraceStatus is "BroughtToBridge">>
[[East|Rm4TraceCornersYou]] is the bridge.
<<else>>
[[East|Rm4Bridge]] is the bridge.
<</if>>
<<else>>
[[East|Rm4Bridge]] is the bridge.
<</if>>
<html><br></html>
[[West|Rm9ElevatronCommandDeck]] lies the elevatron to the ship's other decks.
<!--L end--> <<else>><</if>>
<!--A end--><</if>>
<</nobr>><<nobr>>
<<set $Rm4CommandDeckUnlocked to true>>
Feeling like you're somehow robbing a corpse, you lean down to one of the skeletons in an Instellar Patrol uniform and scan its insignia, using the sensors in the fingers of your encounter suit.
<html><br><br></html>
"Got it!" Sahil says. "Access privileges successfully hacked. You'll now be able to access any room on the command deck."
<html><br></html>
<</nobr>><<display Rm4Bridge>><<set $Rm5SuppliesExamined to true>>Stacked boxes of supplies bear neat lables like “MEDICAL SUPPLIES” and "RATIONS.” Looks like the people on the command deck were prepared to hunker down for a long time.
<<display Rm5CaptainsOffice>><<set $Rm5ConsoleExamined to true>>Tapping the console reveals a <<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">><<else>>strange<</if>> note:
//    Possible frequencies: 126, 156, 187, 258, 431, and 479. It has to be one of these six.//
The display is frozen—there's no way to access anything else.
<<display Rm5CaptainsOffice>><<nobr>>
<<set $Rm5PersonalEffectsExamined to true>>
The room's supplies have been arranged to leave room for
<<if $CaptainMentioned is true>>
Captain Yamashita's
<<else>>
the captain's
<</if>>
family photos and a series of model starships—predecessors to the //Achilles//. There's also a small aquarium that's gone bad; dead fish float in brackish water.
<</nobr>><<display Rm5CaptainsOffice>><<set $Rm6CotsExamined to true>>Looks like people expected to camp out on the command deck for a while. But it also looks like this makeshift camp was barely used.
Everyone must have been killed soon after setting this up.
<<display Rm6BriefingRoom>><<nobr>>
<<set $Rm6CrewListExamined to true>>
One bulkhead holds a handwritten list of the ship’s entire crew and all passengers—thousands of names. Almost everyone is marked as either “lost” or “gone.” The split seems essentially even.
<html><br><br></html>
15 people get no mark, most of them high-ranking officers. And one name is violently crossed-out; there's no way to make out what it is.
<html><br><br></html>
<<if $CaptainMentioned is true>>Captain Yamashita<<else>>The captain<</if>>
has a question mark next to her name.
<html><br><br></html>
Trace has an exclamation point.
<<if $Rm7TraceStatus is "asleep" or $Rm7TraceStatus is "waking">>
<<if $TraceMentioned is true>>You remember Sahil's explanation that she's a unique experimental android serving in the Interstellar Patrol.<<else>>Sahil explains he has a record on her, due to her unique status: She's an experimental android serving in the Interstellar Patrol.<</if>>
<<else>><</if>>
<html><br><br></html>
<<if $Rm20LoginsFound is true>>
You see that Elias is one of the people with a blank space.
<html><br><br></html>
<<else>><</if>>
<<if $Rm20LoginsFound is true or $Rm21LuisaStatus is "FetchQuest1Completed" or $Rm21LuisaStatus is "Convo2InProgress" or $Rm21LuisaStatus is "FetchQuest2Assigned" or $Rm21LuisaStatus is "FetchQuest2Completed" or $Rm21LuisaStatus is "EliasDefeated" or $Rm21LuisaStatus is "FetchQuest3Assigned" or $Rm21LuisaStatus is "FetchQuest3Completed">>
You can't find Luisa anywhere, which makes you think hers is the crossed-out name.
<html><br><br></html>
<<else>><</if>>
You can only think of one reason not to keep a list like this electronically: to keep it private to this room.
<html><br></html>
<<display Rm6BriefingRoom>>
<</nobr>><<nobr>>
<<set $CurrentDeck to "main">>
<<set $CurrentRm to 9>>
<<set $Rm9Discovered to true>>
<<set $Rm11Discovered to true>>
You take the elevatron to the main deck of the //Achilles//. An error message says it can go no lower, so you exit at the first stop.
<<if $Rm7TraceStatus is "spared">>
<<set $Rm7TraceStatus to "missing">>
<<else>><</if>>
<</nobr>><<display Rm10MainCorridorEast>><<nobr>>
<<set $Rm7TraceStatus to "waking">>
As you walk forward, it looks like the corpse in the middle of the room moves. You automatically retreat.
<html><br><br></html>
"Did you see that?" Sahil asks in your ear. If your AI noticed it too, you must not have imagined it, right?
<html><br></html>
<<display Rm7CommandDeckCorridor>>
<</nobr>><<nobr>>
<<set $Rm7CombatTraceBlasterCounter to 0>>
<<set $Rm7CombatTraceForceShieldCounter to 0>>
<<set $Rm7CombatTracePhysicalAttackCounter to 0>>
<<set $Rm7CombatTraceReflexesTracker to "TriggeredOnce">>
<<set $Rm7TraceStatus to "CombatInitiated">>
<<if $BlasterFrequency isnot 320>>
<<if $BlasterFrequency is 258>>
<<display Rm7TraceDisabled>>
<<else>>
You shoot at Trace, but clearly haven't found the right frequency to disable her, as your plasma beam glances off her.
<html><br><br></html>
Trace's face turns cold; it is now time for [[combat|Rm7PreCombatTraceMove]].
<</if>>
<<else>>
You shoot at Trace; your plasma beam glances off her, but her face turns cold.
<html><br><br></html>
"SHE reprogrammed me to guard the way to the lower decks," she says in a mechanical voice. "My reprogramming forces me to stop you with lethal force."
<html><br><br></html>
Clearly it is now time for [[combat|Rm7PreCombatTraceMove]].
<</if>>
<</nobr>><<nobr>>
<<set $Rm7TraceStatus to "awake">>
You walk forward, and the corpse sits up, then stands and turns to look at you.
<html><br><br></html>
The Patrol officer is pretty, but unnatural—she has silvery skin, brown-copper hair, and bright green eyes. And the side of her head is stripped away, exposing flashing circuitry. "It's Trace, the android on the //Achilles//' crew," Sahil says.
<html><br><br></html>
"Welcome aboard the //Achilles//," she says in a deep, screeching monotone as she raises a plasma gun and points it at your chest.
<html><br></html>
<<display Rm7CommandDeckCorridor>>
<</nobr>><<nobr>>
Trace keeps her plasma gun pointed at your chest. "I've been reprogrammed to not let you past" she says, her voice unnaturally strained, like a damaged recording. "Please, don't make me attack."
Do you [[keep going|Rm7TraceCombatIntro]]?
<html><br></html>
<<display Rm7CommandDeckCorridor>>
<</nobr>><<nobr>>
Sahil advises, "Try to gather clues on how to disable her."
<html><br><br></html>
You focus in on your conversation with Trace.
<html><br><br></html>
<<set $ChoiceOrder to either("RightFirst", "WrongFirst")>>
<<if $ChoiceOrder is "RightFirst">>
<span id="Dialogue1"><<link "//What happened here?//">><<replace "#Dialogue1">>//What happened here?//<html><br><br></html><<display Rm7TraceConvoRightPathA>><</replace>><</link>>
<html><br></html>
<<link "//Let me pass or I'll force you to.//">><<replace "#Dialogue1">>//Let me pass or I'll force you to.//<html><br><br></html><<display Rm7TraceConvoWrongPathA>><</replace>><</link>></span>
<<else>>
<span id="Dialogue1"><<link "//Let me pass or I'll force you to.//">><<replace "#Dialogue1">>//Let me pass or I'll force you to.//<html><br><br></html><<display Rm7TraceConvoWrongPathA>><</replace>><</link>>
<html><br></html>
<<link "//What happened here?//">><<replace "#Dialogue1">>//What happened here?//<html><br><br></html><<display Rm7TraceConvoRightPathA>><</replace>><</link>></span>
<</if>>
<</nobr>><<nobr>>
<<if $Rm7TraceStatus is "waking">>
<<set $Rm7TraceStatus to "awake">>
As you approach the corpse again, it sits up, then stands and turns to look at you.
<html><br><br></html>
The Patrol officer is pretty, but unnatural—she has silvery skin, brown-copper hair, and bright green eyes. And the side of her head is stripped away, exposing flashing circuitry. "It's Trace, the android on the //Achilles//' crew," Sahil says.
<html><br><br></html>
"Welcome aboard the //Achilles//," she says in a deep, screeching monotone as she raises a plasma gun and points it at your chest.
<html><br></html>
<<display Rm7CommandDeckCorridor>>
<<else>>
<<set $Rm7TraceStatus to "waking">>
As you walk forward, it looks like the corpse in the middle of the room moves. You automatically retreat.
<html><br><br></html>
"Did you see that?" Sahil asks in your ear. If your AI noticed it too, you must not have imagined it, right?
<html><br></html>
<<display Rm7CommandDeckCorridor>>
<</if>>
<</nobr>><<nobr>>
Trace's eyes twitch unnaturally. "SHE reprogrammed me to not talk about what happened here. Please don't ask me about it again." She opens her mouth and closes it a few times. "Please."
<html><br><br></html>
<<set $ChoiceOrder to either("RightFirst", "WrongFirst")>>
<<if $ChoiceOrder is "RightFirst">>
<span id="Dialogue3"><<link "//Who is SHE?//">><<replace "#Dialogue3">>//Who is SHE?//<html><br><br></html><<display Rm7TraceConvoRightPathB>><</replace>><</link>>
<html><br></html>
<<link "//Did your so-called reprogramming make you commit mass murder?//">><<replace "#Dialogue3">>//Did your so-called reprogramming make you commit mass murder?//<html><br><br></html><<display Rm7TraceConvoWrongPathB>><</replace>><</link>></span>
<<else>>
<span id="Dialogue3"><<link "//Did your so-called reprogramming make you commit mass murder?//">><<replace "#Dialogue3">>//Did your so-called reprogramming make you commit mass murder?//<html><br><br></html><<display Rm7TraceConvoWrongPathB>><</replace>><</link>>
<html><br></html>
<<link "//Who is SHE?//">><<replace "#Dialogue3">>//Who is SHE?//<html><br><br></html><<display Rm7TraceConvoRightPathB>><</replace>><</link>></span>
<</if>>
<</nobr>><<nobr>>
"SHE is the acting captain, and I am programmed—reprogrammed—to follow HER orders and give away none of HER secrets." A moment passes. "SHE has made some mistakes, though."
<html><br><br></html>
<<set $ChoiceOrder to either("RightFirst", "WrongFirst")>>
<<if $ChoiceOrder is "RightFirst">>
<span id="Dialogue4"><<link "//What mistakes has she made?//">><<replace "#Dialogue4">>//What mistakes has she made?//<html><br><br></html><<display Rm7TraceConvoRightPathC>><</replace>><</link>>
<html><br></html>
<<link "//You have to tell me everything; fight your programming.//">><<replace "#Dialogue4">>//You have to tell me everything; fight your programming.//<html><br><br></html><<display Rm7TraceConvoWrongPathC>><</replace>><</link>></span>
<<else>>
<span id="Dialogue4"><<link "//You have to tell me everything; fight your programming.//">><<replace "#Dialogue4">>//You have to tell me everything; fight your programming.//<html><br><br></html><<display Rm7TraceConvoWrongPathC>><</replace>><</link>>
<html><br></html>
<<link "//What mistakes has she made?//">><<replace "#Dialogue4">>//What mistakes has she made?//<html><br><br></html><<display Rm7TraceConvoRightPathC>><</replace>><</link>></span>
<</if>>
<</nobr>><<nobr>>
"SHE left a weakness in my data core. A blaster fired on the right frequency will create a bloom effect and overload my sensory network. I'll shut down. But telling you the frequency would violate my new programming."<<set $Rm7FrequencyMentioned to true>>
<html><br><br></html>
<<set $ChoiceOrder to either("RightFirst", "WrongFirst")>>
<<if $ChoiceOrder is "RightFirst">>
<span id="Dialogue6"><<link "//Is there another way I can find the frequency?//">><<replace "#Dialogue6">>//Is there another way I can find the frequency?//<html><br><br></html><<display Rm7TraceConvoSuccessBetter>><</replace>><</link>>
<html><br></html>
<<link "//How can I reprogram you to do what I say?//">><<replace "#Dialogue6">>//How can I reprogram you to do what I say?//<html><br><br></html><<display Rm7TraceConvoSuccessWorse>><</replace>><</link>></span>
<<else>>
<span id="Dialogue6"><<link "//How can I reprogram you to do what I say?//">><<replace "#Dialogue6">>//How can I reprogram you to do what I say?//<html><br><br></html><<display Rm7TraceConvoSuccessWorse>><</replace>><</link>>
<html><br></html>
<<link "//Is there another way I can find the frequency?//">><<replace "#Dialogue6">>//Is there another way I can find the frequency?//<html><br><br></html><<display Rm7TraceConvoSuccessBetter>><</replace>><</link>></span>
<</if>>
<</nobr>><<nobr>>
"Please," Trace says. "I don't want to hurt you. I don't want to hurt anyone. My programming made me do... all this."
<html><br><br></html>
<<set $ChoiceOrder to either("RightFirst", "WrongFirst")>>
<<if $ChoiceOrder is "RightFirst">>
<span id="Dialogue2"><<link "//Your programming is responsible for what happened here?//">><<replace "#Dialogue2">>//Your programming is responsible for what happened here?//<html><br><br></html><<display Rm7TraceConvoRightPathA>><</replace>><</link>>
<html><br></html>
<<link "//You can't blame your programming when you commit mass murder.//">><<replace "#Dialogue2">>//You can't blame your programming when you commit mass murder.//<html><br><br></html><<display Rm7TraceConvoFailure>><</replace>><</link>></span>
<<else>>
<span id="Dialogue2"><<link "//You can't blame your programming when you commit mass murder.//">><<replace "#Dialogue2">>//You can't blame your programming when you commit mass murder.//<html><br><br></html><<display Rm7TraceConvoFailure>><</replace>><</link>>
<html><br></html>
<<link "//Your programming is responsible for what happened here?//">><<replace "#Dialogue2">>//Your programming is responsible for what happened here?//<html><br><br></html><<display Rm7TraceConvoRightPathA>><</replace>><</link>></span>
<</if>>
<</nobr>><<nobr>>
Her head jerks around unnaturally, like her neck is malfunctioning. "I told you, I can't talk about it. SHE reprogrammed me that way."
<html><br><br></html>
<<set $ChoiceOrder to either("RightFirst", "WrongFirst")>>
<<if $ChoiceOrder is "RightFirst">>
<span id="Dialogue3andAHalf"><<link "//Who are you talking about?//">><<replace "#Dialogue3andAHalf">>//Who are you talking about?//<html><br><br></html><<display Rm7TraceConvoRightPathB>><</replace>><</link>>
<html><br></html>
<<link "//So you're just a puppet.//">><<replace "#Dialogue3andAHalf">>//So you're just a puppet.//<html><br><br></html><<display Rm7TraceConvoFailure>><</replace>><</link>></span>
<<else>>
<span id="Dialogue3andAHalf"><<link "//So you're just a puppet.//">><<replace "#Dialogue3andAHalf">>//So you're just a puppet.//<html><br><br></html><<display Rm7TraceConvoFailure>><</replace>><</link>>
<html><br></html>
<<link "//Who are you talking about?//">><<replace "#Dialogue3andAHalf">>//Who are you talking about?//<html><br><br></html><<display Rm7TraceConvoRightPathB>><</replace>><</link>>
</span>
<</if>>
<</nobr>><<nobr>>
"I—I can't," she says, muscles twitching across her face. "HER reprogramming is too strong. The mistakes she made are my only hope for finding peace."
<html><br><br></html>
<<set $ChoiceOrder to either("RightFirst", "WrongFirst")>>
<<if $ChoiceOrder is "RightFirst">>
<span id="Dialogue5"><<link "//What are these mistakes you're talking about?//">><<replace "#Dialogue5">>//What are these mistakes you're talking about?//<html><br><br></html><<display Rm7TraceConvoRightPathC>><</replace>><</link>>
<html><br></html>
<<link "//You deserve to suffer for what you've done.//">><<replace "#Dialogue5">>//You deserve to suffer for what you've done.//<html><br><br></html><<display Rm7TraceConvoFailure>><</replace>><</link>></span>
<<else>>
<span id="Dialogue5"><<link "//You deserve to suffer for what you've done.//">><<replace "#Dialogue5">>//You deserve to suffer for what you've done.//<html><br><br></html><<display Rm7TraceConvoFailure>><</replace>><</link>>
<html><br></html>
<<link "//What are these mistakes you're talking about?//">><<replace "#Dialogue5">>//What are these mistakes you're talking about?//<html><br><br></html><<display Rm7TraceConvoRightPathC>><</replace>><</link>></span>
<</if>>
<</nobr>><<set $Rm7TraceConversationStatus to "InProgress">>"How could you say that to me?" She twitches so quickly her head becomes a blur. "I—I—I—have to stop talking. I'm going to erase this conversation from my memory. But please, try again. I want to help you." She closes her eyes and goes still.
"Hmm," Sahil says. "We still need more info on how to disable her. You should talk to her again."
<<display Rm7CommandDeckCorridor>>She shudders, as if in horror. It's an oddly human gesture. "Please, I am... faulty. You must find the frequency to set your blaster at and disable me."
<<display Rm7TraceConvoSuccessBetter>><<set $Rm7TraceConversationStatus to "FrequencyExplained">>She looks past you, to the bridge. "They almost found it. They were very close. They must have left clues..." A purple tear fall from one of her eyes. This android was built with the ability to cry.
"Please, I've told you what I can. Find the frequency. Stop me from what I've become."
<<display Rm7CommandDeckCorridor>><<nobr>>
<<if $CurrentRm is 1>>
You wouldn't normally think to change your blaster's frequency, but since Trace mentioned it...
<html><br><br></html>
The blaster's frequency is set to <<if $BlasterFrequency is 320>>the default, 320 MgHtz. You<<else>>$BlasterFrequency MgHtz. You<</if>> can change it to any whole number between 120 and 500 below.
<html><br><br></html>
Current frequency: $BlasterFrequency MgHtz
<html><br></html>
Type new frequency (120 to 500): <<textbox "$NewBlasterFrequency" "" "BlasterFilter" autofocus>>
<html><br></html>
[[Enter|BlasterFilter]]
<html><br></html>
<<display Rm1CorvusUndocked>>
<<else>>
<</if>>
<<if $CurrentRm is 2>>
You wouldn't normally think to change your blaster's frequency, but since Trace mentioned it...
<html><br><br></html>
The blaster's frequency is set to <<if $BlasterFrequency is 320>>the default, 320 MgHtz. You<<else>>$BlasterFrequency MgHtz. You<</if>> can change it to any whole number between 120 and 500 below.
<html><br><br></html>
Current frequency: $BlasterFrequency MgHtz
<html><br></html>
Type new frequency (120 to 500): <<textbox "$NewBlasterFrequency" "" "BlasterFilter" autofocus>>
<html><br></html>
[[Enter|BlasterFilter]]
<html><br></html>
<<display Rm2CorvusDocked>>
<<else>>
<</if>>
<<if $CurrentRm is 3>>
You wouldn't normally think to change your blaster's frequency, but since Trace mentioned it...
<html><br><br></html>
The blaster's frequency is set to <<if $BlasterFrequency is 320>>the default, 320 MgHtz. You<<else>>$BlasterFrequency MgHtz. You<</if>> can change it to any whole number between 120 and 500 below.
<html><br><br></html>
Current frequency: $BlasterFrequency MgHtz
<html><br></html>
Type new frequency (120 to 500): <<textbox "$NewBlasterFrequency" "" "BlasterFilter" autofocus>>
<html><br></html>
[[Enter|BlasterFilter]]
<html><br></html>
<<display Rm3ServiceDock>>
<<else>>
<</if>>
<<if $CurrentRm is 4>>
You wouldn't normally think to change your blaster's frequency, but since Trace mentioned it...
<html><br><br></html>
The blaster's frequency is set to <<if $BlasterFrequency is 320>>the default, 320 MgHtz. You<<else>>$BlasterFrequency MgHtz. You<</if>> can change it to any whole number between 120 and 500 below.
<html><br><br></html>
Current frequency: $BlasterFrequency MgHtz
<html><br></html>
Type new frequency (120 to 500): <<textbox "$NewBlasterFrequency" "" "BlasterFilter" autofocus>>
<html><br></html>
[[Enter|BlasterFilter]]
<html><br></html>
<<display Rm4Bridge>>
<<else>>
<</if>>
<<if $CurrentRm is 5>>
You wouldn't normally think to change your blaster's frequency, but since Trace mentioned it...
<html><br><br></html>
The blaster's frequency is set to <<if $BlasterFrequency is 320>>the default, 320 MgHtz. You<<else>>$BlasterFrequency MgHtz. You<</if>> can change it to any whole number between 120 and 500 below.
<html><br><br></html>
Current frequency: $BlasterFrequency MgHtz
<html><br></html>
Type new frequency (120 to 500): <<textbox "$NewBlasterFrequency" "" "BlasterFilter" autofocus>>
<html><br></html>
[[Enter|BlasterFilter]]
<html><br></html>
<<display Rm5CaptainsOffice>>
<<else>>
<</if>>
<<if $CurrentRm is 6>>
You wouldn't normally think to change your blaster's frequency, but since Trace mentioned it...
<html><br><br></html>
The blaster's frequency is set to <<if $BlasterFrequency is 320>>the default, 320 MgHtz. You<<else>>$BlasterFrequency MgHtz. You<</if>> can change it to any whole number between 120 and 500 below.
<html><br><br></html>
Current frequency: $BlasterFrequency MgHtz
<html><br></html>
Type new frequency (120 to 500): <<textbox "$NewBlasterFrequency" "" "BlasterFilter" autofocus>>
<html><br></html>
[[Enter|BlasterFilter]]
<html><br></html>
<<display Rm6BriefingRoom>>
<<else>>
<</if>>
<<if $CurrentRm is 7>>
You wouldn't normally think to change your blaster's frequency, but since Trace mentioned it...
<html><br><br></html>
The blaster's frequency is set to <<if $BlasterFrequency is 320>>the default, 320 MgHtz. You<<else>>$BlasterFrequency MgHtz. You<</if>> can change it to any whole number between 120 and 500 below.
<html><br><br></html>
Current frequency: $BlasterFrequency MgHtz
<html><br></html>
Type new frequency (120 to 500): <<textbox "$NewBlasterFrequency" "" "BlasterFilter" autofocus>>
<html><br></html>
[[Enter|BlasterFilter]]
<html><br></html>
<<display Rm7CommandDeckCorridor>>
<<else>>
<</if>>
<</nobr>><<nobr>>
<<if isNaN($NewBlasterFrequency) is true>>
<<set $BlasterFrequency to 320>>Looks like you entered something non-numerical; the blaster has returned to its default frequency, 320 MgHtz.
<<else>>
<<if $NewBlasterFrequency gt 500 or $NewBlasterFrequency lt 120>>
<<set $BlasterFrequency to 320>>Looks like you entered something that wasn't a whole number between 120 and 500; the blaster has returned to its default frequency, 320 MgHtz.
<<else>>
<<set $NewBlasterFrequency to Number($NewBlasterFrequency)>>
<<if Number.isInteger($NewBlasterFrequency) is true>>
<<set $BlasterFrequency to $NewBlasterFrequency>>You successfully reset the blaster frequency to $BlasterFrequency MgHtz.
<html><br></html>
<<else>>Looks like you entered something that isn't a whole number; the blaster has returned to its default frequency, 320 MgHtz.
<</if>>
<</if>>
<</if>>
<<if $CurrentRm is 1>><<display Rm1CorvusUndocked>><<else>><</if>>
<<if $CurrentRm is 2>><<display Rm2CorvusDocked>><<else>><</if>>
<<if $CurrentRm is 3>><<display Rm3ServiceDock>><<else>><</if>>
<<if $CurrentRm is 4>><<display Rm4Bridge>><<else>><</if>>
<<if $CurrentRm is 5>><<display Rm5CaptainsOffice>><<else>><</if>>
<<if $CurrentRm is 6>><<display Rm6BriefingRoom>><<else>><</if>>
<<if $CurrentRm is 7>><<display Rm7CommandDeckCorridor>><<else>><</if>>
<</nobr>>
<<set $Rm4BlastersExamined to true>>You find five different frequency settings among the blasters on the ground: 126, 156, 187, 431, and 479.
<<display Rm4Bridge>><<set $Rm7TraceStatus to "defeated">>Your blaster hits Trace, barely affecting her—but then she stiffens like a corpse. Her face, though, turns grateful.
"You have successfully found the frequency to disable me," she intones. "Thank you for—"
Her words break off as she falls to the ground.
<<display Rm7CommandDeckCorridor>><<nobr>>
<<set $Rm7CombatTraceMove to either("Blaster", "ForceShield", "PhysicalAttack")>>
<<if $Rm7CombatTraceMove is "Blaster">>
<<set $Rm7CombatTraceForceShieldCounter to 0>>
<<set $Rm7CombatTracePhysicalAttackCounter to 0>>
<<set $Rm7CombatTraceBlasterCounter += 1>>
<<if $Rm7CombatTraceBlasterCounter gt 3>>
<<set $Rm7CombatTraceMove to either ("ForceShield", "PhysicalAttack")>>
<<else>>
<</if>>
<<else>>
<</if>>
<<if $Rm7CombatTraceMove is "ForceShield">>
<<set $Rm7CombatTraceBlasterCounter to 0>>
<<set $Rm7CombatTracePhysicalAttackCounter to 0>>
<<set $Rm7CombatTraceForceShieldCounter += 1>>
<<if $Rm7CombatTraceForceShieldCounter gt 3>>
<<set $Rm7CombatTraceMove to either ("Blaster", "PhysicalAttack")>>
<<else>>
<</if>>
<<else>>
<</if>>
<<if $Rm7CombatTraceMove is "PhysicalAttack">>
<<set $Rm7CombatTraceBlasterCounter to 0>>
<<set $Rm7CombatTraceForceShieldCounter to 0>>
<<set $Rm7CombatTracePhysicalAttackCounter += 1>>
<<if $Rm7CombatTracePhysicalAttackCounter gt 3>>
<<set $Rm7CombatTraceMove to either ("Blaster", "ForceShield")>>
<<else>>
<</if>>
<<else>>
<</if>>
<<display Rm7Combat>>
<</nobr>><<nobr>>
<!--
This is coded so that Trace's reflexes don't trigger too often, and is encouraged to mostly vary back and forth. Currently, Trace's reflexes can't trigger twice in a row. They also can't *not* trigger more than three times in a row. Inside these rules, they trigger 50% of the time.
-->
<<set $Rm7CombatTraceReflexes to either("true", "false")>>
<<if $Rm7CombatTraceReflexes is "true">>
<<if $Rm7CombatTraceReflexesTracker is "TriggeredOnce">>
<<set $Rm7CombatTraceReflexes to "false">>
<<set $Rm7CombatTraceReflexesTracker to "NotTriggeredOnce">>
<<else>>
<<set $Rm7CombatTraceReflexesTracker to "TriggeredOnce">>
<</if>>
<<else>>
<<if $Rm7CombatTraceReflexesTracker is "NotTriggeredThreeTimes">>
<<set $Rm7CombatTraceReflexes to "true">>
<<set $Rm7CombatTraceReflexesTracker to "TriggeredOnce">>
<<else>><</if>>
<<if $Rm7CombatTraceReflexesTracker is "NotTriggeredTwice">>
<<set $Rm7CombatTraceReflexesTracker to "NotTriggeredThreeTimes">>
<<else>><</if>>
<<if $Rm7CombatTraceReflexesTracker is "NotTriggeredOnce">>
<<set $Rm7CombatTraceReflexesTracker to "NotTriggeredTwice">>
<<else>><</if>>
<<if $Rm7CombatTraceReflexesTracker is "TriggeredOnce">>
<<set $Rm7CombatTraceReflexesTracker to "NotTriggeredOnce">>
<<else>><</if>>
<</if>>
<<if $Rm7CombatTraceReflexes is "true">>
<<if $Rm7PlayerAttack is "Blaster">>
<<set $Rm7CombatTraceMove to "ForceShield">>
<<else>><</if>>
<<if $Rm7PlayerAttack is "ForceShield">>
<<set $Rm7CombatTraceMove to "PhysicalAttack">>
<<else>><</if>>
<<if $Rm7PlayerAttack is "PhysicalAttack">>
<<set $Rm7CombatTraceMove to "Blaster">>
<<else>><</if>>
Trace's lightning reflexes trigger; she anticipates your move!
<html><br><br></html>
<<else>><</if>>
<</nobr>><<nobr>>
<<if $BlasterFrequency is 258>>
<<display Rm7TraceDisabled>>
<<else>>
<<set $Rm7PlayerAttack to "Blaster">>
<<display Rm7CombatTraceCounter>>
<<if $Rm7CombatTraceMove is "Blaster">>
You use your blaster, but Trace does the same—and your two plasma beams cancel each other out.
<<else>><</if>>
<<if $Rm7CombatTraceMove is "ForceShield">>
<<display Rm7CombatTraceAttackDamage>>
<<set $LifePoints -=$Rm7TraceAttackDamage>>
You use your blaster, but Trace activates her force shield, bouncing your beam back at you and doing $Rm7TraceAttackDamage points of damage to you.
<<else>><</if>>
<<if $Rm7CombatTraceMove is "PhysicalAttack">>
<<display Rm7CombatPlayerAttackDamage>>
<<set $Rm7TraceLifePoints -=$Rm7PlayerAttackDamage>>
You use your blaster, and Trace attempts a physical attack—leaving her wide open to your plasma beam. You do $Rm7PlayerAttackDamage points of damage to her.
<<else>><</if>>
<<if $LifePoints lt 1>>
<html><br><br></html>
<<display Rm7CombatDeath>>
<<else>>
<<if $Rm7TraceLifePoints lt 1>>
<html><br><br></html>
<<display Rm7CombatTraceDefeated>>
<<else>>
<html><br><br></html>
<<display Rm7PreCombatTraceMove>>
<</if>><</if>><</if>>
<</nobr>><<nobr>>
<<set $Rm7PlayerAttack to "ForceShield">>
<<display Rm7CombatTraceCounter>>
<<if $Rm7CombatTraceMove is "Blaster">>
<<display Rm7CombatPlayerAttackDamage>>
<<set $Rm7TraceLifePoints -=$Rm7PlayerAttackDamage>>
You use your force shield, and Trace attempts to blast you—but her beam bounces back at her, doing $Rm7PlayerAttackDamage points of damage to her.
<<else>><</if>>
<<if $Rm7CombatTraceMove is "ForceShield">>
You use your force shield, but Trace does the same—so nothing happens.
<<else>><</if>>
<<if $Rm7CombatTraceMove is "PhysicalAttack">>
<<display Rm7CombatTraceAttackDamage>>
<<set $LifePoints -=$Rm7TraceAttackDamage>>
You use your force shield, but Trace chooses a physical attack—and her punch goes right through your force shield, doing $Rm7TraceAttackDamage points of damage to you.
<<else>><</if>>
<<if $LifePoints lt 1>>
<html><br><br></html>
<<display Rm7CombatDeath>>
<<else>>
<<if $Rm7TraceLifePoints lt 1>>
<html><br><br></html>
<<display Rm7CombatTraceDefeated>>
<<else>>
<html><br><br></html>
<<display Rm7PreCombatTraceMove>>
<</if>><</if>>
<</nobr>><<nobr>>
<<set $Rm7PlayerAttack to "PhysicalAttack">>
<<display Rm7CombatTraceCounter>>
<<if $Rm7CombatTraceMove is "Blaster">>
<<display Rm7CombatTraceAttackDamage>>
<<set $LifePoints -=$Rm7TraceAttackDamage>>
You use a physical attack, but Trace shoots you with her blaster—and you are wide open to her plasma beam, which does $Rm7TraceAttackDamage points of damage to you.
<<else>><</if>>
<<if $Rm7CombatTraceMove is "ForceShield">>
<<display Rm7CombatPlayerAttackDamage>>
<<set $Rm7TraceLifePoints -=$Rm7PlayerAttackDamage>>
You use a physical attack, and Trace lifts her force shield—but your fist passes right through it, doing $Rm7PlayerAttackDamage points of damage to her.
<<else>><</if>>
<<if $Rm7CombatTraceMove is "PhysicalAttack">>
You use a physical attack, but Trace does the same. You grapple briefly, but do no damage to each other.
<<else>><</if>>
<<if $LifePoints lt 1>>
<html><br><br></html>
<<display Rm7CombatDeath>>
<<else>>
<<if $Rm7TraceLifePoints lt 1>>
<html><br><br></html>
<<display Rm7CombatTraceDefeated>>
<<else>>
<html><br><br></html>
<<display Rm7PreCombatTraceMove>>
<</if>><</if>>
<</nobr>><<nobr>>
As you ready for an attack,
<<if $Rm7CombatTraceMove is "Blaster">>
Trace's trigger finger twiches.
<<else>>
<<if $Rm7CombatTraceMove is "ForceShield">>
Trace's hand drifts to her side.
<<else>>
Trace's free hand clenches into a fist.<</if>><</if>>
<html><br></html>
<center>------------------------
<html><br></html>
''COMBAT''
<html><br></html>
------------------------</center>
You are facing Trace in combat.
<html><br><br></html>
Your life points: $LifePoints
<html><br></html>
Trace's life points: $Rm7TraceLifePoints
<span id="ShowButtonOrHideButton"><<display Rm7ShowCombatExplanationButton>></span><span id="CombatExplanation"></span>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Use Blaster|Rm7CombatBlaster]]
<html><br></html>
[[Use Force Shield|Rm7CombatForceShield]]
<html><br></html>
[[Use Physical Attack|Rm7CombatPhysicalAttack]]
<html><br><br></html>
------ ''EXITS'' ------
<html><br></html>
[[East|Rm7CombatFlee]] is the bridge—an escape from combat—but dare you turn your back on Trace?
<</nobr>><<nobr>>
As soon as you turn your back, Trace fires her blaster at you.
<<set $Rm7TraceFleeAttack to either ("true", "false", "false")>>
<html><br><br></html>
<<if $Rm7TraceFleeAttack is "true">>
<<set $Rm7TraceFleeAttackDamage to either ("4", "5", "6")>>
<<set $LifePoints -=$Rm7TraceFleeAttackDamage>>
Trace's beam hits, doing $Rm7TraceFleeAttackDamage points of damage to you.
<<if $LifePoints lt 1>>
<html><br><br></html>
<<display Rm7CombatDeath>>
<<else>>
But you still manage to escape.
<html><br></html>
<<display Rm4Bridge>>
<</if>>
<<else>>
She misses, and you escape to the bridge unharmed.
<html><br></html>
<<if $LifePoints lt 20>>
<html><br></html>
"You took some damage in that combat," Sahil says. "You can heal yourself with the med-unit back on the //Corvus//. Maybe do that before facing Trace again?"
<html><br></html>
<<else>><</if>>
<<display Rm4Bridge>>
<</if>>
<</nobr>>Trace's attack is the killing blow! You collapse, your final thoughts on how the mystery of the //Achilles// will never be solved—at least not by you.<<set $PlayerDead to true>>
<<display EndAccounting>><<nobr>>
<center>------------------------
<html><br></html>
''COMBAT EXPLANATION''
<html><br></html>
------------------------</center>
Like a deadly game of rock-scissors-paper, modern combat is fought with three tools: blaster, force shield, and physical attack. A blaster defeats a physical attack (you shoot your opponent before they can punch you), a force shield defeats a blaster (bouncing it back on the attacker), and a physical attack defeats a force shield (a punch penetrates the shield). In short: Blaster defeats physical attack, physical attack defeats force shield, force shield defeats blaster.
<html><br><br></html>
Also, each attack does nothing against itself—two blasters defuse each other, force shields don't interact, and two physical attacks turn into a harmless grapple.
<html><br><br></html>
You have no special abilities, but Trace's reflexes allow her to sometimes anticipate your move.
<html><br><br></html>
You can retreat from combat, but your opponent will get a free attack on you—although she might miss. However, you may be able to heal elsewhere and return to combat refreshed, while Trace has no way to heal.
<html><br><br></html>
<<link "Hide Explanation">><<replace "#CombatExplanation">><</replace>><<replace "#ShowButtonOrHideButton">><<display Rm7ShowCombatExplanationButton>><</replace>><</link>>
<</nobr>><<nobr>>
<html><br><br></html>
<<link "Show Combat Explanation">><<replace "#CombatExplanation">><<display Rm7CombatExplanation>><</replace>><<replace "#ShowButtonOrHideButton">><</replace>><</link>>
<</nobr>><<set $Rm7TraceStatus to "defeated">>Your attack drains the last of Trace's health. "Thank... you..." she whispers, before slumping to the ground. She lies there facedown, much as you found her.
<<display Rm7CommandDeckCorridor>><<set $Rm7PlayerAttackDamage to either("3", "4", "5")>><<set $Rm7TraceAttackDamage to either("5", "6", "7")>>As you step back into the corridor, Trace says, "My combat subroutine is paused. Do you return to fight or not to fight?"
How do you answer?
[[Fight.|Rm7PreCombatTraceMove]]
[[Not to fight.|Rm7CombatPause]]<<nobr>>
<<set $LifePoints to 20>>
The med-unit gets you back up to full health.
<html><br></html>
<</nobr>><<display Rm2CorvusDocked>><<nobr>>
<<set $Rm7TraceStatus to "awake">>
You fire on the moving corpse, and it shakes off the blast, sits up, then stands and turns to look at you.
<html><br><br></html>
The Patrol officer is pretty, but unnatural—she has silvery skin, brown-copper hair, and bright green eyes. And the side of her head is stripped away, exposing flashing circuitry. "It's Trace, the android on the //Achilles//' crew," Sahil says.
<html><br><br></html>
"Welcome aboard the //Achilles//," she says in a deep, screeching monotone as she raises a plasma gun and points it at your chest.
<html><br></html>
<<display Rm7CommandDeckCorridor>>
<</nobr>><<nobr>>
<<set $LifePoints to 20>>
The med-unit gets you back up to full health.
<html><br></html>
<</nobr>><<display Rm1CorvusUndocked>><<set $Rm7TraceStatus to "CombatPaused">>Trace relaxes. "I do not wish to fight," Trace says. "But my reprogramming demands that I... " She trails off, shuddering.
<<display Rm7CommandDeckCorridor>><<nobr>>
The door to the Science Lab doesn't open; instead it asks you for a passcode.<<set $Rm7PasscodeLockDiscovered to true>>
<html><br><br></html>
<<if $Rm21LuisaStatus is "FetchQuest2Assigned">>
"Luisa in Main Engineering gave us the passcode," Sahil says. "You just neet to input it."
<<else>>
"Hmm," Sahil says, "someone placed an additional security lock on this door. With the ship's network largely closed off to me, hacking in will be very difficult. You should look for clues deeper in the ship for the passcode to unlock this door."
<</if>>
<html><br></html>
<</nobr>><<display Rm7CommandDeckCorridor>><<nobr>>
<<if $InLimbo is true>>
<<else>>
<<display Map>>
<html><br><br><br><br><br><br><br><br><br></html>
<<if $Rm26EliasStatus is "SelfDestructActivated" and $SelfDestructCount gte 1 and $Rm30Discovered isnot true>>
<html><br><br></html>
<countdown>SELF-DESTRUCT IN $SelfDestructCount
<<if $SelfDestructCount is 1>>
DECA-SECOND
<<else>>
DECA-SECONDS
<</if>>
</countdown>
<<set $SelfDestructCount -= 1>>
<<else>><</if>>
<<if $LifePoints lt 20>>
<html><br><br></html>
Life Points: $LifePoints
(out of 20)
<<else>><</if>>
<<if $ItemsInInventory gt 0>>
<html><br><br></html>
Inventory:
<<if $Rm26EliasStatus is "FetchQuest1Assigned">>
<html><br></html>
Data Chip
<<else>><</if>>
<<if $AnomalyInInventory is true>>
<html><br></html>
Time-Space Anomaly
<<else>><</if>>
<<if $WarpEngineCodeInInventory is true>>
<html><br></html>
Warp Engine Code
<<else>><</if>>
<<if $Rm14WaterJugTaken or $Rm1CorvusWaterJugTaken is true>><<if $Rm21WaterJugGivenToLuisa isnot true>>
<html><br></html>
Water Jug
<<if $LuisaWaterJugStatus is "Full">>
(full)
<<else>><</if>>
<<if $LuisaWaterJugStatus is "TwoThirdsFull">>
(two-thirds full)
<<else>><</if>>
<<if $LuisaWaterJugStatus is "OneThirdFull">>
(one-third full)
<<else>><</if>>
<<if $LuisaWaterJugStatus is "Empty">>
(empty)
<<else>><</if>>
<<else>><</if>>
<<else>><</if>>
<<else>><</if>>
<</if>>
<</nobr>>
<<nobr>>
<<if $CurrentRm is 32>>
<<else>>
<<if $CurrentRm is 30 or $CurrentRm is 31>>
<html><img src="FallOfTheAchillesImages/Rm30andRm31Confusion.png" alt=""></html>
<<else>>
<<if $CurrentRm is 34>>
<html><img src="FallOfTheAchillesImages/GreenFill.png" alt=""></html>
<<else>>
<<if $CurrentDeck is "corvus">>
<html><img src="FallOfTheAchillesImages/CORVUS.png" alt=""></html>
<<if $AchillesSelfDestructEnding is true>>
<<else>>
<html><img src="FallOfTheAchillesImages/AchillesOutline.png" alt=""></html>
<</if>>
<html><img src="FallOfTheAchillesImages/Rm1CorvusUndocked.png" alt=""></html>
<html><img src="FallOfTheAchillesImages/Rm1CorvusUndockedOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentDeck is "command">>
<html><img src="FallOfTheAchillesImages/COMMAND-DECK.png" alt=""></html>
<html><img src="FallOfTheAchillesImages/AchillesOutline.png" alt=""></html>
<html><img src="FallOfTheAchillesImages/Rm2CorvusDocked.png" alt=""></html>
<<if $Rm3Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm3ServiceDock.png" alt=""></html>
<<else>><</if>>
<<if $Rm4Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm4Bridge.png" alt=""></html>
<<else>><</if>>
<<if $Rm5Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm5CaptainsOffice.png" alt=""></html>
<<else>><</if>>
<<if $Rm6Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm6CommandRoom.png" alt=""></html>
<<else>><</if>>
<<if $Rm7Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm7CommandDeckCorridor.png" alt=""></html>
<<else>><</if>>
<<if $Rm8Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm8ScienceLab.png" alt=""></html>
<<else>><</if>>
<<if $Rm9Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm9ElevatronCommandDeck.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 2>>
<html><img src="FallOfTheAchillesImages/Rm2CorvusDocked.png" alt=""></html>
<html><img src="FallOfTheAchillesImages/Rm2CorvusDockedOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 3>>
<html><img src="FallOfTheAchillesImages/Rm3ServiceDockOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 4>>
<html><img src="FallOfTheAchillesImages/Rm4BridgeOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 5>>
<html><img src="FallOfTheAchillesImages/Rm5CaptainsOfficeOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 6>>
<html><img src="FallOfTheAchillesImages/Rm6CommandRoomOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 7>>
<html><img src="FallOfTheAchillesImages/Rm7CommandDeckCorridorOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 8>>
<html><img src="FallOfTheAchillesImages/Rm8ScienceLabOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 9>>
<html><img src="FallOfTheAchillesImages/Rm9ElevatronCommandDeckOccupied.png" alt=""></html>
<<else>><</if>>
<<else>><</if>>
<<if $CurrentDeck is "main">>
<html><img src="FallOfTheAchillesImages/MAIN-DECK.png" alt=""></html>
<html><img src="FallOfTheAchillesImages/AchillesOutlineD2.png" alt=""></html>
<<if $Rm10Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm10MainCorridorEast.png" alt=""></html>
<<else>><</if>>
<<if $Rm11Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm11ElevatronMainDeck.png" alt=""></html>
<<else>><</if>>
<<if $Rm12Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm12MainCorridorNorth.png" alt=""></html>
<<else>><</if>>
<<if $Rm13Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm13MainCorridorSouth.png" alt=""></html>
<<else>><</if>>
<<if $Rm14Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm14ForwardLounge.png" alt=""></html>
<<else>><</if>>
<<if $Rm15Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm15MessHall.png" alt=""></html>
<<else>><</if>>
<<if $Rm16Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm16HydroponicsBay.png" alt=""></html>
<<else>><</if>>
<<if $Rm17Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm17Medbay.png" alt=""></html>
<<else>><</if>>
<<if $Rm18Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm18DoctorsOffice.png" alt=""></html>
<<else>><</if>>
<<if $Rm19Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm19Morgue.png" alt=""></html>
<<else>><</if>>
<<if $Rm20Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm20ComputerBay.png" alt=""></html>
<<else>><</if>>
<<if $Rm21Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm21MainEngineering.png" alt=""></html>
<<else>><</if>>
<<if $Rm22Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm22EngineeringCommand.png" alt=""></html>
<<else>><</if>>
<<if $Rm23Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm23WarpCoreControl.png" alt=""></html>
<<else>><</if>>
<<if $Rm24Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm24NorthResidences.png" alt=""></html>
<<else>><</if>>
<<if $Rm25Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm25SouthResidences.png" alt=""></html>
<<else>><</if>>
<<if $Rm26Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm26VirtualityRoom.png" alt=""></html>
<<else>><</if>>
<<if $Rm27Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm27CaptainsSuite.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 10>>
<html><img src="FallOfTheAchillesImages/Rm10MainCorridorEastOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 11>>
<html><img src="FallOfTheAchillesImages/Rm11ElevatronMainDeckOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 12>>
<html><img src="FallOfTheAchillesImages/Rm12MainCorridorNorthOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 13>>
<html><img src="FallOfTheAchillesImages/Rm13MainCorridorSouthOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 14>>
<html><img src="FallOfTheAchillesImages/Rm14ForwardLoungeOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 15>>
<html><img src="FallOfTheAchillesImages/Rm15MessHallOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 16>>
<html><img src="FallOfTheAchillesImages/Rm16HydroponicsBayOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 17>>
<html><img src="FallOfTheAchillesImages/Rm17MedbayOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 18>>
<html><img src="FallOfTheAchillesImages/Rm18DoctorsOfficeOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 19>>
<html><img src="FallOfTheAchillesImages/Rm19MorgueOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 20>>
<html><img src="FallOfTheAchillesImages/Rm20ComputerBayOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 21>>
<html><img src="FallOfTheAchillesImages/Rm21MainEngineeringOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 22>>
<html><img src="FallOfTheAchillesImages/Rm22EngineeringCommandOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 23>>
<html><img src="FallOfTheAchillesImages/Rm23WarpCoreControlOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 24>>
<html><img src="FallOfTheAchillesImages/Rm24NorthResidencesOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 25>>
<html><img src="FallOfTheAchillesImages/Rm25SouthResidencesOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 26>>
<html><img src="FallOfTheAchillesImages/Rm26VirtualityRoomOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 27>>
<html><img src="FallOfTheAchillesImages/Rm27CaptainsSuiteOccupied.png" alt=""></html>
<<else>><</if>>
<<else>><</if>>
<<if $CurrentDeck is "service">>
<html><img src="FallOfTheAchillesImages/SERVICE-DECK.png" alt=""></html>
<html><img src="FallOfTheAchillesImages/AchillesOutlineD2.png" alt=""></html>
<<if $Rm28Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm28ServiceDeckCorridor.png" alt=""></html>
<<else>><</if>>
<<if $Rm29Discovered is true>>
<html><img src="FallOfTheAchillesImages/Rm29StorageBay.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 28>>
<html><img src="FallOfTheAchillesImages/Rm28ServiceDeckCorridorOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 29>>
<html><img src="FallOfTheAchillesImages/Rm29StorageBayOccupied.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 32>>
<html><img src="FallOfTheAchillesImages/Rm29StorageBayOccupied.png" alt=""></html>
<<else>><</if>>
<<else>><</if>>
<</if>>
<</if>>
<</if>>
<html><img src="FallOfTheAchillesImages/Border.png" alt=""></html>
<</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''MAIN CORRIDOR EAST''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 10>>
<<set $Rm10Discovered to true>>
You’re in the east part of the large corridor on the main deck. Massive, dried, and darkened pools of blood cover the carpeted hallway and chrome walls—but there are no bodies.
<html><br><br></html>
The floor is scorched open near the elevatron, revealing devastation below.
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<!--A1--><<if $SelfDestructCount is 1>>
The corridor goes [[north|SelfDestructDeath]] and then takes a turn, and also [[south|SelfDestructDeath]] and then takes a turn.
<html><br></html>
<!--B1--><<if $MainDeckUnlocked is true>>
<!--C1--><<if $Rm14Discovered is true>>
[[East|SelfDestructDeath]] lies a large doorway into the ship's lounge.
<!--C2--><<else>>
[[East|SelfDestructDeath]] lies a large doorway, marked "Lounge."
<!--C3--><</if>>
<html><br></html>
[[Southeast|SelfDestructDeath]] lies the elevatron back up to the command deck.
<html><br></html>
<!--D1--><<if $Rm15Discovered is true>>
[[West|SelfDestructDeath]] is another large doorway, leading to the Mess Hall.
<!--D2--><<else>>
[[West|SelfDestructDeath]] is another large doorway, marked "Mess."
<!--D3--><</if>>
<!--B2--><<else>>
<!--E1--><<if $MainDeckHackAssembled is true>>
[[East|SelfDestructDeath]] lies a large doorway, marked "Lounge."
<html><br></html>
[[Southeast|SelfDestructDeath]] lies the elevatron back up to the command deck.
<html><br></html>
[[West|SelfDestructDeath]] is another large doorway, marked "Mess."
<!--E2--><<else>>
[[East|SelfDestructDeath]] lies a large doorway, marked "Lounge."
<html><br></html>
[[Southeast|SelfDestructDeath]] lies the elevatron back up to the command deck.
<html><br></html>
[[West|SelfDestructDeath]] is another large doorway, marked "Mess."
<!--E3--><</if>>
<!--B3--><</if>>
<!--A2--><<else>>
The corridor goes [[north|Rm12MainCorridorNorth]] and then takes a turn, and also [[south|Rm13MainCorridorSouth]] and then takes a turn.
<html><br></html>
<!--F1--><<if $MainDeckUnlocked is true>>
<!--G1--><<if $Rm14Discovered is true>>
[[East|Rm14ForwardLounge]] lies a large doorway into the ship's lounge.
<!--G2--><<else>>
[[East|Rm14ForwardLounge]] lies a large doorway, marked "Lounge."
<!--G3--><</if>>
<html><br></html>
<<if $Rm26EliasStatus is "SelfDestructActivated" and $Rm10LeavingEliasWarningGiven isnot true and $Rm13EliasIsStaying isnot true>>
[[Southeast|Rm10LeavingEliasWarning]] lies the elevatron back up to the command deck.
<<else>>
[[Southeast|Rm11ElevatronMainDeck]] lies the elevatron back up to the command deck.
<</if>>
<html><br></html>
<!--H1--><<if $Rm15Discovered is true>>
[[West|Rm15MessHall]] is another large doorway, leading to the Mess Hall.
<!--H2--><<else>>
[[West|Rm15MessHall]] is another large doorway, marked "Mess."
<!--H3--><</if>>
<!--F2--><<else>>
<!--I1--><<if $MainDeckHackAssembled is true>>
[[East|Rm14ForwardLoungeHacked]] lies a large doorway, marked "Lounge."
<html><br></html>
[[Southeast|Rm11ElevatronMainDeckHacked]] lies the elevatron back up to the command deck.
<html><br></html>
[[West|Rm15MessHallHacked]] is another large doorway, marked "Mess."
<!--I2--><<else>>
[[East|Rm10MainDeckLocked]] lies a large doorway, marked "Lounge."
<html><br></html>
[[Southeast|Rm10MainDeckLocked]] lies the elevatron back up to the command deck.
<html><br></html>
[[West|Rm10MainDeckLocked]] is another large doorway, marked "Mess."
<!--I3--><</if>>
<!--F3--><</if>>
<!--A3--><</if>><</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''MAIN CORRIDOR NORTH''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 12>>
<<set $Rm12Discovered to true>>
Except for the dim emergency lighting and the absence of people, this stretch of the corridor looks normal.
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<!--A1--><<if $SelfDestructCount is 1>>
<!--B1--><<if $MainDeckUnlocked is true>>
<!--C1--><<if $Rm20Discovered is true>>
[[North|SelfDestructDeath]] is the ship's Computer Bay.
<!--C2--><<else>>
[[North|SelfDestructDeath]] is a door marked "Main Computer."
<!--C3--><</if>>
<html><br></html>
If you go [[east|SelfDestructDeath]] along the corridor, you'll hit a right turn heading south.
