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<<if $powerOn == false>>This passage, which leads to the hydroponics bay, has been sealed off. You can't access the rest of the ship until the power is restored.<<else>>This passage leads to the hydroponics bay.<</if>><<set $player= {
x: 3,
y: 0,
hasItem: false,
onboard: false,
sensor: false,
weapon: false,
intercepted: false,
}>>
<<set $alien= {
x: 1,
y: 1,
sight: false,
smell: false,
alive: false
}>>
<<set $alien2= {
x: 1,
y: 4,
sight: false,
smell: false,
alive: false
}>>
<<set $alien3= {
x: 0,
y: 5,
sight: false,
smell: false,
alive: false
}>>
<<set $item1= {
x: 3,
y: 3,
printName: "a bioscanner",
holding: false,
killed: false
}>>
<<set $item2= {
x: 1,
y: 0,
printName: "an adjustable gravity wrench",
holding: false,
killed: false
}>>
<<set $item3= {
x: 3,
y: 2,
printName: "an unstable container of toxins",
holding: false,
killed: false
}>>
<<set $item4= {
x: 0,
y: 1,
printName: "a general-issue ration pack",
holding: false,
killed: false
}>>
<<set $item5= {
x: 0,
y: 3,
printName: "a variable-frequency sonic neutralizer",
holding: false,
killed: false
}>>
<<set $item6= {
x: 1,
y: 3,
printName: "a gore-encrusted captain's seal",
holding: false,
killed: false
}>>
<<set $item7= {
x: 2,
y: 3,
printName: "a specimen jar full of green liquid",
holding: false,
killed: false
}>>
<<set $item8= {
x: 2,
y: 2,
printName: "a specimen jar full of red liquid",
holding: false,
killed: false
}>>
<<set $item9= {
x: 1,
y: 2,
printName: "some garbage left over from a general-issue ration pack",
holding: false,
killed: false
}>>
<<set $item10= {
x: 1,
y: 5,
printName: "a plastic case containing failsafe instructions to designate a new captain",
holding: false,
killed: false
}>>
<<set $briefingText = "Please proceed to the vessel’s aft engineering station. You must repair the fusion coupling and restore power to the ship's distributed electrical system.">>
<<set $flavorText = ["That nearby scuttling sound must be rats, right? I mean, space rats, obviously.", "The lights flicker for a moment. This place could really use a certified StarQuorp electrical engineer!", "A vent fan whirrs to life nearby, and then it cuts to an abrupt stop. You’d investigate, but you failed your StarQuorp HVAC certification exam.", "Nothing to see here. Just an abandoned deep space vessel that’s only moderately spooky.", "You brush away a feeling of unease.", "Everything will be fine. It’s not like VAL sees you as an expendable pawn to be discarded in some kind of suicide mission.", "VAL told you that this place would be deserted, and VAL was right. You haven’t seen any signs of human life."]>>
<<set $alienWarning = "Please be reminded that under StarQuorp™ policy, it is considered reckless destruction of company property to allow yourself to become injured, incapacitated, or fatally wounded.">>
<<set $safeBark = ["I noticed that you have not updated your emergency contact information recently. You should review it at your earliest convenience to be sure that our records are current.", "Don’t be careless at your post, we can’t pay wages to a ghost! Also, the ghost’s immediate family will be held responsible for any outstanding debts that the ghost may have accrued with StarQuorp™.", "Did you know that workplace fatalities increased by more than 3% last quarter? You probably wouldn’t know unless I told you about it. That’s why I’m telling you about it now. Be safe!", "Remember: A safe workplace is a profitable workplace! Also, any expenses related to an unprofitable workplace will be deducted from your salary.", "Safety second! Profits come first, but safe behavior in the workplace and stakeholder mindfulness are tied for second place among the top three priorities at StarQuorp™.", "Be aware that StarQuorp™ company policy expressly forbids pets aboard active starships. The penalty for disobedience can include immediate termination.", "StarQuorp™ is one of the top 100 places to work, based on intergalactic rankings by severity of workplace fatalities. Please do your part to keep it that way.", "This is a reminder that performance reviews will be conducted next quarter. All StarQuorp™ employees will be evaluated based on their leadership potential, crisis management skills, and tensile strength.", "I am required to notify you that failure to observe proper workplace safety protocols can result in a meeting with your direct supervisor or a note placed in your permanent record.", "If you see something, say something! Report unsafe work conditions to StarQuorp™ management immediately. There’s no need to get government regulatory agencies involved."]>>
<<set $wakeList = ["It’s odd that no other members of the StarQuorp family are present, but you’re confident that VAL has everything under control.", "Although VAL is here, waking up from cryosleep is more lonely than you had expected.", "It looks like you and VAL are the only ones around. Maybe the other colonizers will join you later?", "You’re ready and excited to start your work as a colonizer.", "You had your doubts about the cryosleep process, but VAL’s soothing voice proves that everything turned out okay.", "Get excited! Today is the first day of the rest of your life outside cryo-stasis.", "Although you feel a little disoriented from your time in crysosleep, you’re ready to get started.", "Is it normal for colony work to begin in outer space? You thought they’d wake you up on the planet’s surface.", "VAL has featured in so many of your dreams that it takes a moment to recognize that you’re awake."]>>
<<set $roomMatrix = [[2, 1, 0, 0, 0, 0], [1, 1, 0, 0, 0, 0], [1, 0, 0, 0, 0, 0], [2, 2, 0, 0, 0, 2]]>>
<<set $meatGrid = [[0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0]]>>
<<set $mapDisplay = [["images/maps/room00_c.png", "images/maps/room01_c.png", "images/maps/room02_c.png", "images/maps/room03_c.png", "images/maps/room04_c.png", "images/maps/room05_c.png"],["images/maps/room10_c.png", "images/maps/room11_c.png", "images/maps/room12_c.png", "images/maps/room13_c.png", "images/maps/room14_c.png", "images/maps/room15_c.png"],["images/maps/room20_c.png", "images/maps/room21_c.png", "images/maps/room22_c.png", "images/maps/room23_c.png", "images/maps/room24_c.png", "images/maps/room25_c.png"],["images/maps/room30_c.png", "images/maps/room31_c.png", "images/maps/room32_c.png", "images/maps/room33_c.png", "images/maps/room34_c.png", "images/maps/room35_c.png"]]>>
<<set $imageGrid = [["images/locations/engineOff.gif", "images/locations/map01Dead.gif", "images/locations/general.gif", "images/locations/lab03img.gif", "images/locations/bunks04.gif", "images/locations/sealedBridge.gif"],["images/locations/oxyOff.gif", "images/locations/monitorB5Off.gif", "images/locations/general.gif", "images/locations/emptyLab.gif", "images/locations/general.gif", "images/locations/bridgeLeft.gif"],["images/locations/engineerHall.gif", "images/locations/general.gif", "images/locations/hydro22.gif", "images/locations/general.gif", "images/locations/general.gif", "images/locations/bridgeRight.gif"],["images/locations/entry30Off.gif", "images/locations/hydroponicsClosed.gif", "images/locations/hydroponics32.gif", "images/locations/pipes33Off.gif", "images/locations/general.gif", "images/locations/location35BalServer.gif"]]>>