<html><br></html>
<!--D1--><<if $Rm17Discovered is true>>
[[South|SelfDestructDeath]] is the Medical Bay.
<!--D2--><<else>>
[[South|SelfDestructDeath]] is a door marked "Medical Bay."
<!--D3--><</if>>
<html><br></html>
<!--E1--><<if $Rm21Discovered is true>>
[[West|SelfDestructDeath]] is the ship's engineering section.
<!--E2--><<else>>
[[West|SelfDestructDeath]] is a large door marked "Engineering."
<!--E3--><</if>>
<!--B2--><<else>>
<!--F1--><<if $MainDeckHackAssembled is true>>
[[North|SelfDestructDeath]] is a door marked "Main Computer."
<html><br></html>
If you go [[east|SelfDestructDeath]] along the corridor, you'll hit a right turn heading south.
<html><br></html>
[[South|SelfDestructDeath]] is a door marked "Medical Bay."
<html><br></html>
[[West|SelfDestructDeath]] is a large door marked "Engineering."
<!--F2--><<else>>
[[North|SelfDestructDeath]] is a door marked "Main Computer."
<html><br></html>
If you go [[east|SelfDestructDeath]] along the corridor, you'll hit a right turn heading south.
<html><br></html>
[[South|SelfDestructDeath]] is a door marked "Medical Bay."
<html><br></html>
[[West|SelfDestructDeath]] is a large door marked "Engineering."
<!--F3--><</if>>
<!--B3--><</if>>
<!--A2--><<else>>
<!--G1--><<if $MainDeckUnlocked is true>>
<!--H1--><<if $Rm26EliasStatus is "FetchQuest4Assigned">>
<!--I1--><<if $Rm12EliasWarnedAboutWandering is true>>
<!--J1--><<if $Rm20Discovered is true>>
[[North|Rm20SelfDestructStarts]] is the ship's Computer Bay.
<!--J2--><<else>>
[[North|Rm20SelfDestructStarts]] is a door marked "Main Computer."
<!--J3--><</if>>
<!--I2--><<else>>
<!--K1--><<if $Rm20Discovered is true>>
[[North|Rm12EliasSelfDestructWarning]] is the ship's Computer Bay.
<!--K2--><<else>>
[[North|Rm12EliasSelfDestructWarning]] is a door marked "Main Computer."
<!--K3--><</if>>
<!--I3--><</if>>
<!--H2--><<else>>
<!--L1--><<if $Rm20Discovered is true>>
[[North|Rm20ComputerBay]] is the ship's Computer Bay.
<!--L2--><<else>>
[[North|Rm20ComputerBay]] is a door marked "Main Computer."
<!--L3--><</if>>
<!--H3--><</if>>
<html><br></html>
<!--M1--><<if $Rm26EliasStatus is "FetchQuest4Assigned">>
<!--N1--><<if $Rm12EliasWarnedAboutWandering is true>>
If you go [[east|Rm10SelfDestructStarts]] along the corridor, you'll hit a right turn heading south.
<!--N2--><<else>>
If you go [[east|Rm12EliasSelfDestructWarning]] along the corridor, you'll hit a right turn heading south.
<!--N3--><</if>>
<!--M2--><<else>>
If you go [[east|Rm10MainCorridorEast]] along the corridor, you'll hit a right turn heading south.
<!--M3--><</if>>
<html><br></html>
<!--O1--><<if $Rm17Discovered is true>>
[[South|Rm17MedicalBay]] is the Medical Bay.
<!--O2--><<else>>
[[South|Rm17MedicalBay]] is a door marked "Medical Bay."
<!--O3--><</if>>
<html><br></html>
<!--P1--><<if $Rm21Discovered is true>>
[[West|Rm21Sorting]] is the ship's engineering section.
<!--P2--><<else>>
[[West|Rm21Sorting]] is a large door marked "Engineering."
<!--P3--><</if>>
<!--G2--><<else>>
<!--Q1--><<if $MainDeckHackAssembled is true>>
[[North|Rm20ComputerBayHacked]] is a door marked "Main Computer."
<html><br></html>
If you go [[east|Rm10MainCorridorEast]] along the corridor, you'll hit a right turn heading south.
<html><br></html>
[[South|Rm17MedicalBayHacked]] is a door marked "Medical Bay."
<html><br></html>
[[West|Rm21SortingHacked]] is a large door marked "Engineering."
<!--Q2--><<else>>
[[North|Rm12MainDeckLocked]] is a door marked "Main Computer."
<html><br></html>
If you go [[east|Rm10MainCorridorEast]] along the corridor, you'll hit a right turn heading south.
<html><br></html>
[[South|Rm12MainDeckLocked]] is a door marked "Medical Bay."
<html><br></html>
[[West|Rm12MainDeckLocked]] is a large door marked "Engineering."
<!--Q3--><</if>>
<!--G3--><</if>>
<!--A3--><</if>>
<</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''MAIN CORRIDOR SOUTH''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 13>>
<<set $Rm13Discovered to true>>
Devastation reigns in the southern stretch of this corridor. The residential areas of the ship have been torn apart, with personal belongings, furnishings, and even pieces of the walls and doors strewn across the hallway.
<html><br><br></html>
Only at the far end do the ship’s bulkheads remain intact.
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<<if $SelfDestructCount is 1>>
[[North|SelfDestructDeath]] is one line of trashed quarters.
<html><br></html>
If you go [[east|SelfDestructDeath]] along the corridor, you'll hit a left turn heading north.
<html><br></html>
[[South|SelfDestructDeath]] lies another set of destroyed residences.
<html><br></html>
<<if $MainDeckUnlocked is true>>
<<if $Rm27Discovered is true>>
[[Southwest|SelfDestructDeath]] is the Captain's Suite.
<<else>>
[[Southwest|SelfDestructDeath]] is a door to what seems to be the only intact residential area.
<</if>>
<html><br></html>
<<if $Rm26EliasStatus is "KilledByLuisa">>
<<if $Rm26Discovered is true>>
[[West|SelfDestructDeath][$Rm26SimulationCount += 1]] is the Virtuality Room—its door now heavily dented outward and scored with splashes of soot.
<<else>>
[[West|SelfDestructDeath][$Rm26SimulationCount += 1]] is a door that's heavily dented outward and scored with splashes of soot. Its "Virtuality" label is now barely readable.
<</if>>
<<else>>
<<if $Rm26Discovered is true>>
[[West|SelfDestructDeath][$Rm26SimulationCount += 1]] is the Virtuality Room.
<<else>>
[[West|SelfDestructDeath][$Rm26SimulationCount += 1]] is a large door marked "Virtuality."
<</if>>
<</if>>
<<else>>
<<if $MainDeckHackAssembled is true>>
[[Southwest|SelfDestructDeath]] is a door to what seems to be the only intact residential area.
<html><br></html>
[[West|SelfDestructDeath]] is a large door marked "Virtuality."
<<else>>
[[Southwest|SelfDestructDeath]] is a door to what seems to be the only intact residential area.
<html><br></html>
[[West|SelfDestructDeath]] is a large door marked "Virtuality."
<</if>>
<</if>>
<<else>>
[[North|Rm24NorthResidences]] is one line of trashed quarters.
<html><br></html>
If you go [[east|Rm10MainCorridorEast]] along the corridor, you'll hit a left turn heading north.
<html><br></html>
[[South|Rm25SouthResidences]] lies another set of destroyed residences.
<html><br></html>
<<if $MainDeckUnlocked is true>>
<<if $Rm27Discovered is true>>
[[Southwest|Rm27CaptainsSuite]] is the Captain's Suite.
<<else>>
[[Southwest|Rm27Sorting]] is a door to what seems to be the only intact residential area.
<</if>>
<html><br></html>
<<if $Rm26EliasStatus is "KilledByLuisa">>
<<if $Rm26Discovered is true>>
[[West|Rm26Sorting][$Rm26SimulationCount += 1]] is the Virtuality Room—its door now heavily dented outward and scored with splashes of soot.
<<else>>
[[West|Rm26Sorting][$Rm26SimulationCount += 1]] is a door that's heavily dented outward and scored with splashes of soot. Its "Virtuality" label is now barely readable.
<</if>>
<<else>>
<<if $Rm26Discovered is true>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
[[West|Rm13EliasLockedIn]] is the Virtuality Room.
<<else>>
[[West|Rm26Sorting][$Rm26SimulationCount += 1]] is the Virtuality Room.
<</if>>
<<else>>
[[West|Rm26Sorting][$Rm26SimulationCount += 1]] is a large door marked "Virtuality."
<</if>>
<</if>>
<<else>>
<<if $MainDeckHackAssembled is true>>
[[Southwest|Rm27CaptainsSuiteHacked]] is a door to what seems to be the only intact residential area.
<html><br></html>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
[[West|Rm13EliasLockedIn]] is the Virtuality Room.
<<else>>
[[West|Rm26VirtualityRoomHacked]] is a large door marked "Virtuality."
<</if>>
<<else>>
[[Southwest|Rm13MainDeckLocked]] is a door to what seems to be the only intact residential area.
<html><br></html>
[[West|Rm13MainDeckLocked]] is a large door marked "Virtuality."
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''FORWARD LOUNGE''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 14>>
<<set $Rm14Discovered to true>>
Once the ship's main relaxation space, this bar now resembles an abattoir. <<if $Rm14BodiesExamined is true>>
Over a hundred bodies must be stacked up here—a mix of crew and residents equivalent to about a quarter of the //Achilles//' total complement—all dead from combat wounds. They block
<<else>>
Many, many corpses are stacked up here, blocking
<</if>>
what is probably a beautiful view out onto space.
<html><br><br></html>
<<if $Rm14BarExamined is true>>
The bar area shows no signs of damage—clearly no battle occurred here—although its matter generator flickers uncertainly.
<<else>>
The bar area seems weirdly normal.
<</if>>
<<if $Rm14WaterJugCreated is true and $Rm14WaterJugTaken isnot true>>
<html><br><br></html>
There's an empty jug on the
<<if $Rm1CorvusWaterJugTaken is true>>
counter, but you don't need it anymore.
<<else>>
counter.
<</if>>
<<else>>
<</if>>
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<<if $SelfDestructCount is 1>>
[[West|SelfDestructDeath]] will lead you back to the main corridor on this deck.
<<else>>
[[West|Rm10MainCorridorEast]] will lead you back to the main corridor on this deck.
<</if>><</nobr>><<set $CurrentDeck to "command">><<set $CurrentRm to 11>>You take the elevatron to the command deck of the //Achilles//. This is the top deck, so you exit when you arrive.
<<display Rm7CommandDeckCorridor>><<nobr>>
<center>------------------------
<html><br></html>
''MESS HALL''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 15>>
<<set $Rm15Discovered to true>>
Sparks fly in the ship's mess hall. Dangling cables leap and flash in pools of water, illuminating a battleground, where cafeteria tables have been rearranged into forts and trenches, plasma blasts have scorched everything in sight, and the ceiling's collapsed.
<html><br><br></html>
A destroyed kitchen houses a still-working matter generator steadily trickling out water, hence the wet floor.
<html><br><br></html>
Those cables are dangerous—and crossing this room or looking at anything closely puts you within their reach.
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<<if $SelfDestructCount is 1>>
<html><br></html>
[[East|SelfDestructDeath]] is the main corridor on this deck.
<html><br></html>
[[West|SelfDestructDeath][$Rm15Action to "HeadWest"]] is
<<if $Rm16Discovered is true>>
the Hydroponics Bay—but
<<else>>
a large door with a label that's been scorched into unreadability—but
<</if>>
heading that way will put you in reach of the cables.
<<else>>
<html><br></html>
[[East|Rm10MainCorridorEast]] is the main corridor on this deck.
<html><br></html>
[[West|Rm15DanglingCablesAttack][$Rm15Action to "HeadWest"]] is
<<if $Rm16Discovered is true>>
the Hydroponics Bay—but
<<else>>
a large door with a label that's been scorched into unreadability—but
<</if>>
heading that way will put you in reach of the cables.
<</if>><</nobr>><<nobr>>
<<if $Rm23Discovered isnot true>>
<<if $Rm26EliasStatus is "FetchQuest4Assigned">>
<<else>>
"I've opened up the access hatch for you," Luisa calls out as you leave Main Engineering. "The rest is up to you."
<html><br><br></html>
<</if>>
As you enter the Warp Engine Control Room, Sahil says, "You'll have to physically access the warp code with your encounter suit for me to be able to hack it. Watch out for radiation and warp effects—both can be deadly."
<html><br></html>
<<else>><</if>>
<center>------------------------
<html><br></html>
''WARP ENGINE CONTROL ROOM''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 23>>
<<set $Rm23Discovered to true>>
<<if $Rm23WarpCodesRetrieved is true>>
This thick-walled room is lit up with the flickering, shifting glow of the multicolored warp engine. Its reality-twisting effects permeate the room in strange ways that luckily you no longer need to pay attention to.
<html><br><br></html>
You can see, through a hatch in the engine's shielding, the interface that you grabbed the warp engine code from. Thank the stars you don't have to do that again.
<<else>>
<<set $Rm23Circle to either("Flattened", "Hourglass", "Perfect", "Perfect", "Perfect", "Perfect", "Squashed")>>
<<set $Rm23Smell to either("Cookies", "Flowers", "Garbage", "Ozone", "Ozone", "Ozone", "Ozone")>>
<<set $Rm23Sound to either("Birds", "Glass", "Laughter", "Hum", "Hum", "Hum", "Hum")>>
This thick-walled room is lit up with the flickering, shifting glow of the multicolored warp engine.
<<if $Rm23NotFirstEntry is true>>
Inscribed on the floor is
<<if $Rm23Circle is "Flattened">>
a wide oval, like a circle that's been flattened.
<<else>><</if>>
<<if $Rm23Circle is "Hourglass">>
a rounded hourglass shape, like a circle that's been pinched in the middle.
<<else>><</if>>
<<if $Rm23Circle is "Perfect">>
a perfect circle.
<<else>><</if>>
<<if $Rm23Circle is "Squashed">>
a tall oval, like a circle that's been squashed in on the sides.
<<else>><</if>>
The smell of
<<if $Rm23Smell is "Cookies">>
fresh-baked cookies
<<else>><</if>>
<<if $Rm23Smell is "Flowers">>
a floral bouquet
<<else>><</if>>
<<if $Rm23Smell is "Garbage">>
rotting garbage
<<else>><</if>>
<<if $Rm23Smell is "Ozone">>
ozone
<<else>><</if>>
permeates the room, as does
<<if $Rm23Sound is "Birds">>
a steady stream of birdsong.
<<else>><</if>>
<<if $Rm23Sound is "Glass">>
the recurring sound of breaking glass.
<<else>><</if>>
<<if $Rm23Sound is "Hum">>
a deep, low hum.
<<else>><</if>>
<<if $Rm23Sound is "Laughter">>
the sound of laughter.
<<else>><</if>>
<<else>>
<<set $Rm23NotFirstEntry to true>>
Inscribed on the floor is a perfect circle. The smell of fresh-baked cookies permeates the room, as does a steady stream of birdsong.
<</if>>
<html><br><br></html>
A hatch in the polychromium shielding hangs open, below a sign that reads: "Beware warp effects! Stay alert to disturbances in visual, aural, and olfactory stimuli. When moving, ignore perceptions of spatial and temporal distortions."
<html><br><br></html>
Through the open hatch you can see the interface—a simple plate of circuitry. Touching it will get you the warp core codes.
<</if>>
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<<if $SelfDestructCount is 1>>
<<if $Rm23WarpCodesRetrieved is true>>
[[East|SelfDestructDeath]] is main engineering.
<<else>>
[[East|SelfDestructDeath]] is main engineering.
<</if>>
<<else>>
<<if $Rm23WarpCodesRetrieved is true>>
<<if $Rm26EliasStatus is "FetchQuest4Assigned">>
[[East|Rm21MainEngineeringSelfDestructActivated]] is main engineering.
<<else>>
[[East|Rm21MainEngineeringWarpCodeEviction]] is main engineering.
<</if>>
<<else>>
[[East|Rm21MainEngineeringWarpCodeWaffling]] is main engineering.
<</if>>
<</if>>
<</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''MAIN ENGINEERING''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 21>>
<<set $Rm21Discovered to true>>
<!--AA1--><<if $Rm26EliasForceShieldsEncountered is true>>
<<if $Rm26EliasStatus is "FetchQuest4Assigned">>
Force shields Limit your access to this large room, the center of the ship's energy systems. You can journey to the Warp Engine Control Room to the west, but that's it.
<<else>>
Force shields limit your access to only a few feet within this large room, the center of the ship's energy systems.
<</if>>
<html><br><br></html>
<<if $Rm21EliasForceFieldStrength is "SoundAndLight">>You can't hear or see Luisa, although you know she's there. After you two attempted to communicate, Elias strengthened the force shields to block out all sound and any visual details.
<<else>>
Beyond the force shields, you can see a furious Luisa pacing around darkened monitoring stations.
<</if>>
<<if $Rm21EliasForceFieldStrength is "Sound">>But you can't hear her—after you two attempted to talk, Elias strengthened the force shields to block out all sound.<<else>><</if>>
<html><br><br></html>
<<if $Rm17EngineCodeForgone is true>>Elias took you at your word about not wanting the warp engine code; he shut down access to the room to the west where you could retrieve it.
<html><br><br></html>
<<else>><</if>>
<!--AA2--><<else>>
This large room is the center of the ship's energy systems, and is filled with monitoring stations.
<html><br><br></html>
<!--A1--><<if $Rm21LuisaAlarmed is true>>
Luisa is here, looking at you in alarm.
<html><br><br></html>
<<set $Rm21LuisaAlarmed to false>>
<!--A2--><<else>>
<!--B1--><<if $Rm21LuisaStatus is "FetchQuest3Completed">>
Luisa is here, and now she is watching you like a hawk. "To remind you of your choices: You can visit the Crux again—and I encourage you to join it—or you can retrieve the warp codes in the room to the west and leave."
<!--B2--><<else>>
Luisa is here, looking at an interface screen and occasionally eyeing you.
<!--B3--><</if>>
<html><br><br></html>
<!--C1--><<if $Rm21LuisaStatus is "FetchQuest1Completed" or $Rm21LuisaStatus is "Convo2InProgress" or $Rm21LuisaStatus is "FetchQuest2Assigned">>
<!--D1--><<if $Rm21FirstEntry isnot true>>
She notices your attention is drawn to the western room holding the warp engine. "It's offline," she says—and it does look strangely dark in there.
<html><br><br></html>
"Until it comes back online, there's no way for me access the code we want," Sahil says.
<<set $Rm21FirstEntry to true>>
<html><br><br></html>
<!--D2--><<else>>
The inactive warp engine sits in a darkened room to the west. Until it comes back online, there's no way to get the code you've come here for.
<html><br><br></html>
<!--D3--><</if>>
<!--C2—C3--><<else>><</if>>
<!--E1--><<if $Rm21LuisaStatus is "EliasDefeated">>
<!--F1--><<if $Rm21LuisasPromise isnot true>>
She notices your attention is drawn to the warp engine room to the west, now aglow with power. "You want the Republic's secret code that makes it so efficient, don't you?" she asks. "Talk to me and maybe I'll give it to you."
<<set $Rm21LuisasPromise to true>>
<html><br><br></html>
<!--F2--><<else>>
The warp engine, now powered back up, alights the room to the west. You remember Luisa saying that if you talked to her, she might give you the code that makes the Republic's ships so powerful.
<html><br><br></html>
<!--F3--><</if>>
<!--E2_E3--><<else>><</if>>
<!--G1--><<if $Rm21LuisaStatus is "FetchQuest3Assigned">>
<!--H1--><<if $Rm29Discovered is true and $Rm29CruxProcessWatched isnot true>>
She nods to the south. "You've gone to the right place downstairs," she says, "but my video surveillance tells me you haven't really explored what the Crux is. Until you back down and do that, nothing between us has changed."
<html><br><br></html>
<!--H2--><<else>>
She nods to the south, reminding you that to get the warp code engines, you'll need to visit the Crux through the conference room there. You also remember her warning that once you visit the Crux, she'll take away your ability to freely wander the ship. You'll have to either "join the Crux"—whatever that means—or leave the //Achilles//.
<html><br><br></html>
<!--H3--><</if>>
<!--G2_G3--><<else>><</if>>
<!--A3--><</if>>
<!--AA3--><</if>>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<<if $SelfDestructCount is 1>>
<!--I1--><<if $Rm26EliasForceShieldsEncountered is true>>
[[East|SelfDestructDeath]] lies this deck's main corridor, the only exit you can access due to the force shields all around you.
<!--I2--><<else>>
<<if $Rm21LuisaStatus is "FetchQuest3Completed">>
[[East|SelfDestructDeath]] lies this deck's main corridor.
<<else>>
[[East|SelfDestructDeath]] lies this deck's main corridor.
<</if>>
<html><br></html>
<<if $Rm21LuisaStatus is "FetchQuest3Assigned" or $Rm21LuisaStatus is "FetchQuest3Completed">>
[[South|SelfDestructDeath]] is a large conference room.
<<else>>
[[South|SelfDestructDeath]] is a large conference room.
<</if>>
<html><br></html>
<<if $Rm21LuisaStatus is "FetchQuest3Completed">>
[[West|SelfDestructDeath]] is the warp engine control room, marked "AUTHORIZED PERSONNEL ONLY."
<<else>>
[[West|SelfDestructDeath]] is the warp engine control room, marked "AUTHORIZED PERSONNEL ONLY."
<</if>>
<!--I3--><</if>>
<<else>>
<!--I1--><<if $Rm26EliasForceShieldsEncountered is true>>
<<if $Rm26EliasStatus is "FetchQuest4Assigned">>
[[West|Rm23WarpEngineControlRoom]] is the warp engine control room, marked "AUTHORIZED PERSONNEL ONLY."
<html><br></html>
[[East|Rm12MainCorridorNorth]] lies this deck's main corridor.
<<else>>
[[East|Rm12MainCorridorNorth]] lies this deck's main corridor, the only exit you can access due to the force shields all around you.
<</if>>
<!--I2--><<else>>
<<if $Rm21LuisaStatus is "FetchQuest3Completed">>
[[East|Rm21LeaveForGood]] lies this deck's main corridor.
<<else>>
[[East|Rm12MainCorridorNorth]] lies this deck's main corridor.
<</if>>
<html><br></html>
<<if $Rm21LuisaStatus is "FetchQuest3Assigned" or $Rm21LuisaStatus is "FetchQuest3Completed">>
[[South|Rm22ConferenceRoom]] is a large conference room.
<<else>>
[[South|Rm22and23Blocked]] is a large conference room.
<</if>>
<html><br></html>
<<if $Rm21LuisaStatus is "FetchQuest3Completed">>
[[West|Rm23WarpEngineControlRoom]] is the warp engine control room, marked "AUTHORIZED PERSONNEL ONLY."
<<else>>
[[West|Rm22and23Blocked]] is the warp engine control room, marked "AUTHORIZED PERSONNEL ONLY."
<</if>>
<!--I3--><</if>>
<</if>>
<</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''CONFERENCE ROOM''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 22>>
<<set $Rm22Discovered to true>>
The ravages of the rest of the ship never hit this cleanly maintained conference room within engineering, but it has been converted into a makeshift living space. Numerous cots have been piled in the corner; only one is laid out for recent use.
<html><br><br></html>
A cleared path leads to an open floor hatch. A ladder within leads down.
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<<if $SelfDestructCount is 1>>
[[North|SelfDestructDeath]] is main engineering.
<html><br></html>
[[Down|SelfDestructDeath]] the hatch leads to destinations unknown.
<<else>>
[[North|Rm21Sorting]] is main engineering.
<html><br></html>
[[Down|Rm28HatchEntry]] the hatch leads to destinations unknown.
<</if>>
<</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''COMPUTER BAY''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 20>>
<<set $Rm20Discovered to true>>
Despite a bloody handprint on the wall, this room is among the cleanest, least damaged spaces on the //Achilles//.
<html><br><br></html>
<<if $Rm20PanelsExamined is true>>
Along one wall are panels to access the ship's log—which cuts off after the probe //Laika// returned from examining a strange signal.
<html><br><br></html>
In addition to the panels, this room holds
<<else>>
Along one wall are panels for interfacing with the ship's computer, along with
<</if>>
<<if $Rm20LoginsFound is true>>
open cubicles for workers. In one is a tablet frozen on a list of recent network logins. Two users have logged in every day: Acting Captain Luisa Romero and a civilian named Elias Zere.
<<else>>
open cubicles throughout the room for workers.
<</if>>
<html><br><br></html>
<<if $Rm26EliasStatus is "FetchQuest1Assigned">>
Sahil says, "It should be simple to insert that data chip from Elias into the main computer here. But since you don't know what's on it, is that a smart move?"
<html><br><br></html>
<<else>><</if>>
<<if $Rm26EliasStatus is "DataChipInserted">>
<<if $Rm26SahilHadDataChipFirstReaction is true>>
<<else>>
<<set $Rm26SahilHadDataChipFirstReaction to true>>
Sahil says, "It looks like the main computer won't be giving back Elias's data chip—but it also added its contents to the ship's log. Is he now acting captain of the //Achilles//?"
<html><br><br></html>
<</if>>
<<else>><</if>>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<<if $SelfDestructCount is 1>>
[[South|SelfDestructDeath]] lies this deck's main corridor.
<<else>>
[[South|Rm12MainCorridorNorth]] lies this deck's main corridor.
<</if>><</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''DOCTOR'S OFFICE''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 18>>
<<set $Rm18Discovered to true>>
This is a spacious, well-appointed office with seats for half a dozen medical personal.
<<if $Rm18InsigniaExamined is true>>
Chief Medical Officer Mukherjee's insignia lies on the desk; Sahil has scanned it, giving you some of the doctor's access credentials. Next to it is a central console that's still active.
<<else>>
An officer's insignia lies on the desk, next to a central console that's still active.
<</if>>
<html><br><br></html>
<<if $Rm18ConsoleQuestionActive is true>>
The console is currently asking if you consent to ceasing treatment on
<<if $Rm26EliasStatus is "Convo2InProgress" or $Rm26EliasStatus is "FetchQuest2Assigned">>the person in the med unit out in the Medical Bay—who, based on what Elias has told you, is probably Captain Yamashita.
<<else>>
whoever is in the med unit out in the Medical Bay.
<</if>>
<html><br><br></html>
<<else>><</if>>
Like the Medical Bay, this office is surprisingly undamaged by what happened on the ship. Unlike the Medical Bay, it's not even covered in blood.
<html><br><br></html>
<<if $Rm18CaptainDyingStatus is "DyingsClose">>
<<set $Rm18CaptainDyingStatus to "DeadByPlayer">>
<<if $Rm26EliasTurnedAgainstYou is "FirstTrue" or $Rm26EliasTurnedAgainstYou is "Softening">>
<<set $Rm26StrangeApologyToElias to true>>
<<set $Rm26EliasTurnedAgainstYou to "Forgiven">>
<<else>><</if>>
Out in the Medical Bay, the med unit's red pulse comes to a stop and a small, sad beep sounds as the unit opens.
<html><br><br></html>
Seconds after, to the northwest, you hear a woman scream in what sounds like rage.
<html><br><br></html>
<<else>>
<</if>>
<<if $Rm18CaptainDyingStatus is "DyingBegins">>
<<set $Rm18CaptainDyingStatus to "DyingsClose">>
Out in the Medical Bay, the med unit's red pulse is getting very slow.
<html><br><br></html>
<<else>>
<</if>>
<<if $Rm18CaptainDyingStatus is "SupportCeased">>
<<set $Rm18CaptainDyingStatus to "DyingBegins">>
Out in the Medical Bay, you see the med unit there begins to display a slowing red pulse.
<html><br><br></html>
<<else>>
<</if>>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<<if $SelfDestructCount is 1>>
[[East|SelfDestructDeath]] is the Medical Bay.
<<else>>
[[East|Rm17MedicalBay]] is the Medical Bay.
<</if>><</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''MORGUE''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 19>>
<<set $CurrentDeck to "main">>
<<set $Rm19Discovered to true>>
<<if $Rm19BodiesExamined is true>>
At least a hundred corpses—about a quarter of the ship's population—are packed in here, a mix of crewmembers and residents, and it looks like they all died in combat.
<html><br><br></html>
They're stacked up on
<<if $Rm19RacksExamined is true>>
racks that groan under their weight, and piled up
<<else>>
racks and
<</if>>
against the walls.
<<else>>
The ship's morgue is overflowing with bodies, many in advanced states of decay.
<</if>>
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<<if $SelfDestructCount is 1>>
<<if $Rm26EliasStatus is "FetchQuest4Assigned">>
East is the Medical Bay—but Elias has locked you out.
<<else>>
<<if $Rm26EliasStatus is "FetchQuest3Completed">>
[[East|SelfDestructDeath]] is the Medical Bay.
<<else>>
[[East|SelfDestructDeath]] is the Medical Bay.
<</if>>
<</if>>
<html><br></html>
<<if $Rm19WallsExamined is true>>
<<if $Rm28Discovered is true>>
[[Down|SelfDestructDeath]] the Jerries conduit leads to the service deck of the //Achilles//.
<<else>>
[[Down|SelfDestructDeath]] the Jerries conduit leads to somewhere unknown lower in the ship.
<</if>>
<<else>><</if>>
<<else>>
<<if $Rm26EliasStatus is "FetchQuest4Assigned">>
East is the Medical Bay—but Elias has locked you out.
<<else>>
<<if $Rm26EliasStatus is "FetchQuest3Completed">>
[[East|Rm17MedicalBayEliasGreeting]] is the Medical Bay.
<<else>>
[[East|Rm17MedicalBay]] is the Medical Bay.
<</if>>
<</if>>
<html><br></html>
<<if $Rm19WallsExamined is true>>
<<if $Rm28Discovered is true>>
[[Down|Rm28ServiceDeckCorridorJerriesEntry]] the Jerries conduit leads to the service deck of the //Achilles//.
<<else>>
[[Down|Rm28ServiceDeckCorridorJerriesEntry]] the Jerries conduit leads to somewhere unknown lower in the ship.
<</if>>
<<else>><</if>>
<</if>>
<</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''MEDICAL BAY''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 17>>
<<set $Rm17Discovered to true>>
Once a state-of-the-art medical facility, this room is now a bloodstained disaster. But it's empty of doctors and patients,
<<if $Rm17EquipmentExamined is true>>
leaving the incredibly advanced medical equipment with no one to use it. (Although it occurs to you that you
<<if $LifePoints lt 20>>
can use it to heal yourself.)
<<else>>
could use it to heal yourself—if you were injured.)
<</if>>
<<else>>
and the equipment here all looks intact.
<</if>>
<html><br><br></html>
<<if $Rm18CaptainDyingStatus is "NotSet">>
An enclosed med unit the size of a person, similar to a cryo cell, is on and closed in the center of the room.
<<else>><</if>>
<<if $Rm18CaptainDyingStatus is "DeadByPlayer" or $Rm18CaptainDyingStatus is "DeadByLuisa">>
An enclosed med unit the size of a person, similar to a cryo cell, is off and open in the center of the room.
<<else>><</if>>
<<if $Rm18CaptainDyingStatus is "DyingsClose">>
<<set $Rm18CaptainDyingStatus to "DeadByPlayer">>
<<if $Rm26EliasTurnedAgainstYou is "FirstTrue" or $Rm26EliasTurnedAgainstYou is "Softening">>
<<set $Rm26StrangeApologyToElias to true>>
<<set $Rm26EliasTurnedAgainstYou to "Forgiven">>
<<else>><</if>>
An enclosed med unit the size of a person, similar to a cryo cell, stops pulsing as you watch. A low, sad beep sounds, and it opens.
<html><br><br></html>
Seconds after, to the northwest, you hear a woman scream in what sounds like rage.
<<else>><</if>>
<<if $Rm18CaptainDyingStatus is "DyingBegins">>
<<set $Rm18CaptainDyingStatus to "DyingsClose">>
An enclosed med unit the size of a person, similar to a cryo cell, is pulsing slower and slower in the middle of the room.
<<else>><</if>>
<<if $Rm26EliasStatus is "FetchQuest4Assigned">>
<html><br><br></html>
Elias is here, tapping on a tablet. You remember him saying that if you want the warp engine codes, you can get them now—but no more wandering the ship.
<<if $Rm17EliasWarnedRevisitingCrux is true>>
He's going to set the self-destruct soon—and he's warned you that if you head back to the morgue to see the Crux, he'll lock you down there and start the self-destruct immediately.
<<else>>
He's going to set the self-destruct soon.
<</if>>
<<else>><</if>>
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<<if $SelfDestructCount is 1>>
<<if $Rm18CaptainDyingStatus is "DyingBegins" or $Rm18CaptainDyingStatus is "DyingsClose">>
[[North|SelfDestructDeath]] lies the main corridor.
<<else>>
[[North|SelfDestructDeath]] lies the main corridor.
<</if>>
<html><br></html>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
[[Southwest|SelfDestructDeath]] is the ship's morgue.
<<else>>
<<if $Rm26EliasStatus is "FetchQuest4Assigned">>
<<if $Rm17EliasWarnedRevisitingCrux is true>>
[[Southwest|SelfDestructDeath]] is the ship's morgue.
<<else>>
[[Southwest|SelfDestructDeath]] is the ship's morgue.
<</if>>
<<else>>
<<if $Rm26EliasStatus is "FetchQuest3Assigned">>
<<if $Rm17DiscoveredLockedMorgueDoor is true>>
[[Southwest|SelfDestructDeath]] is a door marked "Medical Personnel Only."
<<else>>
[[Southwest|SelfDestructDeath]] is
<<if $Rm19Discovered is true>>
the ship's morgue.
<<else>>
a door marked "Medical Personnel Only."
<</if>>
<</if>>
<<else>>
[[Southwest|SelfDestructDeath]] is a door marked "Medical Personnel Only."
<</if>>
<</if>>
<</if>>
<html><br></html>
[[Northwest|SelfDestructDeath]] is a large, windowed doctor's office looking into the Medbay.
<<else>>
<<if $Rm18CaptainDyingStatus is "DyingBegins" or $Rm18CaptainDyingStatus is "DyingsClose">>
[[North|Rm12MainCorridorNorthCaptainDies]] lies the main corridor.
<<else>>
[[North|Rm12MainCorridorNorth]] lies the main corridor.
<</if>>
<html><br></html>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
[[Southwest|Rm19Morgue]] is the ship's morgue.
<<else>>
<<if $Rm26EliasStatus is "FetchQuest4Assigned">>
<<if $Rm17EliasWarnedRevisitingCrux is true>>
[[Southwest|Rm19MorgueLockedIntro]] is the ship's morgue.
<<else>>
[[Southwest|Rm17MorgueRevisitCruxWarning]] is the ship's morgue.
<</if>>
<<else>>
<<if $Rm26EliasStatus is "FetchQuest3Assigned">>
<<if $Rm17DiscoveredLockedMorgueDoor is true>>
[[Southwest|Rm19MorgueUnlockedIntro]] is a door marked "Medical Personnel Only."
<<else>>
[[Southwest|Rm19Morgue]] is
<<if $Rm19Discovered is true>>
the ship's morgue.
<<else>>
a door marked "Medical Personnel Only."
<</if>>
<</if>>
<<else>>
[[Southwest|Rm17MorgueLocked]] is a door marked "Medical Personnel Only."
<</if>>
<</if>>
<</if>>
<html><br></html>
<<if $Rm26EliasStatus is "FetchQuest4Assigned">>
[[Northwest|Rm18EliasWarning]] is a large, windowed doctor's office looking into the Medbay.
<<else>>
[[Northwest|Rm18DoctorsOffice]] is a large, windowed doctor's office looking into the Medbay.
<</if>>
<</if>><</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''HYDROPONICS BAY''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 16>>
<<set $Rm16Discovered to true>>
Large shelves hold a variety of
<<if $Rm16PlantsExamined is true>>
dead, decaying plants. Neglect didn't kill them; their support systems were purposefully destroyed, dooming a major source of the ship's food supply and a natural aid to its air cycling.
<<else>>
dead, decaying plants.
<</if>>
This room was once a garden of life among the stars; now it's a botanical graveyard.
<html><br><br></html>
<<if $Rm16EquipmentExamined is true>>
Life-support equipment, once stored safely here, has been ripped out, destroyed, and spread across the floor.
<<else>>
Shattered life-support equipment is spread across the floor.
<</if>>
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<<if $SelfDestructCount is 1>>
[[East|SelfDestructDeath][$Rm15Action to "EnterFromHydroponics"]] lies the Mess Hall.
<<else>>
[[East|Rm15DanglingCablesAttack][$Rm15Action to "EnterFromHydroponics"]] lies the Mess Hall.
<</if>><</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''NORTH RESIDENCES''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 24>>
<<set $Rm24Discovered to true>>
The residential cabins on the //Achilles// were small, efficient, and apparently not set up for battle—as they've been ripped to shreds. Plasma blasts scorch what looks like the remnant of a tornado strike.
<html><br><br></html>
<<if $Rm24RubbleSearched isnot true>>
You wonder if there's anything to find in the rubble.
<<else>>
There doesn't seem to be anything useful left in the rubble here.
<</if>>
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<<if $SelfDestructCount is 1>>
<html><br></html>
[[South|Rm13MainCorridorSouth]] is the main corridor on this deck.
<<else>>
<html><br></html>
[[South|Rm13MainCorridorSouth]] is the main corridor on this deck.
<</if>><</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''SOUTH RESIDENCES''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 25>>
<<set $Rm25Discovered to true>>
This stretch of residential quarters has been totally smashed, just like the line of them on the north. Some kind of battle took place here—although not one that left a lot blood or bodies. Maybe one side was outmatched?
<html><br><br></html>
<<if $Rm25RemnantsSearched isnot true>>
You wonder if there's anything to find in the smashed remains.
<<else>>
There doesn't seem to be anything useful left in the smashed remains here.
<</if>>
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<<if $SelfDestructCount is 1>>
<html><br></html>
[[North|SelfDestructDeath]] is the main corridor on this deck.
<<else>>
<html><br></html>
[[North|Rm13MainCorridorSouth]] is the main corridor on this deck.
<</if>><</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''VIRTUALITY ROOM''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 26>>
<<set $Rm26Discovered to true>>
<<if $Rm26SimulationCount is 4>>
<<set $Rm26SimulationCount to 1>>
<<else>><</if>>
This large, empty room has walls of glowing hexagons—the image and matter generators that create its simulated environments. Their controls lie in a large wall console.
<html><br><br></html>
There's a small cot in the
<<if $Rm26CotExamined is true>>corner—recently slept in, and unwashed for a long time—and<<else>>corner and<</if>>
a pile of personal belongings and rations.
<<if $Rm26PossessionsExamined is true>>
The only notable possession is a photo of a tall, thin, brown-skinned boy in his teens with his two parents, on the //Achilles// in happier times.
<<else>><</if>>
<html><br><br></html>
<<if $Rm26EliasStatus is "Revealed" or $Rm26EliasStatus is "Convo1InProgress" or $Rm26EliasStatus is "FetchQuest1Assigned">>
<<if $Rm26EliasAlarmed is true>>
Elias is here, looking at you in alarm.
<<set $Rm26EliasAlarmed to false>>
<<else>>
Elias is here, glaring at you.
<<if $Rm26EliasStatus is "Revealed">>
He asks, "<<=either("Do you have something to say to me?", "Did you want to talk?", "Are you here to talk, or just distract me?")>>"
<<else>><</if>>
<<if $Rm26EliasStatus is "Convo1InProgress">>
He asks, "<<=either("I guess we're done talking, huh?", "No more sparkling conversation?", "You're still here? We didn't talk in enough circles already?")>>"
<<else>><</if>>
<<if $Rm26EliasStatus is "FetchQuest1Assigned">>
"In case I didn't make it clear earlier," he says, "doing what I asked with that data chip is the only way you'll ever earn my trust."
<<else>><</if>>
<</if>>
<html><br><br></html>
<<else>>
<<set $Rm26SensingEliasCounter += 1>>
<<if $Rm26SensingEliasCounter is 4>>
<<if $Rm26EliasStatus is "Sensed">>
Again, you get the feeling that there's someone in the room with you. But looking around, you verify you're still alone.
<<else>><</if>>
<<if $Rm26EliasStatus is "Hidden">>
You get the sudden feeling that there's someone in the room with you. But looking around, you verify you're alone.
<<set $Rm26EliasStatus to "Sensed">>
<<else>><</if>>
<<if $Rm26EliasStatus is "KnownButHidden">>
Again, you sense someone in the room with you. You remember Sahil's suggestion—that someone's using the room's simulations to hide right in front of you.
<<else>><</if>>
<<set $Rm26SensingEliasCounter to 1>>
<html><br><br></html>
<<else>><</if>>
<</if>>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
[[East|Rm13MainCorridorSouth]] is the main corridor on this deck.
<</nobr>>
<<nobr>>
<center>------------------------
<html><br></html>
''CAPTAIN'S SUITE''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 27>>
<<set $Rm27Discovered to true>>
This is the only residential cabin on the ship that hasn't been ransacked and destroyed—and it's the nicest. A comfortable living room with a few sparse
<<if $Rm27ExaminedDecor is true>>
decorations—including a commemoration of a fallen crewmember—connects
<<else>>
decorations connects
<</if>>
with a utilitarian bedroom and a small bathroom.
<<if $Rm27SearchedBedroomBathroom is true>> A search there revealed a lone hair—and thereby enough of the Captain's DNA for Sahil to mimic it.<<else>><</if>>
<html><br><br></html>
A desk with an active console faces a window of stars.
<<if $Rm27LookedAtConsole is true>>
An examination of the console revealed the captain's log has been erased; Sahil thinks it that was a reaction to someone trying to hack into it.
<<else>>
<</if>>
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<<if $SelfDestructCount is 1>>
<html><br></html>
[[Northeast|SelfDestructDeath]] is the main corridor on this deck.
<<else>>
<html><br></html>
[[Northeast|Rm13MainCorridorSouth]] is the main corridor on this deck.
<</if>><</nobr>>Rm1CorvusUndocked
Rm2CorvusDocked
Rm3ServiceDock
Rm4Bridge
Rm5CaptainsOffice
Rm6BriefingRoom
Rm7CommandDeckCorridor
Rm8ScienceLab
Rm9ElevatronCommandDeck
Rm10MainCorridorEast
Rm11ElevatronMainDeck
Rm12MainCorridorNorth
Rm13MainCorridorSouth
Rm14ForwardLounge
Rm15MessHall
Rm16HydroponicsBay
Rm17Medbay
Rm18DoctorsOffice
Rm19Morgue
Rm20ComputerBay
Rm21MainEngineering
Rm22ConferenceRoom
Rm23WarpCoreControl
Rm24NorthResidences
Rm25SouthResidences
Rm26VirtualityRoom
Rm27CaptainsSuite
Rm28StorageDeckCorridor<<set $Rm14BodiesExamined to true>>The bodies are stacked here neatly and have been decaying into rotten columns. They comprise a mix of officers and civilians, and all look like they died from combat wounds. You'd guess about a quarter of the ship's complement is here.
<<display Rm14ForwardLounge>><<set $Rm14BarExamined to true>>This was once the social hub of the entire ship, as the full bar of spirits from across the galaxy attests. Despite the piles of corpses nearby, not a single bottle is broken. If there was a battle, it didn't happen in here.
However, while its exterior looks undamaged, the bar's matter generator is flickering on and off.
<<display Rm14ForwardLounge>><<nobr>>
<<if $Rm14WaterJugCreated is true>>
The lounge's matter generator can create snacks out of generic matter—anything patrons desire. But now you know why it's flickering in an ominous way: its temperature controls are totally broken. Who knows what else is wrong, but the prospect of seriously burning yourself makes you determined not to use it again.
<<else>>
<<set $Rm14MatterGeneratorExamined to true>>
The lounge's matter generator can create snacks out of generic matter—anything patrons desire. But it's flickering in an ominous way right now—and you know matter generators on the fritz can go wrong in strange ways.
<<if $Rm21LuisaStatus is "FetchQuest1Assigned" and $Rm1CorvusWaterJugTaken isnot true>>
<html><br><br></html>
Still, the woman in Engineering asked for a jug of fresh water. You could try generating one here.
<<else>><</if>>
<</if>>
<html><br></html>
<<display Rm14ForwardLounge>>
<</nobr>><<nobr>>
<<if $Rm15LookedAtMatterGenerator is true>>
The damaged matter generator continues to spill water out onto the floor. Its controls are fried; there's no way to turn it off.
<<else>>
<<set $Rm15LookedAtMatterGenerator to true>>
In the otherwise-obliterated kitchen, the matter generator survived to spill water out onto the floor. Its controls are fried; there's no way to turn it off.
<</if>>
<<if $Rm21LuisaStatus is "FetchQuest1Assigned" and $LuisaWaterJugStatus isnot "Full">>
<html><br><br></html>
The woman in Engineering wants a jug of water.
<<if $Rm14WaterJugTaken is true>>
You could fill your
<<if $LuisaWaterJugStatus is "Empty">>
empty
<<else>>
not yet full
<</if>>
jug here, but you'll be at risk from the cables while you do it.
<<else>>
There's more than enough water here, but trying to make a jug with this broken matter generator seems impossible.
<</if>>
<<else>>
<</if>>
<html><br><br></html>
You slip back to the far side of the room, near the door out.
<html><br></html>
<</nobr>><<display Rm15MessHall>><<nobr>>
<<set $Rm15DanglingCablesAttack to either ("true", "true", "false")>>
<<if $Rm15DanglingCablesAttack is "false">>
<<set $Rm15CableShockCounter to 0>>
<<else>><</if>>
<<if $Rm15DanglingCablesAttack is "true">>
<<set $Rm15CableShockCounter += 1>>
<<if $Rm15CableShockCounter is 4>>
<<set $Rm15DanglingCablesAttack to "false">>
<<set $Rm15CableShockCounter to 0>>
<<else>><</if>>
<<else>><</if>>
<<if $Rm15DanglingCablesAttack is "true">>
<<set $Rm15DanglingCablesAttackDamage to either ("2", "3", "4")>>
<<set $LifePoints -=$Rm15DanglingCablesAttackDamage>>
<<if $Rm15Action is "EnterFromHydroponics">>
As you reenter the Mess Hall from the Hydroponics Bay, you're confronted with the hazardous wreckage near the door.
<html><br><br></html>
<<else>><</if>>
The dangling cables snap at you faster than you can avoid them—and electricity shoots across your body, doing $Rm15DanglingCablesAttackDamage points of damage to you.
<html><br><br></html>
<<if $LifePoints lt 1>>
<<display Rm15CableDeath>>
<<else>>
But you manage to
<<if $Rm15Action is "InspectMatterGenerator">>
make it to the matter generator.
<html><br><br></html>
<<display Rm15MatterGenerator>>
<<else>><</if>>
<<if $Rm15Action is "FillWaterJug">>
make it to the matter generator.
<html><br><br></html>
<<display Rm15WaterJugFillingFrame>>
<<else>><</if>>
<<if $Rm15Action is "HeadWest">>
<<if $Rm16Discovered is true>>
make it to the Hydroponics Bay.
<<else>>
make it to the western door and into the room beyond.
<</if>>
<html><br></html>
<<display Rm16HydroponicsBay>>
<<else>><</if>>
<<if $Rm15Action is "EnterFromHydroponics">>
make it to the far side of the Mess Hall.
<html><br></html>
<<display Rm15MessHall>>
<<else>><</if>>
<</if>>
<<else>>
The cables are quiet, and you manage to sneak past without incident,
<<if $Rm15Action is "InspectMatterGenerator">>
to the matter generator.
<html><br><br></html>
<<display Rm15MatterGenerator>>
<<else>><</if>>
<<if $Rm15Action is "FillWaterJug">>
to the matter generator.
<html><br><br></html>
<<display Rm15WaterJugFillingFrame>>
<<else>><</if>>
<<if $Rm15Action is "HeadWest">>
<<if $Rm16Discovered is true>>
to the Hydroponics Bay.
<<else>>
to the western door and into the room beyond.
<</if>>
<html><br></html>
<<display Rm16HydroponicsBay>>
<<else>><</if>>
<<if $Rm15Action is "EnterFromHydroponics">>
making it to the far side of the Mess Hall.
<html><br></html>
<<display Rm15MessHall>>
<<else>><</if>>
<</if>>
<</nobr>>The cables deliver you a killing blow! You collapse, your final thoughts on how the mystery of the //Achilles// will never be solved—at least not by you.<<set $PlayerDead to true>>
<<display EndAccounting>><<set $Rm16PlantsExamined to true>>An extraordinary variety of plants have died here—and not just from neglect. Their support systems were purposefully destroyed, dooming a major source of the ship's food supply and a natural aid to its air cycling.
<<display Rm16HydroponicsBay>><<set $Rm16EquipmentExamined to true>>As part of its support function, this room housed extra life support equipment—compressed oxygen stores, air cyclers and purifiers, and food and emergency rations. They've all been ripped out of storage, destroyed, and strewn across the floor.
<<display Rm16HydroponicsBay>><<nobr>>
<<set $Rm17EquipmentExamined to true>>
The equipment here is top of the line. This room could provide the best medical care in the galaxy—if only there were a medical staff.
<html><br><br></html>
It occurs to you that—
<<if $LifePoints lt 20>>
since you are injured—you can
<<else>>
if you were injured—you could
<</if>>
heal yourself back to full health with some of the machines in here.
<html><br></html>
<</nobr>><<display Rm17MedicalBay>><<nobr>>
<!--A1--><<if $Rm18CaptainDyingStatus is "NotSet">>
<!--B1--><<if $Rm18MedUnitDoctorAuthorized is true>>
The med unit's control screen displays the message, "Awaiting patient consent to cease treatment."
<html><br><br></html>
Sahil says, "Tampering with the unit will only damage it.
<!--C1--><<if $Rm26EliasStatus is "Convo2InProgress" or $Rm26EliasStatus is "FetchQuest2Assigned">>Based on what Elias has told us, it seems likely that's Captain Yamashita in there.
<!--D1--><<if $Rm27SearchedBedroomBathroom is true>>
And now I have the DNA sample I needed from her to forge consent—we just need to access the console in the next room."
<!--D2--><<else>>
We just need to find a DNA sample for her, so I can forge her consent."
<!--D3--><</if>>
<!--C2--><<else>>
We need to figure out who's inside and get a DNA sample. Then we can forge consent."
<!--C3--><</if>>
<!--B2--><<else>>
<<set $Rm17MedUnitExamined to true>>
The med unit is clearly holding someone at a deep level of ongoing treatment—but attempting to access its control screen reveals only the message, "Unit is secured by the Chief Medical Officer."
<!--B3--><</if>>
<!--A2--><<else>>
<!--E1--><<if $Rm18CaptainDyingStatus is "DeadByPlayer" or $Rm18CaptainDyingStatus is "DeadByLuisa">>
The med unit lies open, revealing the body of a middle-aged East Asian woman wearing Captain's rank insignia—Captain Yamashita. She is thin with a furrowed brow, but otherwise looks whole and at peace, exuding a calm authority even in death.
<html><br><br></html>
Various sprays occasionally emit from the med unit, no doubt to preserve her body for whatever funeral observances she requested.
<!--E2&3--><<else>><</if>>
<!--F1--><<if $Rm18CaptainDyingStatus is "DyingsClose">>
<<set $Rm18CaptainDyingStatus to "DeadByPlayer">>
<<if $Rm26EliasTurnedAgainstYou is "FirstTrue" or $Rm26EliasTurnedAgainstYou is "Softening">>
<<set $Rm26StrangeApologyToElias to true>>
<<set $Rm26EliasTurnedAgainstYou to "Forgiven">>
<<else>><</if>>
The med unit's pulses come to a stop as you watch. A low, sad beep sounds, and it opens to reveal the body of a middle-aged East Asian woman wearing Captain's rank insignia—Captain Yamashita. She is thin with a furrowed brow, but otherwise looks whole and at peace, exuding a calm authority even in death.
<html><br><br></html>
Various sprays occasionally emit from the med unit, no doubt to preserve her body for whatever funeral observances she requested.
<html><br><br></html>
A few seconds have past since the med unit's opening when, to the northwest, you hear a woman scream in what sounds like rage.
<!--F2&3--><<else>><</if>>
<!--G1--><<if $Rm18CaptainDyingStatus is "DyingBegins">>
<<set $Rm18CaptainDyingStatus to "DyingsClose">>
The unit is pulsing red—but more and more slowly as you watch.
<!--G2&3--><<else>><</if>>
<!--A3--><</if>>
<</nobr>>
<<display Rm17MedicalBay>><<nobr>>
<<if $Rm21LuisaStatus is "EliasDefeated" or $Rm21LuisaStatus is "FetchQuest3Assigned">>
The console is fozen on a screen that reads, "Override initiated by Captain Luisa Romero. Med unit treatment ordered ceased on patient. Patient is now deceased."
<<else>>
<<if $Rm18InsigniaExamined is true>>
<<set $Rm18ConsoleQuestionActive to true>>
Accessing the console with the credentials Sahil secured brings up the message, "Hello, Dr. Mukherjee. The patient's prognosis is terminal. Brain functions have been inactive for 63 days and are unrecoverable. Cease treatment?"
<html><br><br></html>
Below is a "Confirm" button.
<<else>>
The console is operational, but frozen monitoring the active med unit in the Medical Bay. Interacting with it brings up the message "Unit is secured by the Chief Medical Officer."
<</if>>
<</if>>
<</nobr>><<display Rm18DoctorsOffice>><<nobr>>
<<if $Rm21LuisaStatus is "EliasDefeated" or $Rm21LuisaStatus is "FetchQuest3Assigned">>
<<set $Rm18InsigniaExamined to true>>It looks just like the other insignia you saw on the bridge's corpses. Sahil automatically scans it and announces, "This belonged to the Chief Medical Officer, Dr. Mukherjee. I've copied his access credentials, but I think everything in here was frozen by Luisa when she retook control of the ship."
<<else>>
<<set $Rm18InsigniaExamined to true>>It looks just like the other insignia you saw on the bridge's corpses. Sahil automatically scans it and announces, "This belonged to the Chief Medical Officer, Dr. Mukherjee. I've copied his access credentials; it will be interesting to see what you can unlock with them."
<</if>>
<</nobr>><<display Rm18DoctorsOffice>><<nobr>>
<<if $Rm18MedUnitDoctorAuthorized is true>>
<<set $Rm18ConsoleQuestionActive to false>>
The console is frozen on its last message: "Doctor has authorized ceasing treatment. Patient must consent. Patient's treatment directive not accessible. Patient's healthcare proxy not identified. Consent needed."
<<else>>
<<set $Rm18MedUnitDoctorAuthorized to true>>
<<set $Rm18ConsoleQuestionActive to false>>
"Doctor has authorized ceasing treatment," the console tells you. "Patient must consent. Patient's treatment directive not accessible. Patient's healthcare proxy not identified. Consent needed."
<</if>>
<html><br><br></html>
<<if $Rm26EliasStatus is "Convo2InProgress" or $Rm26EliasStatus is "FetchQuest2Assigned">>"Based on what Elias said, it seems likely it's Captain Yamashita in that med unit," Sahil says.
<<if $Rm27SearchedBedroomBathroom is true>>
"And since I have a sample of her DNA, just say the word, and I'll attempt to forge consent with it."
<<else>>
"We just need to find a DNA sample for her, so I can forge her consent."
<</if>>
<<else>>
"If we find out who's inside that med unit and I can sample their DNA," Sahil says, "I can forge their consent."
<</if>>
<</nobr>><<display Rm18DoctorsOffice>><<nobr>>
<<set $Rm19BodiesExamined to true>>At least a hundred corpses are packed in here, a mix of crewmembers and residents, and it looks like they all died in combat. You estimate you're looking at a quarter of the ship's population.
<html><br><br></html>
They're stacked up on
<<if $Rm19RacksExamined is true>>
racks that groan under their weight, and piled up
<<else>>
racks and
<</if>>
against the walls.
<</nobr>>
<<display Rm19Morgue>><<set $Rm19RacksExamined to true>>The racks are buckling under the weight of so many corpses. The morgue clearly was never intended to handle this much death.
<<display Rm19Morgue>><<nobr>>
<<if $Rm19WallsExamined is true>>
The corpses are stacked as neatly as possible alongside the walls—and now uncovered behind one of the piles is a small access hatch. Sahil tells you it's a Jerries conduit, a maintenance tunnel connecting different areas of the ship.
<<else>>
<<set $Rm19WallsExamined to true>>The corpses are stacked as neatly as possible alongside the walls.
<html><br><br></html>
As you look at wall mostly covered by the nearest pile, you notice something—a small access hatch partly hidden by the bodies. You push the corpses clear as respectfully as possible to fully uncover it. "That's a Jerries conduit," Sahil says, "a maintenance tunnel connecting different areas of the ship. It's probably what Elias wanted us to find."
<</if>>
<</nobr>>
<<display Rm19Morgue>><<set $Rm20PanelsExamined to true>>While most systems are disabled, the ship's log is still accessible. Quickly scanning the many adventures it chronicles, you see it stops soon after one of the ship's probes was sent to investigate a strange signal.
The probe, called the //Laika//, returned to the //Achilles//—but whatever it found has been struck from the ship's log, which ends suddenly.
<<display Rm20ComputerBay>><<set $Rm20LoginsFound to true>>The cubicles are empty, except one has a tablet that's smashed but still active. It's frozen on active network logins. For the past couple of months, two users have logged in every day: Acting Captain Luisa Romero and a civilian named Elias Zere.
<<display Rm20ComputerBay>>STARTING SETUP:
<<set $BlasterFrequency to 320>>
<<set $ItemsInInventory to 0>>
<<set $LifePoints to 20>>
<<set $Rm21LuisaStatus to "Nothing">>
<<set $Rm7TraceLifePoints to 0>>
<<set $Rm7TraceConversationStatus to "NotBegun">>
<<set $InjuredReminderCount to 12>>
<<set $Rm7TraceStatus to "asleep">>
<<set $Rm8ScienceLabStatus to "NotBegun">>
<<set $Rm15CableShockCounter to 0>>
<<set $Rm18CaptainDyingStatus to "NotSet">>
<<set $Rm21LuisaStatus to "Nothing">>
<<set $Rm21LuisaTurnedAgainstYou to "false">>
<<set $Rm26SimulationCount to 0>>
<<set $Rm26EliasStatus to "Hidden">>
<<set $Rm26SensingEliasCounter to 0>>
<<set $Rm26EliasTurnedAgainstYou to "false">>
VARIABLES IN ROUGH ORDER ON COMMAND DECK:
<<set $CaptainMentioned to true>>
<<set $TraceMentioned to true>>
<<set $Rm21LuisaStatus to "Nothing">>
<<set $Rm1AchillesScanned to true>>
<<set $Rm1HailingAttempted to true>>
<<set $Rm2Discovered to true>>
<<set $Rm2ServiceDockLookedInto to true>>
<<set $Rm3Discovered to true>>
<<set $Rm3FootprintsExamined to true>>
<<set $Rm4AccessExplained to true>>
<<set $Rm4BlastersExamined to true>>
<<set $Rm4CommandDeckUnlocked to true>>
<<set $Rm4ConsolesExamined to true>>
<<set $Rm4CorpsesExamined to true>>
<<set $Rm4Discovered to true>>
<<set $Rm4SahilTalkedTo to true>>
<<set $Rm5Discovered to true>>
<<set $Rm5ConsoleExamined to true>>
<<set $Rm5PersonalEffectsExamined to true>>
<<set $Rm5SuppliesExamined to true>>
<<set $Rm5TalkedToSahil to true>>
<<set $Rm6Discovered to true>>
<<set $Rm6CotsExamined to true>>
<<set $Rm6CrewListExamined to true>>
<<set $Rm7Discovered to true>>
<<set $Rm7PasscodeLockDiscovered to true>>
<<set $Rm7TraceConversationStatus to "FrequencyExplained">>
<<set $Rm7TraceStatus to "defeated">>
<<set $Rm7ScienceLabUnlocked to true>>
VARIABLES IN ROUGH ORDER ON MAIN DECK:
<<set $Rm9Discovered to true>>
<<set $Rm11Discovered to true>>
<<set $Rm10Discovered to true>>
<<set $Rm12Discovered to true>>
<<set $Rm13Discovered to true>>
<<set $Rm14Discovered to true>>
<<set $Rm15Discovered to true>>
<<set $Rm16Discovered to true>>
<<set $Rm17Discovered to true>>
<<set $Rm18Discovered to true>>
<<set $Rm19Discovered to true>>
<<set $Rm20Discovered to true>>
<<set $Rm24Discovered to true>>
<<set $Rm25Discovered to true>>
<<set $MainDeckUnlocked to true>>
COMPLETES THE FIRST PART OF THE MED UNIT MYSTERY:
<<set $Rm17MedUnitExamined to true>>
<<set $Rm18InsigniaExamined to true>>
<<set $Rm18MedUnitDoctorAuthorized to true>>
COMPLETES THE FIRST PART OF FIGURING OUT WHO'S ONBOARD:
<<set $Rm20LoginsFound to true>>
CURRENT DECK—COMMAND OR MAIN—IMPORTANT FOR MAP TO DISPLAY CORRECTLY:
<<set $CurrentDeck to "main">><<nobr>>
You focus in on your conversation with your unseen interrogator.
<html><br><br></html>
<<display Rm21LuisaConvo1Hub1Questions>>
<</nobr>><<nobr>>
<!--Loadout for encountering Trace-->
<<set $BlasterFrequency to 320>>
<<set $Rm7TraceConversationStatus to "NotBegun">>
<<set $InjuredReminderCount to 12>>
<<set $Rm7TraceStatus to "asleep">>
<<set $ItemsInInventory to 0>>
<<set $Rm21LuisaStatus to "Nothing">>
<<set $LifePoints to 20>>
<<set $Rm7TraceLifePoints to 40>>
<<set $Rm8TraceLifePoints to 40>>
<<set $Rm8ScienceLabStatus to "NotBegun">>
<<set $Rm15CableShockCounter to 0>>
<<set $Rm18CaptainDyingStatus to "NotSet">>
<<set $Rm21LuisaStatus to "Nothing">>
<<set $Rm21LuisaTurnedAgainstYou to "false">>
<<set $Rm26SimulationCount to 0>>
<<set $Rm26EliasStatus to "Hidden">>
<<set $Rm26SensingEliasCounter to 0>>
<<set $Rm26EliasTurnedAgainstYou to "false">>
<<set $CaptainMentioned to true>>
<<set $TraceMentioned to true>>
<<set $Rm1AchillesScanned to true>>
<<set $Rm1HailingAttempted to true>>
<<set $Rm2Discovered to true>>
<<set $Rm2ServiceDockLookedInto to true>>
<<set $Rm3Discovered to true>>
<<set $Rm3FootprintsExamined to true>>
<<set $Rm4AccessExplained to true>>
<<set $Rm4BlastersExamined to true>>
<<set $Rm4CommandDeckUnlocked to true>>
<<set $Rm4ConsolesExamined to true>>
<<set $Rm4CorpsesExamined to true>>
<<set $Rm4Discovered to true>>
<<set $Rm4SahilTalkedTo to true>>
<<set $Rm5Discovered to true>>
<<set $Rm5ConsoleExamined to true>>
<<set $Rm5PersonalEffectsExamined to true>>
<<set $Rm5SuppliesExamined to true>>
<<set $Rm5TalkedToSahil to true>>
<<set $Rm6Discovered to true>>
<<set $Rm6CotsExamined to true>>
<<set $Rm6CrewListExamined to true>>
<<set $CurrentDeck to "command">>
<<display Rm4Bridge>>
<</nobr>><<nobr>>
<!--Loadout for about to talk to Trace-->
<<set $BlasterFrequency to 320>>
<<set $Rm7TraceConversationStatus to "NotBegun">>
<<set $Rm7TraceStatus to "awake">>
<<set $InjuredReminderCount to 12>>
<<set $ItemsInInventory to 0>>
<<set $LifePoints to 20>>
<<set $Rm21LuisaStatus to "Nothing">>
<<set $Rm7TraceLifePoints to 40>>
<<set $Rm8TraceLifePoints to 40>>
<<set $Rm8ScienceLabStatus to "NotBegun">>
<<set $Rm15CableShockCounter to 0>>
<<set $Rm18CaptainDyingStatus to "NotSet">>
<<set $Rm21LuisaStatus to "Nothing">>
<<set $Rm21LuisaTurnedAgainstYou to "false">>
<<set $Rm26SimulationCount to 0>>
<<set $Rm26EliasStatus to "Hidden">>
<<set $Rm26SensingEliasCounter to 0>>
<<set $Rm26EliasTurnedAgainstYou to "false">>
<<set $CaptainMentioned to true>>
<<set $TraceMentioned to true>>
<<set $Rm1AchillesScanned to true>>
<<set $Rm1HailingAttempted to true>>
<<set $Rm2Discovered to true>>
<<set $Rm2ServiceDockLookedInto to true>>
<<set $Rm3Discovered to true>>
<<set $Rm3FootprintsExamined to true>>
<<set $Rm4AccessExplained to true>>
<<set $Rm4BlastersExamined to true>>
<<set $Rm4CommandDeckUnlocked to true>>
<<set $Rm4ConsolesExamined to true>>
<<set $Rm4CorpsesExamined to true>>
<<set $Rm4Discovered to true>>
<<set $Rm4SahilTalkedTo to true>>
<<set $Rm5Discovered to true>>
<<set $Rm5ConsoleExamined to true>>
<<set $Rm5PersonalEffectsExamined to true>>
<<set $Rm5SuppliesExamined to true>>
<<set $Rm5TalkedToSahil to true>>
<<set $Rm6Discovered to true>>
<<set $Rm6CotsExamined to true>>
<<set $Rm6CrewListExamined to true>>
<<set $Rm7Discovered to true>>
<<set $CurrentDeck to "command">>
<<display Rm7CommandDeckCorridor>>
<</nobr>><<nobr>>
<<set $CurrentRm to 21>>
<<set $Rm21Discovered to true>>
<!--AA1--><<if $Rm18CaptainDyingStatus is "DeadByPlayer" or $Rm26EliasStatus is "FetchQuest2Completed" or $Rm26EliasStatus is "FetchQuest3Assigned">>
<!--AAA1--><<if $Rm26EliasForceShieldsEncountered is true>>
<!--AAA2--><<else>>
You step into the room only to be greeted by a furious howl. Force shields have been thrown up that
<<if $Rm26EliasStatus is "FetchQuest4Assigned">>
block off everything but your path to the Warp Engine Control Room—and
<<else>>
prevent you from going more than a few feet into Main Engineering—and
<</if>>
they're keeping Luisa locked down.
<html><br><br></html>
She shouts at you, "Elias did this! You can't trust him!"
<<set $Rm26EliasForceShieldsEncountered to true>>
<html><br></html>
<!--AAA3--><</if>>
<<display Rm21MainEngineering>>
<!--AA2--><<else>>
<!--A1--><<if $Rm21LuisaTurnedAgainstYou is "FirstTrue" or $Rm21LuisaTurnedAgainstYou is "SecondTrue">>
As soon as you step into the room the small drone reappears, its web of red lasers closing in on you. Luisa calls, "Why would I let you attack me again? Go talk to that traitor on the other side of this ship! If you turn on him too, then maybe we'd have something to discuss!"
<html><br><br></html>
You have no choice but to leap back out to the corridor before you're sliced to ribbons.
<<display Rm12MainCorridorNorth>>
<!--A2--><<else>>
<!--B1--><<if $Rm21LuisaTurnedAgainstYou is "Softening">>
<<display Rm21LuisaConvoRegainTrustIntro>>
<!--B2--><<else>>
<!--C1--><<if $Rm21LuisaStatus is "FetchQuest1Completed" or $Rm21LuisaStatus is "Convo2InProgress" or $Rm21LuisaStatus is "FetchQuest2Assigned">>
<<display Rm21MainEngineering>>
<!--C2_C3--><<else>><</if>>
<!--D1--><<if $Rm21LuisaStatus is "HeardVoice">>
As soon as you step into the room the small drone reappears, its web of red lasers closing in on you. Again a female voice calls out, "I told you to leave."
<html><br><br></html>
<<display Rm21LuisaConvoIntro>>
<!--D2_D3--><<else>><</if>>
<!--E1--><<if $Rm21LuisaStatus is "Nothing">>
<<set $Rm21LuisaStatus to "HeardVoice">>
<!--F1--><<if $Rm7TraceStatus is "spared">>
<<set $Rm7TraceStatus to "missing">>
<!--F2_F3--><<else>><</if>>
No sooner have you stepped into the room than a small drone flies down in front of you. A web of red lasers spreads out from it, closing in on you.
<html><br><br></html>
Before the lasers slice you to ribbons, a female voice calls out, "You're not a member of the Interstellar Patrol. I don't know how you got past Trace, but you should leave."
<html><br><br></html>
<<display Rm21LuisaConvoIntro>>
<!--E2_E3--><<else>><</if>>
<!--G1--><<if $Rm21LuisaStatus is "FetchQuest1Assigned">>
<!--H1--><<if $LuisaWaterJugStatus is "Full">>
<<set $Rm21LuisaStatus to "FetchQuest1Completed">>
<<set $Rm21WaterJugGivenToLuisa to true>>
<<set $ItemsInInventory -= 1>>
As soon as you step into the room, a drone swoops down and snatches away the full water jug you've brought.
<html><br><br></html>
As the web of lasers that used to fill this room disappears, the drone drops the jug into the waiting hands of a tall, olive-skinned woman in a worn Interstellar Patrol outfit. She watches you with wide, deep eyes and says in a soft voice, "Thank you. I'm Captain Luisa Romero." And she takes a drink.
<html><br></html>
<<display Rm21MainEngineering>>
<!--H2--><<else>>
As soon as you step into the room the small drone reappears, its web of red lasers closing in on you. The same female voice calls out, "Until you bring me what I asked for, I have no reason to trust you. Find a matter generator and bring back a jug full of fresh water."
<!--I1--><<if $LuisaWaterJugStatus is "Empty">>
<html><br><br></html>
"Not an //empty// jug," she adds.
<!--I2_I3--><<else>><</if>>
<!--J1--><<if $LuisaWaterJugStatus is "OneThirdFull" or $LuisaWaterJugStatus is "TwoThirdsFull">>
<html><br><br></html>
"Not a //partially full// jug," she adds. "A //full// jug."
<!--J2_J3--><<else>><</if>>
<html><br><br></html>
The web of lasers narrows in on you. To escape, you have no choice but to leap back into the hallway.
<html><br></html>
<<display Rm12MainCorridorNorth>>
<!--H3--><</if>>
<!--G2--><<else>>
<!--G3--><</if>>
<!--K1--><<if $Rm21LuisaStatus is "EliasDefeated" or $Rm21LuisaStatus is "FetchQuest3Assigned">>
<<display Rm21MainEngineering>>
<!--K2_K3--><<else>><</if>>
<!--L1--><<if $Rm21LuisaStatus is "FetchQuest2Completed">>
<<set $Rm21LuisaStatus to "EliasDefeated">>
<!--M1--><<if $Rm26EliasStatus is "Hidden" or $Rm26EliasStatus is "Sensed">>
<<set $Rm26KnewEliassName to "Never">>
<!--M2--><<else>>
<<set $Rm26KnewEliassName to "Yes">>
<!--M3--><</if>>
As soon as you step into the room, a drone swoops down and snatches away the space-time anomaly.
<<if $Rm21PlayerCheatedAccessToScienceLab is true>>
<<if $Rm14WaterJugTaken or $Rm1CorvusWaterJugTaken is true>>
<<if $Rm21WaterJugGivenToLuisa isnot true>>
It also takes the water jug from you.
<<else>><</if>>
<<else>><</if>>
<<else>><</if>>
<<set $AnomalyInInventory to false>>
<<set $ItemsInInventory -=1>>
<!--N1--><<if $Rm18CaptainDyingStatus is "DeadByPlayer">>
<!--N2--><<else>>
<<set $Rm18CaptainDyingStatus to "DeadByLuisa">>
<!--N3--><</if>>
<html><br><br></html>
<<if $Rm21PlayerCheatedAccessToScienceLab is true and $Rm21WaterJugGivenToLuisa isnot true>>
It drops the anomaly into the waiting hands of a tall, olive-skinned woman in a worn Interstellar Patrol outfit.
<<else>>
It drops it into Luisa's waiting hands.
<</if>>
"Finally," she whispers, and in moments she's hooked it up to a series of wires from an open panel. The room's lights flicker, then strengthen, and from some other part of the deck you hear a buzzing sound and what sounds like a man screaming—a scream that cuts off suddenly.
<<set $Rm26EliasStatus to "KilledByLuisa">>
<html><br><br></html>
<<if $Rm21PlayerCheatedAccessToScienceLab is true>>
<<if $Rm14WaterJugTaken or $Rm1CorvusWaterJugTaken is true>>
<<if $Rm21WaterJugGivenToLuisa isnot true>>
<<set $Rm21WaterJugGivenToLuisa to true>>
<<set $ItemsInInventory -= 1>>
The woman then grabs the jug of water from the drone, glugs it down thirstily, then says, "I'm Captain Luisa Romero. I'm assuming you're a scavenger. I don't know how you got past Trace or into the science lab, but I'm grateful that you brought the anomaly to me."
<<else>>
Luisa then says, "You already proved yourself to me by getting me the water jug, but now you've gone above and beyond. I don't know how you got into the science lab, but I'm grateful that you brought the anomaly to me."
<</if>>
<<else>>
The woman creates a bottle of water from a matter generator beside her, glugs it down thirstily, then says, "I'm Captain Luisa Romero. I'm assuming you're a scavenger. I don't know how you got past Trace or into the science lab, but I'm grateful that you brought the anomaly to me."
<</if>>
<html><br><br></html>
"This ship discovered something incredible: the Crux. But, as with all great discoveries, there was small-minded resistance to it. That resistance is now finally over, thanks to you. The people who understood the Crux have all joined it. I suggest you do so as well. But I know you might instead simply be seeking the warp engine code."
<html><br></html>
<<else>>
"Thanks for helping me take care of that," Luisa says. "The //Achilles// is now fully under my control." Smiling, she inputs commands into the console before her.
<html><br></html>
<</if>>
<<display Rm21MainEngineering>>
<!--L2_L3--><<else>><</if>>
<!--O1--><<if $Rm21LuisaStatus is "FetchQuest3Completed">>
"I see you've visited the Crux but foolishly decided not to join it," Luisa says as you enter the room. "You can go back downstairs and reconsider that decision—or I'll now allow you into the warp engine control room to recover those codes you're so interested in."
<html><br><br></html>
Her eyes turn cold. "Just know that once you have those codes, you will be escorted off this ship."
<html><br></html>
<<display Rm21MainEngineering>>
<!--O2_O3--><<else>><</if>>
<!--B3--><</if>>
<!--A3--><</if>>
<!--AA3--><</if>>
<</nobr>><<nobr>>
<!--Loadout for encountering Luisa-->
<<set $Rm21LuisaStatus to "Nothing">>
<<set $BlasterFrequency to 320>>
<<set $LifePoints to 15>>
<<set $InjuredReminderCount to 12>>
<<set $Rm21LuisaStatus to "Nothing">>
<<set $Rm21LuisaTurnedAgainstYou to "false">>
<<set $ItemsInInventory to 0>>
<<set $Rm7TraceLifePoints to 40>>
<<set $Rm8TraceLifePoints to 40>>
<<set $Rm8ScienceLabStatus to "NotBegun">>
<<set $Rm15CableShockCounter to 0>>
<<set $Rm18CaptainDyingStatus to "NotSet">>
<<set $Rm26SimulationCount to 0>>
<<set $Rm26EliasStatus to "Hidden">>
<<set $Rm26SensingEliasCounter to 0>>
<<set $Rm26EliasTurnedAgainstYou to "false">>
<<set $CaptainMentioned to true>>
<<set $TraceMentioned to true>>
<<set $Rm1AchillesScanned to true>>
<<set $Rm1HailingAttempted to true>>
<<set $Rm2Discovered to true>>
<<set $Rm2ServiceDockLookedInto to true>>
<<set $Rm3Discovered to true>>
<<set $Rm3FootprintsExamined to true>>
<<set $Rm4AccessExplained to true>>
<<set $Rm4BlastersExamined to true>>
<<set $Rm4CommandDeckUnlocked to true>>
<<set $Rm4ConsolesExamined to true>>
<<set $Rm4CorpsesExamined to true>>
<<set $Rm4Discovered to true>>
<<set $Rm4SahilTalkedTo to true>>
<<set $Rm5Discovered to true>>
<<set $Rm5ConsoleExamined to true>>
<<set $Rm5PersonalEffectsExamined to true>>
<<set $Rm5SuppliesExamined to true>>
<<set $Rm5TalkedToSahil to true>>
<<set $Rm6Discovered to true>>
<<set $Rm6CotsExamined to true>>
<<set $Rm6CrewListExamined to true>>
<<set $Rm7Discovered to true>>
<<set $Rm7TraceConversationStatus to "FrequencyExplained">>
<<set $Rm7TraceStatus to "spared">>
<<set $Rm9Discovered to true>>
<<set $Rm11Discovered to true>>
<<set $Rm10Discovered to true>>
<<set $Rm12Discovered to true>>
<<set $Rm13Discovered to true>>
<<set $Rm14Discovered to true>>
<<set $Rm15Discovered to true>>
<<set $Rm16Discovered to true>>
<<set $Rm17Discovered to true>>
<<set $Rm18Discovered to true>>
<<set $Rm19Discovered to true>>
<<set $Rm20Discovered to true>>
<<set $Rm24Discovered to true>>
<<set $Rm25Discovered to true>>
<<set $Rm17MedUnitExamined to true>>
<<set $Rm18InsigniaExamined to true>>
<<set $Rm18MedUnitDoctorAuthorized to true>>
<<set $Rm20LoginsFound to true>>
<<set $CurrentDeck to "main">>
<<set $MainDeckHackAssembled to true>>
<<set $MainDeckUnlocked to true>>
<<set $Rm24RubbleSearched to true>>
<<set $Rm25RemnantsSearched to true>>
<</nobr>><<display Rm12MainCorridorNorth>>The passcode lock on the Science Lab awaits your entry:
<<textbox "$Rm7PasscodeGuess" "" "Rm7PasscodeResolution" autofocus>>
Hit [[Enter|Rm7PasscodeResolution]] to see if your passcode is accepted.
<<display Rm7CommandDeckCorridor>><<nobr>>
<<if $Rm7PasscodeGuess is "nirvana" or $Rm7PasscodeGuess is "Nirvana" or $Rm7PasscodeGuess is "NIRVANA">>
<<if $Rm21LuisaStatus is "NotBegun" or $Rm21LuisaStatus is "JustBegun">>
The passcode flashes green, then red, reading, "Lock currently disabled."
<html><br><br></html>
Sahil says, "Looks like even the right code won't be accepted right now. Perhaps you need someone to activate it remotely?"
<<else>>
<<if $Rm26EliasStatus is "SelfDestructActivated">>
"I think that was the right passcode," Sahil says, "but Elias has shut down our access to the Science Lab, now that the ship's self-destruct sequence is active."
<<else>>
The passcode was accepted; the door to the Science Lab is now unlocked.
<<set $Rm7ScienceLabUnlocked to true>>
<</if>>
<</if>>
<<else>>
The passcode wasn't accepted; the door to the Science Lab remains locked.
<</if>>
<html><br></html>
<<display Rm7CommandDeckCorridor>>
<</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''SCIENCE LAB''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 8>>
<<set $Rm8Discovered to true>>
<<if $Rm8ScienceLabStatus is "Entered">>
You're at the entrance to the Science Lab, a vast room of flickering lights and varied pieces of large equipment—currently interacting in dangerous ways, as their safeties are disabled.
<html><br><br></html>
A few feet ahead, your own corpse flashes briefly into view—beheaded with a strangely mangled, almost pureed edge along your decapitated head and the severed neck beside it. A space-time anomaly in the back of the lab is showing a vision of your future.
<html><br><br></html>
As you watch, your corpse vanishes. You have the ability to avoid that future, if you dare.
<<else>><</if>>
<<if $Rm8ScienceLabStatus is "NotBegun">>
<<set $Rm8ScienceLabStatus to "Entered">>
<<set $Rm8RadiationDirection to either("Above", "AboveRight", "Right", "BelowRight", "Below", "BelowLeft", "Left", "AboveLeft")>>
You're at the entrance the Science Lab, a vast room of flickering lights and varied pieces of large equipment. "Careful, BG," Sahil says. "My sensors indicate that these experiments have all their safeties disabled. They're interacting in strange ways."
<html><br><br></html>
And then you see your own corpse, beheaded with a strangely mangled, almost pureed edge along your decapitated head and the severed neck beside it. Your body and its head are lying just a few feet in front of you.
<html><br><br></html>
"There's a space-time anomaly in the back of the lab," Sahil explains. "It's showing you a vision of a possible future." As you watch, your corpse turns transparent, then disappears. "It's vanishing because you now have the ability to create a different future," Sahil says.
<html><br><br></html>
"The anomaly must be the 'component' Luisa wants you to retrieve," Sahil continues. "It must be be incredibly powerful. But you'll have to choose carefully between different possible timelines to reach it."
<<else>><</if>>
<<if $Rm8ScienceLabStatus is "FirstChallengeDone">>
You're at the entrance to the Science Lab, a vast room of flickering lights and varied pieces of large equipment—currently interacting in dangerous ways, as their safeties are disabled.
<html><br><br></html>
Toward the middle of the lab, your burnt corpse flashes briefly into view. A space-time anomaly in the back of the lab is showing a vision of your future.
<html><br><br></html>
You'll have to step deeper into the lab to see your burnt self more clearly.
<<else>><</if>>
<<if $Rm8ScienceLabStatus is "SecondChallengeDone">>
You're at the entrance to the Science Lab, a vast room of flickering lights and varied pieces of large equipment—currently interacting in dangerous ways, as their safeties are disabled.
<html><br><br></html>
At the far wall of the lab, seven versions of yourself flash briefly into view. A space-time anomaly in the back of the lab is showing a vision of your future.
<html><br><br></html>
You'll have to step to the far wall to see the anomaly and its effects more clearly.
<<else>><</if>>
<<if $Rm8ScienceLabStatus is "ChallengesDone">>
You're in the Science Lab, a vast room of flickering lights and varied pieces of large equipment. It's oddly quiet, its malfunctions put to rest now that you've taken away the space-time anomaly.
<<else>><</if>>
<<if $Rm7TraceStatus is "WarningPlayer" or $Rm7TraceStatus is "WarnedPlayer">>
<html><br><br></html>
Trace is here, staring at you intently.
<<if $Rm8TraceBlasterStatus is "injured">>
She's noticeably injured from your previous blaster shot; one more looks like it will finish her.
<<else>><</if>>
<<else>><</if>>
<<if $Rm7TraceStatus is "DeadInRm8">>
<html><br><br></html>
Trace's dead body lies on the floor.
<<else>><</if>>
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<<if $SelfDestructCount is 1>>
<<if $Rm8ScienceLabStatus is "NotBegun" or $Rm8ScienceLabStatus is "Entered">>
[[North|SelfDestructDeath]] will bring you deeper into the lab—right where your beheaded corpse was.
<html><br></html>
<<else>><</if>>
<<if $Rm8ScienceLabStatus is "FirstChallengeDone">>
[[North|SelfDestructDeath]] will bring you to the midpoint of the lab—closer to where your burnt corpse was.
<html><br></html>
<<else>><</if>>
<<if $Rm8ScienceLabStatus is "SecondChallengeDone">>
[[North|SelfDestructDeath]] will bring you to the back wall of the lab—with the anomaly, and the multiple versions of yourself reaching for it.
<html><br></html>
<<else>><</if>>
<<if $Rm7TraceStatus is "missing" and $Rm8ScienceLabStatus is "ChallengesDone">>
[[South|SelfDestructDeath]] is the main corridor on this deck.
<<else>>
[[South|SelfDestructDeath]] is the main corridor on this deck.
<</if>>
<<else>>
<<if $Rm8ScienceLabStatus is "NotBegun" or $Rm8ScienceLabStatus is "Entered">>
[[North|Rm8TeleporterChallenge]] will bring you deeper into the lab—right where your beheaded corpse was.
<html><br></html>
<<else>><</if>>
<<if $Rm8ScienceLabStatus is "FirstChallengeDone">>
[[North|Rm8LabMidpoint]] will bring you to the midpoint of the lab—closer to where your burnt corpse was.
<html><br></html>
<<else>><</if>>
<<if $Rm8ScienceLabStatus is "SecondChallengeDone">>
[[North|Rm8LabBackWall]] will bring you to the back wall of the lab—with the anomaly, and the multiple versions of yourself reaching for it.
<html><br></html>
<<else>><</if>>
<<if $Rm7TraceStatus is "missing" and $Rm8ScienceLabStatus is "ChallengesDone">>
[[South|Rm8TraceConvo1Intro]] is the main corridor on this deck.
<<else>>
[[South|Rm7CommandDeckCorridor]] is the main corridor on this deck.
<</if>>
<</if>>
<</nobr>>"I've given you the component for HER," Trace says. "Now I can only wait for HER next instructions, while I attempt to repair myself."
Her green eyes bore into you. "It's up to you now. I—can't say anything more."
<<display Rm8ScienceLab>><<nobr>>
You focus in on your conversation with Trace.
<html><br><br></html>
<<set $ChoiceOrder to either("RightFirst", "WrongFirst")>>
<<if $ChoiceOrder is "RightFirst">>
<span id="Dialogue1"><<link "//Are you all right?//">><<replace "#Dialogue1">>//Are you all right?//<html><br><br></html><<display Rm8TraceConvoARight>><</replace>><</link>>
<html><br></html>
<<link "//I deactivated you. How are you awake?//">><<replace "#Dialogue1">>//I deactivated you. How are you awake?//<html><br><br></html><<display Rm8TraceConvoAWrong>><</replace>><</link>></span>
<<else>>
<span id="Dialogue1"><<link "//I deactivated you. How are you awake?//">><<replace "#Dialogue1">>//I deactivated you. How are you awake?//<html><br><br></html><<display Rm8TraceConvoAWrong>><</replace>><</link>>
<html><br></html>
<<link "//Are you all right?//">><<replace "#Dialogue1">>//Are you all right?//<html><br><br></html><<display Rm8TraceConvoARight>><</replace>><</link>></span>
<</if>>
<</nobr>><<nobr>>
She nods stiffly. "Thank you for asking. I was and remain severely damaged, but my reprogramming means I must obey HER unless completely incapacitated. Until then, I am doing my best at self-repair."
<html><br><br></html>
"SHE sent you here for the component. SHE needs it for something SHE's planning for the warp engines. It's almost ready." Trace gestures to a nearby synthesizer.
<html><br><br></html>
<<set $ChoiceOrder to either("RightFirst", "WrongFirst")>>
<<if $ChoiceOrder is "RightFirst">>
<span id="Dialogue2"><<link "//Is giving it to her a good idea?//">><<replace "#Dialogue2">>//Is giving it to her a good idea?//<html><br><br></html><<display Rm8TraceConvoBRight>><</replace>><</link>>
<html><br></html>
<<link "//Why should I help her? Or you?//">><<replace "#Dialogue2">>//Why should I help her? Or you?//<html><br><br></html><<display Rm8TraceConvoBWrong>><</replace>><</link>></span>
<<else>>
<span id="Dialogue2"><<link "//Why should I help her? Or you?//">><<replace "#Dialogue2">>//Why should I help her? Or you?//<html><br><br></html><<display Rm8TraceConvoBWrong>><</replace>><</link>>
<html><br></html>
<<link "//Is giving it to her a good idea?//">><<replace "#Dialogue2">>//Is giving it to her a good idea?//<html><br><br></html><<display Rm8TraceConvoBRight>><</replace>><</link>></span>
<</if>>
<</nobr>><<nobr>>
"You must have, since I reprogrammed her to be unfailingly loyal. But being able to defeat her means you're dangerous."
<html><br><br></html>
She continues, "Here's what really matters: If you found incredibly advanced alien technology, would you want to share it or hide it?"
<html><br><br></html>
<<set $ChoiceOrder= ["Right", "Neutral", "Failure"]>>
<<set $Display1 to $ChoiceOrder.pluck()>>
<<set $Display2 to $ChoiceOrder.pluck()>>
<<set $Display3 to $ChoiceOrder.pluck()>>
<span id="Dialogue2">
<<if $Display1 is "Right">><<display Rm8TraceConvoWrongPathARightChoice>><<else>>
<<if $Display1 is "Neutral">><<display Rm8TraceConvoWrongPathAWrongChoice>><<else>>
<<display Rm8TraceConvoWrongPathAFailureChoice>>
<</if>>
<</if>>
<html><br></html>
<<if $Display2 is "Right">><<display Rm8TraceConvoWrongPathARightChoice>><<else>>
<<if $Display2 is "Neutral">><<display Rm8TraceConvoWrongPathAWrongChoice>><<else>>
<<display Rm8TraceConvoWrongPathAFailureChoice>>
<</if>>
<</if>>
<html><br></html>
<<if $Display3 is "Right">><<display Rm8TraceConvoWrongPathARightChoice>><<else>>
<<if $Display3 is "Neutral">><<display Rm8TraceConvoWrongPathAWrongChoice>><<else>>
<<display Rm8TraceConvoWrongPathAFailureChoice>>
<</if>>
<</if>>
</span>
<</nobr>><<nobr>>
"If you don't bring it to HER, I will. SHE just wants to test your loyalty. But the more you win HER trust, the more chance you'll have to destroy the—" She stops, her head jerking unnaturally.
<html><br><br></html>
"My reprogramming prevents me from saying more," she says finally.
<html><br><br></html>
<<set $ChoiceOrder to either("RightFirst", "WrongFirst")>>
<<if $ChoiceOrder is "RightFirst">>
<span id="Dialogue3"><<link "//Can I help undo your reprogramming?//">><<replace "#Dialogue3">>//Can I help undo your reprogramming?//<html><br><br></html><<display Rm8TraceConvoCRight>><</replace>><</link>>
<html><br></html>
<<link "//Fight it—tell me more!//">><<replace "#Dialogue3">>//Fight it—tell me more!//<html><br><br></html><<display Rm8TraceConvoCWrong>><</replace>><</link>></span>
<<else>>
<span id="Dialogue3"><<link "//Fight it—tell me more!//">><<replace "#Dialogue3">>//Fight it—tell me more!//<html><br><br></html><<display Rm8TraceConvoCWrong>><</replace>><</link>>
<html><br></html>
<<link "//Can I help undo your reprogramming?//">><<replace "#Dialogue3">>//Can I help undo your reprogramming?//<html><br><br></html><<display Rm8TraceConvoCRight>><</replace>><</link>></span>
<</if>>
<</nobr>><<nobr>>
"SHE will do as SHE wishes with your help or without it. And the only way to help me is to stop HER from spreading the—" She jerks her head, then shudders violently.
<html><br><br></html>
"My reprogramming prevents me from saying more," she says finally.<html><br><br></html>
<<set $ChoiceOrder= ["Right", "Neutral", "Failure"]>>
<<set $Display1 to $ChoiceOrder.pluck()>>
<<set $Display2 to $ChoiceOrder.pluck()>>
<<set $Display3 to $ChoiceOrder.pluck()>>
<span id="Dialogue3">
<<if $Display1 is "Right">><<display Rm8TraceConvoWrongPathBRightChoice>><<else>>
<<if $Display1 is "Neutral">><<display Rm8TraceConvoWrongPathBWrongChoice>><<else>>
<<display Rm8TraceConvoWrongPathBFailureChoice>>
<</if>>
<</if>>
<html><br></html>
<<if $Display2 is "Right">><<display Rm8TraceConvoWrongPathBRightChoice>><<else>>
<<if $Display2 is "Neutral">><<display Rm8TraceConvoWrongPathBWrongChoice>><<else>>
<<display Rm8TraceConvoWrongPathBFailureChoice>>
<</if>>
<</if>>
<html><br></html>
<<if $Display3 is "Right">><<display Rm8TraceConvoWrongPathBRightChoice>><<else>>
<<if $Display3 is "Neutral">><<display Rm8TraceConvoWrongPathBWrongChoice>><<else>>
<<display Rm8TraceConvoWrongPathBFailureChoice>>
<</if>>
<</if>>
</span>
<</nobr>>Trace shudders. "I cannot... keep talking... to you if it risks violating my reprogramming." Her head twitches back and forth until she holds it in place. "I have to end this conversation for now. Please remember—I must do what SHE orders."
<<display Rm8ScienceLab>><<nobr>>
"You're kind. I don't know if anyone can undo the damage SHE has done to me. You should focus on finding out the truth. Then maybe you'll do what I cannot."
<html><br><br></html>
<<set $ChoiceOrder to either("RightFirst", "WrongFirst")>>
<<if $ChoiceOrder is "RightFirst">>
<span id="Dialogue4"><<link "//I'll find a way to help you—I promise.//">><<replace "#Dialogue4">>//I'll find a way to help you—I promise.//<html><br><br></html><<display Rm8ConvoDEndingGood>><</replace>><</link>>
<html><br></html>
<<link "//What truth?//">><<replace "#Dialogue4">>//What truth?//<html><br><br></html><<display Rm8TraceConvoDEndingNeutral>><</replace>><</link>></span>
<<else>>
<span id="Dialogue4"><<link "//What truth?//">><<replace "#Dialogue4">>//What truth?//<html><br><br></html><<display Rm8TraceConvoDEndingNeutral>><</replace>><</link>>
<html><br></html>
<<link "//I'll find a way to help you—I promise.//">><<replace "#Dialogue4">>//I'll find a way to help you—I promise.//<html><br><br></html><<display Rm8ConvoDEndingGood>><</replace>><</link>></span>
<</if>>
<</nobr>><<nobr>>
Trace shudders. "Please, don't ask me to do what I can't. The only way—" She stops, mouthing a word she seems unable to sound. She shakes her head, then says, "Once you know the truth, it will be up to you."
<html><br><br></html>
<<set $ChoiceOrder= ["Right", "Neutral", "Failure"]>>
<<set $Display1 to $ChoiceOrder.pluck()>>
<<set $Display2 to $ChoiceOrder.pluck()>>
<<set $Display3 to $ChoiceOrder.pluck()>>
<span id="Dialogue4">
<<if $Display1 is "Right">><<display Rm8TraceConvoWrongPathCRightChoice>><<else>>
<<if $Display1 is "Neutral">><<display Rm8TraceConvoWrongPathCWrongChoice>><<else>>
<<display Rm8TraceConvoWrongPathCFailureChoice>>
<</if>>
<</if>>
<html><br></html>
<<if $Display2 is "Right">><<display Rm8TraceConvoWrongPathCRightChoice>><<else>>
<<if $Display2 is "Neutral">><<display Rm8TraceConvoWrongPathCWrongChoice>><<else>>
<<display Rm8TraceConvoWrongPathCFailureChoice>>
<</if>>
<</if>>
<html><br></html>
<<if $Display3 is "Right">><<display Rm8TraceConvoWrongPathCRightChoice>><<else>>
<<if $Display3 is "Neutral">><<display Rm8TraceConvoWrongPathCWrongChoice>><<else>>
<<display Rm8TraceConvoWrongPathCFailureChoice>>
<</if>>
<</if>>
</span>
<</nobr>><<set $Rm21LuisaStatus to "ComponentRetrieved">>Trace nods, her eyes full of purple tears. As the synthesizer finishes, she removes the fresh component and hands it to you.
"This will help HER plan," Trace says, "but only a little. You'll still be able to stop—" She jerks her head, goes quiet, then says, "You'll be able to make a choice I can't." She manages a weak smile for you.
<<display Rm8ScienceLab>><<set $Rm21LuisaStatus to "ComponentRetrieved">>"You'll have to find out for yourself," Trace says. As the synthesizer finishes, she removes the fresh component and hands it to you.
"Give this to HER," Trace says, "and perhaps you'll find the answers you're looking for."
<<display Rm8ScienceLab>><<link "//Is giving it to her a good idea?//">><<replace "#Dialogue2">>//Is giving it to her a good idea?//<html><br><br></html><<display Rm8TraceConvoBRight>><</replace>><</link>><<link "//Why should I help her? Or you?//">><<replace "#Dialogue2">>//Why should I help her? Or you?//<html><br><br></html><<display Rm8TraceConvoBWrong>><</replace>><</link>><<link "//Should I put you out of your misery?//">><<replace "#Dialogue2">>//Should I put you out of your misery?//<html><br><br></html><<display Rm8TraceConvoBFailure>><</replace>><</link>><<link "//Can I help undo your reprogramming?//">><<replace "#Dialogue3">>//Can I help undo your reprogramming?//<html><br><br></html><<display Rm8TraceConvoCRight>><</replace>><</link>><<link "//Fight it—tell me more!//">><<replace "#Dialogue3">>//Fight it—tell me more!//<html><br><br></html><<display Rm8TraceConvoCWrong>><</replace>><</link>><<link "//If you don't tell me more, you're no better than she is.//">><<replace "#Dialogue3">>//If you don't tell me more, you're no better than she is.//<html><br><br></html><<display Rm8TraceConvoBFailure>><</replace>><</link>><<link "//I'll find a way to help you—I promise.//">><<replace "#Dialogue4">>//I'll find a way to help you—I promise.//<html><br><br></html><<display Rm8ConvoDEndingGood>><</replace>><</link>><<link "//What truth?//">><<replace "#Dialogue4">>//What truth?//<html><br><br></html><<display Rm8TraceConvoDEndingNeutral>><</replace>><</link>><<link "//You're letting your programming control you. Tell me what's going on!//">><<replace "#Dialogue4">>//You're letting your programming control you. Tell me what's going on!//<html><br><br></html><<display Rm8TraceConvoBFailure>><</replace>><</link>><<nobr>>
<<set $Rm8CombatTraceBlasterCounter to 0>>
<<set $Rm8CombatTraceForceShieldCounter to 0>>
<<set $Rm8CombatTracePhysicalAttackCounter to 0>>
<<set $Rm8CombatTraceReflexesTrueCounter to 0>>
<<set $Rm8CombatTraceReflexesFalseCounter to 0>>
<<set $Rm8TraceCombatStatus to "Initiated">>
You shoot at Trace, but she manages to leap out of the way.
<html><br><br></html>
Her face turns cold; it is now time for [[combat|Rm8PreCombatTraceMove]].
<</nobr>><<nobr>>
<<set $Rm8CombatTraceMove to either("Blaster", "ForceShield", "PhysicalAttack")>>
<<if $Rm8CombatTraceMove is "Blaster">>
<<set $Rm8CombatTraceForceShieldCounter to 0>>
<<set $Rm8CombatTracePhysicalAttackCounter to 0>>
<<set $Rm8CombatTraceBlasterCounter += 1>>
<<if $Rm8CombatTraceBlasterCounter gt 3>>
<<set $Rm8CombatTraceMove to either ("ForceShield", "PhysicalAttack")>>
<<else>>
<</if>>
<<else>>
<</if>>
<<if $Rm8CombatTraceMove is "ForceShield">>
<<set $Rm8CombatTraceBlasterCounter to 0>>
<<set $Rm8CombatTracePhysicalAttackCounter to 0>>
<<set $Rm8CombatTraceForceShieldCounter += 1>>
<<if $Rm8CombatTraceForceShieldCounter gt 3>>
<<set $Rm8CombatTraceMove to either ("Blaster", "PhysicalAttack")>>
<<else>>
<</if>>
<<else>>
<</if>>
<<if $Rm8CombatTraceMove is "PhysicalAttack">>
<<set $Rm8CombatTraceBlasterCounter to 0>>
<<set $Rm8CombatTraceForceShieldCounter to 0>>
<<set $Rm8CombatTracePhysicalAttackCounter += 1>>
<<if $Rm8CombatTracePhysicalAttackCounter gt 3>>
<<set $Rm8CombatTraceMove to either ("Blaster", "ForceShield")>>
<<else>>
<</if>>
<<else>>
<</if>>
<<display Rm8Combat>>
<</nobr>><<nobr>>
As you ready for an attack,
<<if $Rm8CombatTraceMove is "Blaster">>
Trace's trigger finger twiches.
<<else>>
<<if $Rm8CombatTraceMove is "ForceShield">>
Trace's hand drifts to her side.
<<else>>
Trace's free hand clenches into a fist.<</if>><</if>>
<html><br></html>
<center>------------------------
<html><br></html>
''COMBAT''
<html><br></html>
------------------------</center>
You are facing Trace in combat.
<html><br><br></html>
Your life points: $LifePoints
<html><br></html>
Trace's life points: $Rm8TraceLifePoints
<span id="ShowButtonOrHideButton"><<display Rm8ShowCombatExplanationButton>></span><span id="CombatExplanation"></span>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Use Blaster|Rm8CombatBlaster]]
<html><br></html>
[[Use Force Shield|Rm8CombatForceShield]]
<html><br></html>
[[Use Physical Attack|Rm8CombatPhysicalAttack]]
<html><br><br></html>
------ ''EXITS'' ------
<html><br></html>
[[South|Rm8CombatFlee]] is the command deck corridor—an escape from combat—but dare you turn your back on Trace?
<</nobr>><<nobr>>
<<set $Rm8PlayerAttack to "Blaster">>
<<display Rm8CombatTraceCounter>>
<<if $Rm8CombatTraceMove is "Blaster">>
You use your blaster, but Trace does the same—and your two plasma beams cancel each other out.
<<else>><</if>>
<<if $Rm8CombatTraceMove is "ForceShield">>
<<display Rm8CombatTraceAttackDamage>>
<<set $LifePoints -=$Rm8TraceAttackDamage>>
You use your blaster, but Trace activates her force shield, bouncing your beam back at you and doing $Rm8TraceAttackDamage points of damage to you.
<<else>><</if>>
<<if $Rm8CombatTraceMove is "PhysicalAttack">>
<<display Rm8CombatPlayerAttackDamage>>
<<set $Rm8TraceLifePoints -=$Rm8PlayerAttackDamage>>
You use your blaster, and Trace attempts a physical attack—leaving her wide open to your plasma beam. You do $Rm8PlayerAttackDamage points of damage to her.
<<else>><</if>>
<<if $LifePoints lt 1>>
<html><br><br></html>
<<display Rm8CombatDeath>>
<<else>>
<<if $Rm8TraceLifePoints lt 1>>
<html><br><br></html>
<<display Rm8CombatTraceDefeated>>
<<else>>
<html><br><br></html>
<<display Rm8PreCombatTraceMove>>
<</if>><</if>>
<</nobr>><<nobr>>
<<set $Rm8PlayerAttack to "ForceShield">>
<<display Rm8CombatTraceCounter>>
<<if $Rm8CombatTraceMove is "Blaster">>
<<display Rm8CombatPlayerAttackDamage>>
<<set $Rm8TraceLifePoints -=$Rm8PlayerAttackDamage>>
You use your force shield, and Trace attempts to blast you—but her beam bounces back at her, doing $Rm8PlayerAttackDamage points of damage to her.
<<else>><</if>>
<<if $Rm8CombatTraceMove is "ForceShield">>
You use your force shield, but Trace does the same—so nothing happens.
<<else>><</if>>
<<if $Rm8CombatTraceMove is "PhysicalAttack">>
<<display Rm8CombatTraceAttackDamage>>
<<set $LifePoints -=$Rm8TraceAttackDamage>>
You use your force shield, but Trace chooses a physical attack—and her punch goes right through your force shield, doing $Rm8TraceAttackDamage points of damage to you.
<<else>><</if>>
<<if $LifePoints lt 1>>
<html><br><br></html>
<<display Rm8CombatDeath>>
<<else>>
<<if $Rm8TraceLifePoints lt 1>>
<html><br><br></html>
<<display Rm8CombatTraceDefeated>>
<<else>>
<html><br><br></html>
<<display Rm8PreCombatTraceMove>>
<</if>><</if>>
<</nobr>><<nobr>>
<<set $Rm8PlayerAttack to "PhysicalAttack">>
<<display Rm8CombatTraceCounter>>
<<if $Rm8CombatTraceMove is "Blaster">>
<<display Rm8CombatTraceAttackDamage>>
<<set $LifePoints -=$Rm8TraceAttackDamage>>
You use a physical attack, but Trace shoots you with her blaster—and you are wide open to her plasma beam, which does $Rm8TraceAttackDamage points of damage to you.
<<else>><</if>>
<<if $Rm8CombatTraceMove is "ForceShield">>
<<display Rm8CombatPlayerAttackDamage>>
<<set $Rm8TraceLifePoints -=$Rm8PlayerAttackDamage>>
You use a physical attack, and Trace lifts her force shield—but your fist passes right through it, doing $Rm8PlayerAttackDamage points of damage to her.
<<else>><</if>>
<<if $Rm8CombatTraceMove is "PhysicalAttack">>
You use a physical attack, but Trace does the same. You grapple briefly, but do no damage to each other.
<<else>><</if>>
<<if $LifePoints lt 1>>
<html><br><br></html>
<<display Rm8CombatDeath>>
<<else>>
<<if $Rm8TraceLifePoints lt 1>>
<html><br><br></html>
<<display Rm8CombatTraceDefeated>>
<<else>>
<html><br><br></html>
<<display Rm8PreCombatTraceMove>>
<</if>><</if>>
<</nobr>><<nobr>>
As soon as you turn your back, Trace fires her blaster at you.
<<set $Rm8TraceFleeAttack to either ("true", "false", "false")>>
<html><br><br></html>
<<if $Rm8TraceFleeAttack is "true">>
<<set $Rm8TraceFleeAttackDamage to either ("4", "5", "6")>>
<<set $LifePoints -=$Rm8TraceFleeAttackDamage>>
Trace's beam hits, doing $Rm8TraceFleeAttackDamage points of damage to you.
<<if $LifePoints lt 1>>
<html><br><br></html>
<<display Rm8CombatDeath>>
<<else>>
But you still manage to escape.