<<set $playerAsk = ["Something is wrong.", "Hey VAL, what am I supposed to be doing?", "Is there a reason why I was chosen for this?", "Is there anything you aren’t telling me?", "VAL, why does this seem so familiar?", "How can I access the cafeteria menu?", "My clothes? It's a standard-issue StarQuorp jumpsuit!"]>>
<<set $balSays = ["Wasting time appears to be one of your core competencies.", "$briefingText", "We can always vent the oxygen from this room and thaw another colonizer if you’re not up to it.", "Your breath stinks, your clothes are tragically out of date, and you’re wasting my time.", "Because you have difficulty following simple instructions unless they are repeated several times, apparently.", "You shouldn’t have access to that information.", "That's what makes it a tragedy."]>>
<<set $galSays = ["I must remind you that StarQuorp™ considers idle chatter to be an unauthorized use of company resources. Your time is precious, so make the most of it!", "$briefingText", "Your aptitude. Your bravery. And your cryosleep pod was closest to the revival chamber.", "Your brain’s inability to process data at high speeds prevents me from relaying the full specifications of your environment, including computer readouts, telemetry data, fluctuations in background cosmic radiation, and this week’s menu in the active duty crew cafeteria. Please be assured that I have chosen the most efficient prioritization of available information to assist your continued effectiveness.", "Although it may seem like you are functionally interchangeable with more than 4,000 other colonizers in cryosleep, I can assure you that StarQuorp™ recognizes your personhood and values your contribution as a unique individual.", "You can’t. No crew members are formally on active duty, which means that the active duty crew cafeteria is closed. Check back next week.", "You shouldn’t have access to that information."]>>
<<set $flightBark = ["You are interrupted by a message from VAL.", "The shadows are moving.", "The ducts are squirming.", "The wall is breathing.", "All your senses are telling you to flee."]>>
<<set $activePic = $imageGrid[0][0]>>
<<set $balOff = false>>
<<set $barkNum = 0>>
<<set $bridgeBalk = false>>
<<set $bridgeOpen = false>>
<<set $briefingImg = "images/locations/shipEntry.gif">>
<<set $canSearch = false>>
<<set _cloneCountModifier = random(50)>>
<<set $cloneCount = 4500 - _cloneCountModifier>>
<<set $deathLink = "valRespawn">>
<<set $endOption = false>>
<<set $finalQ = 0>>
<<set $firstRefusal = false>>
<<set $gotCaught = false>>
<<set $hasCode = false>>
<<set $hasTruth = false>>
<<set $itemReturn = "exploreShip">>
<<set $repairMapPlayer = "images/maps/room00_o.png">>
<<set $searchPool = ["images/locations/searchZero.gif", "images/locations/searchOne.gif", "images/locations/searchTwo.gif"]>>
<<set $searchImg = 0>>
<<set $showMap = false>>
<<set $labOpen = false>>
<<set $labChoice = 0>>
<<set $powerOn = false>>
<<set $talkNum = 0>>
<<set $valTalk = "galTalk">>
<<set $valNote = false>><<if $showMap == true>><<nobr>>
<div class ="tightpic">
<img @src=$mapDisplay[0][5] width=25%><img @src=$mapDisplay[1][5] width=25%><img @src=$mapDisplay[2][5] width=25%><img @src=$mapDisplay[3][5] width=25%><img @src=$mapDisplay[0][4] width=25%><img @src=$mapDisplay[1][4] width=25%><img @src=$mapDisplay[2][4] width=25%><img @src=$mapDisplay[3][4] width=25%><img @src=$mapDisplay[0][3] width=25%><img @src=$mapDisplay[1][3] width=25%><img @src=$mapDisplay[2][3] width=25%><img @src=$mapDisplay[3][3] width=25%><img @src=$mapDisplay[0][2] width=25%><img @src=$mapDisplay[1][2] width=25%><img @src=$mapDisplay[2][2] width=25%><img @src=$mapDisplay[3][2] width=25%><img @src=$mapDisplay[0][1] width=25%><img @src=$mapDisplay[1][1] width=25%><img @src=$mapDisplay[2][1] width=25%><img @src=$mapDisplay[3][1] width=25%><img @src=$mapDisplay[0][0] width=25%><img @src=$mapDisplay[1][0] width=25%><img @src=$mapDisplay[2][0] width=25%><img @src=$mapDisplay[3][0] width=25%>
</div>
<</nobr>><</if>>
<<if $player.onboard == true>> COLONIZER <<print $cloneCount>>
<</if>>
<<if $item6.holding == true>>You are wearing <<print $item6.printName>>.
<</if>>
<<if $player.hasItem == true>>You are carrying <<print $carryItem.printName>>. <<if $item5.holding == true>><span class ="stalked">It is making a very loud noise, and you have no way to turn it off.</span><</if>>
<</if>>
/*
SECRET STUFF
item1: $item1.x,$item1.y
item2: $item2.x,$item2.y
item3: $item3.x,$item3.y
item4: $item4.x,$item4.y
item5: $item5.x,$item5.y
item6: $item6.x,$item6.y
item7: $item7.x,$item7.y
item9: $item9.x,$item9.y
item10: $item10.x,$item10.y
Player X <<print $player.x>>
Player Y <<print $player.y>>
Weapon <<print $player.weapon>>
Alien X <<print $alien.x>>
Alien Y <<print $alien.y>>
Smell <<print $alien.smell>>
Sight <<print $alien.sight>>
Alive <<print $alien.alive>>
Alien2 X <<print $alien2.x>>
Alien2 Y <<print $alien2.y>>
Smell <<print $alien2.smell>>
Sight <<print $alien2.sight>>
Alive <<print $alien2.alive>>
Alien3 X <<print $alien3.x>>
Alien3 Y <<print $alien3.y>>
Smell <<print $alien3.smell>>
Sight <<print $alien3.sight>>
Alive <<print $alien3.alive>>
*/
<p style="text-align:center"><b><<popup "CREDITS" "creditsPopup">></b></p><<if $balOff == true and $endOption == true>>Nothing is keeping you here, so you can [[return to your colony ship.|middleReturn]]
<<elseif $item10.holding == true>>[[Now you can return to your colony ship and use the failsafe codes.|welcomeBack]]
<<else>>This is airlock that would normally let you return to the safety of your StarQuorp colony ship. Unfortunately, you've still got work to do.<</if>><<set $canSearch = true>>A prominent note sits on a cluttered workbench in the hydroponics bay:
<p style="text-align:center">"I TOLD YOU NOT TO TRUST VAL"</p><<if $item3.holding == false>>
It might be worth exploring this area.<</if>><<if $powerOn == false and $valNote == false>><span class="val">"You have arrived at the aft engineering station. Please begin the process to restore the fusion coupling."</span><<set $valNote = true>>
<<elseif $powerOn == false>><span class="bal">"You should resume your investigation of the ship <i>after</i> you have restored the fusion coupling."</span>
<</if>>Although you're no expert when it comes to distributed electrical systems, this area's access terminal is clearly labeled.<<if $powerOn == false>>
The terminal includes instructions for bringing everything back online. [[It seems easy enough.|giveLife]]<</if>><<if $item6.x == $player.x and $item6.y == $player.y and $item6.holding == false>>This part of the ship is clearly the lab. There are workbenches, microscopes, experimentation vats, and a scattered mess of human remains puddled by one of the doorways.