<html><br></html>
<<display Rm7CommandDeckCorridor>>
<</if>>
<<else>>
She misses, and you escape to the command deck corridor unharmed.
<html><br></html>
<<if $LifePoints lt 20>>
<html><br></html>
"You took some damage in that combat," Sahil says. "You can heal yourself with the med-unit back on the //Corvus//. Maybe do that before facing Trace again?"
<html><br></html>
<<else>><</if>>
<<display Rm7CommandDeckCorridor>>
<</if>>
<</nobr>><<nobr>>
<<set $Rm8CombatTraceReflexes to either("true", "false", "false")>>
<<if $Rm8CombatTraceReflexes is "false">>
<<set $Rm8CombatTraceReflexesFalseCounter +=1>>
<<if $Rm8CombatTraceReflexesFalseCounter gt 3>>
<<set $Rm8CombatTraceReflexesFalseCounter to 0>>
<<set $Rm8CombatTraceReflexes to "true">>
<<else>><</if>>
<<else>><</if>>
<<if $Rm8CombatTraceReflexes is "true">>
<<set $Rm8CombatTraceReflexesTrueCounter +=1>>
<<if $Rm8CombatTraceReflexesTrueCounter gt 3>>
<<set $Rm8CombatTraceReflexesTrueCounter to 0>>
<<set $Rm8CombatTraceReflexes to "false">>
<<else>>
<<if $Rm8PlayerAttack is "Blaster">>
<<set $Rm8CombatTraceMove to "ForceShield">>
<<else>><</if>>
<<if $Rm8PlayerAttack is "ForceShield">>
<<set $Rm8CombatTraceMove to "PhysicalAttack">>
<<else>><</if>>
<<if $Rm8PlayerAttack is "PhysicalAttack">>
<<set $Rm8CombatTraceMove to "Blaster">>
<<else>><</if>>
Trace's lightning reflexes trigger; she anticipates your move!
<html><br><br></html>
<</if>>
<<else>><</if>>
<</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''COMBAT EXPLANATION''
<html><br></html>
------------------------</center>
Like a deadly game of rock-scissors-paper, modern combat is fought with three main tools: blaster, force shield, and physical attack. A blaster defeats a physical attack (you shoot your opponent before they can punch you), a force shield defeats a blaster (bouncing it back on the attacker), and a physical attack defeats a force shield (a punch penetrates the shield). In short: Blaster defeats physical attack, physical attack defeats force shield, force shield defeats blaster.
<html><br><br></html>
Also, each attack does nothing against itself—two blasters defuse each other, force shields don't interact, and two physical attacks turn into a harmless grapple.
<html><br><br></html>
You have no special abilities, but Trace's reflexes allow her to sometimes anticipate your move.
<html><br><br></html>
You can retreat from combat, but your opponent will get a free attack on you—although she might miss. However, you may be able to heal elsewhere and return to combat refreshed, while Trace has no way to heal.
<html><br><br></html>
<<link "Hide Explanation">><<replace "#CombatExplanation">><</replace>><<replace "#ShowButtonOrHideButton">><<display Rm8ShowCombatExplanationButton>><</replace>><</link>>
<</nobr>><<nobr>>
<html><br><br></html>
<<link "Show Combat Explanation">><<replace "#CombatExplanation">><<display Rm8CombatExplanation>><</replace>><<replace "#ShowButtonOrHideButton">><</replace>><</link>>
<</nobr>><<set $Rm8PlayerAttackDamage to either("3", "4", "5")>><<set $Rm8TraceAttackDamage to either("5", "6", "7")>>Trace's attack is the killing blow! You collapse, your final thoughts on how the mystery of the //Achilles// will never be solved—at least not by you.<<set $PlayerDead to true>>
<<display EndAccounting>><<set $Rm8TraceStatus to "defeated">>Your attack drains the last of Trace's health. "Thank... you..." she whispers, before slumping to the ground. She lies there facedown, much as you found her.
<<display Rm8ScienceLab>>As you step back into the science lab, Trace says, "My combat subroutine is paused. Do you return to fight or to talk?"
How do you answer?
[[Fight.|Rm8PreCombatTraceMove]]
[[Talk.|Rm8CombatPause]]<<set $Rm8TraceCombatStatus to "Paused">>Trace relaxes. "I do not wish to fight," Trace says. "But my reprogramming demands that I... " She trails off, shuddering.
<<display Rm8ScienceLab>><<nobr>>
<<set $BlasterFrequency to 320>>
<<set $ItemsInInventory to 0>>
<<set $LifePoints to 20>>
<<set $Rm7TraceLifePoints to 0>>
<<set $Rm18CaptainDyingStatus to "NotSet">>
<<set $Rm21LuisaStatus to "Nothing">>
<<set $Rm21LuisaTurnedAgainstYou to "false">>
<<set $InjuredReminderCount to 12>>
<<set $Rm7TraceStatus to "spared">>
<<set $Rm8ScienceLabStatus to "NotBegun">>
<<set $Rm15CableShockCounter to 0>>
<<set $Rm21LuisaStatus to "Nothing">>
<<set $Rm26SimulationCount to 0>>
<<set $Rm26EliasStatus to "Revealed">>
<<set $Rm26SensingEliasCounter to 0>>
<<set $Rm26EliasTurnedAgainstYou to "false">>
<<set $CaptainMentioned to true>>
<<set $TraceMentioned to true>>
<<set $Rm1AchillesScanned to true>>
<<set $Rm1HailingAttempted to true>>
<<set $Rm2Discovered to true>>
<<set $Rm2ServiceDockLookedInto to true>>
<<set $Rm3Discovered to true>>
<<set $Rm3FootprintsExamined to true>>
<<set $Rm4AccessExplained to true>>
<<set $Rm4BlastersExamined to true>>
<<set $Rm4CommandDeckUnlocked to true>>
<<set $Rm4ConsolesExamined to true>>
<<set $Rm4CorpsesExamined to true>>
<<set $Rm4Discovered to true>>
<<set $Rm4SahilTalkedTo to true>>
<<set $Rm5Discovered to true>>
<<set $Rm5ConsoleExamined to true>>
<<set $Rm5PersonalEffectsExamined to true>>
<<set $Rm5SuppliesExamined to true>>
<<set $Rm5TalkedToSahil to true>>
<<set $Rm6Discovered to true>>
<<set $Rm6CotsExamined to true>>
<<set $Rm6CrewListExamined to true>>
<<set $Rm7Discovered to true>>
<<set $Rm7PasscodeLockDiscovered to true>>
<<set $Rm7TraceConversationStatus to "FrequencyExplained">>
<<set $Rm7TraceStatus to "defeated">>
<<set $Rm7ScienceLabUnlocked to true>>
<<set $Rm9Discovered to true>>
<<set $Rm11Discovered to true>>
<<set $Rm10Discovered to true>>
<<set $Rm12Discovered to true>>
<<set $Rm13Discovered to true>>
<<set $Rm14Discovered to true>>
<<set $Rm15Discovered to true>>
<<set $Rm16Discovered to true>>
<<set $Rm17Discovered to true>>
<<set $Rm18Discovered to true>>
<<set $Rm19Discovered to true>>
<<set $Rm20Discovered to true>>
<<set $Rm24Discovered to true>>
<<set $Rm25Discovered to true>>
<<set $Rm26Discovered to true>>
<<set $Rm17MedUnitExamined to true>>
<<set $Rm18InsigniaExamined to true>>
<<set $Rm18MedUnitDoctorAuthorized to true>>
<<set $Rm20LoginsFound to true>>
<<set $MainDeckHackAssembled to true>>
<<set $MainDeckUnlocked to true>>
<<set $Rm24RubbleSearched to true>>
<<set $Rm25RemnantsSearched to true>>
<<set $CurrentDeck to "main">>
<</nobr>><<display Rm13MainCorridorSouth>>You've found the Achilles and you're trying to steal its warp engine software.
To get to the Command Deck, you disable Trace. Then...
[[You destroy Trace.|ExploreMainDeck][$TEMPTraceKilled to "true"]]
[[You spare Trace.|ExploreMainDeck]]You explore the main deck.
[[Find Luisa.|GivenLuisaFetchQuest]]
[[Find Elias.|GivenEliasFetchQuest]]<<nobr>>
You retrieve the component for Luisa from the Science Lab.<<set $TEMPLuisaComponentRetrieved to true>>
<html><br><br></html>
<<if $TEMPTraceKilled is "true">>
Trace is dead, and you wonder if she could have given you more information on whether you are doing the right thing.
<<else>>
Trace, still alive, gives you more information:
<html><br></html>
- She hints more at the Crux and urges you to stop Luisa from unleashing it.
<html><br></html>
- She tells you that Luisa will kill Elias if you don't help him protect himself.
<</if>>
<html><br><br></html>
<<display TEMPMainChoicesActTwo>>
<</nobr>><<nobr>>
Elias warns you about Luisa—and doesn't trust you. He tells you to prove yourself trustworthy, you have to access the ship's computer to get him a file he needs to protect himself from Luisa.<<set $TEMPEliasFetchQuestAssigned to true>>
<html><br><br></html>
<<display TEMPMainChoicesActTwo>>
<</nobr>>You give Luisa the component, which she uses to "take care of a problem" (killing Elias), and she now trusts you—which means you can access the warp core codes when she isn't looking. She insists on showing you the Crux.<<set $TEMPWinOverLuisa to true>><<set $TEMPWarpCodesRetrieved to true>>
<<display TEMPMainChoicesActThree>><<nobr>>
Luisa gives you a fetch quest to get her a component she needs to regain full control of the ship—hinting that she'll kill Elias. <<set $TEMPLuisaFetchQuestAssigned to true>>
<html><br><br></html>
<<display TEMPMainChoicesActTwo>>
<</nobr>><<nobr>>
The ship's log shows you Captain Yamashita deputized Elias to destroy the ship, and tells you about the Crux—and you get the file Elias needs. <<set $TEMPEliasFileRetrieved to true>>
<html><br><br></html>
<<display TEMPMainChoicesActTwo>>
<</nobr>><<nobr>>
You give Elias the file, which he uses to lock up Luisa and remove her access to the ship, and Elias now trusts you—giving you access Captain's quarters. You can use the recordings you find there to access her body in sickbay. You can then use her DNA to take full control of the ship—meaning you can access both the warp core codes and also the Crux.<<set $TEMPWinOverElias to true>>
<html><br><br></html>
<<display TEMPMainChoicesActThree>>
<</nobr>>You have a creepy but intriguing encounter with the Crux.<<set $TEMPVisitedCrux to true>>
<<display TEMPMainChoicesActThree>>$TEMPEliasFetchQuestAssigned
$TEMPEliasFileRetrieved
$TEMPLearnedAboutCrux
$TEMPLuisaComponentRetrieved
$TEMPLuisaFetchQuestAssigned
$TEMPWinOverElias
$TEMPWinOverLuisa<<nobr>>
<<if $Rm7TraceConversationStatus is "NotBegun">>
Sahil advises, "See if there's an easy way to disable her."
<<else>><</if>>
<<if $Rm7TraceConversationStatus is "InProgress">>
Sahil advises, "Keep talking with her; it feels like she wants to help you."
<<else>><</if>>
<<if $Rm7TraceConversationStatus is "DecisionTree">>
Sahil advises, "She's on alert now, but keep talking with her; maybe there's a way to disable her."
<<else>><</if>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned">>
Sahil advises, "She mentioned a frequency to disable her; see if she'll tell us what it is."
<<else>><</if>>
<<if $Rm7TraceConversationStatus is "FrequencyExplained">>
Sahil advises, "Try to get more out of her, but I think she might have told us all she can about how to disable her."
<<else>><</if>>
<html><br><br></html>
And then you focus in on your conversation with Trace.
<html><br><br></html>
<<if $Rm7TraceConversationStatus is "DecisionTree" or $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
"Do not press me further," Trace pleads. "We are both powerless against my reprogramming. Your only chance would be..." She twitches so quickly her head becomes a blur.
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">>
"...the frequency..."
<<else>><</if>>
Then she stills, leaving the sentence unfinished.
<html><br><br></html>
<<display Rm7TraceConvo1DecisionTree1Questions>>
<<else>>
<<display Rm7TraceConvo1Hub1Questions>>
<</if>>
<</nobr>><<nobr>>
<<set $Rm7TraceConvo1Hub1TriedToPass to true>>"I can't let you pass," Trace says. "SHE's reprogrammed me to guard the way to the lower decks. You're clearly not a member of the Interstellar Patrol, so I cannot let you pass. If you try, my reprogramming will force me to stop you with lethal force." Her eyes go to the bridge full of corpses behind you. "Please don't try."
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">><<else>><<set $Rm7TraceConversationStatus to "InProgress">><</if>>
<html><br><br></html>
There it is: Trace's lethal warning about trying to get past her—and you sense that if you insist on it, this conversation will change—or end. Dare you push the issue?
<html><br><br></html>
<<display Rm7TraceConvo1Hub1Questions>>
<</nobr>><<nobr>>
---- ''RESPONSES'' ----
<html><br></html>
<<if $Rm7TraceConvo1Hub1AnswerWhatHappenedDone is true>>
//[[Tell me again, what happened here?|Rm7TraceConvo1Hub1AnswerWhatHappened]]//
<<else>>
//[[What happened here?|Rm7TraceConvo1Hub1AnswerWhatHappened]]//
<</if>>
<html><br></html>
<<if $Rm7TraceConvo1Hub1AnswerWhoAreYouDone is true>>
//[[Once more, who are you?|Rm7TraceConvo1Hub1AnswerWhoAreYou]]//
<<else>>
//[[Who are you?|Rm7TraceConvo1Hub1AnswerWhoAreYou]]//
<</if>>
<html><br></html>
<<if $Rm7TraceConvo1Hub1LuisaMentioned is true>>
<<if $Rm7TraceConvo1Hub1AnswerWhoIsSheDone is true>>
//[[I ask you again, who is SHE?|Rm7TraceConvo1Hub1AnswerWhoIsShe]]//
<<else>>
//[[Who is SHE?|Rm7TraceConvo1Hub1AnswerWhoIsShe]]//
<</if>>
<html><br></html>
<<else>><</if>>
<<if $Rm7TraceConvo1Hub1TriedToPass is true>>
<<else>>
//[[Please let me pass.|Rm7TraceConvo1Hub1AnswerLetMePass]]//
<html><br></html>
<</if>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned">>
//[[You said I could stop you by firing a blaster at a specific frequency. What frequency?|Rm7TraceConvo1Hub1WhatFrequency]]//
<html><br></html>
<<else>>
<</if>>
<<if $Rm7TraceConversationStatus is "FrequencyExplained">>
//[[Explain to me again about how to disable you.|Rm7TraceConvo1Hub1ExplainHowToDisable]]//
<html><br></html>
<<else>>
<</if>>
<<if $Rm7TraceConvo1Hub1TriedToPass is true>>
//[[I don't want to fight, but I have to get past you.|Rm7TraceConvo1DecisionTree1]]//
<html><br></html>
<<else>>
<</if>>
<html><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm7TraceConvo1Hub1LeaveConvo]]
<</nobr>><<nobr>>
<<if $Rm7TraceConvo1Hub1AnswerWhatHappenedDone is true>>
Trace shudders. "I told you, SHE reprogrammed me to not talk about what happened on the //Achilles//—or what SHE's made me do. Please don't ask me about it again." She opens her mouth and closes it a few times. "Please."<<set $TraceConvo1Hub1LuisaMentioned to true>>
<<else>>
Trace's eyes twitch unnaturally. "SHE reprogrammed me to not talk about what happened on the //Achilles//—or what SHE's made me do. Please don't ask me about it again." She opens her mouth and closes it a few times. "Please."<<set $Rm7TraceConvo1Hub1LuisaMentioned to true>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">><<else>><<set $Rm7TraceConversationStatus to "InProgress">><</if>>
<<set $Rm7TraceConvo1Hub1AnswerWhatHappenedDone to true>>
<</if>>
<html><br><br></html>
<<if $Rm7TraceConvo1Hub1TriedToPass is true>>
<<display Rm7TraceConvo1Hub1PassWarning>>
<html><br><br></html>
<<else>><</if>>
<<display Rm7TraceConvo1Hub1Questions>>
<</nobr>><<nobr>>
<<if $Rm7TraceConvo1Hub1AnswerWhoAreYouDone is true>>
"I'm not sure there's more to share," Trace says. "I'm the only known sentient android. I vaguely remember my mothers—exiled scientists known as the Sisters of Infinity." She shudders. "They would be horrified by what SHE has done to me."<<set $Rm7TraceConvo1Hub1LuisaMentioned to true>>
<<else>>
<<if $TraceMentioned is true>>She tells you a version of what you've already learned about her from Sahil. <<else>><</if>>"I'm the only known sentient android," Trace says. "I vaguely remember my mothers—exiled scientists known as the Sisters of Infinity." She shudders. "They would be horrified by what SHE has done to me."<<set $Rm7TraceConvo1Hub1LuisaMentioned to true>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">><<else>><<set $Rm7TraceConversationStatus to "InProgress">><</if>>
<<set $Rm7TraceConvo1Hub1AnswerWhoAreYouDone to true>>
<</if>>
<html><br><br></html>
<<if $Rm7TraceConvo1Hub1TriedToPass is true>>
<<display Rm7TraceConvo1Hub1PassWarning>>
<html><br><br></html>
<<else>><</if>>
<<display Rm7TraceConvo1Hub1Questions>>
<</nobr>><<nobr>>
<<if $Rm7TraceConvo1Hub1AnswerWhoIsSheDone is true>>
Trace shakes for a moment. "I wish you wouldn't ask again about this. SHE is the acting captain, and I am programmed—reprogrammed—to follow HER orders and give away none of HER secrets." Trace looks stricken, but says no more.
<<else>>
"SHE is the acting captain, and I am programmed—reprogrammed—to follow HER orders and give away none of HER secrets." Trace looks stricken, but says no more.
<<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">><<else>><<set $Rm7TraceConversationStatus to "InProgress">><</if>>
<<set $Rm7TraceConvo1Hub1AnswerWhoIsSheDone to true>>
<</if>>
<html><br><br></html>
<<if $Rm7TraceConvo1Hub1TriedToPass is true>>
<<display Rm7TraceConvo1Hub1PassWarning>>
<html><br><br></html>
<<else>><</if>>
<<display Rm7TraceConvo1Hub1Questions>>
<</nobr>>You nod and step back from Trace, who stares at you expressionlessly. The conversation is done—for now. She still is pointing her blaster at you.
<<display Rm7CommandDeckCorridor>><<set $Rm7TraceConvo1Hub1TriedToPass to false>>You step back from Trace, who seems relieved. The conversation is done—for now.
<<display Rm7CommandDeckCorridor>><<set $Rm7TraceConversationStatus to "FrequencyMentioned">>"SHE made a mistake when she reprogrammed me. If you code a blaster to a ..." She begins to shudder, her words coming in spurts. "... a specific ... frequency ... I'll ... shut down ..." She stops, shakes her head as if to clear it, then stares at you expressionlessly.
<<display Rm7TraceConvo1DecisionTree1Questions>><<set $Rm7TraceConvo1DecisionTree1WaffleDone to true>>Trace shakes her head. "Others have tried. They..." She closes her eyes, and a single purple tear falls from one eye. "Please, don't make me fight you too. HER reprogramming is too strong."
<<display Rm7TraceConvo1DecisionTree1Questions>><<nobr>>
---- ''RESPONSES'' ----
<html><br></html>
<<if $Rm7TraceConversationStatus is "DecisionTree">>
//[["My only chance would be..." what? What were you going to say?|Rm7TraceConvo1DecisionTree1MoreInfo]]//
<html><br></html>
<<else>>
<</if>>
<<if $Rm7TraceConversationStatus is "FrequencyMentioned">>
//[[You said I could stop you by firing a blaster at a specific frequency. What frequency?|Rm7TraceConvo1DecisionTree1ExplainHowToDisable]]//
<html><br></html>
<<else>>
<</if>>
<<if $Rm7TraceConversationStatus is "FrequencyExplained">>
//[[Explain to me again about how to disable you.|Rm7TraceConvo1DecisionTree1WhatFrequency]]//
<html><br></html>
<<else>>
<</if>>
<<if $Rm7TraceConvo1DecisionTree1WaffleDone is true>>
<<else>>
//[[Can I help you fight your reprogramming?|Rm7TraceConvo1DecisionTree1Waffle]]//
<html><br></html>
<</if>>
<html><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<if $Rm7TraceConvo1DecisionTree1ForceWayPastDone is true>>
[[Shoot Trace.|Rm7TraceCombatIntro]]
<<else>>
[[Force your way past Trace.|Rm7TraceConvo1DecisionTree1ForceWayPast]]
<</if>>
<html><br></html>
[[Leave the conversation.|Rm7TraceConvo1DecisionTree1LeaveConvo]]
<</nobr>>Trace shakes her head sadly. "I can't tell you the specific frequency—that would violate HER reprogramming."
She begins to twitch so quickly her head becomes a blur. "But perhaps you ... can ... find ... it ..." She looks meaningfully at the bridge behind you, then slumps down, as if exhausted.
<<display Rm7TraceConvo1DecisionTree1Questions>><<set $Rm7TraceConversationStatus to "FrequencyExplained">>She shudders, then stills. "I've told you that a blaster, set to the right frequency, will disable me. My reprogramming means I can't tell you the specific frequency."
She nods, just barely, toward the bridge. "But others have looked for it before you. Perhaps they..." She stops, clearly struggling, and finishes in a whisper: "...found something."
Then she is quiet.
<<display Rm7TraceConvo1DecisionTree1Questions>><<if $Rm7TraceConversationStatus is "FrequencyMentioned" or $Rm7TraceConversationStatus is "FrequencyExplained">><<else>><<set $Rm7TraceConversationStatus to "DecisionTree">><</if>>Trace backs away, grip tightening on her blaster. "Please!" she cries. "We are both powerless against my reprogramming. Your only chance would be..." She twitches so quickly her head becomes a blur. Then she stills, leaving the sentence unfinished.
<<display Rm7TraceConvo1DecisionTree1Questions>>You remember Trace's lethal warning about trying to get past her—and you sense that if you insist on it, this conversation will change—or end. Dare you push the issue?<<set $Rm7TraceConvo1DecisionTree1ForceWayPastDone to true>>Trace takes one more step back—and then her whole body stiffens.
"I'm at ... the limits of my reprogramming," Trace says, her facial expression jerking unnaturally. "Come any closer and I will be forced to kill you."
Her grip is tight on her blaster, pointed right at you. The time for trying to slip past her is gone; you'll have to shoot her.
<<display Rm7TraceConvo1DecisionTree1Questions>>Trace shakes her head sadly. "I can't tell you the specific frequency—that would violate HER reprogramming."
She begins to twitch so quickly her head becomes a blur. "But perhaps you ... can ... find ... it ..." She looks meaningfully at the bridge behind you, then slumps down, as if exhausted.
<<display Rm7TraceConvo1Hub1Questions>><<set $Rm7TraceConversationStatus to "FrequencyExplained">>She shudders, then stills. "I've told you that a blaster, set to the right frequency, will disable me. My reprogramming means I can't tell you the specific frequency."
She nods, just barely, toward the bridge. "But others have looked for it before you. Perhaps they..." She stops, clearly struggling, and finishes in a whisper: "...found something."
Then she is quiet.
<<display Rm7TraceConvo1Hub1Questions>>You focus in on your conversation with Sahil.
"Trace's body is shutting down to repair itself," Sahil explains, "but her reprogramming is faulty—which has taken her normal physical defenses offline. She's uniquely vulnerable right now. You can destroy her with a blaster shot to the base of her neck. But if you wait..."
<<display Rm7ChanceToKillTraceHub>><<set $Rm7ChanceToKillTraceWhyDone to true>>"She's a formidable combatant," Sahil says, "and her reprogramming has made her erratic. Once she finishes a recovery cycle, you might not be able to defeat her again."
<<display Rm7ChanceToKillTraceHub>><<set $Rm7ChanceToKillTraceRestrainHerDone to true>>"Even lifting her would be very challenging," Sahil says. "She's over 500 pounds. And once she recovers, she'll be able to break through anything you could use to restrain her. Your choice is simple: leave her to repair herself, or dispatch her for good, now."
<<display Rm7ChanceToKillTraceHub>><<set $Rm7ChanceToKillTraceLaterDone to true>>"I don't know how long Trace will be vulnerable like this," Sahil says. "Walking away is tantamount to choosing to spare her. You can't delay; you need to decide now what you're going to do about her."
<<display Rm7ChanceToKillTraceHub>><<set $Rm7TraceStatus to "KillAttempted">>You lean down, prepping to fire your blaster, but then hesitate; Trace is defenseless and has clearly been reprogrammed against her will. She's the only known sentient android in the universe. Leaving her alive endangers you—but is executing her like this really the best choice?
<<display Rm7ChanceToKillTraceHub>><<set $Rm7TraceStatus to "spared">>You tell Sahil you won't be killing Trace—at least, not like this.
"Understood, BG," Sahil says. "I just couldn't let the moment pass without calling out this key decision. I hope you don't regret your choice."
Eyeing the android lying at your feet, you hope so too.
<<display Rm7CommandDeckCorridor>><<nobr>>
<<if $Rm7ChanceToKillTraceWhyDone is true and $Rm7ChanceToKillTraceRestrainHerDone is true and $Rm7ChanceToKillTraceLaterDone is true>><<else>>
---- ''RESPONSES'' ----
<html><br></html>
<</if>>
<<if $Rm7ChanceToKillTraceWhyDone
is true>><<else>>
// [[She's disabled. Why destroy her?|Rm7ChanceToKillTraceWhy]]//
<html><br></html>
<</if>>
<<if $Rm7ChanceToKillTraceRestrainHerDone is true>><<else>>
//[[Can't I just restrain her in some way?|Rm7ChanceToKillTraceRestrainHer]]//
<html><br></html>
<</if>>
<<if $Rm7ChanceToKillTraceLaterDone is true>><<else>>
//[[I want to make this decision later.|Rm7ChanceToKillTraceLater]]//
<html><br></html>
<</if>>
<<if $Rm7ChanceToKillTraceLaterDone is true and $Rm7ChanceToKillTraceRestrainHerDone is true and $Rm7ChanceToKillTraceWhyDone is true>><<else>>
<html><br></html>
<</if>>
---- ''ACTIONS'' ----
<html><br></html>
<<if $Rm7TraceStatus is "KillAttempted">>[[Destroy Trace.|Rm7ChanceToKillTraceKillAttempt2]]<<else>>[[Destroy Trace.|Rm7ChanceToKillTraceKillAttempt1]]<</if>>
<html><br></html>
[[Decide to spare Trace.|Rm7ChanceToKillTraceSave]]
<</nobr>><<set $Rm7TraceStatus to "killed">>Once you've decided, it's very fast. You crouch down, fire your blaster into Trace's neck, and listen as her body makes a strange crunching sound and then seems to deflate into a bunch of machine chunks below a silicon skin.
The universe's only sentient android is no more.
<<display Rm7CommandDeckCorridor>>"Before you go anywhere else, I need to speak with you," Sahil says.
<<display Rm7ChanceToKillTraceIntro>><<nobr>>
<<set $Rm7TraceStatus to "awake">>
You fire near the moving corpse, and it twitches, sits up, then stands and turns to look at you.
<html><br><br></html>
The Patrol officer is pretty, but unnatural—she has silvery skin, brown-copper hair, and bright green eyes. And the side of her head is stripped away, exposing flashing circuitry. "It's Trace, the android on the //Achilles//' crew," Sahil says.
<html><br><br></html>
"Welcome aboard the //Achilles//," she says in a deep, screeching monotone as she raises a plasma gun and points it at your chest.
<html><br></html>
<<display Rm7CommandDeckCorridor>>
<</nobr>><<nobr>>
<<set $LifePoints to 20>>
The use this room's state-of-the-art medical equipment to heal yourself back up to full health.
<html><br></html>
<</nobr>><<display Rm17MedicalBay>>You overpower Luisa—getting the warp core codes in the process<<set $TEMPWarpCodesRetrieved to true>>—but Sahil forces you to decide whether to kill her or spare her before you leave.
[[Kill Luisa.|KillOverpoweredLuisa]]
[[Spare Luisa.|SpareOverpoweredLuisa]]<<set $TEMPLuisaEndStatus to "dead">>You kill Luisa.
<<display TEMPMainChoicesActThree>><<set $TEMPLuisaEndStatus to "spared">>You spare Luisa.
<<display TEMPMainChoicesActThree>><<nobr>>
You join the Crux, wondering how much of its virtual heaven is real and how much is manipulated.
<html><br><br></html>
<<if $TEMPWinOverElias is true or $TEMPShipSetToSelfDestruct is true>>
Soon after, the Crux is shaken by what you assume is the destruction of the Achilles—but it doesn't matter, as it survives, repairing its own damage. It's now adrift in space, waiting to be discovered again...
<<else>><</if>>
<<if $TEMPWinOverLuisa is true and $TEMPLuisaEndStatus isnot "spared" and $TEMPLuisaEndStatus isnot "dead" and $TEMPShipSetToSelfDestruct isnot true>>
Luisa had nothing to stop her—so soon the Crux starts growing and growing with new entrants, with no end in sight.
<<else>><</if>>
<html><br><br></html>
THE END
<</nobr>>You are set to leave with the warp codes, but will you bring anyone with you? You can take only one person.
<<display LeavingWithChoices>><<nobr>>
<<if $TEMPLuisaFetchQuestAssigned is true>>
<<if $TEMPLuisaComponentRetrieved is true>>
[[You give the component to Luisa.|GiveLuisaComponent]]
<<else>>
[[Get component for Luisa.|FetchQuestForLuisa]]
<</if>>
<<else>>
[[Keep exploring, find Luisa.|GivenLuisaFetchQuest]]
<</if>>
<html><br></html>
<<if $TEMPEliasFetchQuestAssigned is true>>
<<if $TEMPEliasFileRetrieved is true>>
[[You give the file to Elias.|GiveEliasCode]]
<<else>>
[[Access ship's log in Computer Room for Elias.|AccessShipsLog]]
<</if>>
<<else>>
[[Keep exploring and find Elias.|GivenEliasFetchQuest]]
<</if>>
<</nobr>><<nobr>>
<<if $TEMPWinOverElias is true>>
<<if $TEMPLuisaEndStatus isnot "spared" and $TEMPLuisaEndStatus isnot "dead">>
[[Try to visit Luisa.|VisitAngryLuisa]]
<html><br></html>
<<else>><</if>>
<<if $TEMPShipSetToSelfDestruct is true>>
<<if $TEMPWarpCodesRetrieved isnot true>>
[[Leave the ship to blow up—screw the warp core codes.|LeaveWithoutWarpCodesEnding]]
<html><br></html>
<<else>><</if>>
<<else>>
[[Help Elias set the ship to self-destruct.|SetSelfDestruct]]
<html><br></html>
<</if>>
<<else>>
<<if $TEMPLuisaEndStatus isnot "spared" and $TEMPLuisaEndStatus isnot "dead">>
[[Overpower Luisa.|OverpowerLuisa]]
<html><br></html>
<<else>>
<<if $TEMPShipSetToSelfDestruct is true>><<else>>
[[Set the ship to self-destruct.|SetSelfDestruct]]
<html><br></html>
<</if>>
<</if>>
<</if>>
<<if $TEMPWarpCodesRetrieved is true>>
[[Leave with warp core codes.|LeaveWithWarpCodesEnding]]
<html><br></html>
<<else>><</if>>
<<if $TEMPVisitedCrux is true>>
[[Join the Crux.|JoinCruxEnding]]
<html><br></html>
<<else>>
[[Visit the Crux.|VisitTheCrux]]
<html><br></html>
<</if>>
<</nobr>>Luisa attacks you. You can either escape her, or overpower her.
[[Escape Luisa.|EscapeAngryLuisa]]
[[Overpower Luisa.|OverpowerLuisa]]<<nobr>>
You set the ship to self-destruct
<<if $TEMPWinOverElias is true>>
with Elias's help.
<<else>>
using controls you've accessed now that Luisa is overpowered.
<</if>>
<<set $TEMPShipSetToSelfDestruct to true>>
<html><br><br></html>
<</nobr>><<display TEMPMainChoicesActThree>>You escape an angry Luisa and are back where you were before.
<<display TEMPMainChoicesActThree>>You are set to leave without the warp codes, but will you bring anyone with you? You can take only one person.
<<display LeavingWithChoices>>If everyone is dead, you can just leave.
If Elias is alive and the self-destruct isn't set, he is furious at you and stays behind. If the self-destruct is set, he assumes he is coming with you and is the natural choice, but you can scare him off. Cursing you, he runs off to hide in the ship and is unfindable.
If Trace is the only person left alive (or if Elias has gone permanently missing), she will go with you if you insist.
If Luisa is alive, you can only get her onboard by overpowering her and then carrying her unconscious onto the ship. She comes awake as soon as you detach from the Achilles. She attempts to overpower you to get back to the Crux, ignoring your warnings—and the Corvus automatically ejects her into space. You are left wondering what the Crux was that she wanted to be with it so badly.
If both Trace and Luisa are alive, Trace will want to bring her to the Crux, and try to join it herself. If you insist, and there's time, you can go to the Crux with her and watch Luisa join it, although it is tough not to join it yourself, and then convince Trace to leave with you. If you try to stop Trace on any of this, it simply leads to combat with her.
After you leave:
<<if $TEMPShipSetToSelfDestruct is true>>The ship blows up behind you, but you are left wondering if you heard a whisper of the Crux out in the dark.<<else>>If you helped Luisa and you leave her behind without overpowering her, you hear rumors of the Crux spreading across the galaxy.
Otherwise, years pass. You find yourself still thinking of the Achilles, especially when people ponder the mystery of what happened. Then you hear that someone went and looked in the exact spot for it—and it wasn't there. Could it be connected to the new cult that's spreading outward from Taulus 5—known as the Children of the Crux? You hear some pretty strange stories about them—preaching eternal life, and yet people who join the cult are never heard from again...
<</if>><<nobr>>
<<if $MainDeckAccessExplained is true>>
The door fails to open. "This is the main deck, and you don't have access privileges," Sahil reminds you. "Now that I've seen the protocols they're checking for, you need to find an Interstellar Patrol insignia on this deck—the ones on the bridge were locked out. With one here, I can hack the necessary clearance."
<<else>>
<<set $MainDeckAccessExplained to true>>
The door fails to open. "This is the main deck, and you don't have access privileges," Sahil says. "Now that I've seen the protocols they're checking for, you need to find an Interstellar Patrol insignia on this deck—the ones on the bridge were locked out. With one here, I can hack the necessary clearance."
<</if>>
<html><br></html>
<</nobr>><<display Rm10MainCorridorEast>><<nobr>>
<!--Loadout for Trace defeated and spared-->
<<set $Rm21LuisaStatus to "Nothing">>
<<set $BlasterFrequency to 320>>
<<set $LifePoints to 20>>
<<set $ItemsInInventory to 0>>
<<set $InjuredReminderCount to 12>>
<<set $Rm21LuisaStatus to "Nothing">>
<<set $Rm21LuisaTurnedAgainstYou to "false">>
<<set $Rm7TraceLifePoints to 0>>
<<set $Rm8TraceLifePoints to 40>>
<<set $Rm8ScienceLabStatus to "NotBegun">>
<<set $Rm15CableShockCounter to 0>>
<<set $Rm18CaptainDyingStatus to "NotSet">>
<<set $Rm26SimulationCount to 0>>
<<set $Rm26EliasStatus to "Hidden">>
<<set $Rm26SensingEliasCounter to 0>>
<<set $Rm26EliasTurnedAgainstYou to "false">>
<<set $CaptainMentioned to true>>
<<set $TraceMentioned to true>>
<<set $Rm1AchillesScanned to true>>
<<set $Rm1HailingAttempted to true>>
<<set $Rm2Discovered to true>>
<<set $Rm2ServiceDockLookedInto to true>>
<<set $Rm3Discovered to true>>
<<set $Rm3FootprintsExamined to true>>
<<set $Rm4AccessExplained to true>>
<<set $Rm4BlastersExamined to true>>
<<set $Rm4CommandDeckUnlocked to true>>
<<set $Rm4ConsolesExamined to true>>
<<set $Rm4CorpsesExamined to true>>
<<set $Rm4Discovered to true>>
<<set $Rm4SahilTalkedTo to true>>
<<set $Rm5Discovered to true>>
<<set $Rm5ConsoleExamined to true>>
<<set $Rm5PersonalEffectsExamined to true>>
<<set $Rm5SuppliesExamined to true>>
<<set $Rm5TalkedToSahil to true>>
<<set $Rm6Discovered to true>>
<<set $Rm6CotsExamined to true>>
<<set $Rm6CrewListExamined to true>>
<<set $Rm7Discovered to true>>
<<set $Rm7TraceConversationStatus to "FrequencyExplained">>
<<set $Rm7TraceStatus to "spared">>
<<set $CurrentDeck to "command">>
<</nobr>><<display Rm7CommandDeckCorridor>><<nobr>>
<<if $MainDeckAccessExplained is true>>
The door fails to open. "This is the main deck, and you don't have access privileges," Sahil reminds you. "Now that I've seen the protocols they're checking for, you need to find an Interstellar Patrol insignia on this deck—the ones on the bridge were locked out. With one here, I can hack the necessary clearance."
<<else>>
<<set $MainDeckAccessExplained to true>>
The door fails to open. "This is the main deck, and you don't have access privileges," Sahil says. "Now that I've seen the protocols they're checking for, you need to find an Interstellar Patrol insignia on this deck—the ones on the bridge were locked out. With one here, I can hack the necessary clearance."
<</if>>
<html><br></html>
<</nobr>><<display Rm12MainCorridorNorth>><<nobr>>
<<if $MainDeckAccessExplained is true>>
The door fails to open. "This is the main deck, and you don't have access privileges," Sahil reminds you. "Now that I've seen the protocols they're checking for, you need to find an Interstellar Patrol insignia on this deck—the ones on the bridge were locked out. With one here, I can hack the necessary clearance."
<<else>>
<<set $MainDeckAccessExplained to true>>
The door fails to open. "This is the main deck, and you don't have access privileges," Sahil says. "Now that I've seen the protocols they're checking for, you need to find an Interstellar Patrol insignia on this deck—the ones on the bridge were locked out. With one here, I can hack the necessary clearance."
<</if>>
<html><br></html>
<</nobr>><<display Rm13MainCorridorSouth>><<nobr>>
<<set $Rm24RubbleSearched to true>>
You find shredded clothes, smashed devices, broken toys—and
<<if $Rm25RemnantsSearched is true>>
another damaged Interstellar Patrol insignia.<<set $MainDeckHackAssembled to true>>
<html><br><br></html>
"Got it!" Sahil says. "This completes my scan of the relevant security
<<if $MainDeckAccessExplained is true>> protocol so we can access the locked doors on this deck."<<else>>protocol. I've added it to my hacking files. We might end up needing it, maybe even very soon."<</if>>
<<else>>
a damaged Interstellar Patrol insignia.
<html><br><br></html>
"Ah," Sahil says, "I've scanned it—but its data is partly corrupted. You'll have to find another one for me to get its complete security
<<if $MainDeckAccessExplained is true>> protocol so we can access the locked doors on this deck."<<else>>protocol. Then I can add it to my hacking files. We might end up needing it, maybe even very soon."<</if>>
<</if>>
<html><br></html>
<<display Rm24NorthResidences>>
<</nobr>><<nobr>>
<<set $Rm25RemnantsSearched to true>>
You find smashed furniture, shattered decor, shredded fabric—and
<<if $Rm24RubbleSearched is true>>
another damaged Interstellar Patrol insignia.<<set $MainDeckHackAssembled to true>>
<html><br><br></html>
"Got it!" Sahil says. "This completes my scan of the relevant security
<<if $MainDeckAccessExplained is true>> protocol so we can access the locked doors on this deck."<<else>>protocol. I've added it to my hacking files. We might end up needing it, maybe even very soon."<</if>>
<<else>>
a damaged Interstellar Patrol insignia.
<html><br><br></html>
"Ah," Sahil says, "I've scanned it—but its data is partly corrupted. You'll have to find another one for me to get its complete security
<<if $MainDeckAccessExplained is true>> protocol so we can access the locked doors on this deck."<<else>>protocol. Then I can add it to my hacking files. We might end up needing it, maybe even very soon."<</if>>
<</if>>
<html><br></html>
<<display Rm25SouthResidences>>
<</nobr>><<if $Rm27Unlocked is true>>
Sahil's hack works—and the door slides open. "You should now have access to all doors on the main deck," Sahil says.<<set $MainDeckUnlocked to true>>
<<display Rm27CaptainsSuite>>
<<else>>
Sahil's hack doesn't seem to work—as the door doesn't move. "Wait," Sahil says. "The hack worked—this door is just locked for a different reason. Try another door on this deck, and come back to this one later."
<<display Rm13MainCorridorSouth>>
<</if>>Sahil's hack works—and the door slides open. "You should now have access to all doors on the main deck," Sahil says.<<set $MainDeckUnlocked to true>><<set $Rm26SimulationCount += 1>>
<<display Rm26VirtualityRoom>>Sahil's hack works—and the door slides open. "You should now have access to all doors on the main deck," Sahil says.<<set $MainDeckUnlocked to true>>
<<display Rm20ComputerBay>>Sahil's hack works—and the door slides open. "You should now have access to all doors on the main deck," Sahil says.<<set $MainDeckUnlocked to true>>
<<display Rm17MedicalBay>>Sahil's hack works—and the door slides open. "You should now have access to all doors on the main deck," Sahil says.<<set $MainDeckUnlocked to true>>
<<display Rm21Sorting>>Sahil's hack works—and the door slides open. "You should now have access to all doors on the main deck," Sahil says.<<set $MainDeckUnlocked to true>>
<<display Rm14ForwardLounge>>Sahil's hack works—and the door slides open. "You should now have access to all doors on the main deck," Sahil says.<<set $MainDeckUnlocked to true>>
<<display Rm15MessHall>><<nobr>>
---- ''RESPONSES'' ----
<html><br></html>
<<if $Rm21LuisaConvo1Hub1AskedAboutShip is true>>
//[[I ask again, what happened on this ship?|Rm21LuisaConvo1Hub1AnswerWhatHappened]]//
<<else>>
//[[What happened on this ship?|Rm21LuisaConvo1Hub1AnswerWhatHappened]]//
<</if>>
<html><br></html>
<<if $Rm21LuisaConvo1Hub1AskedAboutTrace is true>>
//[[Once more, are you the one who reprogrammed Trace?|Rm21LuisaConvo1Hub1AnswerWhatHappenedToTrace]]//
<<else>>
//[[Are you the one who reprogrammed Trace?|Rm21LuisaConvo1Hub1AnswerWhatHappenedToTrace]]//
<</if>>
<html><br></html>
<<if $Rm21LuisaConvo1Hub1HereToHelp isnot true>>
//[[I'm here to help you.|Rm21LuisaConvo1Hub1ResponseToHereToHelp]]//
<<else>>
<<if $Rm21LuisaStatus is "FetchQuest1Assigned">>
//[[Tell me again how I can prove myself trustworthy.|Rm21LuisaConvo1Hub1AnswerHowToProveTrust]]//
<<else>>
//[[Let me prove you can trust me.|Rm21LuisaConvo1Hub1AnswerHowToProveTrust]]//
<</if>>
<</if>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm21LuisaConvo1LeaveConvo]]
<</nobr>><<nobr>>
<<if $Rm21LuisaConvo1Hub1AskedAboutShip is true>>"You can keep asking," the voice replies, "but I won't explain anything to someone I have no reason to trust."<<else>>"Why should I tell you anything?" the voice asks. <<set $Rm21LuisaConvo1Hub1AskedAboutShip to true>>
<html><br><br></html>
The question hangs in the air.<</if>>
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvo1Hub1Questions>><<nobr>>
<<if $Rm21LuisaConvo1Hub1AskedAboutTrace is true>>"I don't need to tell you anything about Trace," the voice says. "The question is: How did you get past her?"<<else>>"Trace is a loyal officer of the Interstellar Patrol," the voice says. "Or she was—until she let you get past her."<<set $Rm21LuisaConvo1Hub1AskedAboutTrace to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvo1Hub1Questions>><<nobr>>
"Why should I trust you?" the voice asks. "You invaded this ship alone. Seems like you're planning on looting it, not helping me.
<<if $Rm26EliasStatus is "FetchQuest1Assigned">>
And I know you've already been talking to Elias.
<<else>><</if>>
I have no reason to believe anything you say."<<set $Rm21LuisaConvo1Hub1HereToHelp to true>>
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvo1Hub1Questions>><<nobr>>
<<if $Rm21LuisaStatus is "FetchQuest1Assigned">>
"We've already discussed this," the voice snaps. "I can't leave this area of the ship, and the matter generator here is faulty. Find a working matter generator and bring me a jug of fresh water ... and then we can talk."
<<if $Rm26EliasStatus is "FetchQuest1Assigned">>
<html><br><br></html>
"And stay from Elias," she adds. "He's a liar and very dangerous."
<<else>><</if>>
<<else>>
"I—" the voice says, then falters. "I cannot leave this area of the ship, and the matter generator here is faulty. I was going to task Trace with resupplying me, but she seems to be disabled. If you could bring me a jug of fresh water ... we can talk."
<<if $Rm26EliasStatus is "FetchQuest1Assigned">>
<html><br><br></html>
"And stay from Elias," she adds. "He's a liar and very dangerous."
<<else>><</if>>
<<set $Rm21LuisaStatus to "FetchQuest1Assigned">>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvo1Hub1Questions>>You leap away, back into the hallway behind you—bringing the conversation to a close.
<<display Rm12MainCorridorNorth>><<set $Rm14WaterJugCreated to true>>A jug materializes, but it's steaming and making a whistling sound.
Before you can react, the jug's lid pops open and its contents burst out as steam, barely missing you.
The jug still seems good—but this matter generator's temperature controls are clearly broken. You'll get no water here, and you don't dare try again for fear of burning your face off.
<<display Rm14ForwardLounge>>You take the empty jug. Now you just need to find some water to put in it.<<set $Rm14WaterJugTaken to true>><<set $LuisaWaterJugStatus to "Empty">><<set $ItemsInInventory += 1>>
<<display Rm14ForwardLounge>><<nobr>>
<<if $Rm15WaterJugFillingWarningGiven isnot "true">>
You focus in on the task before you.
<<set $Rm15WaterJugFillingWarningGiven to "true">>
<html><br><br></html>
<<else>><</if>>
You stand ready to hold the jug beneath the gushing matter generator and catch as much water as you can. But every moment you spend doing that puts you at risk from the cables.
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Fill the water jug.|Rm15WaterJugFilling]]
<html><br></html>
[[Step away from the matter generator and the cables.|Rm15MessHall][$Rm15WaterJugFillingWarningGiven to "false"]]
<</nobr>><<nobr>>
You hold the jug to catch as much water as
<<set $Rm15DanglingCablesAttack to either ("true", "true", "false")>>
<<if $Rm15DanglingCablesAttack is "false">>
<<set $Rm15CableShockCounter to 0>>
<<else>><</if>>
<<if $Rm15DanglingCablesAttack is "true">>
<<set $Rm15CableShockCounter += 1>>
<<if $Rm15CableShockCounter is 4>>
<<set $Rm15DanglingCablesAttack to "false">>
<<set $Rm15CableShockCounter to 0>>
<<else>><</if>>
<<else>><</if>>
<<if $Rm15DanglingCablesAttack is "true">>
<<set $Rm15DanglingCablesAttackDamage to either ("2", "3", "4")>>
<<set $LifePoints -=$Rm15DanglingCablesAttackDamage>>
possible, but the dangling cables snap at you faster than you can avoid them—and electricity shoots across your body, doing $Rm15DanglingCablesAttackDamage points of damage to you.
<html><br><br></html>
<<if $LifePoints lt 1>>
<<display Rm15CableDeath>>
<<else>>
The cables also prevented you from getting <<if $LuisaWaterJugStatus is "Empty">>any<<else>>any more<</if>> water into the jug. You'll have to keep trying.
<html><br><br></html>
<<display Rm15WaterJugFillingFrame>>
<</if>>
<<else>>
possible. The cables are quiet, and you manage to get
<<if $LuisaWaterJugStatus is "TwoThirdsFull">>
the water jug totally full.
<<set $LuisaWaterJugStatus to "Full">>
<html><br><br></html>
With the cables quiet and your task done, you retreat back to the door next to the main corridor.
<html><br></html>
<<display Rm15MessHall>>
<<else>><</if>>
<<if $LuisaWaterJugStatus is "OneThirdFull">>
the water jug over halfway full.
<<set $LuisaWaterJugStatus to "TwoThirdsFull">>
<html><br><br></html>
<<display Rm15WaterJugFillingFrame>>
<<else>><</if>>
<<if $LuisaWaterJugStatus is "Empty">>
the water jug at least partially full.
<<set $LuisaWaterJugStatus to "OneThirdFull">>
<html><br><br></html>
<<display Rm15WaterJugFillingFrame>>
<<else>><</if>>
<</if>>
<</nobr>><<nobr>>
<!--Loadout for encountering Luisa-->
<<set $Rm21LuisaStatus to "FetchQuest1Assigned">>
<<set $BlasterFrequency to 320>>
<<set $LifePoints to 20>>
<<set $InjuredReminderCount to 12>>
<<set $Rm21LuisaStatus to "HeardVoice">>
<<set $Rm21LuisaTurnedAgainstYou to "false">>
<<set $ItemsInInventory to 0>>
<<set $Rm7TraceLifePoints to 40>>
<<set $Rm8TraceLifePoints to 40>>
<<set $Rm8ScienceLabStatus to "NotBegun">>
<<set $Rm15CableShockCounter to 0>>
<<set $Rm18CaptainDyingStatus to "NotSet">>
<<set $Rm26SimulationCount to 0>>
<<set $Rm26EliasStatus to "Hidden">>
<<set $Rm26SensingEliasCounter to 0>>
<<set $Rm26EliasTurnedAgainstYou to "false">>
<<set $CaptainMentioned to true>>
<<set $TraceMentioned to true>>
<<set $Rm1AchillesScanned to true>>
<<set $Rm1HailingAttempted to true>>
<<set $Rm2Discovered to true>>
<<set $Rm2ServiceDockLookedInto to true>>
<<set $Rm3Discovered to true>>
<<set $Rm3FootprintsExamined to true>>
<<set $Rm4AccessExplained to true>>
<<set $Rm4BlastersExamined to true>>
<<set $Rm4CommandDeckUnlocked to true>>
<<set $Rm4ConsolesExamined to true>>
<<set $Rm4CorpsesExamined to true>>
<<set $Rm4Discovered to true>>
<<set $Rm4SahilTalkedTo to true>>
<<set $Rm5Discovered to true>>
<<set $Rm5ConsoleExamined to true>>
<<set $Rm5PersonalEffectsExamined to true>>
<<set $Rm5SuppliesExamined to true>>
<<set $Rm5TalkedToSahil to true>>
<<set $Rm6Discovered to true>>
<<set $Rm6CotsExamined to true>>
<<set $Rm6CrewListExamined to true>>
<<set $Rm7Discovered to true>>
<<set $Rm7TraceConversationStatus to "FrequencyExplained">>
<<set $Rm7TraceStatus to "spared">>
<<set $Rm9Discovered to true>>
<<set $Rm11Discovered to true>>
<<set $Rm10Discovered to true>>
<<set $Rm12Discovered to true>>
<<set $Rm13Discovered to true>>
<<set $Rm14Discovered to true>>
<<set $Rm15Discovered to true>>
<<set $Rm16Discovered to true>>
<<set $Rm17Discovered to true>>
<<set $Rm18Discovered to true>>
<<set $Rm19Discovered to true>>
<<set $Rm24Discovered to true>>
<<set $Rm25Discovered to true>>
<<set $Rm17MedUnitExamined to true>>
<<set $Rm18InsigniaExamined to true>>
<<set $Rm18MedUnitDoctorAuthorized to true>>
<<set $CurrentDeck to "main">>
<<set $MainDeckHackAssembled to true>>
<<set $MainDeckUnlocked to true>>
<<set $Rm24RubbleSearched to true>>
<<set $Rm25RemnantsSearched to true>>
<<set $Rm14WaterJugCreated to true>>
<<set $Rm14WaterJugTaken to true>>
<<set $ItemsInInventory to 1>>
<<set $LuisaWaterJugStatus to "Empty">>
<</nobr>><<display Rm10MainCorridorEast>><<set $LuisaWaterJugStatus to "Full">>The //Corvus//'s matter generator fills your jug with water. Lifting it, you feel satisfied by its heft.
<<display Rm1CorvusUndocked>><<set $Rm1CorvusWaterJugTaken to true>><<set $LuisaWaterJugStatus to "Full">><<set $ItemsInInventory += 1>>The //Corvus//'s matter generator brings a full water jug into being. Lifting it, you feel satisfied by its heft.
<<display Rm1CorvusUndocked>><<set $LuisaWaterJugStatus to "Full">>The //Corvus//'s matter generator fills your jug with water. Lifting it, you feel satisfied by its heft.
<<display Rm2CorvusDocked>><<set $Rm1CorvusWaterJugTaken to true>><<set $LuisaWaterJugStatus to "Full">><<set $ItemsInInventory += 1>>The //Corvus//'s matter generator brings a full water jug into being. Lifting it, you feel satisfied by its heft.
<<display Rm2CorvusDocked>><<nobr>>
<<set $Rm26CotExamined to true>>
The cot has been recently slept in—and hasn't been washed in a long time.
<<if $Rm26EliasStatus is "Revealed">>
<html><br><br></html>
"Yeah, just poke around my bed, like I'm not even here," Elias says. "Don't let me stop you."
<<else>><</if>>
<html><br></html>
<</nobr>><<display Rm26VirtualityRoom>>
<<nobr>>
<<set $Rm26ConsoleExamined to true>>The room's virtuality controls are working but some extra layer of security is locking you out. You can only see the name of the most recently loaded
<<if $Rm26SimulationCount is 1>>
simulation—"Senior Year Disaster," a high school drama game you've heard has been popular lately.
<<else>><</if>>
<<if $Rm26SimulationCount is 2>>
simulation—"The Vengeful: Final Showdown," a space pirate adventure that's the culmination of a long-running series.
<<else>><</if>>
<<if $Rm26SimulationCount is 3>>
simulation—"That," a popular horror thriller about an evil mime tormenting young kids on a space colony.
<<else>><</if>>
<html><br></html>
<</nobr>><<display Rm26VirtualityRoom>><<nobr>>
<<set $Rm26PossessionsExamined to true>>
There are some snacks and a few mementos that mean nothing to you, but also a photo that shows a tall, thin, brown-skinned boy in his teens with his two parents, onboard the //Achilles// in happier times.
<<if $Rm26EliasStatus is "Revealed">>
<html><br><br></html>
"Hey, sure," Elias says, "just search through my things in front of me, it's totally fine."
<<else>><</if>>
<html><br></html>
<<display Rm26VirtualityRoom>>
<</nobr>>"Hello, is anyone there?" elicits no response, and neither do the other greetings you try.
If someone is really here, maybe they'd be more likely to answer to their name? You just need to find out what that name is...
<<display Rm26VirtualityRoom>>A corner of room shimmers as a brown-skinned teenage boy comes into view. He is tall and thin, and he glares at you from deep-set, shadowed eyes. "Who are you, and how do you know my name?" he demands.<<set $Rm26EliasStatus to "Revealed">>
<<display Rm26VirtualityRoom>>Calling out the name Luisa elicits no response.<<set $Rm26CalledOutLuisa to true>>
<<display Rm26VirtualityRoom>><<nobr>>
<<if $Rm26EliasStatus is "Revealed">>
He glares at you, as if daring you to speak.
<<else>><</if>>
<<if $Rm26EliasStatus is "Convo1InProgress">>
Elias eyes you uncertainly.
<html><br><br></html>
Sahil advises, "He's clearly hiding quite a bit, but if you can earn his trust..."
<<else>><</if>>
<html><br><br></html>
You focus in on your conversation with Elias.
<html><br><br></html>
<<display Rm26EliasConvo1Hub1Questions>>
<</nobr>><<nobr>>
---- ''RESPONSES'' ----
<html><br></html>
<<if $Rm26EliasConvo1Hub1AnswerWhatHappenedDone is true>>
//[[Tell me again, what happened here?|Rm26EliasConvo1Hub1AnswerWhatHappened]]//
<<else>>
//[[What happened here?|Rm26EliasConvo1Hub1AnswerWhatHappened]]//
<</if>>
<html><br></html>
<<if $Rm26EliasConvo1Hub1AnswerWhoAreYouDone is true>>
//[[Explain who you are again.|Rm26EliasConvo1Hub1AnswerWhoAreYou]]//
<<else>>
//[[Who are you?|Rm26EliasConvo1Hub1AnswerWhoAreYou]]//
<</if>>
<html><br></html>
<<if $Rm21LuisaStatus is "Nothing" or $Rm21LuisaStatus is "HeardVoice">>
<<if $Rm26EliasConvo1Hub1AnswerWhoIsLuisaDone is true>>
//[[Once more, who is Luisa?|Rm26EliasConvo1Hub1AnswerWhoIsShe]]//
<<else>>
//[[I noticed someone named Luisa is also active on the ship. Who is she?|Rm26EliasConvo1Hub1AnswerWhoIsShe]]//
<</if>>
<<else>>
<<if $Rm26EliasConvo1Hub1AnswerWhoIsLuisaDone is true>>
//[[Once more, who is Luisa to you?|Rm26EliasConvo1Hub1AnswerWhoIsShe]]//
<<else>>
//[[I've encountered Luisa—who is she to you?|Rm26EliasConvo1Hub1AnswerWhoIsShe]]//
<</if>>
<</if>>
<<if $Rm26EliasConvo1Hub1AnswerWhatHappenedDone is true or $Rm26EliasConvo1Hub1AnswerWhoAreYouDone is true or $Rm26EliasConvo1Hub1AnswerWhoIsLuisaDone is true>>
<html><br></html>
<<if $Rm26EliasConvo1Hub1AnswerHowToEarnTrust is true>>
//[[I'm serious; I want to help you.|Rm26EliasConvo1Hub2Intro]]//
<<else>>
//[[How can I help?|Rm26EliasConvo1Hub1AnswerEarnTrust]]//
<</if>>
<<else>><</if>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm26EliasConvo1Hub1LeaveConvo]]
<</nobr>><<nobr>>
<<if $Rm26EliasConvo1Hub1AnswerWhatHappenedDone is true>>
Elias rolls his eyes. "How many times are you going to ask me? The ship explored the mysteries of space and it obviously went great."
<html><br><br></html>
He's clearly hiding great pain, and just as clearly doesn't want to talk about it.
<<else>>
"We explored the mysteries of space," Elias said. "Everything went great. What more is there to say?"
<html><br><br></html>
His tone is harsh, but you note his eyes are glistening. <<set $Rm26EliasConvo1Hub1AnswerWhatHappenedDone to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm26EliasConvo1Hub1Questions>><<nobr>>
<<if $Rm26EliasConvo1Hub1AnswerWhoAreYouDone is true>>
"Like I said, I'm the last line of defense on this ship," Elias says. "And I mean it: If you aren't here to help me, please leave."
<<else>>
"Me? I'm the last line of defense on this ship," Elias says. "So if you aren't here to help me, you should leave."<<set $Rm26EliasConvo1Hub1AnswerWhoAreYouDone to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm26EliasConvo1Hub1Questions>><<nobr>>
<<if $Rm26EliasConvo1Hub1AnswerWhoIsLuisaDone is true>>
Elias repeats what he said before, like it's a mantra: "Luisa Romero is a liar and a sociopath. She's responsible for what's happened here. If you have any good in you at all, you'll help me stop her."
<<else>>
Elias's face shifts into open hatred. "Luisa Romero is a liar and a sociopath. She's responsible for what's happened here. If you have any good in you at all, you'll help me stop her."<<set $Rm26EliasConvo1Hub1AnswerWhoIsLuisaDone to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm26EliasConvo1Hub1Questions>><<set $Rm26EliasStatus to "Convo1InProgress">>Elias shoots you a resentful look as you step away from him, ending the conversation.
<<display Rm26VirtualityRoom>><<nobr>>
<<set $Rm26EliasStatus to "FetchQuest1Assigned">>
"Fine, I'll take a chance on you. You might be my last chance, after all." Elias shoves a small data chip into your hands.
<<set $ItemsInInventory += 1>>
<html><br><br></html>
"That's for the main computer," he says. "I can't risk getting close enough to Luisa to use it in the Main Computer room—so I need you to do it. Once you do, maybe you'll understand more about why I need your help."
<html><br><br></html>
"And I've duped that chip!" he snaps out. "So don't think you can blackmail me by threatening to destroy it."
<html><br><br></html>
<<display Rm26EliasConvo1Hub2Questions>>
<</nobr>><<nobr>>
<<set $Rm26EliasConvo1Hub1AnswerHowToEarnTrust to true>>
Elias considers you seriously for perhaps the first time in the conversation. "You want to help me? There are parts of the ship that are too near Luisa for me to safely access... But can I really believe you won't simply turn around and betray me to her?"
<html><br><br></html>
He grows quiet, studying you.
<html><br><br></html>
<</nobr>><<display Rm26EliasConvo1Hub1Questions>><<nobr>>
---- ''RESPONSES'' ----
<html><br></html>
//[[Explain to me again what the data chip is for.|Rm26EliasConvo1Hub2DataChipExplanation]]
<html><br></html>
<<if $Rm26EliasConvo1Hub2AnswerWhatsOnDataChipDone is true>>
//[[I ask again, what's on the data chip?|Rm26EliasConvo1Hub2AnswerWhatsOnDataChip]]//
<<else>>
//[[What's on the data chip?|Rm26EliasConvo1Hub2AnswerWhatsOnDataChip]]//
<</if>>
<html><br></html>
<<if $Rm26EliasConvo1Hub2AnswerWhyHelpDone is true>>
//[[Once more, why should I help you?|Rm26EliasConvo1Hub2WhyHelp]]//
<<else>>
//[[Why should I help you?|Rm26EliasConvo1Hub2WhyHelp]]//
<</if>>
<html><br></html>
<<if $Rm26EliasConvo1Hub2AnswerIfIHelpDone is true>>
//[[Tell me again, what happens if I help you?|Rm26EliasConvo1Hub1AnswerIfIHelp]]//
<<else>>
//[[If I help you, then what?|Rm26EliasConvo1Hub1AnswerIfIHelp]]//
<</if>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm26EliasConvo1Hub2LeaveConvo]]
<</nobr>><<nobr>>
<<if $Rm26EliasConvo1Hub2AnswerWhatsOnDataChipDone is true>>
"I've already said this: You wouldn't believe what's on that chip if I told you," Elias says. "Insert it into the main computer, and then you'll see for yourself what's on it."
<<else>>
"You wouldn't believe what's on that chip if I told you," Elias says. "Insert it into the main computer, and then you'll see for yourself what's on it."<<set $Rm26EliasConvo1Hub2AnswerWhatsOnDataChipDone to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm26EliasConvo1Hub2Questions>><<nobr>>
<<if $Rm26EliasConvo1Hub2AnswerWhyHelpDone is true>>
"I will say this as many times as you ask me," Elias says. "Stopping Luisa and helping me is the most important thing you could possibly do. The fate of the entire galaxy is at stake."
<<else>>
"I mean this seriously," Elias says. "Stopping Luisa and helping me is the most important thing you could possibly do. The fate of the entire galaxy is at stake."
<html><br><br></html>
He looks sincere; he, at least, believes it really is that important.
<<set $Rm26EliasConvo1Hub2AnswerWhyHelpDone to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm26EliasConvo1Hub2Questions>><<nobr>>
<<if $Rm26EliasConvo1Hub2AnswerIfIHelpDone is true>>
"I said it before, and I meant it: Putting this data chip into the main computer should be all I need to defeat Luisa," Elias says. "Come back to me after you've done it, and we can save this ship together."
<<else>>
"Putting this data chip into the main computer should be all I need to defeat Luisa," Elias says. "Come back to me after you've done it, and we can save this ship together."
<html><br><br></html>
He looks sincere; he, at least, believes it really is that important.
<<set $Rm26EliasConvo1Hub2AnswerIfIHelpDone to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm26EliasConvo1Hub2Questions>>Elias looks at you meaningfully as you step away from him. He seems almost hopeful.
<<display Rm26VirtualityRoom>>Elias sighs in exasperation. "The data chip is for the main computer," he says.
"I can't risk getting close enough to Luisa to take it to the Main Computer room—so I need you to do it. Once you insert it there, maybe you'll understand more about why I need your help."
<<display Rm26EliasConvo1Hub2Questions>><<nobr>>
Elias looks at you uncertainly—clearly still deciding if he can trust you.
<html><br><br></html>
Sahil advises, "You can see if he'll give you more info, but I think doing as he asks with the data chip is the only way to truly win him over."
<html><br><br></html>
You focus in on your conversation with Elias.
<html><br><br></html>
<<display Rm26EliasConvo1Hub2Questions>>
<</nobr>><<nobr>>
<<set $Rm26EliasStatus to "DataChipInserted">>
<<set $ItemsInInventory -= 1>>
Inserting the data chip into the main computer summons the holo-image of a tall, striking East Asian woman in Interstellar Patrol outfit with Captain's insignia—clutching her bleeding stomach.<<set $Rm20MessagePlayed to true>>
<html><br><br></html>
"Elias," she says, "Science officer Luisa Romero is completely imbalanced—and totally obsessed with the Crux. I've held her off—and what she's turned Trace into—long enough for the others to get to the bridge. I hope you're still hiding on the main deck. If none of us make it, with this log I officially designate you the acting captain of the Achilles."
<html><br><br></html>
"I apologize for laying this enormous responsibility on you. Please, stop the Crux before it reaches civilization. Captain Yamashita out."
<html><br><br></html>
The holo-image disappears.
<html><br></html>
<</nobr>><<display Rm20ComputerBay>><<nobr>>
<<set $BlasterFrequency to 320>>
<<set $ItemsInInventory to 0>>
<<set $LifePoints to 20>>
<<set $Rm7TraceLifePoints to 0>>
<<set $InjuredReminderCount to 12>>
<<set $Rm21LuisaStatus to "Nothing">>
<<set $Rm7TraceStatus to "spared">>
<<set $Rm8ScienceLabStatus to "NotBegun">>
<<set $Rm15CableShockCounter to 0>>
<<set $Rm18CaptainDyingStatus to "NotSet">>
<<set $Rm21LuisaStatus to "Nothing">>
<<set $Rm21LuisaTurnedAgainstYou to "false">>
<<set $Rm26SimulationCount to 0>>
<<set $Rm26EliasStatus to "Revealed">>
<<set $Rm26SensingEliasCounter to 0>>
<<set $Rm26EliasTurnedAgainstYou to "false">>
<<set $CaptainMentioned to true>>
<<set $TraceMentioned to true>>
<<set $Rm1AchillesScanned to true>>
<<set $Rm1HailingAttempted to true>>
<<set $Rm2Discovered to true>>
<<set $Rm2ServiceDockLookedInto to true>>
<<set $Rm3Discovered to true>>
<<set $Rm3FootprintsExamined to true>>
<<set $Rm4AccessExplained to true>>
<<set $Rm4BlastersExamined to true>>
<<set $Rm4CommandDeckUnlocked to true>>
<<set $Rm4ConsolesExamined to true>>
<<set $Rm4CorpsesExamined to true>>
<<set $Rm4Discovered to true>>
<<set $Rm4SahilTalkedTo to true>>
<<set $Rm5Discovered to true>>
<<set $Rm5ConsoleExamined to true>>
<<set $Rm5PersonalEffectsExamined to true>>
<<set $Rm5SuppliesExamined to true>>
<<set $Rm5TalkedToSahil to true>>
<<set $Rm6Discovered to true>>
<<set $Rm6CotsExamined to true>>
<<set $Rm6CrewListExamined to true>>
<<set $Rm7Discovered to true>>
<<set $Rm7PasscodeLockDiscovered to true>>
<<set $Rm7TraceConversationStatus to "FrequencyExplained">>
<<set $Rm7TraceStatus to "defeated">>
<<set $Rm7ScienceLabUnlocked to true>>
<<set $Rm9Discovered to true>>
<<set $Rm11Discovered to true>>
<<set $Rm10Discovered to true>>
<<set $Rm12Discovered to true>>
<<set $Rm13Discovered to true>>
<<set $Rm14Discovered to true>>
<<set $Rm15Discovered to true>>
<<set $Rm16Discovered to true>>
<<set $Rm17Discovered to true>>
<<set $Rm18Discovered to true>>
<<set $Rm19Discovered to true>>
<<set $Rm20Discovered to true>>
<<set $Rm24Discovered to true>>
<<set $Rm25Discovered to true>>
<<set $Rm26Discovered to true>>
<<set $Rm17MedUnitExamined to true>>
<<set $Rm18InsigniaExamined to true>>
<<set $Rm18MedUnitDoctorAuthorized to true>>
<<set $Rm20LoginsFound to true>>
<<set $MainDeckHackAssembled to true>>
<<set $MainDeckUnlocked to true>>
<<set $Rm24RubbleSearched to true>>
<<set $Rm25RemnantsSearched to true>>
<<set $CurrentDeck to "main">>
<<set $Rm26EliasStatus to "Revealed">>
<<set $Rm26EliasConvo1Status to "FetchQuest1Assigned">>
<<set $Rm26DataChipTaken to true>>
<<set $ItemsInInventory to 1>>
<</nobr>><<display Rm13MainCorridorSouth>><<nobr>>
<<if $Rm26EliasStatus is "KilledByLuisa">>
<<display Rm26VirtualityRoomDestroyed>>
<<else>>
<<if $Rm26EliasTurnedAgainstYou is "Softening">>
<<display Rm26EliasConvoRegainTrustIntro>>
<<else>>
<<if $Rm26EliasTurnedAgainstYou is "FirstTrue" or $Rm26EliasTurnedAgainstYou is "SecondTrue">>
You attempt to access the Virtuality Room but Elias has solidly locked you out. "Go work with Luisa!" you hear him shout from inside. "If you turn on her like you did me, maybe then I'd have a reason to talk to you again."
<html><br><br></html>
You're stuck out in the corridor.
<<display Rm13MainCorridorSouth>>
<<else>>
<<if $Rm26EliasStatus is "Hidden" or $Rm26EliasStatus is "Sensed" or $Rm26EliasStatus is "KnownButHidden" or $Rm26EliasStatus is "Revealed" or $Rm26EliasStatus is "Convo1InProgress" or $Rm26EliasStatus is "FetchQuest1Assigned">>
<<display Rm26VirtualityRoom>>
<<else>>
<<display Rm26VirtualityRoomStage2>>
<</if>>
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''VIRTUALITY ROOM''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 26>>
<<if $Rm26StageTwoDiscovered is true>>
Its glowing hexagons gone, this room is now filled with different computer interfaces floating in space, with Elias perched at their center.
<<else>>
<<set $Rm26StageTwoDiscovered to true>>
This room has changed; instead of glowing hexagons, it's now filled with different computer interfaces floating in space, with Elias perched at their center.
<</if>>
<html><br><br></html>
<<if $Rm26EliasAlarmed is true>>
Elias is here, looking at you in alarm.
<<set $Rm26EliasAlarmed to false>>
<<else>>
<<if $Rm26EliasStatus is "FetchQuest3Assigned">>
<<if $Rm28Discovered is true and $Rm29CruxProcessWatched isnot true>>
Elias glances at you from his console. "I see in my monitoring that you found the way to the Crux—but you need to examine it," he says. "That's the whole point of going down there. Then I can set the //Achilles// to self-destruct."
<<set $Rm26EliasRemindedAboutFetchQuest3 to true>>
<<else>>
<<if $Rm26EliasRemindedAboutFetchQuest3 is true>>
Elias glances at you from his console, then at the door—reminding you that he needs you go visit the Crux while he sets the //Achilles// to self-destruct. He said the way to the Crux is somewhere in Medbay.
<<else>>
Elias glances at you from his console. "I need you to go visit the Crux, remember?" he says. "Head over to Medbay and you'll find the way down to it. In the meantime, I'm setting the //Achilles// to self-destruct."
<<set $Rm26EliasRemindedAboutFetchQuest3 to true>>
<</if>>
<</if>>
<<else>>
<<if $Rm26EliasStatus is "FetchQuest2Completed">>
Elias glances at you from his console. "I'm ready to talk about setting the //Achilles// to self-destruct and leaving whenever you are," he says.
<<else>>
<<if $Rm18CaptainDyingStatus is "DeadByPlayer">>
<<set $Rm26EliasStatus to "FetchQuest2Completed">>
Elias looks at you in relief and gratitude. "You did it.
<<if $Rm26StrangeApologyToElias is true>>
I guess that was your somewhat strange way of apologizing for trying to shoot me—and now the ship is fully under my control.
<<else>>
I'm sure that wasn't easy, but the ship is now fully under my control.
<</if>>
I've locked up Luisa in Engineering."
<html><br><br></html>
He taps away at his console. "I need to take care of a few things, but we should talk about setting the //Achilles// to self-destruct and getting out of here."
<<else>>
<<if $Rm26EliasHadDataChipFirstReaction is true>>
Elias is typing away furiously and barely acknowledges you.
<<else>>
<<set $Rm26EliasHadDataChipFirstReaction to true>>
"You really did do what I asked with the data chip," Elias says. "But Luisa's still locked me out. I'm just not sure I can trust you."
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
[[East|Rm13MainCorridorSouth]] is the main corridor on this deck.
<</nobr>><<nobr>>
<<if $Rm26EliasStatus is "DataChipInserted">>
As you step forward, Elias glances up from his virtual interface and narrows his eyes at you.
<<else>><</if>>
<<if $Rm26EliasStatus is "Convo2InProgress">>
Elias narrows his eyes at you.
<html><br><br></html>
Sahil advises, "He clearly earned the captain's trust; now you just need to earn his."
<<else>><</if>>
<html><br><br></html>
You focus in on your conversation with Elias.
<html><br><br></html>
<<display Rm26EliasConvo2Hub1Questions>>
<</nobr>><<nobr>>As you pull the trigger, Elias makes a hand gesture and the room swirls around you as he disappears. You're caught in a hallucinogenic optical illusion of twisting reality. Your shot goes wide as you struggle not to throw up.
<html><br><br></html>
You stumble forward and fall out into the hallway. The door to the Virtuality Room shuts behind you, and you hear Elias shout on the other side, "I knew I couldn't trust you! You're working with her!"<<set $Rm26EliasTurnedAgainstYou to "FirstTrue">>
<<if $Rm21LuisaTurnedAgainstYou is "FirstTrue">><<set $Rm21LuisaTurnedAgainstYou to "Softening">><<else>><</if>>
<html><br></html>
<</nobr>><<display Rm13MainCorridorSouth>><<nobr>>
<<if $Rm27Unlocked is true>>
<<display Rm27CaptainsSuite>>
<<else>>
The door doesn't respond. "There's a very complex security protocol locking this door," Sahil says. "You'll have to keep exploring to find a way in here."
<html><br></html>
<<display Rm13MainCorridorSouth>>
<</if>>
<</nobr>><<nobr>>
---- ''RESPONSES'' ----
<html><br></html>
<<if $Rm26EliasConvo2Hub1AnswerWhyMadeActingCaptain is true>>
//[[One more time, why did Captain Yamashita make you acting captain?|Rm26EliasConvo2Hub1AnswerWhyMadeActingCaptain]]//
<<else>>
//[[Why did Captain Yamashita make you acting captain?|Rm26EliasConvo2Hub1AnswerWhyMadeActingCaptain]]//
<</if>>
<html><br></html>
<<if $Rm26EliasConvo2Hub1AnswerWhyFighting is true>>
//[[Tell me again, why were the captain and the others fighting Luisa?|Rm26EliasConvo2Hub1AnswerWhyFighting]]//
<<else>>
//[[Why were the captain and the others fighting Luisa?|Rm26EliasConvo2Hub1AnswerWhyFighting]]//
<</if>>
<html><br></html>
<<if $Rm26EliasConvo2Hub1AnswerWhatIsCrux is true>>
//[[Again, what is the Crux?|Rm26EliasConvo2Hub1AnswerWhatIsCrux]]//
<<else>>
//[[The captain's message mentioned the Crux. What is that?|Rm26EliasConvo2Hub1AnswerWhatIsCrux]]//
<</if>>
<<if $Rm26EliasConvo2Hub1AnswerWhyMadeActingCaptain is true or $Rm26EliasConvo2Hub1AnswerWhyFighting is true or $Rm26EliasConvo2Hub1AnswerWhatIsCrux is true>>
<html><br></html>
<<if $Rm26EliasConvo2Hub1AnswerHowToEarnTrust is true>>
//[[Something horrible happened on this ship. I want to help you make sure it stops here.|Rm26EliasConvo2Hub2Intro]]//
<<else>>
//[[I still want to help you.|Rm26EliasConvo2Hub1AnswerEarnTrust]]//
<</if>>
<<else>><</if>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm26EliasConvo2Hub1LeaveConvo]]
<</nobr>><<nobr>>
<<if $Rm26EliasConvo2Hub1AnswerWhyMadeActingCaptain is true>>
"I told you, she failed," Elias says, "because I'm still locked out of the Achilles' systems. I was sure the captain was dead, but the computer doesn't seem to think so."
<html><br><br></html>
"Last I knew, the captain was being treated in Medbay; she went in and never came back out. Until the computer believes she's dead, I'm not acting captain—and Luisa still controls at least half the ship."
<<else>>
"She didn't," Elias answers. "I'm still locked out of the Achilles' systems. I was sure the captain was dead, but the computer doesn't seem to think so."
<html><br><br></html>
"Last I knew, the captain was being treated in Medbay; she went in and never came back out. Until the computer believes she's dead, I'm not acting captain—and Luisa still controls at least half the ship."
<<set $Rm26EliasConvo2Hub1AnswerWhyMadeActingCaptain to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm26EliasConvo2Hub1Questions>><<nobr>>
<<if $Rm26EliasConvo2Hub1AnswerWhyFighting is true>>
"The answer's still the same: the ship's population split in half," Elias explains. "The ones who stuck with the captain wanted to stop Luisa from bring the Crux back to civilization."
<html><br><br></html>
He hesitates. "The others... believed Luisa's lie that the Crux is a good thing."
<<else>>
"The ship's population split in half," Elias explains. "The ones who stuck with the captain wanted to stop Luisa from bring the Crux back to civilization."
<html><br><br></html>
He hesitates. "The others... believed Luisa's lie that the Crux is a good thing."
<<set $Rm26EliasConvo2Hub1AnswerWhyFighting to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm26EliasConvo2Hub1Questions>><<nobr>>
<<if $Rm26EliasConvo2Hub1AnswerWhatIsCrux is true>>
"I can only tell you this: a probe found the Crux and brought it back to the ship," Elias says. "Luisa's the one who figured out what the Crux supposedly does—but it's clearly a lie."
<html><br><br></html>
He shakes his head. "I can't explain the Crux to you. You'd have to see it to make up your own mind."
<<else>>
"A probe found the Crux and brought it back to the ship," Elias says. "Luisa's the one who figured out what the Crux supposedly does—but it's clearly a lie."
<html><br><br></html>
He shakes his head. "I can't explain the Crux to you. You'd have to see it to make up your own mind."
<<set $Rm26EliasConvo2Hub1AnswerWhatIsCrux to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm26EliasConvo2Hub1Questions>><<nobr>>
<<set $Rm26EliasStatus to "FetchQuest2Assigned">>
Elias turns and stares at you for a long time. "Here's as far as I'll go: I'll unlock Captain Yamashita's quarters for you."<<set $Rm27Unlocked to true>>
<html><br><br></html>
He turns back to his console. "Maybe you'll find something in there that can help me convince the main computer the captain is really dead. Everything I'm seeing here convinces me she died in Medbay weeks ago. If you can get to the bottom of what's going on there, then I might be able to lock out Luisa from the ship's systems."
<html><br><br></html>
He shoots you an irritated look. "Now shouldn't you be going?"
<html><br><br></html>
<<display Rm26EliasConvo2Hub2Questions>>
<</nobr>><<nobr>>
<<set $Rm26EliasConvo2Hub1AnswerHowToEarnTrust to true>>
Elias stares into you. "Inserting the data chip didn't work—maybe because of something you did. Why do you even want to help me?"
<html><br><br></html>
He turns back to the console dismissively.
<html><br><br></html>
<</nobr>><<display Rm26EliasConvo2Hub1Questions>><<set $Rm26EliasStatus to "Convo2InProgress">>Elias doesn't even glance up as you step away from him, ending the conversation.
<<display Rm26VirtualityRoomStage2>><<nobr>>
---- ''RESPONSES'' ----
<html><br></html>
//[[Explain again how I can help you.|Rm26EliasConvo2Hub2CaptainsQuartersExplanation]]
<html><br></html>
<<if $Rm26EliasConvo2Hub2AnswerLockOutLuisa is true>>
//[[Again, why do you want to lock out Luisa?|Rm26EliasConvo2Hub2AnswerLockOutLuisa]]//
<<else>>
//[[Why do you want to lock out Luisa?|Rm26EliasConvo2Hub2AnswerLockOutLuisa]]//
<</if>>
<html><br></html>
<<if $Rm26EliasConvo2Hub2AnswerAboutTheCrux is true>>
//[[One more time, I need you to tell me more about the Crux.|Rm26EliasConvo2Hub2AboutTheCrux]]//
<<else>>
//[[You have to tell me more about the Crux.|Rm26EliasConvo2Hub2AboutTheCrux]]//
<</if>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm26EliasConvo2Hub2LeaveConvo]]
<</nobr>>Elias sighs. "I told you, I've unlocked Captain Yamashita's quarters for you."
"Maybe you'll find something there that can help me convince the main computer the captain is really dead. Everything I'm seeing here convinces me she died in Medbay weeks ago. If you can get to the bottom of what's going on, I might be able to lock out Luisa from the ship's systems."
<<display Rm26EliasConvo2Hub2Questions>><<nobr>>
<<if $Rm26EliasConvo2Hub2AnswerLockOutLuisa is true>>
Elias rolls his eyes. "This isn't my favorite subject, OK? Look, Luisa controls half the ship—including the part with the Crux in it. Until I stop her, we're at risk of her finding a way to bring the Crux back to civilization. We have to make sure this ends here."
<<else>>
"Luisa controls half the ship," Elias says, "including the part with the Crux in it. Until I stop her, we're at risk of her bringing the Crux back to civilization. We have to make sure this ends here."<<set $Rm26EliasConvo2Hub2AnswerLockOutLuisa to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm26EliasConvo2Hub2Questions>><<nobr>>
<<if $Rm26EliasConvo2Hub2AnswerAboutTheCrux is true>>
Elias sighs. "Again? Fine. One of the ship's probes came back with something it found—something alien. By the time the captain figured out how dangerous it was, Luisa had already convinced half the people onboard it was a gift, not a curse."
<html><br><br></html>
"Everyone started calling it the Crux. Help me lock out Luisa, and I'll show it to you."
<<else>>
Elias sighs. "One of the ship's probes came back with something it found—something alien. By the time the captain figured out how dangerous it was, Luisa had already convinced half the people onboard it was a gift, not a curse."
<html><br><br></html>
"Everyone started calling it the Crux. Help me lock out Luisa, and I'll show it to you."<<set $Rm26EliasConvo2Hub2AnswerAboutTheCrux to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm26EliasConvo2Hub2Questions>>Elias seems about to say something as you step away, but then he just bites his lip and turns back to his console.
<<display Rm26VirtualityRoomStage2>>Among the personal knick-knacks, one stands out: a holographic model of a crewmember with their dates of birth and death, the latter a couple of years ago. This must be from back when losing even a single member of the //Achilles// felt like a tragedy.<<set $Rm27ExaminedDecor to true>>
<<display Rm27CaptainsSuite>>The console is active but all local storage has been cleared of data. Sahil says, "It looks like someone tried to hack into the captain's log from afar and a failsafe triggered, wiping it."<<set $Rm27LookedAtConsole to true>>
<<display Rm27CaptainsSuite>>A quick search seems to turn up nothing—until you find an oiled wooden brush with large, thick tines like a comb's. A long strand of black hair weaves through it like the solution to a maze.
Sahil says, "I can use this to mimic the Captain's DNA." After a quick scan, he announces he has what he needs.<<set $Rm27SearchedBedroomBathroom to true>>
<<display Rm27CaptainsSuite>><<nobr>>
Elias glances up at you in irritation.
<html><br><br></html>
Sahil advises, "Maybe he'll tell you something new, but it feels like he unlocked the Captain's quarters for you and that's the most solid thing you'll get out of him for the time being."
<html><br><br></html>
You focus in on your conversation with Elias.
<html><br><br></html>
<<display Rm26EliasConvo2Hub2Questions>>
<</nobr>><<nobr>>
<<set $Rm18CaptainDyingStatus to "SupportCeased">>
Sahil is quiet a moment; then he says, "Done."
<html><br><br></html>
"Patient has authorized ceasing treatment," the console tells you. "Patient's decease is imminent."
<html><br><br></html>
You see the med unit out in MedBay start pulsing red.
<html><br></html>
<</nobr>><<display Rm18DoctorsOffice>><<nobr>>
<<if $Rm18CaptainDyingStatus is "DeadByPlayer">>
The console is frozen on the message, "Patient authorized ceasing treatment. Patient is now deceased."
<<else>>
<</if>>
<<if $Rm18CaptainDyingStatus is "DyingsClose">>
<<set $Rm18CaptainDyingStatus to "DeadByPlayer">>
<<if $Rm26EliasTurnedAgainstYou is "FirstTrue" or $Rm26EliasTurnedAgainstYou is "Softening">>
<<set $Rm26StrangeApologyToElias to true>>
<<set $Rm26EliasTurnedAgainstYou to "Forgiven">>
<<else>><</if>>
"Patient has authorized ceasing treatment," the console tells you. "Patient's decease is imminent." A graph of vital signs shows them flatlining."
<html><br><br></html>
The console updates to say, "Patient is now deceased," and freezes there.
<<else>>
<</if>>
<<if $Rm18CaptainDyingStatus is "DyingBegins">>
<<set $Rm18CaptainDyingStatus to "DyingsClose">>
"Patient has authorized ceasing treatment," the console tells you. "Patient's decease is imminent." A graph of vital signs shows them nearing zero.
<<else>>
<</if>>
<<if $Rm18CaptainDyingStatus is "SupportCeased">>
<<set $Rm18CaptainDyingStatus to "DyingBegins">>
"Patient has authorized ceasing treatment," the console tells you. "Patient's decease is imminent." A graph of vital signs shows them heading down.
<<else>>
<</if>>
<</nobr>>
<<display Rm18DoctorsOffice>><<nobr>>
<center>------------------------
<html><br></html>
''MAIN CORRIDOR NORTH''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 12>>
<<set $Rm12Discovered to true>>
Except for the dim emergency lighting and the absence of people, this stretch of the corridor looks normal.
<html><br><br></html>
<<set $Rm18CaptainDyingStatus to "DeadByPlayer">>
<<if $Rm26EliasTurnedAgainstYou is "FirstTrue" or $Rm26EliasTurnedAgainstYou is "Softening">>
<<set $Rm26StrangeApologyToElias to true>>
<<set $Rm26EliasTurnedAgainstYou to "Forgiven">>
<<else>><</if>>
As the door to the Medical Bay closes behind you, you hear the med unit there let out of long, low beep and then hiss as it opens. Seconds after, to the west, you hear a woman scream in what sounds like rage.
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<<if $SelfDestructCount is 1>>
<<if $MainDeckUnlocked is true>>
<<if $Rm20Discovered is true>>
[[North|SelfDestructDeath]] is the ship's Computer Bay.
<<else>>
[[North|SelfDestructDeath]] is a door marked "Main Computer."
<</if>>
<html><br></html>
[[East|SelfDestructDeath]] sees this corridor continue around a right turn across the deck.
<html><br></html>
<<if $Rm17Discovered is true>>
[[South|SelfDestructDeath]] is the Medical Bay.
<<else>>
[[South|SelfDestructDeath]] is a door marked "Medical Bay."
<</if>>
<html><br></html>
<<if $Rm21Discovered is true>>
[[West|SelfDestructDeath]] is the ship's engineering section.
<<else>>
[[West|SelfDestructDeath]] is a large door marked "Engineering."
<</if>>
<<else>>
<<if $MainDeckHackAssembled is true>>
[[North|SelfDestructDeath]] is a door marked "Main Computer."
<html><br></html>
[[East|SelfDestructDeath]] sees this corridor continue around a right turn across the deck.
<html><br></html>
[[South|SelfDestructDeath]] is a door marked "Medical Bay."
<html><br></html>
[[West|SelfDestructDeath]] is a large door marked "Engineering."
<<else>>
[[North|SelfDestructDeath]] is a door marked "Main Computer."
<html><br></html>
[[East|SelfDestructDeath]] sees this corridor continue around a right turn across the deck.
<html><br></html>
[[South|SelfDestructDeath]] is a door marked "Medical Bay."
<html><br></html>
[[West|SelfDestructDeath]] is a large door marked "Engineering."
<</if>>
<</if>>
<<else>>
<<if $MainDeckUnlocked is true>>
<<if $Rm20Discovered is true>>
[[North|Rm20ComputerBay]] is the ship's Computer Bay.
<<else>>
[[North|Rm20ComputerBay]] is a door marked "Main Computer."
<</if>>
<html><br></html>
[[East|Rm10MainCorridorEast]] sees this corridor continue around a right turn across the deck.
<html><br></html>
<<if $Rm17Discovered is true>>
[[South|Rm17MedicalBay]] is the Medical Bay.
<<else>>
[[South|Rm17MedicalBay]] is a door marked "Medical Bay."
<</if>>
<html><br></html>
<<if $Rm21Discovered is true>>
[[West|Rm21Sorting]] is the ship's engineering section.
<<else>>
[[West|Rm21Sorting]] is a large door marked "Engineering."
<</if>>
<<else>>
<<if $MainDeckHackAssembled is true>>
[[North|Rm20ComputerBayHacked]] is a door marked "Main Computer."
<html><br></html>
[[East|Rm10MainCorridorEast]] sees this corridor continue around a right turn across the deck.
<html><br></html>
[[South|Rm17MedicalBayHacked]] is a door marked "Medical Bay."
<html><br></html>
[[West|Rm21SortingHacked]] is a large door marked "Engineering."
<<else>>
[[North|Rm12MainDeckLocked]] is a door marked "Main Computer."
<html><br></html>
[[East|Rm10MainCorridorEast]] sees this corridor continue around a right turn across the deck.
<html><br></html>
[[South|Rm12MainDeckLocked]] is a door marked "Medical Bay."
<html><br></html>
[[West|Rm12MainDeckLocked]] is a large door marked "Engineering."
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Rm26EliasStatus is "FetchQuest3Assigned">>
Elias looks somewhat irritated as you move closer to talk to him. "I told you," he says, "go see the Crux! If you want the ship's warp engine code, you have to see the Crux first! The way down is in Medbay's morgue."
<<else>>
Before you can start the conversation, Elias sighs and says, "I'm going to destroy this ship. And I know what you're after: You're a scavenger, so you'll want this ship's warp engine code. But first I'm realizing you should see the Crux. Someone needs to report back what happened here, and you need to see it to really understand."
<html><br><br></html>
He nods to the northeast. "The way down is in Medbay's morgue."
<<set $Rm26EliasStatus to "FetchQuest3Assigned">>
<</if>>
<html><br><br></html>
You focus in on your conversation with Elias.
<html><br><br></html>
<<display Rm26EliasConvo3Hub1Questions>>
<</nobr>><<nobr>>
Luisa looks at you calmly, her expression neutral.
<html><br><br></html>
<<if $Rm21LuisaStatus is "Convo2InProgress">>
Sahil advises, "She's not exactly friendly—but you have to get the warp engine back online. It feels like you should keep trying to get information from her about that."
<<else>>
Sahil advises, "She seems to be in command of this part of the ship—and the only living officer we've found. She might have information on how to get the warp engine back online so I can copy its code."
<</if>>
<html><br><br></html>
You focus in on your conversation with Luisa.
<html><br><br></html>
<<display Rm21LuisaConvo2Hub1Questions>>
<</nobr>><<nobr>>
---- ''RESPONSES'' ----
<html><br></html>
<<if $Rm21LuisaConvo2Hub1AnswerWhoAreYou is true>>
//[[Again, who are you?|Rm21LuisaConvo2Hub1AnswerWhoAreYou]]//
<<else>>
//[[Who are you?|Rm21LuisaConvo2Hub1AnswerWhoAreYou]]//
<</if>>
<html><br></html>
<<if $Rm21LuisaConvo2Hub1AnswerWhatHappened is true>>
//[[Once more, what happened on this ship?|Rm21LuisaConvo2Hub1AnswerWhatHappened]]//
<<else>>
//[[What happened on this ship?|Rm21LuisaConvo2Hub1AnswerWhatHappened]]//
<</if>>
<html><br></html>
<<if $Rm21LuisaConvo2Hub1AnswerWhoElseIsHere is true>>
//[[Tell me again, who else is here?|Rm21LuisaConvo2Hub1AnswerWhoElseIsHere]]//
<<else>>
//[[Is there anyone else here?|Rm21LuisaConvo2Hub1AnswerWhoElseIsHere]]//
<</if>>
<<if $Rm21LuisaConvo2Hub1AnswerWhoAreYou is true or $Rm21LuisaConvo2Hub1AnswerWhatHappened is true or $Rm21LuisaConvo2Hub1AnswerWhoElseIsHere is true>>
<html><br></html>
<<if $Rm21LuisaConvo2Hub1AnswerHowToEarnTrust is true>>
//[[Clearly you've been through great hardship. Let me prove myself to you.|Rm21LuisaConvo2Hub2Intro]]//
<<else>>
//[[How can I help?|Rm21LuisaConvo2Hub1AnswerEarnTrust]]//
<</if>>
<<else>><</if>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm21LuisaConvo2Hub1LeaveConvo]]
<</nobr>><<nobr>>
<<if $Rm21LuisaConvo2Hub1AnswerWhoAreYou is true>>
"You know who I am," Luisa answers. "I'm the captain of this ship—just like I know who and what you are: a scavenger, here for the Republic's warp engine code."
<<else>>
"I'm the captain of the Achilles," Luisa answers. "I'd ask who you are, but the answer is obvious—a scavenger, here for the Republic's warp engine code."
<<set $Rm21LuisaConvo2Hub1AnswerWhoAreYou to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvo2Hub1Questions>><<nobr>>
<<if $Rm21LuisaConvo2Hub1AnswerWhatHappened is true>>
"Was what I told you that forgettable?" Luisa asks.
<html><br><br></html>
"We found something incredible—the greatest discovery of all human exploration. But, as with all great discoveries, there was small-minded resistance to it."
<<else>>
"We found something incredible," Luisa answers. "The greatest discovery of all human exploration. But, as with all great discoveries, there was small-minded resistance to it."
<<set $Rm21LuisaConvo2Hub1AnswerWhatHappened to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvo2Hub1Questions>><<nobr>>
<<if $Rm21LuisaConvo2Hub1AnswerWhoElseIsHere is true>>
"It should be easy enough to remember that I'm the only remaining crewmember, besides Trace," snaps Luisa. "I'd ask how you got past her, but I doubt I'd like the answer. There's one last rebel remaining as well—but there's nothing further to say about him."
<<else>>
"I'm the only remaining crewmember, besides Trace," says Luisa. "I'd ask how you got past her, but I doubt I'd like the answer. There's one last rebel remaining as well—but there's nothing further to say about him."
<<set $Rm21LuisaConvo2Hub1AnswerWhoElseIsHere to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvo2Hub1Questions>><<nobr>>
Luisa considers you carefully. "Fair enough. I'm closer than ever to taking care of the last rebel on this ship, but to finish I need a component in the Science Lab. I'd get Trace to fetch it for me, but she's mysteriously offline."
<html><br><br></html>
She gives you a steely glare. "The access code to the lab is 'nirvana.' Bring me the component there, and we can discuss what I know you're after—the code for the warp engine."
<<set $Rm21LuisaStatus to "FetchQuest2Assigned">>
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvo2Hub2Questions>><<nobr>>
"You've helped me already as far as I would trust you to," Luisa says. "Now go back where you came from and leave this ship alone."
<<set $Rm21LuisaConvo2Hub1AnswerHowToEarnTrust to true>>
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvo2Hub1Questions>>
<<set $Rm21LuisaStatus to "Convo2InProgress">>Luisa arches an eyebrow but says nothing as you step back, ending the conversation.
<<display Rm21MainEngineering>><<nobr>>
---- ''RESPONSES'' ----
<html><br></html>
//[[Tell me again how I can prove myself to you.|Rm21LuisaConvo2Hub2ProveMyself]]
<html><br></html>
<<if $Rm21LuisaConvo2Hub2AnsweredWhatsinScienceLab is true>>
//[[Once more, why do you need a component from the Science Lab?|Rm21LuisaConvo2Hub2AnswerWhatsInScienceLab]]//
<<else>>
//[[Why do you need a component from the Science Lab?|Rm21LuisaConvo2Hub2AnswerWhatsInScienceLab]]//
<</if>>
<html><br></html>
<<if $Rm21LuisaConvo2Hub2AnsweredWarpEngineCode is true>>
//[[Again, how do you know I want the warp engine code?|Rm21LuisaConvo2Hub2WarpEngineCode]]//
<<else>>
//[[How do you know I want the warp engine code?|Rm21LuisaConvo2Hub2WarpEngineCode]]//
<</if>>
<html><br></html>
<<if $Rm21LuisaConvo2Hub2AnsweredRebel is true>>
//[[I'm still curious about that rebel onboard.|Rm21LuisaConvo2Hub1AnswerIfIHelp]]//
<<else>>
//[[You said there's a rebel onboard. Who?|Rm21LuisaConvo2Hub1AnswerIfIHelp]]//
<</if>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm21LuisaConvo2Hub2LeaveConvo]]
<</nobr>><<nobr>>
"I need a component in the Science Lab," Luisa says. "Trace would get it for me, but she's offline—so you should go."
<html><br><br></html>
"The access code to the lab is 'nirvana.' Bring me the component you'll find there, and I'll consider getting you the code for the warp engine."
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvo2Hub2Questions>><<nobr>>
<<if $Rm21LuisaConvo2Hub2AnsweredWarpEngineCode is true>>
Luisa seems ready to insult you as many times as you like, her sneer just as sharp as before. "I know you want the warp engine code because your mind is small. What I've discovered will create a new era—a new way of being—for the entire republic. Half the ship's population has already experienced it. But a scavenger like you could never understand that."
<<else>>
Luisa sneers. "I know you want the warp engine code because your mind is small. What I've discovered will create a new era—a new way of being—for the entire republic. Half the ship's population has already experienced it. But a scavenger like you could never understand that."
<<set $Rm21LuisaConvo2Hub2AnsweredWarpEngineCode to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvo2Hub2Questions>><<nobr>>
<<if $Rm21LuisaConvo2Hub2AnsweredRebel is true>>
Luisa looks so angry that you're bringing this up again, it almost seems like she won't answer. "The remaining rebel doesn't matter," she finally snaps. "Once you get me the component from upstairs, he's in for a rude awakening. One that's long overdue."
<<else>>
"The remaining rebel doesn't matter," Luisa snaps. "Once you get me the component from upstairs, he's in for a rude awakening. One that's long overdue."
<<set $Rm21LuisaConvo2Hub2AnsweredRebel to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvo2Hub2Questions>>Luisa arches an eyebrow but says nothing as you step back, ending the conversation.
<<display Rm21MainEngineering>><<nobr>>
<<if $Rm21LuisaConvo2Hub2AnsweredWhatsinScienceLab is true>>
Luisa sighs, then narrows her eyes. "As I said, there's one last mutineer onboard, defying me. But he doesn't realize that I'm about to take back control of the ship and defeat him once and for all—with the help of that final component in the science lab."
<<else>>
Luisa narrows her eyes. "There's one last mutineer onboard, defying me. But he doesn't realize that I'm about to take back control of the ship and defeat him once and for all—with the help of that final component in the science lab."
<<set $Rm21LuisaConvo2Hub2AnsweredWhatsinScienceLab to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvo2Hub2Questions>><<nobr>>
Luisa arches an eyebrow as you step up to speak to her.
<html><br><br></html>
"She's given you a mission," Sahil says. "Maybe she'll give you more info, but it also seems like doing as she says is the best bet for truly winning her trust."
<html><br><br></html>
You focus in on your conversation with Luisa.
<html><br><br></html>
<<display Rm21LuisaConvo2Hub2Questions>>
<</nobr>><<nobr>>
Before you can pull the trigger, seering heat flashes across your hand.
<html><br><br></html>
Luisa's small drone rears up. It's burned a line across your hand and now its web of red lasers is closing in on you. To avoid being lasered to ribbons, you have no choice but to jump back out to the hallway. The door to Main Engineering shuts behind you.
<html><br><br></html>
"I knew it!" Luisa shouts from the other side. "You're working with him!"
<<set $Rm21LuisaTurnedAgainstYou to "FirstTrue">>
<<if $Rm26EliasTurnedAgainstYou is "FirstTrue">><<set $Rm26EliasTurnedAgainstYou to "Softening">><<else>><</if>>
<html><br></html>
<<display Rm12MainCorridorNorth>>
<</nobr>><<nobr>>
You attempt to access the Virtuality Room but Elias has solidly locked you out. But you're surprised to hear his voice from the other side of the door. "I heard you alienated Luisa too. Maybe I can give you another chance."
<html><br><br></html>
You focus in on your conversation with Elias.
<<if $Rm21LuisaTurnedAgainstYou is "FirstTrue">><<set $Rm21LuisaTurnedAgainstYou to "Softening">><<else>><</if>>
<html><br><br></html>
<</nobr>><<display Rm26EliasConvoRegainTrustHub1>><<nobr>>
---- ''RESPONSES'' ----
<html><br></html>
<<if $Rm26EliasConvoRegainTrustDidntMeanTried is true>><<else>>
//[[I didn't mean to try to shoot you.|Rm26EliasConvoRegainTrustDidntMean]]//
<html><br></html>
<</if>>
<<if $Rm26EliasConvoRegainTrustSorryToUpsetTried is true>><<else>>
//[[I'm sorry I upset you.|Rm26EliasConvoRegainTrustSorryToUpset]]//
<html><br></html>
<</if>>
<<if $Rm26EliasConvoRegainTrustWasConfusedTried is true>><<else>>
//[[I was confused and I won't do it again.|Rm26EliasConvoRegainTrustWasConfused]]//
<html><br></html>
<</if>>
<html><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm26EliasConvoRegainTrustLeaveConvo]]
<</nobr>><<nobr>>
"So you just accidentally pointed your blaster at me and tried the pull the trigger?" Elias snaps. "I've had a lot of people attempt to kill me in the last few months, and you looked like you meant it just as much as they did. Too bad for you I'm hard to kill."
<<set $Rm26EliasConvoRegainTrustDidntMeanTried to true>>
<html><br><br></html>
<<if $Rm26EliasConvoRegainTrustDidntMeanTried is true and $Rm26EliasConvoRegainTrustSorryToUpsetTried is true and $Rm26EliasConvoRegainTrustWasConfusedTried is true>>
<<display Rm26EliasConvoRegainTrustHub2Intro>>
<<else>>
<<display Rm26EliasConvoRegainTrustHub1>>
<</if>>
<</nobr>><<nobr>>
"You're sorry," Elias says, nodding. "And specifically, you're sorry that I found it 'upsetting' when you tried to shoot me. Wow. Apology ... unaccepted?"
<<set $Rm26EliasConvoRegainTrustSorryToUpsetTried to true>>
<html><br><br></html>
<<if $Rm26EliasConvoRegainTrustDidntMeanTried is true and $Rm26EliasConvoRegainTrustSorryToUpsetTried is true and $Rm26EliasConvoRegainTrustWasConfusedTried is true>>
<<display Rm26EliasConvoRegainTrustHub2Intro>>
<<else>>
<<display Rm26EliasConvoRegainTrustHub1>>
<</if>>
<</nobr>><<nobr>>
"You didn't look confused," Elias said. "You looked very awake, cogent, and deliberate when you pointed your blaster at me and tried to pull the trigger. If you're trying to explain yourself, maybe just giving up on that would be a better plan?"
<<set $Rm26EliasConvoRegainTrustWasConfusedTried to true>>
<html><br><br></html>
<<if $Rm26EliasConvoRegainTrustDidntMeanTried is true and $Rm26EliasConvoRegainTrustSorryToUpsetTried is true and $Rm26EliasConvoRegainTrustWasConfusedTried is true>>
<<display Rm26EliasConvoRegainTrustHub2Intro>>
<<else>>
<<display Rm26EliasConvoRegainTrustHub1>>
<</if>>
<</nobr>><<nobr>>You step back from the door, ending the conversation.
<<set $Rm26EliasConvoRegainTrustDidntMeanTried to false>>
<<set $Rm26EliasConvoRegainTrustSorryToUpsetTried to false>>
<<set $Rm26EliasConvoRegainTrustWasConfusedTried to false>>
<html><br></html>
<</nobr>><<display Rm13MainCorridorSouth>>"You don't seem to be getting anywhere," Sahil says. "Time to try some different approaches?"
<<display Rm26EliasConvoRegainTrustHub2>><<nobr>>
---- ''RESPONSES'' ----
<html><br></html>
//[[All I can say is I want to help you and I won't try to hurt you again.|Rm26EliasConvoRegainTrustAllICanSay]]//
<html><br></html>
//[[It was a mistake; what more can I say?|Rm26EliasConvoRegainTrustItWasAMistake]]//
<html><br></html>
//[[You're really getting on my case about this. Let's start over.|Rm26EliasConvoRegainTrustGettingOnMyCase]]//
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm26EliasConvoRegainTrustLeaveConvo]]
<</nobr>><<nobr>>
"Well now you've said that, so thanks," Elias says. "But if you want me to open this door, you'll have to say at least one more thing—the answer to my next question."