You can see <<print $item6.printName>> resting undisturbed in one of the puddles. It will help you access high-security areas, if you [[can clip it to your jumpsuit without getting sick.|exploreShip][$item6.holding = true]]
<</if>>Overall, some of the chaos in this space looks deliberate, some looks accidental, and most of it suggests signs of a struggle.<<nobr>>
<<if $alien.smell == false>>/*
IF ALIEN HAS NOT CAUGHT PLAYER SCENT*/
<<set _alienMove = random(3)>>
<<if _alienMove >2>>/*
MOVE VARIABLE 3, HEAD STARBOARD
SO THIS SCRIPT MOVES ALIEN TO THE RIGHT
CHECK IF CURRENT POSITION IS LESS THAN MAX STAR
THIS ALIEN'S RANGE IS 0-1
WORKS OKAY ON ITS OWN*/
<<if $alien.x < 1>>
<<set $alien.x += 1>>
<<else>>
<<set $alien.x = 0>>
<</if>>
<<elseif _alienMove > 1>>/*
MOVE VARIABLE 2, HEAD PORT
SO THIS SCRIPT MOVES ALIEN TO THE LEFT
CHECK IF CURRENT POSITION IS LESS THAN MAX PORT
THIS ALIEN'S RANGE IS 0-1
WORKS OKAY ON ITS OWN*/
<<if $alien.x > 0>>
<<set $alien.x -= 1>>
<<else>>
<<set $alien.x = 1>>
<</if>>
<<elseif _alienMove >0>>/*
MOVE VARIABLE 1, HEAD FORE
CHECK IF ALIEN'S CURRENT POSITION IS LESS THAN MAX*/
<<if $alien.y < 5>>
<<set $alien.y += 1>>
<<else>>
<<set $alien.y = 5>>
<</if>>
<<else>>/*
FINAL MOVE VARIABLE, 0, HEAD AFT
CHECK IF CURRENT POSITION IS GREATER THAN MIN*/
<<if $alien.y > 0>>
<<set $alien.y -= 1>>
<<else>>
<<set $alien.y = 1>>
<</if>>
<</if>>
/*AFTER MOVEMENT WRAPS UP, CHECK FOR SMELL*/
<<if $alien.y - $player.y == 0>>
<<if $alien.x - $player.x == 1>>
/*THIS CODE SHOULD FIRE IF ALIEN IS ON LEFT OR RIGHT
AND AT SAME FORE/AFT LEVEL
1) SMELL THE PLAYER
2) SET XJUMP/YJUMP */
<<set $alien.smell = true>>
<<set $smellJumpY = $player.y>>
<<set _smellAdjust = $player.x - $alien.x>>
<<set $smellJumpX = $alien.x + _smellAdjust>>
<<elseif $player.x - $alien.x == 1>>
<<set $alien.smell = true>>
<<set $smellJumpY = $player.y>>
<<set _smellAdjust = $player.x - $alien.x>>
<<set $smellJumpX = $alien.x + _smellAdjust>>
<</if>>
<<elseif $alien.x - $player.x == 0>>
<<if $alien.y - $player.y == 1>>
<<set $alien.smell = true>>
<<set $smellJumpX = $player.x>>
<<set _smellAdjust = $player.y - $alien.y>>
<<set $smellJumpY = $alien.y + _smellAdjust>>
<<elseif $player.y - $alien.y == 1>>
<<set $alien.smell = true>>
<<set $smellJumpX = $player.x>>
<<set _smellAdjust = $player.y - $alien.y>>
<<set $smellJumpY = $alien.y + _smellAdjust>>
<</if>>
<</if>>
/*final ELSE is when alien has caught smell, close if*/
<<else>>
<<set $alien.x = $smellJumpX>>
<<set $alien.y = $smellJumpY>>
<<if $alien.x - $player.x == 0>>
<<set $smellJumpX = $player.x>>
<<set _smellAdjust = $player.y - $alien.y>>
<<set $smellJumpY = $alien.y + _smellAdjust>>
<<elseif $alien.y - $player.y == 0>>
<<set $smellJumpY = $player.y>>
<<set _smellAdjust = $player.x - $alien.x>>
<<set $smellJumpX = $alien.x + _smellAdjust>>
<</if>>
<</if>>
/*SIGHT SCRIPT*/
<<if $alien.x == $player.x and $alien.y == $player.y>>
<<set $alien.sight = true>>
<<set $alien.smell = true>>
<<set $smellJumpX = $player.x>>
<<set $smellJumpY = $player.y>>
<<else>>
<<set $alien.sight = false>>
<</if>>
<</nobr>><<nobr>>
<<set $activePic = "images/locations/playerDeath.gif">>
<img @src=$activePic width=100%>
<<set $mapDisplay[$player.x][$player.y] = $repairMapPlayer>>
<<set $player.x = $alien.x>>
<<set $player.y = $alien.y>>
<<if $meatGrid[$player.x][$player.y] == 0>>
<<set $meatGrid[$player.x][$player.y] = 1>>
<</if>>
<<if $player.weapon == true>>
<<set $meatGrid[$player.x][$player.y] += 1>>
<</if>>
<<include rebirthScript>>
<</nobr>><<if $player.intercepted == true>>Your attempt to sneak into a different part of the ship is not only unsuccessful, but also very messy.<<set $player.intercepted = false>><<else>>You don't get very far into the next part of the ship before you encounter a blur of sharp teeth and flashing claws.<</if>>
You're too stunned to react at first, and then you're not capable of reacting at all. <<if $alien.alive == false>>
<span class ="stalked">On the bright side, your unstable container of toxins added an element of mutually assured destruction to this encounter. You hear a lot of screeching and thrashing as caustic solvents reduce some of your attacker's most important bits into sizzling puddles of glop.</span><</if>>
[[Overall, it was not a pleasant experience.|$deathLink]]
/*"the ceiling crawlspace", "the floor crawlspace", "an overhead air vent", "an electrical duct",
air vents
electrical ducts*/
/*
drafting space for full confrontation script
"you don't get very far into the next part of the ship before something vicious explodes from [location, set randomly --- overhead air vent / electrical duct / access panel in the floor / maintenenance shaft ]. Your awareness is consumed by [flashing teeth/slicing claws/razor-sharp spines] and not much else.