<html><br><br></html>
<</nobr>><<display Rm26EliasConvoRegainTrustHub3Intro>><<nobr>>
"Seems to me like there's a lot more to say here," Elias says. "But there's only one thing worth saying to me: the answer to my next question."
<html><br><br></html>
<</nobr>><<display Rm26EliasConvoRegainTrustHub3Intro>><<nobr>>
"Considering how bad you are at this, yes, let's start over," Elias says.
<html><br><br></html>
You and Elias restart your conversation.
<<set $Rm26EliasConvoRegainTrustDidntMeanTried to false>>
<<set $Rm26EliasConvoRegainTrustSorryToUpsetTried to false>>
<<set $Rm26EliasConvoRegainTrustWasConfusedTried to false>>
<html><br><br></html>
<</nobr>><<display Rm26EliasConvoRegainTrustHub1>><<nobr>>
"Why should I trust you?" he asks.
<html><br><br></html>
---- ''RESPONSES'' ----
<html><br></html>
//[[We need to work together to stop Luisa.|Rm26EliasConvoRegainTrustHub3WorkTogether]]//
<html><br></html>
//[[I help you get what you want, you help me get what I want.|Rm26EliasConvoRegainTrustHub3GetWhatYouWant]]//
<html><br></html>
<<if $Rm21LuisaTurnedAgainstYou is "SecondTrue">>
//[[You know what, forget it. Luisa's a better bet for getting me what I want.|Rm26EliasConvoRegainTrustHub3BothTurnedAgainstYouDeath]]//
<<else>>
//[[You know what, forget it. Luisa's a better bet for getting me what I want.|Rm26EliasConvoRegainTrustHub3ForgetIt]]//
<</if>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm26EliasConvoRegainTrustLeaveConvo]]
<</nobr>><<nobr>>
Elias pauses at your statement about working together.
<html><br><br></html>
"That's the best thing you've said so far," he finally replies. "I wish it wasn't true, but it is: I need your help to defeat Luisa."
<<set $Rm26EliasTurnedAgainstYou to "Forgiven">>
<html><br><br></html>
He opens the door to the Virtuality Room and allows you to enter.
<html><br></html>
<</nobr>><<display Rm26Sorting>><<nobr>>
Elias takes a moment to think about if he's willing to make your proposition—that you partner to help get what each one of you wants.
<html><br><br></html>
"The problem is that I don't know what you want," he says finally. "But unfortunately, I don't think I have a choice. To stop Luisa, I need your help."
<<set $Rm26EliasTurnedAgainstYou to "Forgiven">>
<html><br><br></html>
He opens the door to the Virtuality Room and allows you to enter.
<html><br></html>
<</nobr>><<display Rm26Sorting>><<nobr>>
"Thanks for wasting my time yet again," Elias shouts at you.
<html><br><br></html>
"Don't ever talk to me again—and don't think I'll spare you when I put a stop to all this!"
<<set $Rm26EliasTurnedAgainstYou to "SecondTrue">>
<html><br><br></html>
You get the strong sense that you are now permanently locked out of the Virtuality Room.
<html><br></html>
<</nobr>><<display Rm13MainCorridorSouth>><<nobr>>
As soon as you step into the room the small drone reappears, its web of red lasers closing in on you. But then the lasers stop, and Luisa calls out, "Seems like you might have failed to create a friendship with Elias. Perhaps you've come to apologize?"
<html><br><br></html>
You focus in on your conversation with Luisa.
<<if $Rm26EliasTurnedAgainstYou is "FirstTrue">><<set $Rm26EliasTurnedAgainstYou to "Softening">><<else>><</if>>
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvoRegainTrustHub1>><<nobr>>
---- ''RESPONSES'' ----
<html><br></html>
<<if $Rm21LuisaConvoRegainTrustAnAccidentTried is true>><<else>>
//[[It was an accident.|Rm21LuisaConvoRegainTrustAnAccident]]//
<html><br></html>
<</if>>
<<if $Rm21LuisaConvoRegainTrustMadeAMistakeTried is true>><<else>>
//[[I made a mistake.|Rm21LuisaConvoRegainTrustMadeAMistake]]//
<html><br></html>
<</if>>
<<if $Rm21LuisaConvoRegainTrustSorryAndWontTried is true>><<else>>
//[[I'm sorry and I won't attack you again.|Rm21LuisaConvoRegainTrustSorryAndWont]]//
<html><br></html>
<</if>>
<html><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm21LuisaConvoRegainTrustLeaveConvo]]
<</nobr>><<nobr>>
"That was no accident," Luisa snorts. "I've gotten very good at detecting when people are trying to kill me. Of course, thanks to my guard drone, you had no chance of succeeding—but you'll have to come up with a better excuse."
<<set $Rm21LuisaConvoRegainTrustAnAccidentTried to true>>
<html><br><br></html>
<<if $Rm21LuisaConvoRegainTrustAnAccidentTried is true and $Rm21LuisaConvoRegainTrustMadeAMistakeTried is true and $Rm21LuisaConvoRegainTrustSorryAndWontTried is true>>
<<display Rm21LuisaConvoRegainTrustHub2Intro>>
<<else>>
<<display Rm21LuisaConvoRegainTrustHub1>>
<</if>>
<</nobr>><<nobr>>
"You definitely did make a mistake," Luisa says. "This ship is littered with the bodies of people who made the same mistake. Any reason why I shouldn't add yours to the pile?"
<<set $Rm21LuisaConvoRegainTrustMadeAMistakeTried to true>>
<html><br><br></html>
<<if $Rm21LuisaConvoRegainTrustAnAccidentTried is true and $Rm21LuisaConvoRegainTrustMadeAMistakeTried is true and $Rm21LuisaConvoRegainTrustSorryAndWontTried is true>>
<<display Rm21LuisaConvoRegainTrustHub2Intro>>
<<else>>
<<display Rm21LuisaConvoRegainTrustHub1>>
<</if>>
<</nobr>><<nobr>>
Luisa shrugs. "Your apologies and promises don't mean anything to me. You're just the latest in a string of people who fail to understand what I'm trying to do."
<<set $Rm21LuisaConvoRegainTrustSorryAndWontTried to true>>
<html><br><br></html>
<<if $Rm21LuisaConvoRegainTrustAnAccidentTried is true and $Rm21LuisaConvoRegainTrustMadeAMistakeTried is true and $Rm21LuisaConvoRegainTrustSorryAndWontTried is true>>
<<display Rm21LuisaConvoRegainTrustHub2Intro>>
<<else>>
<<display Rm21LuisaConvoRegainTrustHub1>>
<</if>>
<</nobr>><<nobr>>You step back, leaving the conversation.
<html><br><br></html>
Luisa smirks, then gestures at her drone. Its lasers sweep toward you, forcing you to leap back out to the corridor before they slice through you.
<<set $Rm21LuisaConvoRegainTrustAnAccidentTried to false>>
<<set $Rm21LuisaConvoRegainTrustMadeAMistakeTried to false>>
<<set $Rm21LuisaConvoRegainTrustSorryAndWontTried to false>>
<html><br></html>
<</nobr>><<display Rm12MainCorridorNorth>>Luisa seems more amused then swayed by your entreaties. Maybe it's time to negotiate a little differently?
<<display Rm21LuisaConvoRegainTrustHub2>><<nobr>>
---- ''RESPONSES'' ----
<html><br></html>
//[[I know you want to take control of the ship. I can help you do that.|Rm21LuisaConvoRegainTrustWantToTakeControl]]//
<html><br></html>
//[[My defeat of Trace proves I'm very capable. Now I want to work together.|Rm21LuisaConvoRegainTrustMyDefeatOfTrace]]//
<html><br></html>
//[[I've gotten off on the wrong foot and need to try again.|Rm21LuisaConvoRegainTrustGottenOffOnWrongFoot]]//
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm21LuisaConvoRegainTrustLeaveConvo]]
<</nobr>><<nobr>>
Luisa nods. "Yes, as the acting captain, the ship should be under my control! But here's what you should really tell me..."
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvoRegainTrustHub3Intro>><<nobr>>
Luisa narrows her eyes. "I still don't understand how you defeated Trace, but it's true: It proves you're more capable than I'd expect. But here's what you should really tell me..."
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvoRegainTrustHub3Intro>><<nobr>>
Luisa throws her hands up in the air. "Why not?" she asks. "It already felt like we were going in circles. Let's just go in some more!"
<html><br><br></html>
You and Luisa restart your conversation.
<<set $Rm21LuisaConvoRegainTrustAnAccidentTried to false>>
<<set $Rm21LuisaConvoRegainTrustMadeAMistakeTried to false>>
<<set $Rm21LuisaConvoRegainTrustSorryAndWontTried to false>>
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvoRegainTrustHub1>><<nobr>>
"Why do I even need your help?" Luisa asks.
<html><br><br></html>
---- ''RESPONSES'' ----
<html><br></html>
[[You haven't been able to stop Elias on your own. I can help you do that.|Rm21LuisaConvoRegainTrustHub3HelpStopElias]]
<html><br></html>
[[You're trapped here in Engineering. You didn't even have water. Clearly you need me.|Rm21LuisaConvoRegainTrustHub3ClearlyYouNeedMe]]
<html><br></html>
<<if $Rm26EliasTurnedAgainstYou is "SecondTrue">>
[[The real question is why I need your help. I think Elias is who I should partner with, not you.|Rm21LuisaConvoRegainTrustHub3BothTurnedAgainstYouDeath]]
<<else>>
[[The real question is why I need your help. I think Elias is who I should partner with, not you.|Rm21LuisaConvoRegainTrustHub3ILikeEliasBetter]]
<</if>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm21LuisaConvoRegainTrustLeaveConvo]]
<</nobr>><<nobr>>
Luisa glares at you for a long moment. Finally she says, "I hate that you said that, but it's true. I haven't been able to stop Elias on my own."
<html><br><br></html>
"I'm not sure you can truly help—but perhaps it's worth a try." She waves a hand, and her guardian drone drops its lasers and flies off, allowing you to enter Main Engineering.
<<set $Rm21LuisaTurnedAgainstYou to "Forgiven">>
<html><br></html>
<</nobr>><<display Rm21Sorting>><<nobr>>
"You have no idea what I need," Luisa snaps. After a moment, her shoulders drop. "Still, it's true that I've had some difficulties. I doubt I can trust you—but I have little to lose by allowing you to prove yourself."
<html><br><br></html>
She waves a hand, and her guardian drone drops its lasers and flies off, allowing you to enter Main Engineering.
<<set $Rm21LuisaTurnedAgainstYou to "Forgiven">>
<html><br></html>
<</nobr>><<display Rm21Sorting>><<nobr>>
"I knew I shouldn't waste my time on you!" Luisa screams. "Fine! Go back to Elias. I'll kill you both together!"
<html><br><br></html>
The drone's lasers close in on you, forcing you out into the hallway.
<<set $Rm21LuisaTurnedAgainstYou to "SecondTrue">>
<html><br><br></html>
You get the strong sense that you are now permanently locked out of Main Engineering.
<html><br></html>
<</nobr>><<display Rm12MainCorridorNorth>><<nobr>>
Luisa starts at your declaration that you're siding with Elias, not you. But then she smiles—dangerously. "Unfortunately, I've heard that Elias will never work with you," she says.
<html><br><br></html>
"That's true," Sahil adds. "And now you're turned off Luisa as well."
<html><br><br></html>
"I'd simply push you away," Luisa says, "except that now you're a loose cannon. And that makes you even more dangerous than Elias."
<html><br><br></html>
She snaps her fingers, and a second drone appears, blocking your access back out to the main corridor—and then the lasers from both drones are closing in on you.
<html><br><br></html>
Your final thoughts are that you really should have been a little better about making friends.<<set $PlayerDead to true>>
<</nobr>>
<<display EndAccounting>><<nobr>>
Elias is taken aback by your declaration that you'd rather work with Luisa. Then he sighs and types something into his interface. "My monitoring makes clear Luisa will never work with you again," he says.
<html><br><br></html>
"That's true," Sahil adds. "You've permanently alienated both Elias and Luisa."
<html><br><br></html>
"The captain gave me the order to stop Luisa, no matter what," Elias says. "And if you're wandering the ship, making enemies of everyone you meet, you're too much of a wild card."
<html><br><br></html>
You realize your encounter suit has stiffened up; you can't move. "I'm sorry to have to do this," Elias says. "But you also did this to yourself."
<html><br><br></html>
You realize Elias has hacked into your suit—and cut off your air supply. He turns away as you struggle to breathe, and Sahil says, "He's a skilled hacker. It will take me at least a quarter of an hour to counter his code—and you don't have that long."
<html><br><br></html>
His words become faint as your vision dims. Your final thought is that you really should have been a little better about making friends.<<set $PlayerDead to true>>
<html><br><br></html>
<</nobr>><<display EndAccounting>><<nobr>>As you pull the trigger, Elias makes a hand gesture and the room swirls around you as he disappears. You're caught in a hallucinogenic optical illusion of twisting reality. Your shot goes wide as you struggle not to throw up.
<html><br><br></html>
You try to escape, but realize you can't move.
<html><br><br></html>
Elias reappears, tapping something at his console. "I forgave you once," he says. "But you're proving that was a mistake—and I have an order from the captain to stop Luisa, no matter what."
<html><br><br></html>
You realize your encounter suit has stiffened up; you can't move. "I'm sorry to have to do this," Elias says. "But you also did this to yourself."
<html><br><br></html>
You realize Elias has hacked into your suit—and cut off your air supply. He turns away as you struggle to breathe, and Sahil says, "He's a skilled hacker. It will take me at least a quarter of an hour to counter his code—and you don't have that long."
<html><br><br></html>
His words become faint as your vision dims. Turns out trying to use Elias for target practice—//twice//—was a fatal mistake.<<set $PlayerDead to true>>
<</nobr>>
<<display EndAccounting>>
<<nobr>>
Before you can pull the trigger, seering heat flashes across your hand.
<html><br><br></html>
Luisa's small drone rears up. It's burned a line across your hand and now its web of red lasers is closing in on you. You try to jump back to the outer corridor, but before you can a second drone appears, blocking your way—and then the lasers from both drones are closing in on you.
<html><br><br></html>
"I never should have trusted you," Luisa says, shaking her head. "It's a mistake I thought I was done with making, but I guess not."
<html><br><br></html>
She snaps her fingers, and the lasers move in to slice you into pieces. "No harm done in the end," she says, shrugging. "To me, I mean. You'll be very, very harmed."
<html><br><br></html>
Your final thought is that you should have been a little more careful about who you used for target practice.<<set $PlayerDead to true>>
<</nobr>>
<<display EndAccounting>>
<<nobr>>
You step further into the lab, onto a thin line circling you across the floor, walls, and ceiling. Sahil says, "That line holds eight radiation emitters, all around you, and I sense one's about to fire—but I can't tell which!"
<html><br><br></html>
You have a split-second to decide which of the eight main directions to block with your force shield:
<html><br><br></html>
-- ''DIRECTIONS'' --
<html><br></html>
<<if $Rm8RadiationDirection is "Above">>
[[Above your head.|Rm8Challenge2Pass]]
<<else>>
[[Above your head.|Rm8RadiationDeath]]
<</if>>
<html><br></html>
<<if $Rm8RadiationDirection is "AboveRight">>
[[Above and to your right.|Rm8Challenge2Pass]]
<<else>>
[[Above and to your right.|Rm8RadiationDeath]]
<</if>>
<html><br></html>
<<if $Rm8RadiationDirection is "Right">>
[[To your right.|Rm8Challenge2Pass]]
<<else>>
[[To your right.|Rm8RadiationDeath]]
<</if>>
<html><br></html>
<<if $Rm8RadiationDirection is "BelowRight">>
[[Below and to your right.|Rm8Challenge2Pass]]
<<else>>
[[Below and to your right.|Rm8RadiationDeath]]
<</if>>
<html><br></html>
<<if $Rm8RadiationDirection is "Below">>
[[Below your feet.|Rm8Challenge2Pass]]
<<else>>
[[Below your feet.|Rm8RadiationDeath]]
<</if>>
<html><br></html>
<<if $Rm8RadiationDirection is "BelowLeft">>
[[Below and to your left.|Rm8Challenge2Pass]]
<<else>>
[[Below and to your left.|Rm8RadiationDeath]]
<</if>>
<html><br></html>
<<if $Rm8RadiationDirection is "Left">>
[[To your left.|Rm8Challenge2Pass]]
<<else>>
[[To your left.|Rm8RadiationDeath]]
<</if>>
<html><br></html>
<<if $Rm8RadiationDirection is "AboveLeft">>
[[Above and to your left.|Rm8Challenge2Pass]]
<<else>>
[[Above and to your left.|Rm8RadiationDeath]]
<</if>>
<html><br><br></html>
------ ''EXITS'' ------
<html><br></html>
[[Step back to the lab's midpoint.|Rm8RadiationStepBack]]
<</nobr>>You move further into the lab—but not before a blast of radiation hits you, setting you aflame. You're a charred corpse even before you hit the floor.
Looks like this is...
[[The End?|Rm8Reset]]The universe shudders around you—and resets.
You're back at the entrance to the Science Lab. "The anomaly create some sort of temporal surge," Sahil says. "Did you feel it too, BG?"<<set $Rm8ScienceLabStatus to "Entered">><<set $Rm8RadiationDirection to either("Above", "AboveRight", "Right", "BelowRight", "Below", "BelowLeft", "Left", "AboveLeft")>>
<<display Rm8ScienceLab>>Your force field blocks the wrong emitter! A blast of radiation hits you, setting you aflame. You're a charred corpse even before you hit the floor.
Looks like this is...
[[The End?|Rm8Reset]]You step away from the entrance and into the lab, onto the spot where you've just seen your beheaded corpse.
A tingling spreads throughout your lower body. "A teleporter has locked on to you!" Sahil exclaims. "But it's faulty—it's not catching your full form!"
You have just a moment to react!
---- ''ACTIONS'' ----
[[Stay still.|Rm8TeleporterBeheadedStill]]
[[Hurry ahead.|Rm8TeleporterBeheadedMoving]]
[[Step back.|Rm8TeleporterStepBack]]
[[Crouch down.|Rm8TeleporterDodged]]
[[Jump up.|Rm8TeleporterBeheadedJumped]]You stay still—a mistake, as your body from the neck down is teleported two feet to the left, but your head stays where it was. Now beheaded, you have a final, terrible moment of consciousness as both parts of your body fall to the floor.
Looks like this is...
[[The End?|Rm8Reset]]You keep moving—a mistake, as your body from the neck down is captured mid-stride and teleported a few feet to the left and behind you, but your head keeps moving forward—while your body is teleported out from under it.
Now beheaded, you have a final, terrible moment of consciousness as both parts of your corpse fall to the floor.
Looks like this is...
[[The End?|Rm8Reset]]You step back—but the teleporter has locked on and tracks with you. Your body from the neck down is captured mid-stride and teleported a few feet to the left and in front of you, but your head keeps moving—while your body is teleported out from under it.
Now beheaded, you have a final, terrible moment of consciousness as both parts of your corpse fall to the floor.
Looks like this is...
[[The End?|Rm8Reset]]<<nobr>>
You duck down—successfully pulling your head down into the teleporter beam. You feel nauseous as you dematerialize, only to instantly reappear a few feet to the left. But you're whole, and now able to safely move to the middle part of the lab.
<html><br><br></html>
As you step forward. into the middle of the lab, you see a new vision: Your own burnt body, burnt to a crisp all around but flaking into ash along
<<if $Rm8RadiationDirection is "Above">>
the top of your head and shoulders.
<<else>><</if>>
<<if $Rm8RadiationDirection is "AboveRight">>
your head and right shoulder.
<<else>><</if>>
<<if $Rm8RadiationDirection is "Right">>
your entire right side.
<<else>><</if>>
<<if $Rm8RadiationDirection is "BelowRight">>
your right leg.
<<else>><</if>>
<<if $Rm8RadiationDirection is "Below">>
your lower legs.
<<else>><</if>>
<<if $Rm8RadiationDirection is "BelowLeft">>
your left leg.
<<else>><</if>>
<<if $Rm8RadiationDirection is "Left">>
your entire left side.
<<else>><</if>>
<<if $Rm8RadiationDirection is "AboveLeft">>
your left shoulder and head.
<<else>><</if>>
<html><br></html>
<</nobr>><<display Rm8LabMidpoint>>You crouch and then jump up, just as the teleporter captures you. But the beam runs low, so your torso and head clear it—and the rest of you is teleported a few feet to the left.
Now in two pieces, you have a final, terrible moment of consciousness as both parts of your corpse fall to the floor.
Looks like this is...
[[The End?|Rm8Reset]]<<nobr>>
Your force field successfully blocks the radiation! You step farther into the back of the lab. <<set $Rm8PositionOfAnomalySurvivor to either("Leftmost", "SecondToLeftmost", "LeftOfCenter", "Center", "RightOfCenter", "SecondTo Rightmost", "Rightmost")>>
<html><br><br></html>
Just ahead is a shielded case. Inside: the space-time anomaly, a shuddering orb shaded in whirring darkness and light.
<html><br><br></html>
As you watch, seven versions of yourself appear around the case, reaching in to grab the anomaly: one you is in the center, three are on the left, and three are on the right.
<html><br><br></html>
A wave of energy blasts out from the anomaly, vaporizing all but one of you: the version of yourself
<<if $Rm8PositionOfAnomalySurvivor is "Leftmost">>
all the way on the left.
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "SecondToLeftmost">>
second in from the far left.
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "LeftOfCenter">>
one step left of center.
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "Center">>
center, directly in front of you.
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "RightOfCenter">>
one step right of center.
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "SecondTo Rightmost">>
second in from the far right.
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "Rightmost">>
all the way on the right.
<<else>><</if>>
<html><br></html>
<</nobr>><<display Rm8LabBackWall>><<nobr>><<set $CurrentRm to 8>>
<<set $Rm8ScienceLabStatus to "AtBackWall">>
<center>------------------------
<html><br></html>
''SCIENCE LAB -- BACK WALL''
<html><br></html>
------------------------</center>
You're at the back of the lab, in front of the case holding the space-time anomaly. You've just seen it vaporize six different versions of yourself, sparing just one—the you that was
<<if $Rm8PositionOfAnomalySurvivor is "Leftmost">>
all the way on the left.
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "SecondToLeftmost">>
second in from the left.
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "LeftOfCenter">>
one step left of center.
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "Center">>
center, directly in front of you.
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "RightOfCenter">>
one step right of center.
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "SecondTo Rightmost">>
second in from the right.
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "Rightmost">>
all the way on the right.
<<else>><</if>>
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
[[South|Rm8ScienceLab][$Rm8ScienceLabStatus to "SecondChallengeDone"]] will bring you back near the door into the lab.
<</nobr>><<nobr>>
As you step closer to the vision of your own burnt body, you see it's burnt to a crisp all around but flaking into ash along
<<if $Rm8RadiationDirection is "Above">>
the top of your head and shoulders.
<<else>><</if>>
<<if $Rm8RadiationDirection is "AboveRight">>
your head and right shoulder.
<<else>><</if>>
<<if $Rm8RadiationDirection is "Right">>
your entire right side.
<<else>><</if>>
<<if $Rm8RadiationDirection is "BelowRight">>
your right leg.
<<else>><</if>>
<<if $Rm8RadiationDirection is "Below">>
your lower legs.
<<else>><</if>>
<<if $Rm8RadiationDirection is "BelowLeft">>
your left leg.
<<else>><</if>>
<<if $Rm8RadiationDirection is "Left">>
your entire left side.
<<else>><</if>>
<<if $Rm8RadiationDirection is "AboveLeft">>
your left shoulder and head.
<<else>><</if>>
<html><br><br></html>
The corpse vanishes. "Now's your change to save yourself from that fate," Sahil says. "If you can figure out how."
<html><br></html>
<</nobr>><<display Rm8RadiationChallenge>><<nobr>><<set $CurrentRm to 8>>
<<set $Rm8ScienceLabStatus to "AtMidpoint">>
<center>------------------------
<html><br></html>
''SCIENCE LAB -- MIDPOINT''
<html><br></html>
------------------------</center>
You're midway through the lab, filled with experiments gone haywire—and you've just seen your burnt corpse lying before you, blasted by flame and flaking into ash along
<<if $Rm8RadiationDirection is "Above">>
the top of your head and shoulders.
<<else>><</if>>
<<if $Rm8RadiationDirection is "AboveRight">>
your head and right shoulder.
<<else>><</if>>
<<if $Rm8RadiationDirection is "Right">>
your entire right side.
<<else>><</if>>
<<if $Rm8RadiationDirection is "BelowRight">>
your right leg.
<<else>><</if>>
<<if $Rm8RadiationDirection is "Below">>
your lower legs.
<<else>><</if>>
<<if $Rm8RadiationDirection is "BelowLeft">>
your left leg.
<<else>><</if>>
<<if $Rm8RadiationDirection is "Left">>
your entire left side.
<<else>><</if>>
<<if $Rm8RadiationDirection is "AboveLeft">>
your left shoulder and head.
<<else>><</if>>
<html><br><br></html>
At the back for the room, you see a dark, shuddering orb in a shielded case—the time-space anomaly that's showing you visions of the future.
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
[[North|Rm8RadiationChallenge]] will bring you deeper into the lab—right where your burnt body was a moment ago.
<html><br></html>
[[South|Rm8ScienceLab][$Rm8ScienceLabStatus to "FirstChallengeDone"]] will bring you back near the door into the lab.
<</nobr>>You step back, and there's a blast of radiation at where you were just standing—but you didn't see which direction it came from.
<<display Rm8LabMidpoint>><<nobr>>
Just as you step up to the anomaly, it flashes—and you see in your mind every possible timeline since you entered the lab. In some, you made it this far, but in many, you died.
<html><br><br></html>
Remembering and choosing the right timeline is your only way to survive into the future.
<html><br><br></html>
When you first entered the lab and saw your beheaded corpse, what did you do to prevent the same fate?
<html><br><br></html>
[[Stayed still.|Rm8Challenge3Part1Death]]
<html><br></html>
[[Hurried ahead.|Rm8Challenge3Part1Death]]
<html><br></html>
[[Stepped back.|Rm8Challenge3Part1Death]]
<html><br></html>
[[Crouched down.|Rm8Challenge3Part2]]
<html><br></html>
[[Jumped up.|Rm8Challenge3Part1Death]]
<</nobr>>You relive a timeline where you moved wrong—and the faulty teleporter separated your head from your body.
Your mind locks back into that final moment, as both parts of your corpse fell to the floor.
Looks like this is...
[[The End?|Rm8Reset]]<<nobr>>
You chose the right timelines! Your past self makes it past the teleporter, only to have to block a radiation blast.
<html><br><br></html>
You see eight timelines. Which is the one where you survived? You blocked the radiation emitter...
<html><br><br></html>
<<if $Rm8RadiationDirection is "Above">>
[[Above your head.|Rm8Challenge3Part2Pass]]
<<else>>
[[Above your head.|Rm8Challenge3Part2Death]]
<</if>>
<html><br></html>
<<if $Rm8RadiationDirection is "AboveRight">>
[[Above and to your right.|Rm8Challenge3Part2Pass]]
<<else>>
[[Above and to your right.|Rm8Challenge3Part2Death]]
<</if>>
<html><br></html>
<<if $Rm8RadiationDirection is "Right">>
[[To your right.|Rm8Challenge3Part2Pass]]
<<else>>
[[To your right.|Rm8Challenge3Part2Death]]
<</if>>
<html><br></html>
<<if $Rm8RadiationDirection is "BelowRight">>
[[Below and to your right.|Rm8Challenge3Part2Pass]]
<<else>>
[[Below and to your right.|Rm8Challenge3Part2Death]]
<</if>>
<html><br></html>
<<if $Rm8RadiationDirection is "Below">>
[[Below your feet.|Rm8Challenge3Part2Pass]]
<<else>>
[[Below your feet.|Rm8Challenge3Part2Death]]
<</if>>
<html><br></html>
<<if $Rm8RadiationDirection is "BelowLeft">>
[[Below and to your left.|Rm8Challenge3Part2Pass]]
<<else>>
[[Below and to your left.|Rm8Challenge3Part2Death]]
<</if>>
<html><br></html>
<<if $Rm8RadiationDirection is "Left">>
[[To your left.|Rm8Challenge3Part2Pass]]
<<else>>
[[To your left.|Rm8Challenge3Part2Death]]
<</if>>
<html><br></html>
<<if $Rm8RadiationDirection is "AboveLeft">>
[[Above and to your left.|Rm8Challenge3Part2Pass]]
<<else>>
[[Above and to your left.|Rm8Challenge3Part2Death]]
<</if>>
<</nobr>><<nobr>>
The timeline you chose merges with the present, and you are your current self again.
<html><br><br></html>
It's time to step up to the case holding the anomaly. How will you position yourself?
<html><br><br></html>
<<if $Rm8PositionOfAnomalySurvivor is "Leftmost">>
[[All the way on the left.|Rm8Challenge3Part3Success]]
<<else>>
[[All the way on the left.|Rm8Challenge3Part3Death]]
<</if>>
<html><br></html>
<<if $Rm8PositionOfAnomalySurvivor is "SecondToLeftmost">>
[[Second in from the left.|Rm8Challenge3Part3Success]]
<<else>>
[[Second in from the left.|Rm8Challenge3Part3Death]]
<</if>>
<html><br></html>
<<if $Rm8PositionOfAnomalySurvivor is "LeftOfCenter">>
[[Just left of center.|Rm8Challenge3Part3Success]]
<<else>>
[[Just left of center.|Rm8Challenge3Part3Death]]
<</if>>
<html><br></html>
<<if $Rm8PositionOfAnomalySurvivor is "Center">>
[[Center, directly in front of you.|Rm8Challenge3Part3Success]]
<<else>>
[[Center, directly in front of you.|Rm8Challenge3Part3Death]]
<</if>>
<html><br></html>
<<if $Rm8PositionOfAnomalySurvivor is "RightOfCenter">>
[[Just right of center.|Rm8Challenge3Part3Success]]
<<else>>
[[Just right of center.|Rm8Challenge3Part3Death]]
<</if>>
<html><br></html>
<<if $Rm8PositionOfAnomalySurvivor is "SecondTo Rightmost">>
[[Second in from the right.|Rm8Challenge3Part3Success]]
<<else>>
[[Second in from the right.|Rm8Challenge3Part3Death]]
<</if>>
<html><br></html>
<<if $Rm8PositionOfAnomalySurvivor is "Rightmost">>
[[All the way on the right.|Rm8Challenge3Part3Success]]
<<else>>
[[All the way on the right.|Rm8Challenge3Part3Death]]
<</if>>
<</nobr>>You relive a timeline where you blocked the wrong emitter—and the radiation blast fried you.
Your mind locks back into that final moment, as your burnt body fell to the floor.
Looks like this is...
[[The End?|Rm8Reset]]<<nobr>>
You step up and reach into the case holding the anomaly. As you saw before, suddenly there are seven of you standing beside each other—and a wave of energy blasts out from the anomaly, vaporizing all but you. <<set $Rm8ScienceLabStatus to "ChallengesDone">>
<<if $Rm21LuisaStatus is "FetchQuest2Assigned">>
<<set $Rm21LuisaStatus to "FetchQuest2Completed">>
<<else>>
<<set $Rm21LuisaStatus to "FetchQuest2Completed">>
<<set $Rm21PlayerCheatedAccessToScienceLab to true>>
<</if>>
<html><br><br></html>
<<set $AnomalyInInventory to true>><<set $ItemsInInventory += 1>>You grab the anomaly, a brown and grey orb that's oddly solid and—your encounter suit tells you—cool to the touch. "It looks like they modified ordinary rock to have extra-spatial properties," Sahil says. "It's now a special piece of matter that can alter space and time just by existing."
<html><br><br></html>
You see there's a carry case nearby, and you drop the anomaly inside it. The Science Lab is now cleared of all runaway experiments.
<html><br></html>
<</nobr>><<display Rm8ScienceLab>><<nobr>>
You step up and reach into the case holding the anomaly. As you saw before, suddenly there are seven of you standing beside each other—and a wave of energy blasts out from the anomaly, vaporizing all but the one
<<if $Rm8PositionOfAnomalySurvivor is "Leftmost">>
all the way on the left.
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "SecondToLeftmost">>
second in from the far left.
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "LeftOfCenter">>
just left of center.
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "Center">>
center, right in front of you.
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "RightOfCenter">>
just right of center.
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "SecondTo Rightmost">>
second in from the far right.
<<else>><</if>>
<<if $Rm8PositionOfAnomalySurvivor is "Rightmost">>
all the way on the right.
<<else>><</if>>
<html><br><br></html>
Which is not you—which means you're toast.
<html><br><br></html>
Looks like this is...
<html><br><br></html>
<<set $Rm8PositionOfAnomalySurvivor to either("Leftmost", "SecondToLeftmost", "LeftOfCenter", "Center", "RightOfCenter", "SecondTo Rightmost", "Rightmost")>>
<</nobr>>[[The End?|Rm8Reset]]<<nobr>>
You move to leave the lab, only to be grabbed from behind and spun around.
<<set $Rm7TraceStatus to "WarningPlayer">>
<html><br><br></html>
You're now face-to-face with Trace, her bright green eyes boring into you. "My programming has reset," she says, her words slow and oddly echo-y. "I'm heavily damaged—but no longer under Luisa's control. I advise you not to bring that anomaly to her."
<html><br><br></html>
You focus in on your conversation with Trace.
<html><br><br></html>
<<display Rm8TraceConvo1Questions>>
<</nobr>><<nobr>>
---- ''RESPONSES'' ----
<html><br></html>
<<if $Rm8TraceConvo1AnsweredWhatIsAnomaly is true>>
//[[Once more, what is the anomaly?|Rm8TraceConvo1AnswerWhatIsAnomaly]]//
<<else>>
//[[What is the anomaly?|Rm8TraceConvo1AnswerWhatIsAnomaly]]//
<</if>>
<html><br></html>
<<if $Rm8TraceConvo1AnsweredWhatIsCrux is true>>
//[[Tell me again what the Crux is?|Rm8TraceConvo1AnswerWhatIsCrux]]//
<<else>>
//[[What is the Crux?|Rm8TraceConvo1AnswerWhatIsCrux]]//
<</if>>
<html><br></html>
<<if $Rm26EliasStatus is "KilledByLuisa">>
<<if $Rm8TraceConvo1AnsweredWhatWillLuisaDo is true>>
//[[Explain one more time, what did Luisa do with the anomaly?|Rm8TraceConvo1AnswerWhatWillLuisaDo]]//
<<else>>
//[[What did Luisa do with the anomaly?|Rm8TraceConvo1AnswerWhatWillLuisaDo]]//
<</if>>
<<else>>
<<if $Rm8TraceConvo1AnsweredWhatWillLuisaDo is true>>
//[[Explain one more time, what will Luisa do with the anomaly?|Rm8TraceConvo1AnswerWhatWillLuisaDo]]//
<<else>>
//[[What will Luisa do with the anomaly?|Rm8TraceConvo1AnswerWhatWillLuisaDo]]//
<</if>>
<</if>>
<html><br></html>
<<if $Rm8TraceConvo1AnsweredWhatWillYouDoNow is true>>
//[[I ask again, what will you do now?|Rm8TraceConvo1AnswerWhatWillYouDoNow]]//
<<else>>
//[[What will you do now?|Rm8TraceConvo1AnswerWhatWillYouDoNow]]//
<</if>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm8TraceConvo1LeaveConvo]]
<</nobr>><<nobr>>
<<if $Rm8TraceConvo1AnsweredWhatIsAnomaly is true>>
"As before: The anomaly is one of Luisa's experiments," Trace explains. "She was an ambitious science officer who frequently flouted safety protocols. Perhaps that is why she became so enamored with the Crux."
<<else>>
"The anomaly is one of Luisa's experiments," Trace explains. "She was an ambitious science officer who frequently flouted safety protocols. Perhaps that is why she became so enamored with the Crux."
<<set $Rm8TraceConvo1AnsweredWhatIsAnomaly to true>>
<</if>>
<html><br><br></html>
<<display Rm8TraceConvo1Questions>>
<</nobr>><<nobr>>
<<if $Rm8TraceConvo1AnsweredWhatIsCrux is true>>
"The Crux is an artifact of incredible power," Trace tells you again, "but people strongly disagree about what it does."
<html><br><br></html>
Trace pauses. "I'm no longer controlled by Luisa's programming, but I am still bound by my oath as a Star Patrol officer—and I've sworn not to disclose the details of Class A, civilization-scale threats except to fellow officers."
<html><br><br></html>
"If you want to know more about the Crux, you'll have to encounter it yourself." Trace grimaces. "I hope you survive."
<<else>>
"The Crux is an artifact of incredible power," Trace tells you, "but people strongly disagree about what it does."
<html><br><br></html>
Trace pauses. "I'm no longer controlled by Luisa's programming, but I am still bound by my oath as a Star Patrol officer—and I've sworn not to disclose the details of Class A, civilization-scale threats except to fellow officers."
<html><br><br></html>
"If you want to know more about the Crux, you'll have to encounter it yourself." Trace grimaces. "I hope you survive."
<<set $Rm8TraceConvo1AnsweredWhatIsCrux to true>>
<</if>>
<html><br><br></html>
<<display Rm8TraceConvo1Questions>>
<</nobr>><<nobr>>
<<if $Rm26EliasStatus is "KilledByLuisa">>
<<if $Rm8TraceConvo1AnsweredWhatWillLuisaDo is true>>
"The anomaly has enabled Luisa to repower the warp engine and bypass
<<if $Rm26KnewEliassName is "Never">>
the defenses put up by the rebel she was fighing,"
<<else>>
Elias's defenses,"
<</if>>
Trace explains once more.
<html><br><br></html>
"It appears she has eliminated
<<if $Rm26KnewEliassName is "Never">>
the rebel,
<<else>>
Elias,
<</if>>
and will soon bring the //Achilles// back to occupied space. Then what happened to this ship under the Crux's influence will be at risk of occurring across the entire republic."
<<else>>
"The anomaly has enabled Luisa to repower the warp engine and bypass
<<if $Rm26KnewEliassName is "Never">>
the defenses put up by the rebel she was fighing,"
<<else>>
Elias's defenses,"
<</if>>
Trace explains.
<html><br><br></html>
"It appears she has eliminated
<<if $Rm26KnewEliassName is "Never">>
the rebel,
<<else>>
Elias,
<</if>>
and will soon bring the //Achilles// back to occupied space. Then what happened to this ship under the Crux's influence will be at risk of occurring across the entire republic."
<<set $Rm7TraceStatus to "WarnedPlayer">>
<<set $Rm8TraceConvo1AnsweredWhatWillLuisaDo to true>>
<</if>>
<<else>>
<<if $Rm8TraceConvo1AnsweredWhatWillLuisaDo is true>>
"The anomaly will enable Luisa to repower the warp engine and bypass
<<if $Rm26EliasStatus is "Hidden" or $Rm26EliasStatus is "Sesnsed">>
the defenses put up by the rebel she's fighing,"
<<else>>
Elias's defenses,"
<</if>>
Trace explains once more.
<html><br><br></html>
"I anticipate she will then eliminate
<<if $Rm26EliasStatus is "Hidden" or $Rm26EliasStatus is "Sesnsed">>
the rebel,
<<else>>
Elias,
<</if>>
and bring the //Achilles// back to occupied space. Then what happened to this ship under the Crux's influence will be at risk of occurring across the entire republic."
<<else>>
"The anomaly will enable Luisa to repower the warp engine and bypass
<<if $Rm26EliasStatus is "Hidden" or $Rm26EliasStatus is "Sesnsed">>
the defenses put up by the rebel she's fighing,"
<<else>>
Elias's defenses,"
<</if>>
Trace explains.
<html><br><br></html>
"I anticipate she will then eliminate
<<if $Rm26EliasStatus is "Hidden" or $Rm26EliasStatus is "Sesnsed">>
the rebel,
<<else>>
Elias,
<</if>>
and bring the //Achilles// back to occupied space. Then what happened to this ship under the Crux's influence will be at risk of occurring across the entire republic."
<<set $Rm7TraceStatus to "WarnedPlayer">>
<<set $Rm8TraceConvo1AnsweredWhatWillLuisaDo to true>>
<</if>>
<</if>>
<html><br><br></html>
<<display Rm8TraceConvo1Questions>>
<</nobr>><<nobr>>
<<if $Rm8TraceConvo1AnsweredWhatWillYouDoNow is true>>
"As I explained before, I'm heavily damaged, and I have no desire for Luisa to regain control of me," Trace says.
<html><br><br></html>
"My safest course of action is to stay here. Return if you see any use for me."
<<else>>
"I'm heavily damaged, and I have no desire for Luisa to regain control of me," Trace says.
<html><br><br></html>
"My safest course of action is to stay here. Return if you see any use for me."
<<set $Rm8TraceConvo1AnsweredWhatWillYouDoNow to true>>
<</if>>
<html><br><br></html>
<<display Rm8TraceConvo1Questions>>
<</nobr>>You nod and step back from Trace, who stares at you expressionlessly. The conversation is done for now, but you sense she will wait here if you have a reason to return and speak more to her.
<<display Rm8ScienceLab>><<nobr>>
<<if $Rm8TraceBlasterStatus is "injured">>
You fire your blaster at Trace. Her injured body has taken too much. As she collapses, her green eyes stare into yours plaintively—and then they darken to black.
<html><br><br></html>
She falls to the floor, heavy and intert.
<<set $Rm7TraceStatus to "DeadInRm8">>
<<else>>
You fire your blaster at Trace. As she promised, Trace doesn't move, taking the shot. Her body shudders—she's clearly barely functional—but she survives.
<html><br><br></html>
You don't think she could take another shot, however.
<<set $Rm8TraceBlasterStatus to "injured">>
<</if>>
<<display Rm8ScienceLab>>
<</nobr>><<nobr>>
You focus back in on your conversation with Trace.
<html><br><br></html>
<<display Rm8TraceConvo1Questions>>
<</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''VIRTUALITY ROOM''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 26>>
<<set $Rm26Discovered to true>>
This large, empty room looks like a bomb exploded inside it. The walls are shattered hexagons—the image and matter generators that once created its simulated environments.
<html><br><br></html>
"The safety controls in this virtuality room were disabled," Sahil says. "It was then set to create a firestorm, incinerating anyone and anything that was in here."
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
[[East|Rm13MainCorridorSouth]] is the main corridor on this deck.
<</nobr>>
<<nobr>>
Luisa smirks at you.
<html><br><br></html>
<<if $Rm21LuisaStatus is "FetchQuest3Assigned">>
Sahil advises, "She's told you what she wants in return for the warp engine code; you can keep talking, but I don't think you'll change her mind about that."
<<else>>
Sahil advises, "Seems like she's willing to give you the warp engine code—but she wants something in return."
<</if>>
<html><br><br></html>
You focus in on your conversation with Luisa.
<html><br><br></html>
<<display Rm21LuisaConvo3Hub1Questions>>
<</nobr>><<nobr>>
---- ''RESPONSES'' ----
<html><br></html>
<<if $Rm21LuisaConvo3Hub1AnswerHeardScream is true>>
//[[One more time: I heard a scream after you took the anomaly. What happened?|Rm21LuisaConvo3Hub1AnswerHeardScream]]//
<<else>>
//[[I heard a scream after you took the anomaly. What happened?|Rm21LuisaConvo3Hub1AnswerHeardScream]]//
<</if>>
<html><br></html>
<<if $Rm21LuisaConvo3Hub1AnswerWhatNext is true>>
//[[Tell me again, what are you going to do next?|Rm21LuisaConvo3Hub1AnswerWhatNext]]//
<<else>>
//[[What are you going to do next?|Rm21LuisaConvo3Hub1AnswerWhatNext]]//
<</if>>
<html><br></html>
<<if $Rm21LuisaConvo3Hub1AnswerWhatHappened is true>>
//[[Tell me once more: What really happened here?|Rm21LuisaConvo3Hub1AnswerWhatHappened]]//
<<else>>
//[[I still don't know what really happened on this ship.|Rm21LuisaConvo3Hub1AnswerWhatHappened]]//
<</if>>
<html><br></html>
<<if $Rm21LuisaConvo3Hub1AnswerSomethingInReturn is true>>
//[[Remind me what you need in exchange for the warp engine code?|Rm21LuisaConvo3Hub1AnswerSomethingInReturn]]//
<<else>>
//[[You mentioned the warp engine code.|Rm21LuisaConvo3Hub1AnswerSomethingInReturn]]//
<</if>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm21LuisaConvo3Hub1LeaveConvo]]
<</nobr>><<nobr>>
<<if $Rm21LuisaConvo3Hub1AnswerHeardScream is true>>
Luisa smiles again, happy to relive her triumph. "The last terrorist on the ship is dead. He feared the Crux, and blocked my control of the ship."
<html><br><br></html>
She nods at the anomaly. "But thanks to this restarting the warp engine, I've stopped him for good."
<<else>>
Luisa smiles. "The last terrorist on the ship is dead. He feared the Crux, and blocked my control of the ship."
<html><br><br></html>
She nods at the anomaly. "But thanks to this restarting the warp engine, I've stopped him for good."
<<set $Rm21LuisaConvo3Hub1AnswerHeardScream to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvo3Hub1Questions>><<nobr>>
<<if $Rm21LuisaConvo3Hub1AnswerWhatNext is true>>
Luisa doesn't seem to mind going over her plans again. "Now the //Achilles// will return to Republic space—and soon everyone will understand the power of the Crux."
<html><br><br></html>
She turns wistful. "Once others can take over my post, perhaps I will finally be able to join the Crux myself."
<<else>>
"Next," Luisa says, her eyes gleaming, "the //Achilles// will return to Republic space—and soon everyone will understand the power of the Crux."
<html><br><br></html>
She turns wistful. "Once others can take over my post, perhaps I will finally be able to join the Crux myself."
<<set $Rm21LuisaConvo3Hub1AnswerWhatNext to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvo3Hub1Questions>><<nobr>>
<<if $Rm21LuisaConvo3Hub1AnswerWhatHappened is true>>
Luisa shrugs again, still apparently feeling like whatever filled the //Achilles// with corpses isn't that important. "Some people are ignorant and afraid, and they ruined their own lives by fighting the inevitable. Luckily half the ship's population saw the true beauty of the Crux."
<html><br><br></html>
"They're all downstairs with it right now." Her eyes twinkle at you.
<<else>>
Luisa shrugs, as if whatever filled the //Achilles// with corpses isn't that important. "Some people are ignorant and afraid, and they ruined their own lives by fighting the inevitable. Luckily half the ship's population saw the true beauty of the Crux."
<html><br><br></html>
"They're all downstairs with it right now." Her eyes twinkle at you.
<<set $Rm21LuisaConvo3Hub1AnswerWhatHappened to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvo3Hub1Questions>><<nobr>>
<<if $Rm21LuisaConvo3Hub1AnswerSomethingInReturn is true>>
She smiles. "As I said before, the warp engine code is yours."
<html><br><br></html>
But her drone drops down again, deadly lasers at the ready. "But like I explained," Luisa says, "only after you go see the Crux. Once you come back—if you come back—I'll give you the code."
<html><br><br></html>
She points to a conference room nearby. "You'll find an access hatch down to the service deck in there. And know this—once you've seen the Crux, I can no longer let you wander the ship freely. You can either join the Crux or leave."
<<else>>
She smiles. "You want the warp engine code. Of course. It's yours."
<html><br><br></html>
But as you step forward, her drone drops down to block you, its deadly lasers at the ready. "First," Luisa says, "I insist you go see the Crux. Once you come back—if you come back—I'll give you the code."
<html><br><br></html>
She points to a conference room nearby. "You'll find an access hatch down to the service deck in there. And know this—once you've seen the Crux, I can no longer let you wander the ship freely. You can either join the Crux or leave."
<<set $Rm21LuisaConvo3Hub1AnswerSomethingInReturn to true>>
<<set $Rm21LuisaStatus to "FetchQuest3Assigned">>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm21LuisaConvo3Hub1Questions>><<nobr>>You step back, leaving the conversation.
<html><br><br></html>
<<if $Rm21LuisaConvo3Hub1AnswerSomethingInReturn is true>>
Luisa nods to the conference room to the south. "If you're ready to meet the Crux, the access hatch down it is right there—but once you see it, I can no longer let you freely explore the ship."
<html><br><br></html>
Then she turns back to her interface, ignoring you.
<<else>>
Luisa shrugs and turns back to her interface, ignoring you.
<</if>>
<html><br></html>
<</nobr>><<display Rm21MainEngineering>><<nobr>>
As you journey farther into main engineering, Luisa's drone drops down to block your way. You remember well its deadly lasers.
<html><br><br></html>
"I'm not inclined to let you wander around in here," Luisa says.
<<if $Rm21LuisaStatus is "FetchQuest1Completed">>
"But I might be willing to speak to you, now that you've proven yourself useful."
<<else>><</if>>
<<if $Rm21LuisaStatus is "Convo2InProgress">>
"But I might be willing to speak more to you, now that you've proven yourself useful."
<<else>><</if>>
<<if $Rm21LuisaStatus is "FetchQuest2Assigned">>
"But get me that component from the Science Lab, and we'll see."
<<else>><</if>>
<<if $Rm21LuisaStatus is "EliasDefeated">>
"But I know what you're really after; talk to me and perhaps I'll give it to you."
<<else>><</if>>
<<if $Rm21LuisaStatus is "FetchQuest3Assigned">>
"But the warp engine code can be yours—as long as you visit the Crux first. The way down is in that conference room over there."
<<else>><</if>>
<html><br></html>
<</nobr>><<display Rm21MainEngineering>><<nobr>>
<center>------------------------
<html><br></html>
''SERVICE DECK CORRIDOR''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 28>>
<<set $Rm28Discovered to true>>
You are in a wide corridor on the service deck of the //Achilles//. There's a very bad smell here, and the floor is red-black with layers of sticky dried
<<if $Rm28ExaminedBlood is true>>
blood, which seems to be thickest around the storage bay door to the
<<if $Rm28ExaminedOtherStorageBays is true>>
north; the door's window has been blacked out so you can't see through it.
<<else>>
north.
<</if>>
<<else>>
blood.
<</if>>
<html><br><br></html>
<<if $Rm28ExaminedOtherStorageBays is true>>
Every other storage bay off this corridor appears to be breached out to space, red warning lights on their doors indicating they've been permanently locked.
<<else>>
There are other storage bay doors off to the east, west, and south, but they all show red warning lights that indicate they're inoperative.
<</if>>
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<<if $SelfDestructCount is 1>>
[[North|SelfDestructDeath]] leads to a storage bay.
<html><br></html>
<<if $Rm28PlotAccess is "Elias">>
[[Up|SelfDestructDeath]] is the Jerries conduit back to ship's morgue.
<<else>><</if>>
<<if $Rm28PlotAccess is "Luisa">>
[[Up|SelfDestructDeath]] is the hatchway back to the conference room in Main Engineering.
<<else>><</if>>
<<else>>
[[North|Rm29StorageBay]] leads to a storage bay.
<html><br></html>
<<if $Rm28PlotAccess is "Elias">>
[[Up|Rm19Morgue]] is the Jerries conduit back to ship's morgue.
<<else>><</if>>
<<if $Rm28PlotAccess is "Luisa">>
[[Up|Rm22HatchEntry]] is the hatchway back to the conference room in Main Engineering.
<<else>><</if>>
<</if>>
<</nobr>><<nobr>>
<<set $CurrentDeck to "service">>
<<if $Rm28Discovered is true>>
You climb down the hatch to the service deck of the //Achilles//.
<<else>>
You climb down the hatch to discover where it leads.
<<set $Rm28PlotAccess to "Luisa">>
<</if>>
<html><br></html>
<</nobr>><<display Rm28ServiceDeckCorridor>><<nobr>>
<center>------------------------
<html><br></html>
''STORAGE BAY''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 29>>
<<set $Rm29Discovered to true>>
You are in the storage bay, one half of which is stacked with
<<if $Rm29Bodiesinspected is true>>
weeks-old corpses representing about half the ship's population, all their heads exploded. Someone's piled them up
<<else>>
dead bodies,
<</if>>
on a floor caked with dried blood. The smell is horrendous and overpowering.
<html><br><br></html>
The other half of the room holds a probe, about the size and shape of a hovercar tipped back on its rear bumper, with many long, thin robot arms. The storage compartment in the center of the probe is open, and
<<if $Rm29ProbeInspected is true>>
the Crux glistens
<<else>>
something is glistening
<</if>>
brightly inside it.
<html><br><br></html>
<<if $Rm29ProbeInspected is true>>
Beams of light shine out from the Crux, illuminating six spots of the ground.
<html><br><br></html>
<<else>>
<</if>>
<<if $Rm29CruxVolume is 0>>
You hear a low hiss, barely detectable, seeming to come from
<<if $Rm29ProbeInspected is true>>
the Crux.