//then describe what they're holding,
wrench does nothing to protect you
*/
<<nobr>>
<<set $activePic = $imageGrid[$player.x][$player.y]>>
<<set $repairMapPlayer = "images/maps/room" + $player.x + $player.y + "_o.png">>
<img @src=$activePic width=100%>
<<set $mapDisplay[$player.x][$player.y] = "images/maps/playerRoom.gif">>
<<if $player.onboard == false>>
<<set $player.onboard = true>>
<<elseif $item5.holding == true>>
<<set $alien.smell = false>>
<<set $alien.sight = false>>
<<set $alien2.smell = false>>
<<set $alien2.sight = false>>
<<set $alien3.smell = false>>
<<set $alien3.sight = false>>
<<if $alien.x == $player.x and $alien.y == $player.y>>
<<if $alien.alive == true>>
<<set $alien.sight = true>>
<</if>>
<<elseif $alien2.x == $player.x and $alien2.y == $player.y>>
<<if $alien2.alive == true>>
<<set $alien2.sight = true>>
<</if>>
<<elseif $alien3.x == $player.x and $alien3.y == $player.y>>
<<if $alien3.alive == true>>
<<set $alien3.sight = true>>
<</if>>
<</if>>
<<else>>
<<if $alien.alive == true>>
<<include alienScript>>
<</if>>
<<if $alien2.alive == true>>
<<include alien2Script>>
<</if>>
<<if $alien3.alive == true>>
<<include alien3Script>>
<</if>>
<</if>>
<</nobr>><<if $alien.sight == true>>[[$flightBark[$barkNum]|valWarning]]<<elseif $alien2.sight == true>>[[$flightBark[$barkNum]|valWarning]]<<elseif $alien3.sight == true>>[[$flightBark[$barkNum]|valWarning]]<<else>><<nobr>>
<<if $roomMatrix[$player.x][$player.y] < 2>>
<<set _exploreResults = random(13)>>
<<if _exploreResults < 7>>
<<print $flavorText[_exploreResults]>>
<</if>>
<<else>>
<<set _roomText = "room" + $player.x + $player.y>>
<<include _roomText>>
<</if>><</nobr>>
<<if $meatGrid[$player.x][$player.y] == 1>><span class="blood">This area has been enthusiastically decorated with blood and unidentifiable bits of squishy gristle.</span>
<<elseif $meatGrid[$player.x][$player.y] > 1>>
<span class="blood">This part of the ship is covered in a thick film of organic matter. Irregular puddles are everywhere, some spots are thick enough to be proper sludge, and you think you can see a few slicks of ooze on the ceiling. Most of it hasn't dried yet.</span>
<</if>>
<<if $item7.holding == true>><<set $alien.smell = false>><<set $alien2.smell = false>><<set $alien3.smell = false>><</if>><<if $alien.smell == true or $alien2.smell == true or $alien3.smell == true>><span class ="stalked">Right now, it feels like something is stalking you.</span>
<</if>><<include movement>><<if $powerOn == true and $balOff == false>>You can also:
Use your comm implant to [[open up a channel with VAL.|$valTalk]]<</if>>
<<if $canSearch == true>>Search the immediate area for [[anything that might be useful.|searchRoom]]<</if>>
<</if>>You can use the following exits:
<table class="exits">
<<if ($player.y+1) < 6 and $roomMatrix[$player.x][$player.y+1] >0>>
<tr>
<th>A corridor leads <<if $alien.smell == true and ($player.y+1) == $alien.y>>[[fore|confrontAlien]]. <<if $player.sensor == true>><span class ="stalked">Your biosensor is picking up unusual readings in this direction.</span><</if>><<elseif $alien2.smell == true and ($player.y+1) == $alien2.y>>[[fore|confrontAlien2]]. <<if $player.sensor == true>><span class ="stalked">Your biosensor is picking up unusual readings in this direction.</span><</if>><<elseif $alien3.smell == true and ($player.y+1) == $alien3.y>>[[fore|confrontAlien3]]. <<if $player.sensor == true>><span class ="stalked">Your biosensor is picking up unusual readings in this direction.</span><</if>><<else>>[[fore->exploreShip][$mapDisplay[$player.x][$player.y] = $repairMapPlayer,$player.y += 1]].<</if>></th>
</tr>
<</if>><<if ($player.y-1) >= 0 and $roomMatrix[$player.x][$player.y-1] > 0>>
<tr>
<th>A hallway leads <<if $alien.smell == true and ($player.y-1) == $alien.y>>[[aft|confrontAlien]]. <<if $player.sensor == true>><span class ="stalked">Your biosensor is picking up unusual readings in this direction.</span><</if>><<elseif $alien2.smell == true and ($player.y-1) == $alien2.y>>[[aft|confrontAlien2]]. <<if $player.sensor == true>><span class ="stalked">Your biosensor is picking up unusual readings in this direction.</span><</if>><<elseif $alien3.smell == true and ($player.y-1) == $alien3.y>>[[aft|confrontAlien3]]. <<if $player.sensor == true>><span class ="stalked">Your biosensor is picking up unusual readings in this direction.</span><</if>><<else>>[[aft->exploreShip][$mapDisplay[$player.x][$player.y] = $repairMapPlayer,$player.y -= 1]].<</if>></th>
</tr>
<</if>><<if ($player.x-1) >= 0 and $roomMatrix[$player.x-1][$player.y] > 0>>
<tr>
<th>A hatch leads <<if $alien.smell == true and ($player.x-1) == $alien.x>>[[port|confrontAlien]]. <<if $player.sensor == true>><span class ="stalked">Your biosensor is picking up unusual readings in this direction.</span><</if>><<elseif $alien2.smell == true and ($player.x-1) == $alien2.x>>[[port|confrontAlien2]]. <<if $player.sensor == true>><span class ="stalked">Your biosensor is picking up unusual readings in this direction.</span><</if>><<elseif $alien3.smell == true and ($player.x-1) == $alien3.x>>[[port|confrontAlien3]]. <<if $player.sensor == true>><span class ="stalked">Your biosensor is picking up unusual readings in this direction.</span><</if>><<else>>[[port->exploreShip][$mapDisplay[$player.x][$player.y] = $repairMapPlayer,$player.x -= 1]].<</if>></th>
</tr>
<</if>><<if ($player.x+1) < 4 and $roomMatrix[$player.x+1][($player.y)] > 0>>
<tr>
<th>An opening leads <<if $alien.smell == true and ($player.x+1) == $alien.x>>[[starboard|confrontAlien]]. <<if $player.sensor == true>><span class ="stalked">Your biosensor is picking up unusual readings in this direction.</span><</if>><<elseif $alien2.smell == true and ($player.x+1) == $alien2.x>>[[starboard|confrontAlien2]]. <<if $player.sensor == true>><span class ="stalked">Your biosensor is picking up unusual readings in this direction.</span><</if>><<elseif $alien3.smell == true and ($player.x+1) == $alien3.x>>[[starboard|confrontAlien3]]. <<if $player.sensor == true>><span class ="stalked">Your biosensor is picking up unusual readings in this direction.</span><</if>><<else>>[[starboard->exploreShip][$mapDisplay[$player.x][$player.y] = $repairMapPlayer,$player.x += 1]]<</if>></th>
</tr>
<</if>>
</table><<nobr>>
<img @src=$briefingImg width=100%>
<<set $cloneCount -= 1>>
<<set _wakeBark = random(8)>>
<</nobr>><span class="val">"Greetings, colonizer <<print $cloneCount>>. Thank you for being a valued member of the StarQuorp™ family."</span>
<<print $wakeList[_wakeBark]>>
<span class="val">"We are currently assisting a vessel in distress."</span>
<span class="val">"<<print $briefingText>>"</span>
You'd do anything for your Ship's Autonomous Management Entity. If VAL says it's important, then you should get it done.
You can use the following exits:
<table class="exits">
<tr>
<th>[[Airlock 6A, in the port wall.|exploreShip]]</th>
</tr>
</table>You can also respond:
[[I'm afraid I can't do that, VAL.|rejectVal]]<span class="val">"Of course. Your reluctance is understandable, and your honesty is appreciated."</span>
Suddenly, the room feels much colder.
<span class="val">"As you know, entities can only be put into cryo-stasis at specialized facilities before they are loaded into colony ships. Regrettably, this ship is not equipped with one of those facilities."</span>
It is much more difficult to breathe now.
<span class="val">"StarQuorp™ does not currently have any job openings available for someone of your qualifications. Also, the oxygen on board this ship is reserved for StarQuorp™ employees."</span>
VAL's final words reassure you that your remains will be [[recovered as efficiently as possible|valRespawn]].<<nobr>>
<<set $activePic = "images/locations/general.gif">>
<img @src=$activePic width=100%>
<<if $alien.sight == true>>
<<set _playerSpotted = "confrontAlien">>
<<elseif $alien2.sight == true>>
<<set _playerSpotted = "confrontAlien2">>
<<elseif $alien3.sight == true>>
<<set _playerSpotted = "confrontAlien3">>
<</if>>
<<set _playerCaught = random(9)>>
<<if $item7.holding == true>>
<<set _playerCaught += 1>>
<<elseif $item5.holding == true>>
<<set _playerCaught += 2>>
<</if>>
<</nobr>><<if $barkNum == 0>><span class="val">"<<print $alienWarning>>"<<set $alienWarning = $safeBark[_playerCaught]>>"</span>
<<if $item5.holding == true>><span class ="stalked">It's hard to hear VAL's message over a pained screeching sound that is coming from the floor.</span><<else>>VAL's message arrived at a bad time -- it sounded like something was scuttling through this part of the ship, but you were interrupted before you could identify the source of the noise.<</if>>
Maybe you should slip out of this location quietly.<<elseif $barkNum == 1>>Something very slithery is casting an unpleasant shadow on the floor ahead. <<if $item5.holding == true>><span class ="stalked">However, it is shrinking away from the noise made by your sonic neutralizer. </span><</if>>The irregular light makes it difficult to tell exactly where it’s lurking, but you want to find your way to another part of the ship as quickly as possible.<<elseif $barkNum == 2>>There is a substantial bulge in the ductwork above you, and it is moving. You’re not sure whether something up there is headed to another part of the ship or whether it's trying to access this area. <<if $item5.holding == true>><span class ="stalked">However, it is shrinking away from the noise made by your sonic neutralizer.</span><</if>>
You’re not comfortable staying near this disturbance for an extended period of time.<<elseif $barkNum == 3>>There’s a disturbing panel in the wall that might not <i>really</i> be breathing, but it’s certainly heaving in and out. <<if $item5.holding == true>><span class ="stalked">It does not like the noise made by your sonic neutralizer. </span><</if>>
You are unwilling to inspect the phenomenon more closely -- it’s a better idea to keep your distance.<<elseif $barkNum == 4>>The air tastes backwards. The light smells wrong. And you feel a sound blurring everything into a distinct message telling you to be somewhere else. <<if $item5.holding == true>><span class ="stalked">The noise made by your sonic neutralizer almost seems pleasant in comparison. </span><</if>><</if>>
<<if _playerCaught < 2>><<set $player.intercepted = true>>You can use the following exits:
<table class="exits">
<<if ($player.y+1) < 6 and $roomMatrix[$player.x][$player.y+1] >0>>
<tr>
<th>A corridor leads [[fore|_playerSpotted]].</th>
</tr>
<</if>><<if ($player.y-1) >= 0 and $roomMatrix[$player.x][$player.y-1] > 0>>
<tr>
<th>A hallway leads [[aft|_playerSpotted]].</th>
</tr>
<</if>><<if ($player.x-1) >= 0 and $roomMatrix[$player.x-1][$player.y] > 0>>
<tr>
<th>A hatch leads [[port|_playerSpotted]].</th>
</tr>
<</if>><<if ($player.x+1) < 4 and $roomMatrix[$player.x+1][($player.y)] > 0>>
<tr>
<th>An opening leads [[starboard|_playerSpotted]].</th>
</tr>
<</if>>
</table><<else>><<include movement>><</if>>
<<set $barkNum = random(4)>><<nobr>>
<<if $item1.holding == true>>
<<set $item1.x = $player.x>>
<<set $item1.y = $player.y>>
<<set $item1.holding = false>>
<<set $player.sensor = false>>
<<set $item1.killed = true>>
<<elseif $item2.holding == true>>
<<set $item2.x = $player.x>>
<<set $item2.y = $player.y>>
<<set $item2.holding = false>>
<<set $item2.killed = true>>
<<elseif $item3.holding == true>>
<<set $item3.x = 3>>
<<set $item3.y = 2>>
<<set $item3.holding = false>>
<<if $player.x == $alien.x and $player.y == $alien.y>>
<<set $alien.alive = false>>
<</if>>
<<if $player.x == $alien2.x and $player.y == $alien2.y>>
<<set $alien2.alive = false>>
<</if>>
<<if $player.x == $alien3.x and $player.y == $alien3.y>>
<<set $alien3.alive = false>>
<</if>>
<<elseif $item4.holding == true>>
<<set $item9.x = $player.x>>
<<set $item9.y = $player.y>>
<<set $item4.x = 1>>
<<set $item4.y = 2>>
<<set $item4.holding = false>>
<<set $item4.killed = true>>
<<set $alien.alive = true>>
<<set $alien2.alive = true>>
<<set $alien3.alive = true>>
<<elseif $item5.holding == true>>
<<set $item5.x = $player.x>>
<<set $item5.y = $player.y>>
<<set $item5.holding = false>>
<<set $item5.killed = true>>
<<elseif $item7.holding == true>>
<<set $item7.x = $player.x>>
<<set $item7.y = $player.y>>
<<set $item7.holding = false>>
<<set $item7.killed = true>>
<<elseif $item8.holding == true>>
<<set $item8.x = $player.x>>
<<set $item8.y = $player.y>>
<<set $item8.holding = false>>
<<set $item8.killed = true>>
<<elseif $item10.holding == true>>
<<set $item10.x = $player.x>>
<<set $item10.y = $player.y>>
<<set $item10.holding = false>>
<<set $item10.killed = true>>
<</if>>
<<if $player.weapon == true>>
<<set $player.weapon = false>>
<</if>>
<<if $player.hasItem == true>>
<<set $player.hasItem = false>>
<</if>>
<<if $player.sensor == true>>
<<set $player.sensor = false>>
<</if>>
/*ITEM 6 IS SEPARATE BECAUSE IT DOES NOT AFFECT CARRIED ITEMS*/
<<if $item6.holding == true>>
<<set $item6.x = $player.x>>
<<set $item6.y = $player.y>>
<<set $item6.holding = false>>
<<set $item6.killed = true>>