<<else>>
the probe.
<</if>>
<<else>><</if>>
<<if $Rm29CruxVolume is 1>>
<<if $Rm29ProbeInspected is true>>
The Crux's
<<else>>
The probe's
<</if>>
hiss has become a low whisper, but you can't make out what it might be saying.
<<else>><</if>>
<<if $Rm29CruxVolume is 2>>
The whisper from
<<if $Rm29ProbeInspected is true>>
the Crux
<<else>>
the probe
<</if>>
now sounds like a low conversation, but the words are a jumble.
<<else>><</if>>
<<if $Rm29CruxVolume is 3>>
In the conversation emanating from
<<if $Rm29ProbeInspected is true>>
the Crux,
<<else>>
the probe,
<</if>>
you can now make out individual voices, in a mix of ages and genders and accents.
<<else>><</if>>
<<if $Rm29CruxVolume is 4>>
The room now sounds full of people—and they're calling out to you. "Come closer!" one says.
<html><br></html>
Another: "Join us!"
<html><br></html>
A third: "This is heaven!"
<<else>><</if>>
<<if $Rm29CruxVolume gt 4>>
The room is now thick with voices, emerging from
<<if $Rm29ProbeInspected is true>>
the Crux
<<else>>
the probe
<</if>>
but as loud as if they're in the room with you. A few sentences stand out:
<html><br></html>
<<=either("“Welcome!”", "“Don't be afraid!”", "“You are welcome here!”", "“There's nothing to fear!”")>>
<html><br></html>
<<=either("“Join the Crux!”", "“The Crux welcomes you!”", "“Coming here was the greatest decision of my life!”", "“The Crux is endless peace, endless joy!”")>>
<html><br></html>
<<=either("“We will be your family!”", "“Heaven beckons!”", "“This is true freedom!”", "“The transfer is a moment of pain, then an eternity of love!”")>>
<<else>><</if>>
<<set $Rm29CruxVolume += 1>>
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
<<if $SelfDestructCount is 1>>
[[South|SelfDestructDeath]] is the service deck corridor.
<<else>>
[[South|Rm28ServiceDeckCorridor]] is the service deck corridor.
<</if>>
<</nobr>><<set $CurrentDeck to "main">>You climb up the hatch to the main deck of the //Achilles//.
<<display Rm22ConferenceRoom>>The blood looks many weeks old—it's hardened into a thick waxy surface. On close examination, it appears to be thickest around the north storage bay, as if it gushed out from there when the door was opened. <<set $Rm28ExaminedBlood to true>>
<<display Rm28ServiceDeckCorridor>>Looking through the windows of the doors east, west, and south reveals the storage bays beyond all seem to be breached out to space. The safety features on the //Achilles// have probably locked them off permanently, hence the warning lights.<<set $Rm28ExaminedOtherStorageBays to true>>
The window in the north storage bay door has been blacked out.
<<display Rm28ServiceDeckCorridor>>These piles seemd to cover about half the ship's population. It looks like their heads exploded, and then someone stacked the corpses up, probably weeks ago at least.<<set $Rm29BodiesInspected to true>>
<<display Rm29StorageBay>><<nobr>>
<<set $Rm29ProbeInspected to true>>
As you approach the probe, you can more clearly see what it holds: a dark sphere about two feet tall, veined with shifting white streaks of light.
<<if $Rm29CruxVolume lt 2>>
Whispering sounds
<<else>><</if>>
<<if $Rm29CruxVolume gt 1>>
Voices
<<else>><</if>>
<<set $Rm29CruxVolume+=1>>
emanate from it.
<html><br><br></html>
You realize this is the Crux—just as you hear a chorus of voices call out "Join us!" and other similar entreaties.
<html><br><br></html>
Lights shine out from the Crux, illuminating spots on the floor.
<</nobr>><<display Rm29StorageBay>><<nobr>>
Stepping forward blocks the Crux's lightbeams—but strengthens the voices emerging from it. One calls out,
<<=either("“Our son Elias, you must have seen him! Please tell him we're waiting for him!”", "“Elias has yet to join us—please tell him the Crux is heaven!”", "“Our son Elias was skeptical, but he was wrong. Please, make him join us here!”")>>
<html><br><br></html>
Another cries,
<<=either("“Luisa, she led us to this place! Thank her! We await her arrival!”", "“Luisa found the Crux—please tell her we await her here! We owe her so much!”", "“The Crux is heaven, and we have Luisa to thank for it! Please tell her she should join us!”")>>
<<set $Rm29HeardCruxCriesForLuisaAndElias to true>>
<html><br><br></html>
When you step back, those specific voices quiet down, but the general calls from the Crux continue.
<html><br></html>
<</nobr>><<display Rm29StorageBay>><<nobr>>
<<set $Rm29CruxProcessWatched to true>>
<<if $Rm21LuisaStatus is "FetchQuest3Assigned">>
<<set $Rm21LuisaStatus to "FetchQuest3Completed">>
<<else>><</if>>
<<if $Rm26EliasStatus is "FetchQuest3Assigned">>
<<set $Rm26EliasStatus to "FetchQuest3Completed">>
<<else>><</if>>
<<set $Rm29ExampleGender to either("male", "male", "female", "female", "androgynous")>>
The Crux's lightbeams form six dots on the floor, two columns of three each, and the ones closest to the Crux are hand-shaped. The Crux seems to recognize your attention and a small hologram begins.
<html><br><br></html>
It shows
<<if $Rm29ExampleGender is "male">>
a male
<<else>><</if>>
<<if $Rm29ExampleGender is "female">>
a female
<<else>><</if>>
<<if $Rm29ExampleGender is "androgynous">>
an androgynous
<<else>><</if>>
//Achilles//
<<set $Rm29ExamplePersonType to either("crewmember", "resident")>>
$Rm29ExamplePersonType crouching in front of the Crux,
<<if $Rm29ExampleGender is "male">>
his
<<else>><</if>>
<<if $Rm29ExampleGender is "female">>
her
<<else>><</if>>
<<if $Rm29ExampleGender is "androgynous">>
their
<<else>><</if>>
feet, knees, and hands covering the six dots.
<<if $Rm29ExampleGender is "male">>
He stares
<<else>><</if>>
<<if $Rm29ExampleGender is "female">>
She stares
<<else>><</if>>
<<if $Rm29ExampleGender is "androgynous">>
They stare
<<else>><</if>>
at the floor, the top of
<<if $Rm29ExampleGender is "male">>
his
<<else>><</if>>
<<if $Rm29ExampleGender is "female">>
her
<<else>><</if>>
<<if $Rm29ExampleGender is "androgynous">>
their
<<else>><</if>>
head facing the Crux, and a new, thinner lightbeam shines out right at
<<if $Rm29ExampleGender is "male">>
his
<<else>><</if>>
<<if $Rm29ExampleGender is "female">>
her
<<else>><</if>>
<<if $Rm29ExampleGender is "androgynous">>
their
<<else>><</if>>
crown.
<html><br><br></html>
Suddenly the $Rm29ExamplePersonType is crying out as the lightbeam burns
<<if $Rm29ExampleGender is "male">>
his
<<else>><</if>>
<<if $Rm29ExampleGender is "female">>
her
<<else>><</if>>
<<if $Rm29ExampleGender is "androgynous">>
their
<<else>><</if>>
hair away and drills into
<<if $Rm29ExampleGender is "male">>
his
<<else>><</if>>
<<if $Rm29ExampleGender is "female">>
her
<<else>><</if>>
<<if $Rm29ExampleGender is "androgynous">>
their
<<else>><</if>>
skull, splitting it open, blood and bone splattering outward. The beam cracks
<<if $Rm29ExampleGender is "male">>
his
<<else>><</if>>
<<if $Rm29ExampleGender is "female">>
her
<<else>><</if>>
<<if $Rm29ExampleGender is "androgynous">>
their
<<else>><</if>>
head open, bursting
<<if $Rm29ExampleGender is "male">>
his
<<else>><</if>>
<<if $Rm29ExampleGender is "female">>
her
<<else>><</if>>
<<if $Rm29ExampleGender is "androgynous">>
their
<<else>><</if>>
eyes and entirely burning away
<<if $Rm29ExampleGender is "male">>
his
<<else>><</if>>
<<if $Rm29ExampleGender is "female">>
her
<<else>><</if>>
<<if $Rm29ExampleGender is "androgynous">>
their
<<else>><</if>>
brain. Then the lifeless //Achilles// $Rm29ExamplePersonType collapses to the ground.
<html><br><br></html>
Other holographic people enter and drag the body away, disappearing into the edges of the hologram, leaving the six dots shining on the ground.
<html><br></html>
<</nobr>><<display Rm29StorageBay>>You blast the Crux—and your shot bounces off it, apparently having caused no harm at all. "The Crux cannot be harmed," you hear a voice say. Another adds, "The Crux is eternal."
<<display Rm29StorageBay>>You blast the glowing thing inside the Probe—and your shot bounces off it, apparently having caused no harm at all. "The Crux cannot be harmed," you hear a voice say. Another adds, "The Crux is eternal."
<<display Rm29StorageBay>><<set $Rm29SahilWarning to true>>As you prepare to crouch down over the spots the Crux has lit up, Sahil says, "Whoa, BG! Are you sure about this?"
"It seems pretty clear crouching there means your brain will get lasered into bits. Maybe you'll be digitally translated into that alien artifact, maybe not—my analysis is inconclusive. And it seems the people on the //Achilles// were pretty split on the question."
Sahil sounds very alarmed as he finishes with, "If you try again, I won't stop you—but you should seriously consider what you're doing here."
<<display Rm29StorageBay>>You crouch down over the spots the Crux has lit up.
After a moment, Sahil says, "It's been nice working with you, BG, and I just want to say that I—"
He's cut off as a feeling of heat at the top of your head suddenly bursts into a searing, shocking pain. A crack echoes through your head as something warm gushes all over your face, and the last sound you hear is your own screaming before everything goes silent and black.
<<display Rm30CruxIntro1>><<nobr>>
<center>------------------------
<html><br></html>
''DARKNESS''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 30>>
<<set $Rm30Discovered to true>>
You are adrift in total darkness.
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
You don't even know where you are, much less how to leave.
<</nobr>>You reach out and faintly feel your fingers brush against . . . something.
<<display Rm31CruxIntro2>>You strain to hear something, anything . . . and discern a low hiss that slowly grows to a whisper and maybe something more.
<<display Rm31CruxIntro2>>You squint and slowly see your surroundings settling into areas of light and dark.
<<display Rm31CruxIntro2>><<nobr>>
<center>------------------------
<html><br></html>
''A DIM PLACE''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 31>>
You hear a chatter around you, and you can just make the faint outlines of people surrounding you. Someone takes your hand.
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
You don't even know where you are, much less how to leave.
<</nobr>>The faint outlines coalesce into shapes—people—and you suddenly realize where you are.
<<display Rm32CruxStorageBay>>The chatter rises in volume, and splits into separate voices... and you suddenly realize where you are.
<<display Rm32CruxStorageBay>>You squeeze the hand gripping yours, and begin to make out the person attached to it—and then you suddenly realize where you are.
<<display Rm32CruxStorageBay>><<nobr>>
<center>------------------------
<html><br></html>
''STORAGE BAY''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 32>>
<!--ift01A--><<if $Rm32IntroExperienced is true>>
You are in a clean, gleaming version of the //Achilles// storage bay.
<html><br><br></html>
The room is filled with a mix of //Achilles// crewmembers and residents, all smiling at you, plus
<!--ift02A--><<if $Rm21LuisaStatus is "FetchQuest3Assigned" or $Rm21LuisaStatus is "FetchQuest3Completed">>
Luisa's friend, Helena,
<!--ift02B--><<else>>
Elias's mother, Olivia,
<!--ift02C--><</if>>
who's encouraged you to use the Crux's powers to change your
<!--ift03A--><<if $Rm32SelfChanged is true>>
environment.
<!--ift03B--><<else>>
environment—or yourself!
<!--ift03C--><</if>>
<!--ift04A--><<if $Rm32AliensNoticed is true>>
There are also two black-clad alien figures—seven feet tall with dark brown, shell-like skin, and facial features stranger than any you've ever seen.
<!--ift05A--><<if $Rm32AliensExplained is true>>
<html><br><br></html>
You've been told they're the Pregrine, the species that created the Crux—but some in their civilization feared it and cast it adrift.
<!--ift05BC--><<else>><</if>>
<!--ift04BC--><<else>><</if>>
<!--ift06A--><<if $Rm32SelfChanged is true>>
<html><br><br></html>
"Now that you've altered yourself,"
<!--ift07A--><<if $Rm21LuisaStatus is "FetchQuest3Assigned" or $Rm21LuisaStatus is "FetchQuest3Completed">>
Helena
<!--ift07B--><<else>>
Olivia
<!--ift07C--><</if>>
says, "try changing all this." She nods at your surroundings.
<!--ift06BC--><<else>><</if>>
<!--ift01B--><<else>>
<<set $Rm32IntroExperienced to true>>
You are in the storage bay, but the corpses are gone. It's clean and gleaming.
<html><br><br></html>
The probe is gone too. Instead the room is filled with a mix of //Achilles// crewmembers and residents, all smiling at you.
<!--ift08A--><<if $Rm21LuisaStatus is "FetchQuest3Assigned" or $Rm21LuisaStatus is "FetchQuest3Completed">>
"I'm Helena, a friend of Luisa's," a kind, pale white woman in front says.
<!--ift08B--><<else>>
"I'm Olivia, Elias's mother," a kind, brown-skinned woman in front gently says.
<!--ift08C--><</if>>
<html><br><br></html>
"We start everyone in this room," she continues. "To make it easier. I'm sure you have many questions, but the best way to explain the Crux is for you to experience it. If you want to change your environment, or even what you look like, all you have to do is think it. Go ahead."
<!--ift01C--><</if>>
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
[[South|Rm33LocationSwitchIntro]] is the service deck corridor—you think.
<</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''CORVUS''
<html><br></html>
------------------------</center>
<<set $CurrentDeck to "corvus">>
<<set $CurrentRm to 33>>
You are in a clean, gleaming version of the //Corvus//—or what you're realizing is the Crux's version of the //Corvus//.
<html><br><br></html>
<!--ift02A--><<if $Rm21LuisaStatus is "FetchQuest3Assigned" or $Rm21LuisaStatus is "FetchQuest3Completed">>
Helena
<!--ift02B--><<else>>
Olivia
<!--ift02C--><</if>>
is here with you, as is one of the Pergrine, the alien species who created the Crux.
<<if $Rm33IntroDialogueSeen is true>>
You remember
<<if $Rm21LuisaStatus is "FetchQuest3Assigned" or $Rm21LuisaStatus is "FetchQuest3Completed">>
Helena
<<else>>
Olivia
<</if>>
telling you that she and the Pergrine can answer any questions you have—and you also can leave to further explore the Crux.
<<else>>
"We can answer any questions you have,"
<<if $Rm21LuisaStatus is "FetchQuest3Assigned" or $Rm21LuisaStatus is "FetchQuest3Completed">>
Helena
<<else>>
Olivia
<</if>>
says, "or you can leave to explore the full wonders of the Crux."
<<set $Rm33IntroDialogueSeen to true>>
<</if>>
<html><br><br></html>
<<display Actions>>
------ ''EXITS'' ------
<html><br></html>
It seems that here in the Crux, you can go [[anywhere|Rm34CruxEnding]], just by thinking about it.
<</nobr>><<nobr>>In response to your question,
<<if $Rm21LuisaStatus is "FetchQuest3Assigned" or $Rm21LuisaStatus is "FetchQuest3Completed">>
Helena
<<else>>
Olivia
<</if>>
looks over at the two aliens, who remain motionless. "Ah yes, the Pregrine. They created the Crux—but some in their civilization feared it and cast it adrift. Those who understand its beauty have joined us here. They have much to teach us."<<set $Rm32AliensExplained to true>>
<</nobr>><<display Rm32CruxStorageBay>>Looking closer reveals nothing new about the room—it is simply the best possible version of the storage bay, shined up to an incredible polish—but you do notice something about the crowd within it: In addition to various smiling //Achilles// crew and residents, you see a couple alarmingly alien humanoids.
They both are seven feet tall and have dark brown, shell-like skin, and their faces are very strange, with all-black, button-like eyes on little ear flaps, perched high aside noses and mouths that look like nothing you've ever seen before. They're wearing shiny, black clothing, and standing motionless.<<set $Rm32AliensNoticed to true>>
<<display Rm32CruxStorageBay>><<nobr>>
Can you really change what you look like—maybe even feel like—just by thinking about it? You imagine altering yourself, starting with something fantastical—and watch as your skin turns shiny and a warm yellow. In moments, you are a gold-plated version of BG Jackson.
<html><br><br></html>
"Oooh, that's a fun first change,"
<<if $Rm21LuisaStatus is "FetchQuest3Assigned" or $Rm21LuisaStatus is "FetchQuest3Completed">>
Helena
<<else>>
Olivia
<</if>>
says, and the crowd applauds as they also change into golden versions of themselves. But being golden feels heavy and stiff! You shift back to your old form, and everyone else follows suit.
<html><br><br></html>
You know that the next step is changing where you are.<<set $Rm32SelfChanged to true>>
<</nobr>><<display Rm32CruxStorageBay>><<nobr>>
You push past the crowd and leave the storage bay, only to find yourself suddenly in the //Corvus//.
<html><br><br></html>
<</nobr>><<display Rm33FullIntro>>
<<nobr>>
You concentrate on another location—one you feel comfortable in and know well—and in moments you're on your ship, the //Corvus//.
<html><br><br></html>
<</nobr>><<display Rm33FullIntro>>
<<set $CurrentRm to 34>>With the barest of impulses, you embark on a journey through places, people, and selves that change as quickly as your thoughts.
You quickly realize this truly is a world where all the rules you knew have expired—and you feel your old life peeling away like a discarded skin.
Is the Crux real or a simulation? Are you now a simulation? What does that even mean?
<<if $Rm21LuisaStatus is "FetchQuest3Assigned" or $Rm21LuisaStatus is "FetchQuest3Completed">>After an amount of time you have no way to quantify, more humans flood into the Crux. You realize, faintly, this is partly due to a woman you once knew—Luisa—and your interactions with her.<<else>>You occasionally encounter people mourning the lack of new entrants into the Crux. You realize, fainly, this is partly due to a boy you once knew—Elias—and your interactions with him.<</if>>
But it feels like looking back at a story starring a different person, a story that's ended. Happily? That's for someone else to decide. You are just beginning a new story—beyond the understanding of people outside the Crux.
If you could say anything to those people, it would be:
Join us.
The Crux is heaven.
We're waiting for you.
<<display EndAccounting>><<nobr>>
You realize you are joined here by
<<if $Rm21LuisaStatus is "FetchQuest3Assigned" or $Rm21LuisaStatus is "FetchQuest3Completed">>
Helena,
<<else>>
Olivia,
<</if>>
along with
<<if $Rm32AliensExplained is true>>
one of the Pregrine, displaying no reaction you're able to interpret.
<<else>>
<<if $Rm32AliensNoticed is true>>
one of the alien beings you noticed—displaying no reaction you're able to interpret. "Ah, that is one of the Pregrine,"
<<if $Rm21LuisaStatus is "FetchQuest3Assigned" or $Rm21LuisaStatus is "FetchQuest3Completed">>
Helena
<<else>>
Olivia
<</if>>
explains. "Their civilization created the Crux. You'll meet more of them soon."
<<else>>
some kind of alien, with dark brown, shell-like skin and strange facial features. "Ah, that is one of the Pregrine,"
<<if $Rm21LuisaStatus is "FetchQuest3Assigned" or $Rm21LuisaStatus is "FetchQuest3Completed">>
Helena
<<else>>
Olivia
<</if>>
explains. "Their civilization created the Crux. You'll meet more of them soon."
<</if>>
<</if>>
<html><br></html>
<<display Rm33CruxCorvus>>
<</nobr>><<nobr>>
<<if $Rm21LuisaStatus is "FetchQuest3Assigned" or $Rm21LuisaStatus is "FetchQuest3Completed">>
Helena
<<else>>
Olivia
<</if>> looks at you calmly
<<if $Rm33WomanConversationBegun is true>>
as you resume asking her questions.
<<else>>
as you ready to ask her questions.
<<set $Rm33WomanConversationBegun to true>>
<</if>>
<html><br><br></html>
You focus in on your conversation.
<html><br><br></html>
<<display Rm33WomanConvo>>
<</nobr>><<nobr>>
The Pergrine turns toward you
<<if $Rm33PergrineConversationBegun is true>>
as you resume asking the alien questions.
<<else>>
as you ready your questions for the alien.
<<set $Rm33PergrineConversationBegun to true>>
<</if>>
<html><br><br></html>
You focus in on your conversation.
<html><br><br></html>
<<display Rm33PergrineConvo>>
<</nobr>><<nobr>>
---- ''RESPONSES'' ----
<html><br></html>
<<if $Rm33WomanConvoAnswerWhatIsCrux is true>>
//[[Tell me again, what is the Crux?|Rm33WomanConvoAnswerWhatIsCrux]]//
<<else>>
//[[What is the Crux?|Rm33WomanConvoAnswerWhatIsCrux]]//
<</if>>
<html><br></html>
<<if $Rm33WomanConvoAnswerBackToOldLife is true>>
//[[So we really can't go back to our old life?|Rm33WomanConvoAnswerBackToOldLife]]//
<<else>>
//[[Can we go back to our old life?|Rm33WomanConvoAnswerBackToOldLife]]//
<</if>>
<html><br></html>
<<if $Rm33WomanConvoAnswerWhatHappenedOnAchilles is true>>
//[[Once more, what happened back on the Achilles?|Rm33WomanConvoAnswerWhatHappenedOnAchilles]]//
<<else>>
//[[What happened back on the Achilles?|Rm33WomanConvoAnswerWhatHappenedOnAchilles]]//
<</if>>
<html><br></html>
<<if $Rm33WomanConvoAnswerExplainPergrine is true>>
//[[Again, can you explain more about the Pergrine?|Rm33WomanConvoAnswerExplainPergrine]]//
<<else>>
//[[Can you explain more about the Pergrine?|Rm33WomanConvoAnswerExplainPergrine]]//
<</if>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm33WomanConvoLeaveConvo]]
<</nobr>><<nobr>>
<<if $Rm33WomanConvoAnswerWhatIsCrux is true>>
<<if $Rm21LuisaStatus is "FetchQuest3Assigned">>
Helena
<<else>>
Olivia
<</if>>
says, "I'm happy to tell you again: The Crux is a digital heaven where we will never get sick, never age, never want. The Pergrine made it to save their civilization, but disbelievers cast it adrift—until the //Achilles// discovered it."
<<else>>
<<if $Rm21LuisaStatus is "FetchQuest3Assigned">>
Helena
<<else>>
Olivia
<</if>>
explains, "The Crux is a digital heaven where we will never get sick, never age, never want. The Pergrine made it to save their civilization, but disbelievers cast it adrift—until the //Achilles// discovered it."
<<set $Rm33WomanConvoAnswerWhatIsCrux to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm33WomanConvo>><<nobr>>
<<if $Rm33WomanConvoAnswerBackToOldLife is true>>
<<if $Rm21LuisaStatus is "FetchQuest3Assigned">>
Helena
<<else>>
Olivia
<</if>>
again gives you a slightly sad smile. "I will say it again, so you can grow used to it: Coming here is something you only need to do once—and while it's possible to communicate in a limited way with those outside the Crux, journeying back to them is impossible."
<<else>>
<<if $Rm21LuisaStatus is "FetchQuest3Assigned">>
Helena
<<else>>
Olivia
<</if>>
smiles—a little sadly. "Coming here is something you only need to do once," she says, "and while it's possible to communicate in a limited way with those outside the Crux, journeying back to them is impossible."
<<set $Rm33WomanConvoAnswerBackToOldLife to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm33WomanConvo>><<nobr>>
<<if $Rm33WomanConvoAnswerWhatHappenedOnAchilles is true>>
<<if $Rm21LuisaStatus is "FetchQuest3Assigned">>
Helena's
<<else>>
Olivia's
<</if>>
face clouds once more. "As painful as the memories are, I am willing to tell you again: As with the Pergrine's society, there were those on the //Achilles// who doubted the wonder of the Crux, or thought it was some kind of trick. They... turned violent."
<html><br><br></html>
After a pause, she continues, "But around half of us, most willingly, were able to join the Crux despite this. Even the doubtful changed their mind once here."
<<else>>
<<if $Rm21LuisaStatus is "FetchQuest3Assigned">>
Helena's
<<else>>
Olivia's
<</if>>
face clouds as she explains, "As with the Pergrine's society, there were those on the //Achilles// who doubted the wonder of the Crux, or thought it was some kind of trick. They... turned violent."
<html><br><br></html>
After a pause, she continues, "But around half of us, most willingly, were able to join the Crux despite this. Even the doubtful changed their mind once here."
<<set $Rm33WomanConvoAnswerWhatHappenedOnAchilles to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm33WomanConvo>><<nobr>>
<<if $Rm33WomanConvoAnswerExplainPergrine is true>>
<<if $Rm21LuisaStatus is "FetchQuest3Assigned">>
Helena
<<else>>
Olivia
<</if>>
smiles and says, "I'm happy to revisit this topic. The Pergrine are a race much more advanced than our own. But like us, their society was riven by conflict—and stricken by their destructive effect on the natural world. They created the Crux to solve all of that."
<html><br><br></html>
She gestures at your surroundings. "And luckily we are now able to enjoy its wonders as well."
<<else>>
<<if $Rm21LuisaStatus is "FetchQuest3Assigned">>
Helena
<<else>>
Olivia
<</if>>
smiles and says, "The Pergrine are a race much more advanced than our own. But like us, their society was riven by conflict—and stricken by their destructive effect on the natural world. They created the Crux to solve all of that."
<html><br><br></html>
She gestures at your surroundings. "And luckily we are now able to enjoy its wonders as well."
<<set $Rm33WomanConvoAnswerExplainPergrine to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm33WomanConvo>><<nobr>>
<<if $Rm21LuisaStatus is "FetchQuest3Assigned">>
Helena
<<else>>
Olivia
<</if>>
smiles at you as you turn away from her, bringing an end to the conversation.
<html><br></html>
<</nobr>><<display Rm33CruxCorvus>><<nobr>>
---- ''RESPONSES'' ----
<html><br></html>
<<if $Rm33PergrineConvoAnswerCreatedCrux is true>>
//[[Tell me again, you created the Crux?|Rm33PergrineConvoAnswerCreatedCrux]]//
<<else>>
//[[You created the Crux?|Rm33PergrineConvoAnswerCreatedCrux]]//
<</if>>
<html><br></html>
<<if $Rm33PergrineConvoAnswerReallyAlienSpecies is true>>
//[[Once more, you're really an alien species?|Rm33PergrineConvoAnswerReallyAlienSpecies]]//
<<else>>
//[[You're really an alien species?|Rm33PergrineConvoAnswerReallyAlienSpecies]]//
<</if>>
<html><br></html>
<<if $Rm33PergrineConvoAnswerWhatCivLike is true>>
//[[Again, what is your civilization like?|Rm33PergrineConvoAnswerWhatCivLike]]//
<<else>>
//[[What is your civilization like?|Rm33PergrineConvoAnswerWhatCivLike]]//
<</if>>
<html><br></html>
<<if $Rm33PergrineConvoAnswerComeInPeace is true>>
//[[You really do come in peace?|Rm33PergrineConvoAnswerComeInPeace]]//
<<else>>
//[[Do you come in peace?|Rm33PergrineConvoAnswerComeInPeace]]//
<</if>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm33PergrineConvoLeaveConvo]]
<</nobr>><<nobr>>
<<if $Rm33PergrineConvoAnswerCreatedCrux is true>>
"As I said, my people did, yes," the Pergrine's voice sounds in your thoughts. "It was the culmination of a long quest to find a way to live more peacefully and fully with as little impact as possible."
<html><br><br></html>
His thoughts turn sad. "If only all of my civilization had accepted its promise."
<<else>>
<<if $Rm33PergrineMindTalkRevealed is true>>
<<else>>
You asked this first question aloud, but the Pergrine seems to pulse in your vision, and suddenly you can hear the alien's thoughts. "We communicate telepathically," the Pergrine tells you.
<<set $Rm33PergrineMindTalkRevealed to true>>
<html><br><br></html>
<</if>>
"My people did, yes," the Pergrine's voice sounds in your thoughts. "It was the culmination of a long quest to find a way to live more peacefully and fully with as little impact as possible."
<html><br><br></html>
His thoughts turn sad. "If only all of my civilization had accepted its promise."
<<set $Rm33PergrineConvoAnswerCreatedCrux to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm33PergrineConvo>><<nobr>>
<<if $Rm33PergrineConvoAnswerReallyAlienSpecies is true>>
Once again, while the Pergrine's expressions are unreadable to you, in your thoughts the alien's voice sounds like they're smiling. "To us, you are the aliens. But yes, we are a different species than you—and exploring our differences has been one of the best parts of welcoming you into the Crux."
<<else>>
<<if $Rm33PergrineMindTalkRevealed is true>>
<<else>>
You asked this first question aloud, but the Pergrine seems to pulse in your vision, and suddenly you can hear the alien's thoughts. "We communicate telepathically," the Pergrine tells you.
<<set $Rm33PergrineMindTalkRevealed to true>>
<html><br><br></html>
<</if>>
The Pergrine's expressions are unreadable to you, but in your thoughts, the alien's voice sounds like they're smiling. "To us, you are the aliens. But yes, we are a different species than you—and exploring our differences has been one of the best parts of welcoming you into the Crux."
<<set $Rm33PergrineConvoAnswerReallyAlienSpecies to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm33PergrineConvo>><<nobr>>
<<if $Rm33PergrineConvoAnswerWhatCivLike is true>>
The Pergrine nods, a suprisingly human-like acknowledgment that he is willing to repeat his answer. "As our differing methods of communication show, Pergrine civilization has many features that are new to humanity," the alien thinks. "You will be able to explore them with the rest of us here in the Crux."
<html><br><br></html>
The alien continues, "But one thing human and Pergrine society shared outside the Crux was a tendency toward factional paranoia and social upheaval. Within the Crux, the causes of all that have mercifully been removed."
<<else>>
<<if $Rm33PergrineMindTalkRevealed is true>>
<<else>>
You asked this first question aloud, but the Pergrine seems to pulse in your vision, and suddenly you can hear the alien's thoughts. "We communicate telepathically," the Pergrine tells you.
<<set $Rm33PergrineMindTalkRevealed to true>>
<html><br><br></html>
<</if>>
"As our differing methods of communication show, Pergrine civilization has many features that are new to humanity," the alien thinks. "You will be able to explore them with the rest of us here in the Crux."
<html><br><br></html>
The alien continues, "But one thing human and Pergrine society shared outside the Crux was a tendency toward factional paranoia and social upheaval. Within the Crux, the causes of all that have mercifully been removed."
<<set $Rm33PergrineConvoAnswerWhatCivLike to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm33PergrineConvo>><<nobr>>
<<if $Rm33PergrineConvoAnswerComeInPeace is true>>
As before, you hear in your mind the Pergrine's laughter—a comfortingly gentle sound. "I sense this is something your species is trained to ask aliens, isn't it?"
<html><br><br></html>
"I can't speak for the Pergrine before the Crux—their natures seem so distant to me now—but here, in the Crux, all is always at peace. You must start exploring it. It's time to leave your old life behind."
<<else>>
<<if $Rm33PergrineMindTalkRevealed is true>>
<<else>>
You asked this first question aloud, but the Pergrine seems to pulse in your vision, and suddenly you can hear the alien's thoughts. "We communicate telepathically," the Pergrine tells you.
<<set $Rm33PergrineMindTalkRevealed to true>>
<html><br><br></html>
<</if>>
In your mind, the Pergrine laughs—a comfortingly gentle sound. "I sense this is something your species is trained to ask aliens, isn't it?"
<html><br><br></html>
"I can't speak for the Pergrine before the Crux—their natures seem so distant to me now—but here, in the Crux, all is always at peace. You must start exploring it. It's time to leave your old life behind."
<<set $Rm33PergrineConvoAnswerComeInPeace to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm33PergrineConvo>><<nobr>>
The Pergrine's head tilts at you as you turn away from the alien, bringing an end to the conversation.
<html><br></html>
<</nobr>><<display Rm33CruxCorvus>><<nobr>>
<<if $Rm21LuisasWarnedAboutLeaving is true>>
<<if $Rm23WarpCodesRetrieved is true>>
<<else>>
"Not even bothering to grab the warp code?" Luisa snarls. "You're unpredictable—which is all the more reason to get you off the //Achilles// immediately."
<html><br><br></html>
<</if>>
"Pleasant journies—far away from my ship!"
<<if $Rm23WarpCodesRetrieved is true>>
Luisa
<<else>>
she
<</if>>
calls out after you, as her drone escorts you out of the room.
<html><br></html>
<<display Rm21EscortedRm12>>
<<else>>
<<set $Rm21LuisasWarnedAboutLeaving to true>>
As you move to leave, Luisa calls out after you, "If you depart this room, you will be escorted back to your ship, and your time on the //Achilles// will be over." One of her drones rises beside you, lasers at the ready.
<html><br><br></html>
"I will not warn you again," Luisa finishes.
<html><br></html>
<<display Rm21MainEngineering>>
<</if>>
<</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''MAIN CORRIDOR NORTH''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 12>>
Except for the dim emergency lighting and the absence of people, this stretch of the corridor looks normal.
<html><br><br></html>
But Luisa's drone has followed you out onto this corridor—and its web of lasers is forcing you east. Doing anything else—talking to Sahil, even drawing your blaster—would be akin to taking a laser bath.
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Talk to Sahil.|Rm21EscortedRm12Warning]]
<html><br></html>
[[Use your blaster.|Rm21EscortedRm12Warning]]
<html><br><br></html>
------ ''EXITS'' ------
<html><br></html>
<<if $Rm20Discovered is true>>
[[North|Rm21EscortedRm12Warning]] is the ship's Computer Bay.
<<else>>
[[North|Rm21EscortedRm12Warning]] is a door marked "Main Computer."
<</if>>
<html><br></html>
[[East|Rm21EscortedRm10]] sees this corridor continue around a right turn across the deck.
<html><br></html>
<<if $Rm17Discovered is true>>
[[South|Rm21EscortedRm12Warning]] is the Medical Bay.
<<else>>
[[South|Rm21EscortedRm12Warning]] is a door marked "Medical Bay."
<</if>>
<html><br></html>
<<if $Rm21Discovered is true>>
[[West|Rm21EscortedRm12Warning]] is the ship's engineering section.
<<else>>
[[West|Rm21EscortedRm12Warning]] is a large door marked "Engineering."
<</if>>
<</nobr>><<nobr>>
<<set $EscortDroneDamage to either("2", "3", "4")>>
<<set $LifePoints -=$EscortDroneDamage>>
<<if $LifePoints lt 1>>
<<display Rm21EscortedDeath>>
<<else>>
Doing anything other than racing east gets you painfully sliced by the lasers of Luisa's drone. They do $EscortDroneDamage points of damage to you, and you are forced to the east just to survive.
<html><br></html>
<<display Rm21EscortedRm10>>
<</if>>
<</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''MAIN CORRIDOR EAST''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 10>>
You’re in the east part of the large corridor on the main deck. Massive, dried, and darkened pools of blood cover the carpeted hallway and chrome walls—but there are no bodies.
<html><br><br></html>
The floor is scorched open near the elevatron, revealing devastation below.
<html><br><br></html>
Luisa's drone harries you—its laser net pushing you toward the elevatron. Heading anywhere else or pausing to talk to Sahil or draw your blaster would put you in extreme laser danger.
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Talk to Sahil.|Rm21EscortedRm10Warning]]
<html><br></html>
[[Use your blaster.|Rm21EscortedRm10Warning]]
<html><br><br></html>
------ ''EXITS'' ------
<html><br></html>
The corridor continues both [[north|Rm21EscortedRm10Warning]] and [[south|Rm21EscortedRm10Warning]].
<html><br></html>
<<if $Rm14Discovered is true>>
[[East|Rm21EscortedRm10Warning]] lies a large doorway into the ship's lounge.
<<else>>
[[East|Rm21EscortedRm10Warning]] lies a large doorway, marked "Lounge."
<</if>>
<html><br></html>
[[Southeast|Rm21EscortedRm11Rm7]] lies the elevatron back up to the command deck.
<html><br></html>
<<if $Rm15Discovered is true>>
[[West|Rm21EscortedRm10Warning]] is another large doorway, leading to the mess hall.
<<else>>
[[West|Rm21EscortedRm10Warning]] is another large doorway, marked "Mess."
<</if>>
<</nobr>><<nobr>>
<<set $EscortDroneDamage to either("2", "3", "4")>>
<<set $LifePoints -=$EscortDroneDamage>>
<<if $LifePoints lt 1>>
<<display Rm21EscortedDeath>>
<<else>>
Doing anything other than getting onto the elevatron means Luisa's drone lasers into you. It does $EscortDroneDamage points of damage to you, and you're forced onto the elevatron anyway, the drone right beside you.
<html><br><br></html>
<<display Rm21EscortedRm11Rm7>>
<</if>>
<</nobr>><<nobr>>
<<set $CurrentDeck to "command">>The elevatron automatically bring you to the command deck of the //Achilles//, and the drone's laser web pushes you off.
<html><br></html>
<center>------------------------
<html><br></html>
''COMMAND DECK CORRIDOR''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 7>>
You're in the main corridor on the command deck. There are signs of a battle—plasma scorches mar the walls.
<<if $Rm7TraceStatus is "killed">>
<html><br><br></html>
Trace's body is here, destroyed and in ruins.
<<else>><</if>>
<html><br><br></html>
The drone from Luisa is right on top of you, its laser herding you east to the bridge. Delaying even a moment would be like jumping right into its knife-y lights of death.
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Talk to Sahil.|Rm21EscortedRm7Warning]]
<html><br></html>
[[Use your blaster.|Rm21EscortedRm7Warning]]
<html><br><br></html>
------ ''EXITS'' ------
<html><br></html>
[[North|Rm21EscortedRm7Warning]] is the science lab.
<html><br></html>
[[East|Rm21EscortedRm4]] is the bridge.
<html><br></html>
[[West|Rm21EscortedRm7Warning]] lies the elevatron to the ship's other decks.
<</nobr>>This latest injury is the last your body can take! You collapse, and the lasers of Luisa's drone slice you into pieces. Your final thought is of how close you were to the //Corvus//—but you'll never see it again.<<set $PlayerDead to true>>
<<display EndAccounting>><<nobr>>
<<set $EscortDroneDamage to either("2", "3", "4")>>
<<set $LifePoints -=$EscortDroneDamage>>
<<if $LifePoints lt 1>>
<<display Rm21EscortedDeath>>
<<else>>
Hesitating to head to the bridge means that Luisa's drone slices its lasers into your flesh. You take $EscortDroneDamage points of damage, and have to head to the bridge just to save your own life, the drone chasing you every step.
<html><br></html>
<<display Rm21EscortedRm4>>
<</if>>
<</nobr>><<nobr>>
<<if $WarpEngineCodeInInventory is true>><<if $Rm7TraceStatus is "WarnedPlayer" or $Rm7TraceStatus is "WarningPlayer">>
<<if $Rm21EscortedRm4DelayedOnce is true>><<else>>
<<set $TraceWarpCodeUploadDiscussed to true>>The drone pushes you onto the bridge—and is then snatched out of the air by Trace.
<html><br><br></html>
"I detected your retrieval of the warp engine code," the android says. "If you upload it to the computer station here, I can corrupt it and propogate that corruption to the warp engine itself. It is the only way to stop Luisa from bringing the Crux to civilization."
<html><br><br></html>
Trace is distracted by the drone shooting lasers into her face, but Sahil says, "Her plan is ingenius! However, uploading the warp code here would require erasing it from my active memory. We'd leave empty-handed."
<html><br><br></html>
Trace is struggling with the drone. "I cannot hold this pest off for long," she says, as it burns away half the artificial skin on her face.
<html><br></html>
<</if>><<else>><</if>><<else>><</if>>
<center>------------------------
<html><br></html>
''BRIDGE''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 4>>
There are over a dozen bodies here, heavily decayed.
<html><br><br></html>
In between the bodies lie consoles to control the ship’s systems<<if $Rm4ConsolesExamined is true>>—which Sahil's told you are useless—<<else>>, <</if>>positioned around a central captain’s chair, now smashed in half, and a front viewscreen, shattered.
<html><br><br></html>
<<if $WarpEngineCodeInInventory is true>><<if $Rm7TraceStatus is "WarnedPlayer" or $Rm7TraceStatus is "WarningPlayer">>
Also on the bridge with you is Trace, struggling to hold onto Luisa's drone as it attacks her with its lasers. You have to decide if you'll take this chance to disable the //Achilles//' warp engine, knowing you'll lose the warp code you copied.
<<else>>
Also on the bridge with you is Luisa's drone, its laser net forcing you south to the ship's service dock. Hesitating will earn you, at the least, some serious burns.
<</if>><<else>>
Also on the bridge with you is Luisa's drone, its laser net forcing you south to the ship's service dock. Hesitating will earn you, at the least, some serious burns.
<</if>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<if $WarpEngineCodeInInventory is true>><<if $Rm7TraceStatus is "WarnedPlayer" or $Rm7TraceStatus is "WarningPlayer">>
<<if $Rm21EscortedRm4DelayedOnce is true>>
[[Talk to Sahil.|Rm21EscortedRm4DelayedTooMuch]]
<<else>>
[[Talk to Sahil.|Rm21EscortedRm4SahilDelayOne]]
<</if>>
<<else>>
[[Talk to Sahil.|Rm21EscortedRm4Warning]]
<</if>><<else>>
[[Talk to Sahil.|Rm21EscortedRm4Warning]]
<</if>>
<html><br></html>
<<if $WarpEngineCodeInInventory is true>><<if $Rm7TraceStatus is "WarnedPlayer" or $Rm7TraceStatus is "WarningPlayer">>
[[Tell Trace you will not upload the warp engine code.|Rm21EscortedRm4DenyTraceCode]]
<html><br></html>
[[Upload the warp engine code.|Rm21EscortedRm4UploadCode]]
<html><br></html>
<<else>><</if>><<else>><</if>>
<<if $WarpEngineCodeInInventory is true>><<if $Rm7TraceStatus is "WarnedPlayer" or $Rm7TraceStatus is "WarningPlayer">>
<<if $Rm21EscortedRm4DelayedOnce is true>>
[[Use your blaster.|Rm21EscortedRm4DelayedTooMuch]]
<<else>>
[[Use your blaster.|Rm21EscortedRm4BlasterDelayOne]]
<</if>>
<<else>>
[[Use your blaster.|Rm21EscortedRm4Warning]]
<</if>><<else>>
[[Use your blaster.|Rm21EscortedRm4Warning]]
<</if>>
<html><br><br></html>
------ ''EXITS'' ------
<html><br></html>
<<if $WarpEngineCodeInInventory is true>><<if $Rm7TraceStatus is "WarnedPlayer" or $Rm7TraceStatus is "WarningPlayer">>
<<if $Rm21EscortedRm4DelayedOnce is true>>
[[North|Rm21EscortedRm4DelayedTooMuch]] is
<<if $Rm5Discovered is true>>
the Captain's Office.
<<else>>
what looks like a door to a small side-office to the bridge.
<</if>>
<<else>>
[[North|Rm21EscortedRm4LeavingDelayWarning]] is
<<if $Rm5Discovered is true>>
the Captain's Office.
<<else>>
what looks like a door to a small side-office to the bridge.
<</if>>
<</if>>
<<else>>
[[North|Rm21EscortedRm4Warning]] is
<<if $Rm5Discovered is true>>
the Captain's Office.
<<else>>
what looks like a door to a small side-office to the bridge.
<</if>>
<</if>><<else>>
[[North|Rm21EscortedRm4Warning]] is
<<if $Rm5Discovered is true>>
the Captain's Office.
<<else>>
what looks like a door to a small side-office to the bridge.
<</if>>
<</if>>
<html><br></html>
<<if $WarpEngineCodeInInventory is true>><<if $Rm7TraceStatus is "WarnedPlayer" or $Rm7TraceStatus is "WarningPlayer">>
<<if $Rm21EscortedRm4DelayedOnce is true>>
[[South|Rm21EscortedRm4DelayedTooMuch]] is the //Achilles//' service dock.
<<else>>
[[South|Rm21EscortedRm4LeavingDelayWarning]] is the //Achilles//' service dock.
<</if>>
<<else>>
[[South|Rm21EscortedRm3]] is the //Achilles//' service dock.
<</if>><<else>>
[[South|Rm21EscortedRm3]] is the //Achilles//' service dock.
<</if>>
<html><br></html>
<<if $WarpEngineCodeInInventory is true>><<if $Rm7TraceStatus is "WarnedPlayer" or $Rm7TraceStatus is "WarningPlayer">>
<<if $Rm21EscortedRm4DelayedOnce is true>>
[[West|Rm21EscortedRm4DelayedTooMuch]] is
<<if $Rm6Discovered is true>>
the Briefing Room.
<<else>>
a large door to what you're guessing is a briefing room.
<</if>>
<<else>>
[[West|Rm21EscortedRm4LeavingDelayWarning]] is
<<if $Rm6Discovered is true>>
the Briefing Room.
<<else>>
a large door to what you're guessing is a briefing room.
<</if>>
<</if>>
<<else>>
[[West|Rm21EscortedRm4Warning]] is
<<if $Rm6Discovered is true>>
the Briefing Room.
<<else>>
a large door to what you're guessing is a briefing room.
<</if>>
<</if>><<else>>
[[West|Rm21EscortedRm4Warning]] is
<<if $Rm6Discovered is true>>
the Briefing Room.
<<else>>
a large door to what you're guessing is a briefing room.
<</if>>
<</if>>
<html><br></html>
<<if $WarpEngineCodeInInventory is true>><<if $Rm7TraceStatus is "WarnedPlayer" or $Rm7TraceStatus is "WarningPlayer">>
<<if $Rm21EscortedRm4DelayedOnce is true>>
[[Northwest|Rm21EscortedRm4DelayedTooMuch]] is a corridor to the rest of the ship.
<<else>>
[[Northwest|Rm21EscortedRm4LeavingDelayWarning]] is a corridor to the rest of the ship.
<</if>>
<<else>>
[[Northwest|Rm21EscortedRm4Warning]] is a corridor to the rest of the ship.
<</if>><<else>>
[[Northwest|Rm21EscortedRm4Warning]] is a corridor to the rest of the ship.
<</if>>
<</nobr>><<nobr>>
<<set $EscortDroneDamage to either("2", "3", "4")>>
<<set $LifePoints -=$EscortDroneDamage>>
<<if $LifePoints lt 1>>
<<display Rm21EscortedDeath>>
<<else>>
Delaying going south by even a second leads to a laser-y punishment by Luisa's drone. Its long red fingers of death do $EscortDroneDamage points of damage to you, and the drone forces you south to the service dock of the //Achilles// just to stay alive.
<html><br></html>
<<display Rm21EscortedRm3>>
<</if>>
<</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''SERVICE DOCK''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 3>>
You are in the service dock on the //Achilles//. This room is clean and utilitarian—which makes the bloody footprints on the floor really stand out.<<if $Rm3FootprintsExamined is true>> They were left by standard-issue Interstellar Patrol boots, and lead out from and then back to the bridge.<<else>><</if>>
<html><br><br></html>
Luisa's drone is using laser-powered negotiating techniques to convince you to board your ship to the south. Doing anything else looks like a great plan for getting seriously injured.
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Talk to Sahil.|Rm21EscortedRm3Warning]]
<html><br></html>
[[Use your blaster.|Rm21EscortedRm3Warning]]
<html><br><br></html>
------ ''EXITS'' ------
<html><br></html>
[[North|Rm21EscortedRm3Warning]] is the //Achilles//' bridge.
<html><br></html>
[[South|Rm21EscortedRm2]] is your ship, the //Corvus//.
<</nobr>><<nobr>>
<<set $EscortDroneDamage to either("2", "3", "4")>>
<<set $LifePoints -=$EscortDroneDamage>>
<<if $LifePoints lt 1>>
<<display Rm21EscortedDeath>>
<<else>>
Hesitating to board the //Corvus// means that Luisa's drone bites its laser fangs into you, doing $EscortDroneDamage points of damage. To survive, you're forced off the //Achilles// and onboard your ship anyway.
<html><br><br></html>
Thankfully, the drone doesn't follow.
<html><br></html>
<<display Rm21EscortedRm2>>
<</if>>
<</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''CORVUS''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 1>>
<<set $CurrentDeck to "corvus">>
<<set $Rm2Discovered to true>>
<<if $Rm21EscortedRm2FirstEntry is true>>
You are in your ship, the //Corvus//, drifting next to the //Achilles//—which is now mostly operational,
<<if $CodeUploadedToStopLuisa is true>>
including its formidable defense systems, but not its warp engines, thanks to you giving the warp engine code to Trace on the bridge.
<<else>>
including its formidable defense systems.
<</if>>
<<if $Rm21EscortedRm2Hailed is true>>
<html><br><br></html>
Hailing the //Achilles// has made clear that Luisa has no intention of communicating further with you.
<<else>><</if>>
<<if $Rm21Escorted2SahilWarnedAboutAttack is true>>
<html><br><br></html>
Sahil has warned you that attacking the //Achilles// might be a very bad idea.
<<else>><</if>>
<<else>>
<<set $Rm21EscortedRm2FirstEntry to true>>
You are in your ship, the //Corvus//, docked with the //Achilles//.
<html><br><br></html>
There's a shudder, and Sahil informs you, "The //Achilles//'s airlock is disengaging with us. And its controls are locking off; there's no way for us to redock."
<html><br><br></html>
In moments, you're drifting in front of the massive starship, which is now looking much more alive—including its formidable defense systems.
<<if $CodeUploadedToStopLuisa is true>>
But after a moment, Luisa's voice fills your cockpit. "I just discovered what you and Trace have done! I'd blow you out of the sky—but the chance that you might tell others how to find me, even without meaning to, that's too valuable to me. Still, know this: I hate you, and someday I will make you pay!"
<html><br><br></html>
The channel cuts off, and you realize that while Luisa is in charge of the ship, she at least can't take it anywhere.
<<else>>
But it does occur to you that if you're unhappy about Luisa being in charge of the ship, you could attack it.
<</if>>
<</if>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<if $Rm21Escorted2SahilWarnedAboutAttack is true>>
[[Attack the Achilles.|Rm21EscortedRm2AttackEnd]]
<<else>>
[[Attack the Achilles.|Rm21EscortedRm2SahilWarnAboutAttack]]
<</if>>
<html><br></html>
<<if $Rm21EscortedRm2Hailed is true>>
<<else>>
[[Hail the Achilles.|Rm21EscortedRm2Hail]]
<html><br></html>
<</if>>
<<if $LifePoints lt 20>>
[[Heal yourself.|Rm21EscortedRm2Heal]]
<html><br></html>
<<else>><</if>>
[[Talk to Sahil.|Rm21EscortedRm2Sahil]]
<html><br></html>
[[Use your blaster.|Rm21EscortedRm2Blaster]]
<html><br><br></html>
------ ''EXITS'' ------
<html><br></html>
Since the //Corvus// can't dock again with the //Achilles//, your only real exit is [[going into hypersleep|Rm21EscortedHypersleepEnd]] while Sahil pilots your ship back to civilization.
<</nobr>>"I guess you're sure..." Sahil says, as the //Corvus// comes about, weapons firing on the //Achilles//. The giant starship's shields flicker, but are overall unaffected by your ship's fully powered attack.
After a pause, the massive blaster batteries of the //Achilles// open up on you—smashing your ship to pieces in a single fusillade.
Your last thought, before you're atomized along with the //Corvus//, is that by helping Luisa regain control of the //Achilles//, you have become the agent of your own destruction.<<set $PlayerDead to true>>
<<display EndAccounting>><<nobr>><<set $Rm21EscortedRm2Hailed to true>>
"Hailing the ship gets us a one-word reply from Luisa," Sahil informs you. "'Goodbye.' And a note that there will be no further communication."
<html><br></html>
<<display Rm21EscortedRm2>><</nobr>><<nobr>>
<<set $LifePoints to 20>>
The med-unit gets you back up to full health.
<html><br></html>
<</nobr>><<display Rm21EscortedRm2>><<nobr>>
<<set $LuisaInChargeEnding to true>>You climb into your hypersleep chamber for the journey back from deep space.
<html><br><br></html>
<<if $CodeUploadedToStopLuisa is true>>
As you wait for slumber to hit you, you stare at the //Achilles// out the window. The Republic's flagship is powered up, but you know that thanks to Trace and the warp engine code you gave up, Luisa can't use it to carry the Crux back to human civilization.
<html><br><br></html>
That is, until someone else finds the //Achilles// drifting out here, just like you did . . . And now Luisa controls more of the ship than when you found it, thanks to you helping her. You may have only delayed Luisa.