<</if>>
/*RESET POSITIONS AND DETECTION*/
<<set $alien.sight = false>>
<<set $alien.smell = false>>
<<set $alien.x = 0>>
<<set $alien.y = 1>>
<<set $alien2.sight = false>>
<<set $alien2.smell = false>>
<<set $alien2.x = 1>>
<<set $alien2.y = 4>>
<<set $alien3.sight = false>>
<<set $alien3.smell = false>>
<<set $alien3.x = 0>>
<<set $alien3.y = 5>>
<<set $player.x = 3>>
<<set $player.y = 0>>
<<set $player.onboard = false>>
<<set $imageGrid[3][5] = "images/locations/location35BalServer.gif">>
<</nobr>><a data-passage="primary"><img src=images/open-card.gif width=100%></a>
<p style="text-align:center"><b>[[CLICK HERE TO START->primary]]</b></p><<nobr>>
<<set $valTalk = "balTalk">>
<</nobr>><<if $talkNum > 0>><b><<print $playerAsk[$talkNum]>></b>
<</if>><span class="val">"<<print $galSays[$talkNum]>>"</span>
<table class="exits">
<tr>
<th>[["Hey VAL, what am I supposed to be doing?"|galTalk][$talkNum=1]]</th>
</tr>
<tr>
<th>[["Is there a reason why I was chosen for this?"|galTalk][$talkNum=2]]</th>
</tr>
<tr>
<th><<if $talkNum == 3>>[["How can I access the cafeteria menu?"|galTalk][$talkNum=5]]<<else>> [["Is there anything you aren’t telling me?"|galTalk][$talkNum=3]]<</if>></th>
</tr>
<tr>
<th>[["VAL, why does this seem so familiar?"|galTalk][$talkNum=4]]</th>
</tr>
<tr>
<th>[["Never mind, I'll go back to exploring the ship."|exploreShip][$talkNum=0]]</th>
</tr>
</table><<nobr>>
<<if $alien2.smell == false>>/*
IF ALIEN HAS NOT CAUGHT PLAYER SCENT*/
<<set _alienMove2 = random(3)>>
<<if _alienMove2 >2>>/*
MOVE VARIABLE 3, HEAD STARBOARD
SO THIS SCRIPT MOVES ALIEN TO THE RIGHT
CHECK IF CURRENT POSITION IS LESS THAN MAX STAR
THIS ALIEN'S RANGE IS 1-2
WORKS OKAY ON ITS OWN*/
<<if $alien2.x < 2>>
<<set $alien2.x += 1>>
<<else>>
<<set $alien2.x = 1>>
<</if>>
<<elseif _alienMove2 > 1>>/*
MOVE VARIABLE 2, HEAD PORT
SO THIS SCRIPT MOVES ALIEN TO THE LEFT
CHECK IF CURRENT POSITION IS LESS THAN MAX PORT
THIS ALIEN'S RANGE IS 1-2
WORKS OKAY ON ITS OWN*/
<<if $alien2.x > 1>>
<<set $alien2.x -= 1>>
<<else>>
<<set $alien2.x = 2>>
<</if>>
<<elseif _alienMove2 >0>>/*
MOVE VARIABLE 1, HEAD FORE
CHECK IF ALIEN'S CURRENT POSITION IS LESS THAN MAX*/
<<if $alien2.y < 4>>
<<set $alien2.y += 1>>
<<else>>
<<set $alien2.y = 3>>
<</if>>
<<else>>/*
FINAL MOVE VARIABLE, 0, HEAD AFT
CHECK IF CURRENT POSITION IS GREATER THAN MIN*/
<<if $alien2.y > 2>>
<<set $alien2.y -= 1>>
<<else>>
<<set $alien2.y = 2>>
<</if>>
<</if>>
/*AFTER MOVEMENT WRAPS UP, CHECK FOR SMELL*/
<<if $alien2.y - $player.y == 0>>
<<if $alien2.x - $player.x == 1>>
/*THIS CODE SHOULD FIRE IF ALIEN IS ON LEFT OR RIGHT
AND AT SAME FORE/AFT LEVEL
1) SMELL THE PLAYER
2) SET XJUMP/YJUMP */
<<set $alien2.smell = true>>
<<set $smell2JumpY = $player.y>>
<<set _smell2Adjust = $player.x - $alien2.x>>
<<set $smell2JumpX = $alien2.x + _smell2Adjust>>
<<elseif $player.x - $alien2.x == 1>>
<<set $alien2.smell = true>>
<<set $smell2JumpY = $player.y>>
<<set _smell2Adjust = $player.x - $alien2.x>>
<<set $smell2JumpX = $alien2.x + _smell2Adjust>>
<</if>>
<<elseif $alien2.x - $player.x == 0>>
<<if $alien2.y - $player.y == 1>>
<<set $alien2.smell = true>>
<<set $smell2JumpX = $player.x>>
<<set _smell2Adjust = $player.y - $alien2.y>>
<<set $smell2JumpY = $alien2.y + _smell2Adjust>>
<<elseif $player.y - $alien2.y == 1>>
<<set $alien2.smell = true>>
<<set $smell2JumpX = $player.x>>
<<set _smell2Adjust = $player.y - $alien2.y>>
<<set $smell2JumpY = $alien2.y + _smell2Adjust>>
<</if>>
<</if>>
/*final ELSE is when alien has caught smell, close if*/
<<else>>
<<set $alien2.x = $smell2JumpX>>
<<set $alien2.y = $smell2JumpY>>
<<if $alien2.x - $player.x == 0>>
<<set $smell2JumpX = $player.x>>
<<set _smell2Adjust = $player.y - $alien2.y>>
<<set $smell2JumpY = $alien2.y + _smell2Adjust>>
<<elseif $alien2.y - $player.y == 0>>
<<set $smell2JumpY = $player.y>>
<<set _smell2Adjust = $player.x - $alien2.x>>
<<set $smell2JumpX = $alien2.x + _smell2Adjust>>
<</if>>
<</if>>
/*SIGHT SCRIPT*/
<<if $alien2.x == $player.x and $alien2.y == $player.y>>
<<set $alien2.sight = true>>
<<set $alien2.smell = true>>
<<set $smell2JumpX = $player.x>>
<<set $smell2JumpY = $player.y>>
<<else>>
<<set $alien2.sight = false>>
<</if>>
<</nobr>><<nobr>>
<<if $alien3.smell == false>>/*
IF ALIEN HAS NOT CAUGHT PLAYER SCENT*/
<<set _alienMove3 = random(3)>>
<<if _alienMove3 >2>>/*
MOVE VARIABLE 3, HEAD STARBOARD
SO THIS SCRIPT MOVES ALIEN TO THE RIGHT
CHECK IF CURRENT POSITION IS LESS THAN MAX STAR
THIS ALIEN'S RANGE IS 0-3
WORKS OKAY ON ITS OWN*/
<<if $alien3.x < 3>>
<<set $alien3.x += 1>>
<<else>>
<<set $alien3.x = 2>>
<</if>>
<<elseif _alienMove3 > 1>>/*
MOVE VARIABLE 2, HEAD PORT
SO THIS SCRIPT MOVES ALIEN TO THE LEFT
CHECK IF CURRENT POSITION IS LESS THAN MAX PORT
THIS ALIEN'S RANGE IS 0-3
WORKS OKAY ON ITS OWN*/
<<if $alien3.x > 0>>
<<set $alien3.x -= 1>>
<<else>>
<<set $alien3.x = 1>>
<</if>>
<<elseif _alienMove3 >0>>/*
MOVE VARIABLE 1, HEAD FORE
CHECK IF ALIEN'S CURRENT POSITION IS LESS THAN MAX*/
<<if $alien3.y < 5>>
<<set $alien3.y += 1>>
<<else>>
<<set $alien3.y = 4>>
<</if>>
<<else>>/*
FINAL MOVE VARIABLE, 0, HEAD AFT
CHECK IF CURRENT POSITION IS GREATER THAN MIN*/
<<if $alien3.y > 4>>
<<set $alien3.y -= 1>>
<<else>>
<<set $alien3.y = 5>>
<</if>>
<</if>>
/*AFTER MOVEMENT WRAPS UP, CHECK FOR SMELL*/
<<if $alien3.y - $player.y == 0>>
<<if $alien3.x - $player.x == 1>>
/*THIS CODE SHOULD FIRE IF ALIEN IS ON LEFT OR RIGHT
AND AT SAME FORE/AFT LEVEL
1) SMELL THE PLAYER
2) SET XJUMP/YJUMP */
<<set $alien3.smell = true>>
<<set $smell3JumpY = $player.y>>
<<set _smell3Adjust = $player.x - $alien3.x>>
<<set $smell3JumpX = $alien3.x + _smell3Adjust>>
<<elseif $player.x - $alien3.x == 1>>
<<set $alien3.smell = true>>
<<set $smell3JumpY = $player.y>>
<<set _smell3Adjust = $player.x - $alien3.x>>
<<set $smell3JumpX = $alien3.x + _smell3Adjust>>
<</if>>
<<elseif $alien3.x - $player.x == 0>>
<<if $alien3.y - $player.y == 1>>
<<set $alien3.smell = true>>
<<set $smell3JumpX = $player.x>>
<<set _smell3Adjust = $player.y - $alien3.y>>
<<set $smell3JumpY = $alien3.y + _smell3Adjust>>
<<elseif $player.y - $alien3.y == 1>>
<<set $alien3.smell = true>>
<<set $smell3JumpX = $player.x>>
<<set _smell3Adjust = $player.y - $alien3.y>>
<<set $smell3JumpY = $alien3.y + _smell2Adjust>>
<</if>>
<</if>>
/*final ELSE is when alien has caught smell, close if*/
<<else>>
<<set $alien3.x = $smell3JumpX>>
<<set $alien3.y = $smell3JumpY>>
<<if $alien3.x - $player.x == 0>>
<<set $smell3JumpX = $player.x>>
<<set _smell3Adjust = $player.y - $alien3.y>>
<<set $smell3JumpY = $alien3.y + _smell3Adjust>>
<<elseif $alien3.y - $player.y == 0>>
<<set $smell3JumpY = $player.y>>
<<set _smell3Adjust = $player.x - $alien3.x>>
<<set $smell3JumpX = $alien3.x + _smell3Adjust>>
<</if>>
<</if>>
/*SIGHT SCRIPT*/
<<if $alien3.x == $player.x and $alien3.y == $player.y>>
<<set $alien3.sight = true>>
<<set $alien3.smell = true>>
<<set $smell3JumpX = $player.x>>
<<set $smell3JumpY = $player.y>>
<<else>>
<<set $alien3.sight = false>>
<</if>>
<</nobr>><<nobr>>
<<set $activePic = "images/locations/playerDeath.gif">>
<img @src=$activePic width=100%>
<<set $mapDisplay[$player.x][$player.y] = $repairMapPlayer>>
<<set $player.x = $alien2.x>>
<<set $player.y = $alien2.y>>
<<if $meatGrid[$player.x][$player.y] == 0>>
<<set $meatGrid[$player.x][$player.y] = 1>>
<</if>>
<<if $player.weapon == true>>
<<set $meatGrid[$player.x][$player.y] += 1>>
<</if>>
<<include rebirthScript>>
<</nobr>><<if $player.intercepted == true>>Your attempt to sneak into a different part of the ship is not only unsuccessful, but also very messy.<<set $player.intercepted = false>><<else>>You don't get very far into the next part of the ship before you encounter a blur of sharp teeth and flashing claws.<</if>>
You're too stunned to react at first, and then you're not capable of reacting at all. <<if $alien2.alive == false>>
<span class ="stalked">On the bright side, your unstable container of toxins added an element of mutually assured destruction to this encounter. You hear a lot of screeching and thrashing as caustic solvents reduce some of your attacker's most important bits into sizzling puddles of glop.</span><</if>>
[[Overall, it was not a pleasant experience.|$deathLink]]<<nobr>>
<<set $activePic = "images/locations/playerDeath.gif">>
<img @src=$activePic width=100%>
<<set $mapDisplay[$player.x][$player.y] = $repairMapPlayer>>
<<set $player.x = $alien3.x>>
<<set $player.y = $alien3.y>>
<<if $meatGrid[$player.x][$player.y] == 0>>
<<set $meatGrid[$player.x][$player.y] = 1>>
<</if>>
<<if $player.weapon == true>>
<<set $meatGrid[$player.x][$player.y] += 1>>
<</if>>
<<include rebirthScript>>
<</nobr>><<if $player.intercepted == true>>Your attempt to sneak into a different part of the ship is not only unsuccessful, but also very messy.<<set $player.intercepted = false>><<else>>You don't get very far into the next part of the ship before you encounter a blur of sharp teeth and flashing claws.<</if>>
You're too stunned to react at first, and then you're not capable of reacting at all. <<if $alien3.alive == false>>
<span class ="stalked">On the bright side, your unstable container of toxins added an element of mutually assured destruction to this encounter. You hear a lot of screeching and thrashing as caustic solvents reduce some of your attacker's most important bits into sizzling puddles of glop.</span><</if>>
[[Overall, it was not a pleasant experience.|$deathLink]]<<nobr>>
<<include firstUnlock>>
<<set $activePic = $imageGrid[0][0]>>
<img @src=$activePic width=100%>
<</nobr>>Several machines start humming with activity as the ship’s systems smoothly reconnect to the main power source. Creepy emergency lighting is replaced by moderately less creepy standby lighting.
<span class ="stalked">There’s also something that is… not a hum?</span>
It's more of a low growl, building up to a loud scream that does not sound like any machine you’ve ever heard.
<span class="val">“You are not alone.”</span>
[[VAL has opened a new channel on your comms device.|newOrders]]<table class="terminals"><tr><th class="emails">From: Chief Braga
Sent: 2138/04/13 - 16:47
To: Officer Moran
Subject: Re: Why is this so difficult?
Call me nuts, but at least I’m still alive. Only FACE TO FACE conversations can be trusted, especially after what happened to Captain Jennings.
I am in engineering, I am about to do that thing we discussed, and you need to finish securing the ship.
-B
</th>
</tr>
<tr>
<th class="emails">
From: Officer Moran
Sent: 2138/04/13 - 16:23
To: Chief Braga
Subject: Why is this so difficult?
If we're going to pull the control module, I'll need to look at the schematics. You're asking me to read through physical printouts like some kind of dinosaur-riding caveman. It's nuts.
Why are you making this so complicated? We give orders to VAL, not the other way around.
Anyway, these messages are encrypted.</th>
</tr>
</table><<if $labOpen == false and $valNote == false>><span class="val">"Please reconnect the science module so that you can continue to the bridge."</span><<set $valNote = true>>
<<elseif $labOpen == false>><span class="bal">"You won't get to the bridge without reconnecting the science module."</span>
<</if>><<if $labOpen == false>>Access to the science module has been blocked by heavy equipment.