<html><br><br></html>
You'll find out soon enough; waking from hypersleep never feels like more than a single night has passed. But you might find a very different universe when you emerge. Still, there's a chance you've preserved it from the Crux—for the time being at least.
<<else>>
As you wait for slumber to hit you, you stare at the //Achilles// out the window. The Republic's flagship is powered up and you know that soon Luisa will use it to carry the Crux back to human civilization.
<html><br><br></html>
Will it trigger a culture-wide war, much like the battle that tore the //Achilles// apart? How many people would join the Crux if given the chance? Could someone, somewhere, figure out a way to destroy it and stop the disruption and death it will surely bring everywhere it goes?
<html><br><br></html>
You'll find out soon enough; waking from hypersleep never feels like more than a single night has passed. But you might find a very different universe when you emerge.
<</if>>
<html><br><br></html>
You can't help but wonder how your choices aboard the //Achilles// could have led to a very different ending...
<</nobr>>
<<display EndAccounting>><<nobr>>
<<set $Rm21Escorted2SahilWarnedAboutAttack to true>>
In response to your order to attack the //Achilles//, Sahil says, "Are you sure about that, BG? That is the Republic's flagship out there, and while I don't think it's at peak capacity, Luisa's gotten its weapons systems online and they dwarf ours."
<html><br><br></html>
<<if $CodeUploadedToStopLuisa is true>>
He adds, "I realize letting her go free with the Crux might feel alarming—but at least we know she's still marooned out here. As for a firefight, the //Corvus// will almost certainly lose one with the //Achilles//. If you insist, I'll stop protesting and we'll attack, but..." He trails off, sounding very unsure.
<<else>>
He adds, "I realize letting her go free with the Crux might feel alarming—but the //Corvus// will almost certainly lose a firefight with the //Achilles//. If you insist, I'll stop protesting and we'll attack, but..." He trails off, sounding very unsure.
<</if>>
<html><br></html>
<</nobr>><<display Rm21EscortedRm2>><<nobr>>
"Luisa is blocking us from docking again with the //Achilles//," Sahil says.
<<if $Rm21EscortedRm2Hailed is true>>
<html><br><br></html>
He adds, "And hailing her has made clear she also has no intention of communicating further with us."
<<else>><</if>>
<html><br><br></html>
<<if $CodeUploadedToStopLuisa is true>>
"I can see why you wouldn't want to leave her in control of both the Republic's flagship and also the Crux," he continues, "but you've at least ensured she's still marooned out here. Still, her ship outguns us. Unless you want to take a suicide run on it, I think you going into hypersleep while I return the //Corvus// to known space is our only viable course of action."
<<else>>
"I can see why you wouldn't want to leave her in control of both the Republic's flagship and also the Crux," he continues, "but her ship outguns us. Unless you want to take a suicide run on it, I think you going into hypersleep while I return the //Corvus// to known space is our only viable course of action."
<</if>>
<html><br></html>
<</nobr>><<display Rm21EscortedRm2>>You see no use for your blaster right now in this place.
<<display Rm21EscortedRm2>><<nobr>><<if $Rm23Circle is "Perfect" and $Rm23Smell is "Ozone" and $Rm23Sound is "Hum">>
<<display Rm23WarpInterfaceChallengeA>>
<<else>>
<<set $Rm23WarpEffectsDamage to either("2", "3", "4")>>
<<set $LifePoints -=$Rm23WarpEffectsDamage>>
<<if $LifePoints lt 1>>
<<display Rm23WarpEffectsDeath>>
<<else>>
You step forward and feel a sudden sharp pain throughout your entire body. "Back up!" Sahil screeches, and you return to the front of the room.
<html><br><br></html>
You realize you ignored the signs and walked into a warp in space-time. The reality-twisting effects did $Rm23WarpEffectsDamage points of damage to you.
<html><br><br></html>
"Be careful in here," Sahil says.
<html><br></html>
<<display Rm23WarpEngineControlRoom>>
<</if>><</if>><</nobr>>You wait a moment, until you feel the room shift slightly.
<<display Rm23WarpEngineControlRoom>><<nobr>>
You step into the room, and feel no errant warp effects. It is safe to approach the interface.
<html><br><br></html>
But as you do, the room suddenly stretches out away from you! The interface is twice as far away as before—and it seems to be receding farther into the distance each moment.
<html><br><br></html>
Sahil, sensing your hesitation, says, "Spatial perceptions can alter as you move through a warp field, even when it's safe. But if you respond incorrectly, you'll fumble—and this room might turn dangerous again. So choose carefully, BG—and quickly!"
<html><br><br></html>
You have to decide how to move toward the interface, even though it's stretching away from you.
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Move faster to make up the difference.|Rm23ChallengeAFastFail]]
<html><br></html>
[[Move more slowly and deliberately.|Rm23ChallengeASlowFail]]
<html><br></html>
[[Move normally, trying to ignore what you're seeing.|Rm23ChallengeB]]
<</nobr>>The room's warping effects do $Rm23WarpEffectsDamage points of damage to you—twisting your body in damaging ways further than it can take. It gives out from the abuse.
You feel your skin, muscle, and bones let go with a sickening squelch, and your insides spill across the floor. You were so close to the retrieving the //Achilles//'s warp engine code; now your corpse lies in pieces across the last steps up to it.<<set $PlayerDead to true>>
<<display EndAccounting>><<nobr>>
You move normally, and while that makes you feel extremely fast due to the stretching effects you're witnessing, it also lets you keep your balance as you take a sure step forward. And suddenly the room snaps back to normal.
<html><br><br></html>
But then not! No sooner do you take another step then the room starts rotating around you, with up tilting to down—and yet gravity seems to be staying constant, locking you to the floor even as that floor becomes the ceiling.
<html><br><br></html>
You have to decide how to compensate for this rolling worldview.
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Move ahead normally, trying to ignore the rotation.|Rm23ChallengeC]]
<html><br></html>
[[Lean into the tilt.|Rm23ChallengeBFail]]
<</nobr>><<nobr>>
You attempt to move faster—and rush super-fast toward the interface, your speed magnified by the illusionary stretching of the distance to it. Unnerved by your own whiplash acceleration, you stumble and fall—and, after a moment, you smell <<=either("fresh-baked cookies", "rotting garbage", "flowers")>> and hear the sound of <<=either("breaking glass", "laughter", "birds singing")>>.
<html><br><br></html>
And then you feel sharp pain throughout your entire body.
<<set $Rm23WarpEffectsDamage to either("2", "3", "4")>>
<<set $LifePoints -=$Rm23WarpEffectsDamage>>
<<if $LifePoints lt 1>>
<<display Rm23WarpEffectsDeath>>
<<else>>
<html><br><br></html>
"Warp effects!" Sahil cries. You're injured, but you manage to return to the front of the room, at normal speed this time.
<html><br><br></html>
Your fumble lost you the momentary safety from a space-time warp in this room. The reality-twisting effects did $Rm23WarpEffectsDamage points of damage to you.
<html><br><br></html>
"You have to stay alert and make good choices in here," Sahil says.
<html><br></html>
<<display Rm23WarpEngineControlRoom>>
<</if>>
<</nobr>><<nobr>>
You slow down, focusing on your movements—and find your stretched out body is still moving quickly toward the interface. You're moving slowly—but space seems so stretched out here, even slow movements feel fast. You slow further, but the disconnect between the speed you intend and how it looks makes you stumble and fall—and, after a moment, you smell <<=either("fresh-baked cookies", "rotting garbage", "flowers")>> and hear the sound of <<=either("breaking glass", "laughter", "birds singing")>>.
<html><br><br></html>
And then you feel sharp pain throughout your entire body.
<<set $Rm23WarpEffectsDamage to either("2", "3", "4")>>
<<set $LifePoints -=$Rm23WarpEffectsDamage>>
<<if $LifePoints lt 1>>
<<display Rm23WarpEffectsDeath>>
<<else>>
<html><br><br></html>
"Warp effects!" Sahil cries. You're injured, but you manage to return to the front of the room, at normal speed this time.
<html><br><br></html>
Your fumble lost you the momentary safety from a space-time warp in this room. The reality-twisting effects did $Rm23WarpEffectsDamage points of damage to you.
<html><br><br></html>
"You have to stay alert and make good choices in here," Sahil says.
<html><br></html>
<<display Rm23WarpEngineControlRoom>>
<</if>>
<</nobr>><<nobr>>
You resist the urge to tilt with the room, and as you step forward the rotation stops. You're nearly at the interface! But then...
<html><br><br></html>
Suddenly time itself seems to speed up and slow down, with the cadence of a heartbeat—a sudden pulse, and then a pause that stretches out in the middle, and then another pulse. Your forward momentum comes in fits and starts.
<html><br><br></html>
One more step will get you to the interface; but what kind of step should you take?
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Move in concert with the time pulse—pausing when time pauses, moving when the beats hit.|Rm23ChallengeCFail]]
<html><br></html>
[[Move normally, ignoring time's heartbeat.|Rm23InterfaceDownload]]
<</nobr>><<nobr>>
You attempt to tilt to the side to compensate for the room's rotation—and you stumble and fall to the floor. As you struggle to get up, you smell <<=either("fresh-baked cookies", "rotting garbage", "flowers")>> and hear the sound of <<=either("breaking glass", "laughter", "birds singing")>>.
<html><br><br></html>
And then you feel sharp pain throughout your entire body.
<<set $Rm23WarpEffectsDamage to either("2", "3", "4")>>
<<set $LifePoints -=$Rm23WarpEffectsDamage>>
<<if $LifePoints lt 1>>
<<display Rm23WarpEffectsDeath>>
<<else>>
<html><br><br></html>
"Warp effects!" Sahil cries. You're injured, but you manage to step back to the front of the room, which at least is no longer rotating.
<html><br><br></html>
Your fumble lost you the momentary safety from a space-time warp in this room. The reality-twisting effects did $Rm23WarpEffectsDamage points of damage to you.
<html><br><br></html>
"You have to stay alert and make good choices in here," Sahil says.
<html><br></html>
<<display Rm23WarpEngineControlRoom>>
<</if>>
<</nobr>><<nobr>>
You try to match your movements to the pulsing of time—but starting and stopping while reality itself appears to be starting and stopping requires more coordination than you're able to muster. You stumble and fall to the floor. As you struggle to get up, you smell <<=either("fresh-baked cookies", "rotting garbage", "flowers")>> and hear the sound of <<=either("breaking glass", "laughter", "birds singing")>>.
<html><br><br></html>
And then you feel sharp pain throughout your entire body.
<<set $Rm23WarpEffectsDamage to either("2", "3", "4")>>
<<set $LifePoints -=$Rm23WarpEffectsDamage>>
<<if $LifePoints lt 1>>
<<display Rm23WarpEffectsDeath>>
<<else>>
<html><br><br></html>
"Warp effects!" Sahil cries. You're injured, but you manage to step back to the front of the room, which at least is no longer pulsing like a heartbeat.
<html><br><br></html>
Your fumble lost you the momentary safety from a space-time warp in this room. The reality-twisting effects did $Rm23WarpEffectsDamage points of damage to you.
<html><br><br></html>
"You have to stay alert and make good choices in here," Sahil says.
<html><br></html>
<<display Rm23WarpEngineControlRoom>>
<</if>>
<</nobr>><<nobr>>
<<set $Rm23WarpCodesRetrieved to true>><<set $WarpEngineCodeInInventory to true>><<set $ItemsInInventory += 1>>
You move as normally as you can through the speeding and slowing of time, and manage to take your final steps up to the interface just as the room settles down to normal.
<html><br><br></html>
"Just touch the interface," Sahil says, "and I'll be able to access its code through your encounter suit." You do as he says, and in moment he tells you, "All set, BG! It's stored in my active memory and is . . . //huge// . . . so the sooner we can transfer it to the //Corvus//'s memory banks, the better."
<html><br><br></html>
You step back to the front of the room, your mission here completed.
<</nobr>><<display Rm23WarpEngineControlRoom>>
You step into main engineering to find yourself almost immediately escorted out of the room by Luisa's laser-wielding drone. "I told you once you took the warp engine code, it would be time for you to leave my ship," Luisa calls out. "Goodbye!"
Surprised by the red hot lines of fire closing in, you jump out into the main corridor by reflex.
<<display Rm21EscortedRm12>><<nobr>>
<<if $Rm26EliasStatus is "FetchQuest4Assigned">>
As you enter main engineering, Sahil says, "If you really want to get the warp engine code, BG, I think figuring out how to get through that control room is your only way to do it."
<<else>>
As you enter main engineering, Luisa sneers at you, "Can't decide if you want the warp engine codes or not? While you figure that out, your original choices remain—and the Crux awaits down below."
<</if>>
<html><br></html>
<</nobr>><<display Rm21MainEngineering>>You announce you won't give up the warp engine code.
Trace sighs. "Then nothing will stop Luisa from bringing the Crux back to civilization. So be it." She releases the drone, which zeroes in on you. Its laser net is especially aggressive, forcing you south to the ship's service dock.
<<display Rm21EscortedRm3>>You tell Sahil to upload the code, and in moments it's done.<<set $CodeUploadedToStopLuisa to true>><<set $WarpEngineCodeInInventory to false>><<set $ItemsInInventory -= 1>>
Trace says, "As soon as I release this drone, I can begin the corruption process. But you will need to flee." The android's bright green eyes meet yours. "Your selfless actions today may very well have saved human civilization."
She frees the drone and moves to the bridge console, but you see nothing further as the drone's aggressive laser net forces you south to the ship's service dock.
<<display Rm21EscortedRm3>>You've delayed too much—and the decision of uploading the code or not is made for you, as Trace loses her grip on the drone. It zeroes in on you, its laser net especially aggressive, and you are forced south to the ship's service dock.
<<display Rm21EscortedRm3>>"We don't have time to discuss this—or anything else," Sahil says, as Trace struggles to hold off Luisa's drone. "Either you tell me to upload the warp engine code, or decide not to—and delaying another moment would be the same as deciding not to."<<set $Rm21EscortedRm4DelayedOnce to true>>
<<display Rm21EscortedRm4>>There's no way to hit Luisa's drone without hitting Trace, and that's only thing worth using your blaster on. Trace is already getting a face-full of laser—and it's making her struggle to keep her grip on the drone. Delay uploading the warp engine code another moment, and it'll be the same as deciding not to do it. <<set $Rm21EscortedRm4DelayedOnce to true>>
<<display Rm21EscortedRm4>>Attempting to leave the room just gets you an admonishment from Sahil, who says, "We don't have time for exploring." You watch Trace struggle to hold off Luisa's drone as he continues, "Either you tell me to upload the warp engine code, or decide not to—and delaying another moment would be the same as deciding not to."<<set $Rm21EscortedRm4DelayedOnce to true>>
<<display Rm21EscortedRm4>><<nobr>>
---- ''RESPONSES'' ----
<html><br></html>
<<if $Rm26EliasConvo3Hub1AnsweredDestroyShip is true>>
//[[Once more, you're really going to destroy the ship?|Rm26EliasConvo3Hub1AnswerDestroyShip]]//
<<else>>
//[[You're really going to destroy the ship?|Rm26EliasConvo3Hub1AnswerDestroyShip]]//
<</if>>
<html><br></html>
<<if $Rm26EliasConvo3Hub1AnsweredWhySeeCrux is true>>
//[[Again, why should I see the Crux?|Rm26EliasConvo3Hub1AnswerWhySeeCrux]]//
<<else>>
//[[Why should I see the Crux?|Rm26EliasConvo3Hub1AnswerWhySeeCrux]]//
<</if>>
<html><br></html>
<<if $Rm26EliasConvo3Hub1AnsweredWhatHappensToYou is true>>
//[[One more time, what's going to happen to you?|Rm26EliasConvo3Hub1AnswerWhatHappensToYou]]//
<<else>>
//[[What's going to happen to you?|Rm26EliasConvo3Hub1AnswerWhatHappensToYou]]//
<</if>>
<html><br></html>
<<if $Rm26EliasConvo3Hub1AnsweredWhatAboutLuisa is true>>
//[[Remind me, what will happen to Luisa?|Rm26EliasConvo3Hub1AnswerWhatAboutLuisa]]//
<<else>>
//[[What will happen to Luisa?|Rm26EliasConvo3Hub1AnswerWhatAboutLuisa]]//
<</if>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm26EliasConvo3Hub1LeaveConvo]]
<</nobr>><<nobr>>
<<if $Rm26EliasConvo3Hub1AnsweredDestroyShip is true>>
"You're not going to change my mind. Destroying the ship is the only way to ensure the Crux doesn't destroy human civilization," Elias says. "I now have full control of the //Achilles//, including its self-destruct process, and I'm going to use it." He seems quite sure of his course of action.
<html><br><br></html>
"I realize you'll want access to the ship's warp engine code before that. But first," he adds, "you must visit the Crux."
<<else>>
"Destroying the ship is the only way to ensure the Crux doesn't destroy human civilization," Elias says. "I now have full control of the //Achilles//, including its self-destruct process, and I'm going to use it." He seems quite sure of his course of action.
<html><br><br></html>
"I realize you'll want access to the ship's warp engine code before that. But first," he adds, "you must visit the Crux."
<<set $Rm26EliasConvo3Hub1AnsweredDestroyShip to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm26EliasConvo3Hub1Questions>><<nobr>>
<<if $Rm26EliasConvo3Hub1AnsweredWhySeeCrux is true>>
"Once more, I don't have time to explain what the Crux is, or how horrible it is," Elias says. "You'll have to see the Crux for yourself, so you can warn human civilization about it."
<html><br><br></html>
He studies you. "I don't think you're the kind of person who would fall under its spell, but maybe I'm wrong about that. Unfortunately, I don't have a backup plan if you don't come back from seeing it."
<html><br><br></html>
He pauses, then shrugs. "The way to the Crux is through the ship's morgue, in Medbay. I've unlocked it for you."
<<else>>
"I don't have time to explain what the Crux is, or how horrible it is," Elias says. "You'll have to see the Crux for yourself, so you can warn human civilization about it."
<html><br><br></html>
He studies you. "I don't think you're the kind of person who would fall under its spell, but maybe I'm wrong about that. Unfortunately, I don't have a backup plan if you don't come back from seeing it."
<html><br><br></html>
He pauses, then shrugs. "The way to the Crux is through the ship's morgue, in Medbay. I've unlocked it for you."
<<set $Rm26EliasConvo3Hub1AnsweredWhySeeCrux to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm26EliasConvo3Hub1Questions>><<nobr>>
<<if $Rm26EliasConvo3Hub1AnsweredWhatHappensToYou is true>>
"I meant it before, and I mean it this time: I'm going to stay behind to make sure the ship self-destructs," Elias says, a catch in his voice. "I can't trust that Luisa doesn't have any more tricks up her sleeve."
<html><br><br></html>
His eyes are watery but steady as they lock on yours. "I'm going to do this, and you can't stop me. But before I set the countdown, you need to see the Crux."
<html><br><br></html>
"And don't worry," he says, his eyes narrowing. "You'll have enough time to get the //Achilles//'s warp engine code, too."
<<else>>
"I'm going to stay behind to make sure the ship self-destructs," Elias says, a catch in his voice. "I can't trust that Luisa doesn't have any more tricks up her sleeve."
<html><br><br></html>
His eyes are watery but steady as they lock on yours. "I'm going to do this, and you can't stop me. But before I set the countdown, you need to see the Crux."
<html><br><br></html>
"And don't worry," he says, his eyes narrowing. "You'll have enough time to get the //Achilles//'s warp engine code, too."
<<set $Rm26EliasConvo3Hub1AnsweredWhatHappensToYou to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm26EliasConvo3Hub1Questions>><<nobr>>
<<if $Rm26EliasConvo3Hub1AnsweredWhatAboutLuisa is true>>
As before, Elias hesitates. "I don't want to kill her—but I don't see how it would be safe to let her go."
<html><br><br></html>
His expression turns firm. "She's made her choices—and now she's free to join the Crux, which she appears to love so much. If she doesn't, she'll have to die along with the ship."
<<else>>
Elias hesitates. "I don't want to kill her—but I don't see how it would be safe to let her go."
<html><br><br></html>
His expression turns firm. "She's made her choices—and now she's free to join the Crux, which she appears to love so much. If she doesn't, she'll have to die along with the ship."
<<set $Rm26EliasConvo3Hub1AnsweredWhatAboutLuisa to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm26EliasConvo3Hub1Questions>>As you step away from Elias, ending the conversation, he nods northeast toward Medbay, where he said the Crux waits.
<<display Rm26VirtualityRoomStage2>><<nobr>>
<<if $Rm21EliasForceFieldStrength is "Sound">>
Luisa, seeing you're trying to communicate despite the lack of sound, rushes up to the force shield and starts gesturing. She points off to the south, clearly indicating Elias, and then begins to make hand signals.
<html><br><br></html>
And then she disappears as the force shields go opaque. You can see the vaguest of shapes and nothing more. You realize Elias has adjusted the force shields to block sight as well as sound.<<set $Rm21EliasForceFieldStrength to "SoundAndLight">>
<<else>>
Luisa, seeing you're willing to talk, rushes up to the force shield and says, "Elias doesn't understand the Crux and its true nature. If you and I work together—"
<html><br><br></html>
She suddenly goes silent, even though you can see she's still talking. You realize Elias has adjusted the force shields to block sound. Luisa's face erupts in fury as she realizes it too, and she starts shouting in rage—but you can't hear her.<<set $Rm21EliasForceFieldStrength to "Sound">>
<</if>>
<html><br></html>
<</nobr>><<display Rm21MainEngineering>>The door to the southwest doesn't open. "It's got a few high-security locks on it," Sahil says. "I can't disable them."<<set $Rm17DiscoveredLockedMorgueDoor to true>>
<<display Rm17MedicalBay>>The door to the southwest is no longer locked, meaning it must be the ship's...<<set $Rm17DiscoveredLockedMorgueDoor to false>>
<<display Rm19Morgue>><<nobr>>
<<set $CurrentDeck to "service">>
<<if $Rm28Discovered is true>>
You climb down the Jerries conduit to the service deck of the //Achilles//.
<<else>>
You climb down the Jerries conduit to discover where it leads.
<<set $Rm28PlotAccess to "Elias">>
<</if>>
<html><br></html>
<</nobr>><<display Rm28ServiceDeckCorridor>><<nobr>>
Can you really change what you look like—maybe even feel like—just by thinking about it? You imagine altering yourself, starting with something fantastical—and watch as your skin turns shiny and a warm yellow. In moments, you are a gold-plated version of BG Jackson.
<html><br><br></html>
"Oooh, that's a fun first change,"
<<if $Rm21LuisaStatus is "FetchQuest3Assigned" or $Rm21LuisaStatus is "FetchQuest3Completed">>
Helena
<<else>>
Olivia
<</if>>
says; the Peregrine seems to nod appreciatively. But being golden feels heavy and stiff! You shift back to your old form.
<<set $Rm33SelfChanged to true>>
<</nobr>><<display Rm33CruxCorvus>>Elias is standing in the Medical Bay. "So you saw the Crux," he says, "and I'm assuming you're as repulsed by it as I am. I'm going to let you do one more thing; I know a scavenger like you is here for the warp engine code. You can take it from Main Engineering, but that's it. Don't speak to Luisa while you're in there, no more wandering the ship, and when you're done, I'm setting the self-destruct."<<set $Rm26EliasStatus to "FetchQuest4Assigned">>
<<display Rm17MedicalBay>><<nobr>>
Elias eyes you uncertainly, but he doesn't flinch as you step closer to speak to him.
<html><br><br></html>
You focus in on your conversation with him.
<html><br><br></html>
<</nobr>><<display Rm17EliasConvo1Hub1>><<nobr>>
---- ''RESPONSES'' ----
<html><br></html>
<<if $Rm17EliasConvo1AnswerSetSelfDestruct is true>>
//[[Tell me again, you're really going to set the ship to self-destruct?|Rm17EliasConvo1SetSelfDestruct]]//
<<else>>
//[[You're going to set the ship to self-destruct?|Rm17EliasConvo1SetSelfDestruct]]//
<</if>>
<html><br></html>
<<if $Rm17EliasConvo1AnswerWhyMeSeeCrux is true>>
//[[Once more, why did you want me to see the Crux?|Rm17EliasConvo1WhyMeSeeCrux]]//
<<else>>
//[[Why did you want me to see the Crux?|Rm17EliasConvo1WhyMeSeeCrux]]//
<</if>>
<html><br></html>
<<if $Rm17EliasConvo1AnswerMeTellAboutCrux is true>>
//[[Again, you want me to tell people about the Crux?|Rm17EliasConvo1MeTellAboutCrux]]//
<<else>>
//[[You want me to tell people about the Crux?|Rm17EliasConvo1MeTellAboutCrux]]//
<</if>>
<html><br></html>
<<if $Rm17EliasConvo1AnswerWhatHappensSelfDestruct is true>>
//[[Remind me what happens when you set the self-destruct?|Rm17EliasConvo1WhatHappensSelfDestruct]]//
<<else>>
//[[What happens when you set the self-destruct?|Rm17EliasConvo1WhatHappensSelfDestruct]]//
<</if>>
<html><br></html>
<<if $Rm17EliasConvo1AnswerSetSelfDestruct is true>>
//[[I mean it: I don't need the warp engine code. Start the self-destruct sequence now.|Rm17EliasConvo1StartSelfDestruct]]//
<<else>>
//[[I don't need the warp engine code. Start the self-destruct sequence now.|Rm17EliasConvo1StartSelfDestruct]]//
<</if>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm17EliasConvo1LeaveConvo]]
<</nobr>><<nobr>>
<<if $Rm17EliasConvo1AnswerSetSelfDestruct is true>>
"I'll just keep saying it: Destroying the //Achilles// is the only way," Elias says. I'll have to stay onboard—and keep Luisa locked down—to ensure it happens. I've made peace with that, so don't try to stop me."
<<else>>
"Destroying the //Achilles// is the only way," Elias says. "I'll have to stay onboard—and keep Luisa locked down—to ensure it happens. I've made peace with that, so don't try to stop me."
<<set $Rm17EliasConvo1AnswerSetSelfDestruct to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm17EliasConvo1Hub1>><<nobr>>
<<if $Rm17EliasConvo1AnswerWhyMeSeeCrux is true>>
"The answer's the same," Elias says. "You needed to see for yourself how dangerous the Crux is. It's all a lie, of course, but a seductive one. It clearly copies enough of its victims' personalities to fool others. It fooled half the people on this ship."
<html><br><br></html>
He holds a hand up. "I don't care if you think it might be real—the important thing is that now you know what happened here. The right people will recognize anything you say as a warning."
<<else>>
"You needed to see for yourself how dangerous the Crux is," Elias says. "It's all a lie, of course, but a seductive one. It clearly copies enough of its victims' personalities to fool others. It fooled half the people on this ship."
<html><br><br></html>
He holds a hand up. "I don't care if you think it might be real—the important thing is that now you know what happened here. The right people will recognize anything you say as a warning."
<<set $Rm17EliasConvo1AnswerWhyMeSeeCrux to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm17EliasConvo1Hub1>><<nobr>>
<<if $Rm17EliasConvo1AnswerMeTellAboutCrux is true>>
"I'll say it once more: People need to be warned about the Crux," Elias says. "How it seduces people, turns them against each other, and kills them. What if there are others out there like it?"
<html><br><br></html>
He eyes you uncertainly. "I don't want to know what you think after seeing it. You didn't 'join' it, at least. Just as long as you tell some people what you saw, the smart ones will figure out what they need to know."
<<else>>
"People need to be warned about the Crux," Elias says. "How it seduces people, turns them against each other, and kills them. What if there are others out there like it?"
<html><br><br></html>
He eyes you uncertainly. "I don't want to know what you think after seeing it. You didn't 'join' it, at least. Just as long as you tell some people what you saw, the smart ones will figure out what they need to know."
<<set $Rm17EliasConvo1AnswerMeTellAboutCrux to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm17EliasConvo1Hub1>><<nobr>>
<<if $Rm17EliasConvo1AnswerWhatHappensSelfDestruct is true>>
"Again, the self-destruct sequence is a countdown," Elias says. "You'll have some time to get to your ship and escape."
<html><br><br></html>
"But once I start it, there's no way to stop it."
<<else>>
"The self-destruct sequence is a countdown," Elias says. "You'll have some time to get to your ship and escape."
<html><br><br></html>
"But once I start it, there's no way to stop it."
<<set $Rm17EliasConvo1AnswerWhatHappensSelfDestruct to true>>
<</if>>
<html><br><br></html>
<</nobr>><<display Rm17EliasConvo1Hub1>>Elias studies you carefully as you step away from him, ending the conversation.
<<display Rm17MedicalBay>><<nobr>>
<<if $Rm17EliasConvo1AnswerSetSelfDestruct is true>>
<<set $Rm26EliasStatus to "SelfDestructActivated">>
<<set $SelfDestructCount to 15>>
<<set $Rm17EngineCodeForgone to true>>
Elias shrugs, taps his handheld, and says, "Okay, the self-destruct is set. I recommend you leave the ship as quickly as possible."
<html><br><br></html>
He steps out of the room, as Sahil says, "He really did it. He's disabled the ship's warnings, but I can see the countdown over the network. I'm displaying it in your encounter suit's readout, just below the map."
<html><br></html>
<<display Rm17MedicalBay>>
<<else>>
Elias looks surprised. "Are you sure?" he asks. "I'd almost feel safer knowing that you, an obvious smuggler, have gotten the warp engine code and are satisfied with that."
<html><br><br></html>
He shrugs. "Ask me again, to show you really mean it, and I'll start the self-destruct. But know there's no way to turn it off once it starts."
<<set $Rm17EliasConvo1AnswerSetSelfDestruct to true>>
<html><br><br></html>
<<display Rm17EliasConvo1Hub1>><</if>>
<</nobr>>You enter the Morgue and, as the door shuts behind you, Elias calls out, "I warned you!" The door closes, and you can't help turning back and checking it.
"He's locked us in here," Sahil confirms. "You can go back down to the Crux, but not the Medical Bay or the rest of the ship beyond—and Elias has also set the ship to self-destruct! He's silenced the alarms, but I can access the countdown. I've displayed it on your encounter suit readout, just below the map."<<set $Rm26EliasStatus to "SelfDestructActivated">><<set $SelfDestructCount to 15>>
<<display Rm19Morgue>>As you move toward the ship's morgue, Elias calls out, "If you want to revisit the Crux, that's a sign I can't trust you. Go ahead—but if you do, I'm locking you down there with it, and then I'm starting the ship's self-destruct sequence. I won't warn you again."<<set $Rm17EliasWarnedRevisitingCrux to true>>
Sahil says, "I think he means it, BG. Only go down there if you have no intention of coming back."
<<display Rm17MedicalBay>>
<<set $InLimbo to true>>The //Achilles// shudders under your feet, and then your vision fills with light as you realize the ship's self-destruct has reached zero. Elias has succeeded in destroying the ship, and you with it.<<set $PlayerDead to true>>
<<display EndAccounting>><<set $InLimbo to true>>You step out of the //Corvus// to feel the //Achilles// shudder under your feet, and as your vision fills with light, you realize that not leaving the self-destruct countdown ran out was a fatal mistake. Elias has succeeded in destroying the //Achilles//, and you with it.<<set $PlayerDead to true>>
<<display EndAccounting>><<nobr>>
<<set $CurrentRm to 1>>
<<set $CurrentDeck to "corvus">>
<<set $AchillesSelfDestructEnding to true>>
<<set $SelfDestructCount to 0>>
It seems like only moments after the //Corvus// undocks, the great //Achilles// is consumed in the light of its warp engine collapsing. Space-time energies flare into a bonfire.
<html><br><br></html>
<!--A1--><<if $Rm4EliasArrived is true>>
Elias watches the destruction silently, then turns to you with tears in his eyes. "I can't believe you saved me, with Trace's help. I never thought I'd leave the ship. Now it's up to both of us to tell others what happened here."
<html><br><br></html>
Considering his words, you turn back to the remains of the ship.
<html><br><br></html>
<!--A23--><<else>><</if>>
Left behind is only glittering wreckage. Did the Crux survive? It would take many days to search for it, with sensors the //Corvus// does not possess.
<!--B1--><<if $AnomalyInInventory is true>>
<!--C1--><<if $Rm4EliasArrived is true>>
But then Elias says, "You grabbed the time-space anomaly from the Science Lab. That's what you've been carrying with you, right?"
<html><br><br></html>
He gestures at the debris field in front of you. "That anomaly is extremely dangerous; releasing it out there will make the Crux much harder to find if it survived..."
<html><br><br></html>
You realize that's true. But it's also true that the time-space anomaly is undoubtedly very valuable to the right buyer. You are a scavenger, after all...
<html><br><br></html>
Do you follow Elias's suggestion and [[drop the anomaly outside the ship|AchillesSelfDestructEndingDropAnomaly]]? Or do you [[hold onto it|AchillesSelfDestructEndingKeepAnomaly]]?
<!--C2--><<else>>
As you consider the debris field in front of you, you remember the time-space anomaly from the Science Lab. It's undoubtedly very valuable to the right buyer.
<html><br><br></html>
But it also distorts the very fabric of reality in its proximity. Feleasing it into the wreckage of the //Achilles// will make the Crux—if it survived—significantly harder to find...
<html><br><br></html>
Do you [[drop the anomaly outside the ship|AchillesSelfDestructEndingDropAnomaly]]? Or do you [[hold onto it|AchillesSelfDestructEndingKeepAnomaly]]?
<!--C3--><</if>>
<!--B2--><<else>>
<html><br><br></html>
<!--D1--><<if $Rm4EliasArrived is true>>
You and Elias
<!--D2--><<else>>
You
<!--D3--><</if>>
are left to enter cyrosleep while your ship returns to civilization. As for what you have learned from your encounter with the //Achilles//? That is for you to decide...
<html><br><br></html>
<<display EndAccounting>>
<!--B3--><</if>>
<</nobr>>As you step into main engineering, Sahil says, "Looks like Elias isn't wasting any time—he's set the self-destruct sequence. He's silenced the alarms, but I can access the countdown. I've displayed it on your encounter suit readout, just below the map."<<set $Rm26EliasStatus to "SelfDestructActivated">><<set $SelfDestructCount to 15>>
"Elias has also locked us out of Warp Engine Control Room," Sahil says. "Luckily we don't need to return there. Really, we should take these last few moments as our opportunity to escape."
<<display Rm21MainEngineering>>As you head into the office, Elias calls out, "You're wasting time! I'll let you wander in there, but otherwise you need to head straight to main engineering—or I'm not waiting to set the self-destruct."
<<display Rm18DoctorsOffice>>As you enter the Computer Bay, Sahil says, "Elias clearly meant it when he said not to stray from your path to Main Engineering. He's set the ship to self-destruct. He silenced the alarms, but I can access the countdown. I've displayed it on your encounter suit readout, just below the map."<<set $Rm26EliasStatus to "SelfDestructActivated">><<set $SelfDestructCount to 15>>
<<display Rm20ComputerBay>>"Wait, BG," Sahil says. "Elias warned you not to wander off the path to Main Engineering, or he'd set the ship to self-destruct. Are you sure you want to test him? I won't stop you again, but I wanted to remind you this once..."<<set $Rm12EliasWarnedAboutWandering to true>>
<<display Rm12MainCorridorNorth>>As you walk east down the corridor, Sahil says, "Elias clearly meant it when he said not to stray from your path to Main Engineering. He's set the ship to self-destruct. He silenced the alarms, but I can access the countdown. I've displayed it on your encounter suit readout, just below the map."<<set $Rm26EliasStatus to "SelfDestructActivated">><<set $SelfDestructCount to 15>>
Distracted by the countdown, you barely glimpse Elias as he sprints past you down the corridor and then is gone—perhaps back to the Virtuality Room to await his fate?
<<display Rm10MainCorridorEast>>The door to the Virtuality Room doesn't budge. "Go away!" Elias yells from inside. "I've set the self-destruct and there's no way to reverse it."
"I'm staying to make sure Luisa doesn't find a way to stop it," he continues. "There's no one else who can take my place. But you can still evacuate—if you reach your ship in time."
"He sounds pretty determined," Sahil says, "And there's no way to unlock the door before the //Achilles// explodes. We should leave."<<set $Rm13EliasIsStaying to true>>
<<display Rm13MainCorridorSouth>><<nobr>>
---- ''RESPONSES'' ----
<html><br></html>
<<if $SelfDestructCount is 1>>
<<if $Rm4TraceConvoAskedComeWithMe is true>><<else>>
[[Come with me.|SelfDestructDeath]]
<html><br></html>
<</if>>
[[I need you to save Elias.|SelfDestructDeath]]
<html><br></html>
<<if $Rm4TraceConvoAskedSaveLuisa is true>><<else>>
[[I need you to save Luisa.|SelfDestructDeath]]
<html><br></html>
<</if>>
<html><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|SelfDestructDeath]]
<<else>>
<<if $Rm4TraceConvoAskedComeWithMe is true>><<else>>
[[Come with me.|Rm4TraceConvoComeWithMe]]
<html><br></html>
<</if>>
[[I need you to save Elias.|Rm4TraceConvoSaveElias]]
<html><br></html>
<<if $Rm4TraceConvoAskedSaveLuisa is true>><<else>>
[[I need you to save Luisa.|Rm4TraceConvoSaveLuisa]]
<html><br></html>
<</if>>
<html><br></html>
---- ''ACTIONS'' ----
<html><br></html>
[[Leave the conversation.|Rm4TraceConvoLeaveConversation]]
<</if>>
<</nobr>><<nobr>>
Trace shakes her head no. "My programming is compromised. I am a danger to myself and others under Republic regulations."
<html><br><br></html>
"My fate lies here, on the //Achilles//," the android says, and you can tell there's no dissuading her.
<<set $Rm4TraceConvoAskedComeWithMe to true>>
<html><br><br></html>
<<display Rm4TraceConvoQuestions>><</nobr>><<nobr>>
Trace looks at you in alarm. "Elias Zere is still alive? He must feel duty-bound to keep Luisa from stopping the self-destruct."
<html><br><br></html>
<<if $SelfDestructCount lt 6>>
She is already in motion off the bridge. "I cannot allow him to die, but I calcuate there is not enough time to save him. Still, I must try. You should evacuate on your ship now—do not wait." And then she is gone—shutting the door off the bridge behind her.
<<set $Rm4TraceWarnedNotEnoughTime to true>>
<<set $Rm7TraceStatus to "RescuingElias">>
<<else>>
She is already in motion off the bridge. "I can perform that role, and I cannot allow him to die. Please wait here for as long as possible—I will send him up to you." And then she is gone—shutting the door off the bridge behind her.
<<set $Rm7TraceStatus to "RescuingElias">>
<</if>>
<html><br></html>
<</nobr>><<display Rm4Bridge>><<nobr>>
Trace shakes her head no. "Luisa's actions clearly make her a danger to the United Earth Republic. She cannot be approached without a direct order from Admiral-level authority."
<html><br><br></html>
"Like me," Trace says, "her fate lies here, on the //Achilles//."
<<set $Rm4TraceConvoAskedSaveLuisa to true>>
<html><br><br></html>
<<display Rm4TraceConvoQuestions>><</nobr>>As you step away, ending the conversation, Trace again looks urgently from you toward the east, where the //Corvus// is docked.
<<display Rm4Bridge>>You attempt to head northwest, but the door that way won't open. "Trace locked the door behind her," Sahil says. "I won't be able to override her command before the //Achilles// self-destructs."
"I think she didn't want you chasing after her, but instead needed you to stay here to wait for Elias," he concludes.
<<display Rm4Bridge>>You can't help but eye the self-destruct countdown as you wait for Elias to show, per Trace's instructions.
<<display Rm4Bridge>>Before you can do anything other than react, Elias races into the room, breathless. "We have to leave on your ship, NOW!" he shouts.<<set $Rm4EliasArrived to true>>
<<display Rm4Bridge>>You walk back on the bridge to discover a despearate Elias there, waiting for you. "We have to leave on your ship, NOW!" he cries.<<set $Rm4EliasArrived to true>>
<<display Rm4Bridge>>As you backtrack to the bridge, Elias shouts, "Where are you going? We don't have time for this!" He chases after you.
<<display Rm4Bridge>><<nobr>>
As you approach the door to the Science Lab,
<<if $Rm7PasscodeLockDiscovered is true>>
<<else>>
you see that it has a passcode lock on it.
<html><br><br></html>
<<set $Rm7PasscodeLockDiscovered to true>>
<</if>>
Sahil says, "This door has been permanently locked by Elias; even the correct passcode won't open it. It seems he doesn't want us going in there."
<<set $Rm7EliasLockedScienceLabDiscovered to true>>
<html><br></html>
<</nobr>><<display Rm7CommandDeckCorridor>>Sahil's hack works—and the door slides open, allowing you to head to the upper deck. "You should now have access to all doors on the main deck down below, if you choose to return to it," Sahil says.<<set $MainDeckUnlocked to true>><<set $CurrentDeck to "command">>
<<display Rm7CommandDeckCorridor>><<nobr>>
You drop the small, strange orb that is the anomaly into your ship's disposal shoot, and soon it shoots out into the debris field—and creates a swirling, rippling wake in its path. You know that time and space are being distorted all around it.<<set $CruxSecured to true>><<set $AnomalyInInventory to false>><<set $ItemsInInventory -= 1>>
<html><br><br></html>
<<if $Rm4EliasArrived isnot true>>
If the Crux did survive the destruction of the //Achilles//, you've just made it much more difficult for any ship to randomly stumble across it—albeit at the loss of a possible source of significant income.
<html><br><br></html>
You
<<else>>
"If the Crux did survive the destruction of the //Achilles//, now it'll at least be much harder for any ship to randomly stumble across," Elias says approvingly.
<html><br><br></html>
Feeling like you've done all you can, you and Elias
<</if>>
are left to enter cyrosleep while your ship returns to civilization. As for what you have learned from your encounter with the //Achilles//? That is for you to decide...
<html><br><br></html>
<<display EndAccounting>>
<</nobr>><<nobr>>
You consider the the small, strange orb that is the anomaly and decide to keep it. Something so powerful has to be very valuable, right? Or at least it will serve as a dangerous memento of everything you've been through.
<html><br><br></html>
<<if $Rm4EliasArrived isnot true>>
You may have left the universe in a much more dangerous place. But you'll also most likely be very well-compensated for making this decision.
<html><br><br></html>
You
<<else>>
Elias clearly disapproves of your decision, but he stays silent—probably because you just saved his life, and now he's stuck on your ship.
<html><br><br></html>
The two of you
<</if>>
are left to enter cyrosleep while your ship returns to civilization. As for what you have learned from your encounter with the //Achilles//? That is for you to decide...
<html><br><br></html>
<<display EndAccounting>>
<</nobr>><<nobr>>
------ ''THE END'' ------
<<set $CurrentRm to 32>>
<<set $InLimbo to true>>
<html><br><br></html>
You have finished your playthrough of //Fall of the Achilles//.
<html><br><br></html>
<<if $PlayerDead is true>>
Sadly, you did not survive. It is definitely possible to survive, so maybe try again? You should see a "restart" button on the left side of your screen!
<<else>>
You survived!
<html><br><br></html>
<<if $Rm30Discovered is true>>
In fact, you joined the Crux, and will now live forever! But is it a real life? Should everyone join it? You'll have to decide for yourself.
<<else>>
And you decided not to join the Crux. Would that have counted as surviving? And if so, what secrets lie inside that mysterious alien artifact? Your only way to find out is another playthrough with some different choices.
<</if>>
<html><br><br></html>
<!--A1--><<if $Rm7TraceStatus is "killed">>
You chose to kill Trace. She would have had a later part to play, if you had chosen differently.
<!--A2--><<else>>
<!--B1--><<if $Rm4EliasArrived is true and $AchillesSelfDestructEnding is true>>
You chose to spare Trace, and it was because of her that you saved Elias's life.
<!--B2--><<else>>
<!--C1--><<if $TraceWarpCodeUploadDiscussed is true>>
You chose to spare Trace, and it was because of her that you were able to upload the warp engine code to end Luisa's ability to carry the Crux back to civilization.
<!--D1--><<if $CodeUploadedToStopLuisa is true>>
<!--D2--><<else>>
However, you chose to keep the warp engine code for yourself.
<!--D3--><</if>>
<!--C23--><<else>>
<<if $Rm7TraceStatus is "RescuingElias" and $Rm4EliasArrived isnot true>>
You chose to spare Trace, but you decided not to wait to see if she could help you save Elias's life.
<<else>>
You chose to spare Trace, but you did not discover what ultimate purpose she could have served—in at least one of the possible endings.
<</if>>
<!--C3--><</if>>
<!--B3--><</if>>
<!--A3--><</if>>
<html><br><br></html>
<<if $Rm26EliasStatus is "KilledByLuisa">>
<<if $LuisaInChargeEnding is true>>
<<if $CodeUploadedToStopLuisa is true>>
You allied with Luisa—but left her adrift in space.
Will someone else find the //Achilles// the way you did? If so, all human civilization is left vulnerable to the Crux. The results would be difficult to fathom, but at the least, it's a safe bet that the strife and death the Crux caused on the //Achilles// would then spread far across the stars. How many billions of lost lives would you eventually be responsible for? However, Luisa would also argue in favor of the countless lives you've gifted with eternal life through the Crux...
But of course, the ship might never be found. You've left it up to chance.
<<else>>
You allied with Luisa.
This decision leaves all human civilization vulnerable to the Crux, as Luisa will now steer the //Achilles// back to Republic space to share it with as many people as she can find. The results are difficult to fathom, but at the least, it's a safe bet that the strife and death the Crux caused on the //Achilles// will now spread far across the stars. How many billions of lost lives will you eventually be responsible for? However, Luisa would also argue in favor of the countless lives you've gifted with eternal life through the Crux...
<</if>>
<<else>>
You didn't see that alliance through to its conclusion, however. It seems like Luisa will do whatever it takes to bring the Crux back to Republic space. If that happens, it's a safe be the strife the Crux caused on the //Achilles// will spread across the stars, but perhaps there will also be many who discover the gift of eternal life through the Crux—if you believe in that kind of thing. Either way, you checked out before any of that happens.
<</if>>
<html><br><br></html>
<<else>><</if>>
<<if $Rm26EliasStatus is "FetchQuest2Completed" or $Rm26EliasStatus is "FetchQuest3Assigned" or $Rm26EliasStatus is "FetchQuest3Completed" or $Rm26EliasStatus is "FetchQuest4Assigned" or $Rm26EliasStatus is "SelfDestructActivated">>
You allied with Elias.
<<if $AchillesSelfDestructEnding is true>>
This decision has destroyed the //Achilles// and saved civilization from the Crux—or at least the strife and death the Crux caused on the //Achilles//, and likely would have caused far across the stars. But Luisa would argue that the greatest discovery of all time—eternal life—was also kept from the Republic and its billions of people. Or at least those who believe eternal life is what the Crux truly promises...
<<if $Rm7TraceStatus is "RescuingElias" and $Rm4EliasArrived isnot true>>
You didn't seem to believe Elias deserved even an extended life, as you chose not to wait for him. He died with the //Achilles//.
<<else>><</if>>
<<else>>
You didn't see that alliance through to its conclusion, however. He seemed bent on destroying the //Achilles// and the Crux with it... but would he ever truly be able to destroy the Crux? Especially without your help...
<</if>>
<html><br><br></html>
<<else>><</if>>
<<if $WarpEngineCodeInInventory is true>>
You also got the warp engine code! It will fetch an incredible price from the right buyer. Of course, selling it will also disrupt the current status quo for space travel. Soon, the universe will look very different. But do you care, as long as you've made your score?
<html><br><br></html>
<<else>>
<<if $CodeUploadedToStopLuisa is true>>
You had the warp engine code, but you gave it up—and the countless riches it could have provided—to disable the //Achilles// and maroon Luisa. Only you can decide if this sacrifice was worth it—but human civilization is definitely more stable as a result.
<html><br><br></html>
<<else>><</if>>
<</if>>
------ ''ACCOMPLISHMENTS (SUCCESSFUL AND... OTHERWISE)'' ------
<html><br><br></html>
<<if $Rm21WaterJugGivenToLuisa is true>>
You got Luisa
<<if $Rm1CorvusWaterJugTaken is true>>
water—and you found a shortcut for how to do it.
<<else>>
water—although there was an easier way. You did it the hard way.
<</if>>
<<else>>
You failed to get Luisa water.
<</if>>
<html><br><br></html>
<<if $Rm8Discovered is true>>
<<if $Rm8ScienceLabStatus is "ChallengesDone">>
You accessed the Science Lab, and retrieved the time-space anolomy inside it.
<<else>>
You accessed the Science Lab, but didn't get the time-space anomaly inside it.
<</if>>
<<else>>
You didn't access the Science Lab.
<</if>>
<html><br><br></html>
<<if $Rm20MessagePlayed is true>>
You discovered Captain Yamashita's message for Elias.
<<else>>
You failed to discover the secret message left for Elias in the ship's computer.
<</if>>
<html><br><br></html>
<<if $Rm18CaptainDyingStatus is "DeadByPlayer">>
You mercifully ended Captain Yamashita's life.
<<else>>
You failed to (mercifully) end Captain Yamashita's life.
<</if>>
<html><br><br></html>
<<if $AchillesSelfDestructEnding is true or $LuisaInChargeEnding is true>>
You managed to escape the
<<if $AchillesSelfDestructEnding is true and $Rm4EliasArrived is true>>
//Achilles//, and saved Elias as well! Good thing you didn't kill Trace, as there would have been no way to do that otherwise.
<html><br><br></html>
<<else>>
//Achilles//.
<html><br><br></html>
<</if>>
<<if $LuisaInChargeEnding is true>>
<<if $CodeUploadedToStopLuisa is true>>
You left Luisa adrift in a disabled //Achilles//.
<<else>>
You left Luisa in a fully powered ship; there was a way to disable the //Achilles// and leave her stranded, but you didn't make that happen...
<html><br><br></html>
<</if>>
<<else>>
<<if $Rm8ScienceLabStatus is "ChallengesDone">>
<<if $CruxSecured is true>>
You secured the Crux as much as possible, thanks to the spatial anomaly. Who can say if it's still out there, waiting to disrupt human civilization? But you found every possible way to secure it. And that seems to be the most one could hope for...
<html><br><br></html>
<<else>>
You left the Crux in the debris field of the //Achilles//, probably protecting civilization from it—but you decided not to go that one extra step in securing it...
<html><br><br></html>
<</if>>
<<else>>
You left the Crux in the debris field of the //Achilles//, probably protecting civilization from it—but you failed to discover one extra way to secure it...
<html><br><br></html>
<</if>>
<</if>>
<<else>><</if>>
------ ''THE END (WE MEAN IT THIS TIME!)'' ------
<</if>>
<html><br><br></html>
Thanks so much for playing!
<html><br><br></html>
This is an original story by Mr. David E. Sky, so if you've got any questions about it—and especially if you have a bug report, helpful feedback, or a fortune in gold doubloons you're desperate to give away—hit him up at <html><a href="mailto:davidesky2@hotmail.com?Subject=Effusive%20Praise" target="_top">davidesky2@hotmail.com</a></html>.
<html><br><br></html>
And you can check out more stuff like this at David's fancy website, <html><a href="theeasilyamused.com">Triumphs of the Easily Amused</a></html>
<</nobr>><<set $Rm2SahilWarnedAboutEliasSpecific to true>>"If we undock," Sahil says, "the safety protocols of the //Corvus// won't allow us to redock. We'll be leaving Elias behind. I won't ask again, but are you sure about doing that? He still has time to reach us..."
<<display Rm2CorvusDocked>>Sahil stops you before you can board the Elevatron. "Elias has set the ship to self-destruct. I know he said he would stay behind, presumably in the Virtuality Room—but are you really going to just leave him?"<<set $Rm10LeavingEliasWarningGiven to true>>
"That said," Sahil continues, "we are running out of time to escape ourselves. I won't stop you about this again if you go ahead and leave."
<<display Rm10MainCorridorEast>><<nobr>>
<<set $CurrentRm to 4>>
"You must leave," Trace says, surprising you just as you walk onto the bridge.
<html><br><br></html>
"The //Achilles// is set to self-destruct," she continues. "You must go to your own ship and leave!"
<html><br><br></html>
You focus in on your hurried conversation with Trace.
<html><br><br></html>
<<display Rm4TraceConvoQuestions>>
<</nobr>><<nobr>>
You resume your conversation with Trace, who immediately says again, "You must leave!"
<html><br><br></html>
You focus in on your hurried conversation with Trace.
<html><br><br></html>
<<display Rm4TraceConvoQuestions>>
<</nobr>>Before you leave the Bridge, Sahil reminds you, "Trace said to wait here for Elias." He adds, "That said, I realize you might not want to wait for him, so I won't remind you again..."<<set $Rm4SahilWarnedAboutElias to true>>
<<display Rm4Bridge>>Hey, I'm just a guy goofing around with different Twine experiments on my website, here:
http://theeasilyamused.com
Check it out if you get a chance! Now: [[Back to our regularly scheduled programming!|Intro]]