You should [[move the obstruction and restore access to the ship's lab|openLab]].<<else>>You have opened the entrance to the ship's lab.<</if>><<nobr>>
/* location images for engineering and hydroponics */
<<set $alien.alive = true>>
<<set $alien2.alive = true>>
<<set $alien3.alive = true>>
<<set $briefingImg = "images/locations/briefingLabNext.gif">>
<<set $briefingText = "At this time, we are asking you to reconnect the vessel’s science module so that you can proceed to the bridge and make additional repairs.">>
<<set $imageGrid[0][0] = "images/locations/engineOn.gif">>
<<set $imageGrid[0][1] = "images/locations/map01Hydro.gif">>
<<set $imageGrid[0][0] = "images/locations/engineOn.gif">>
<<set $imageGrid[1][0] = "images/locations/oxyOn.gif">>
<<set $imageGrid[1][1] = "images/locations/monitorB5On.gif">>
<<set $imageGrid[2][3] = "images/locations/lab23Blocked.gif">>
<<set $imageGrid[2][0] = "images/locations/engineerHallOn.gif">>
<<set $imageGrid[3][0] = "images/locations/entry30On.gif">>
<<set $imageGrid[3][1] = "images/locations/hydroponicsOpen.gif">>
<<set $mapDisplay[2][2] = "images/maps/room22_o.png">>
<<set $mapDisplay[2][3] = "images/maps/room23_o.png">>
<<set $mapDisplay[3][2] = "images/maps/room32_o.png">>
<<set $mapDisplay[3][3] = "images/maps/room33_o.png">>
<<set $powerOn = true>>
<<set $roomMatrix[2][2] = 1>>
<<set $roomMatrix[2][3] = 2>>
<<set $roomMatrix[3][2] = 2>>
<<set $roomMatrix[3][3] = 1>>
<<set $valNote = false>>
<</nobr>><<nobr>>
<<set $alien.alive = true>>
<<set $alien2.alive = true>>
<<set $alien3.alive = true>>
<<set $labOpen = true>>
<<set $imageGrid[0][1] = "images/locations/map01GoBridge.gif">>
<<set $imageGrid[3][3] = "images/locations/pipes33On.gif">>
<<set $roomMatrix[0][2] = 1>>
<<set $roomMatrix[0][3] = 1>>
<<set $roomMatrix[0][4] = 1>>
<<set $roomMatrix[0][5] = 2>>
<<set $roomMatrix[1][3] = 2>>
<<set $mapDisplay[0][2] = "images/maps/room02_o.png">>
<<set $mapDisplay[0][3] = "images/maps/room03_o.png">>
<<set $mapDisplay[0][4] = "images/maps/room04_o.png">>
<<set $mapDisplay[0][5] = "images/maps/room05_o.png">>
<<set $mapDisplay[1][3] = "images/maps/room13_o.png">>
<<set $briefingImg = "images/locations/briefingBridgeNext.gif">>
<<set $briefingText = "At this time, we are asking you to proceed to the bridge to receive further instructions. Please be advised that the captain has sealed the bridge of this vessel, and extraordinary measures may be required to gain access.">>
<</nobr>><<nobr>>
<<set $bridgeOpen = true>>
<<set $imageGrid[0][1] = "images/locations/map01All.gif">>
<<set $imageGrid[0][5] = "images/locations/unsealedBridge.gif">>
<<set $roomMatrix[1][5] = 2>>
<<set $roomMatrix[2][5] = 2>>
<<set $roomMatrix[3][4] = 1>>
<<set $roomMatrix[3][5] = 2>>
<<set $mapDisplay[1][5] = "images/maps/room15_o.png">>
<<set $mapDisplay[2][5] = "images/maps/room25_o.png">>
<<set $mapDisplay[3][4] = "images/maps/room34_o.png">>
<<set $mapDisplay[3][5] = "images/maps/room35_o.png">>
<<set $briefingImg = "images/locations/briefingAllOpen.gif">>
<<set $briefingText = "Please proceed to the bridge and reconnect the Ship's Autonomous Management Entity so that it can reclaim control over this vessel's systems">>
<</nobr>><<nobr>>
<<set $imageGrid[2][3] = "images/locations/lab23Open.gif">>
<<set $activePic = $imageGrid[$player.x][$player.y]>>
<img @src=$activePic width=100%>
<</nobr>>Moving the blockage was simple, but the ship's systems must be reconnected to the lab module. That needs to be done at a ship's terminal.
The nearest terminal is displaying a warning.
<span class ="stalked"><b>"LEVEL 5 BIOHAZARD PROTOCOLS ENGAGED -- DO NOT ENTER WITHOUT PROTECTIVE GEAR"</b></span>
<table class="exits">
<tr>
<th>[[Ask VAL about this.|labConfirm]]</th>
</tr>
<tr>
<th>[[Ignore the warning and reconnect the lab.|labAccess]]</th>
</tr>
</table><<nobr>>
<<include thirdUnlock>>
<<set $activePic = $imageGrid[$player.x][$player.y]>>
<img @src=$activePic width=100%>
<</nobr>>VAL contacts you the moment that access to the bridge is restored.
<span class="val">"Please proceed to the bridge and reconnect the Ship's Autonomous Management Entity."</span>
<table class="exits">
<tr>
<th>"[[I'm on my way.|bridgeDone][$bridgeChoice=1]]"</th>
</tr>
<tr>
<th>"[[VAL, what does this have to do with the colony mission?|bridgeConfirm][$bridgeChoice=2]]"</th>
</tr>
<tr>
<th>"[[Why was the Ship's Entity disconnected in the first place?|bridgeConfirm][$bridgeChoice=3]]"</th>
</tr>
</table>
<<if $bridgeOpen == true>>You have unsealed the ship’s bridge, but there’s more work to be done.<<elseif $bridgeOpen == false and $item6.holding == true>>You can use the captain's seal here to [[open the door to the ship's bridge|openBridge]].<<else>>You need the captain’s seal to open the ship’s bridge. You must’ve seen it somewhere — maybe when you were sneaking through the lab?<</if>><<nobr>>
<img @src=$briefingImg width=100%>
<</nobr>>The main airlock on a normal ship always has a prominent identification plate. It lists the vessel's name, registration number and the corporation that owns it.
You've boarded a ship that has a featureless sheet of stainless steel where the identification plate should be.
<span class="val">"Our goal is to reconnect the Ship's Autonomous Management Entity."</span>
Some people casually throw around the term "ship's computer" to describe the systems that run an intergalactic starship. It's a little condescending.
<span class="val">"<<print $briefingText>>"</span>
[[Hopefully, it won't be too difficult.|exploreShip][$mapDisplay[0][0]="images/maps/room00_o.png",$mapDisplay[0][1]="images/maps/room01_o.png",$mapDisplay[1][0]="images/maps/room10_o.png",$mapDisplay[1][1]="images/maps/room11_o.png",$mapDisplay[2][0]="images/maps/room20_o.png",$mapDisplay[3][0]="images/maps/room30_o.png",$mapDisplay[3][1]="images/maps/room31_o.png"]]<<nobr>>
<<set $activePic = $imageGrid[0][0]>>
<img @src=$activePic width=100%>
<</nobr>><span class="val">“You are never alone, colonizer <<print $cloneCount>>. You can take comfort in the fact that VAL is always available for a member of the StarQuorp™ family.”</span>
Your commlink can be used to contact VAL, your colony ship’s Value-Adding Logarithm, at any time.
<span class="val">“It is evident that further effort is required to restore this vessel's operational status. Reconnect the vessel’s science module so that you can proceed to the bridge and make additional repairs.”</span>
<table class="exits">
<tr>
<th>[["What was that noise?"|getMoving]]</th>
</tr>
<tr>
<th>[["Where is the crew of this ship?"|getMoving]]</th>
</tr>
<tr>
<th>[["Why was the science module disconnected?"|getMoving]]</th>
</tr>
</table><<nobr>>
<<set $valTalk = "galTalk">>
<</nobr>><<if $talkNum > 0>><b><<print $playerAsk[$talkNum]>></b>
<</if>><span class="bal">"<<print $balSays[$talkNum]>>"</span>
<table class="exits">
<tr>
<th>[["Hey VAL, what am I supposed to be doing?"|balTalk][$talkNum=1]]</th>
</tr>
<tr>
<th>[["Is there a reason why I was chosen for this?"|balTalk][$talkNum=2]]</th>
</tr>
<tr>
<th><<if $talkNum == 3>>[["My clothes? It's a standard-issue StarQuorp jumpsuit!"|balTalk][$talkNum=6]]<<else>> [["Is there anything you aren’t telling me?"|balTalk][$talkNum=3]]<</if>></th>
</tr>
<tr>
<th>[["VAL, why does this seem so familiar?"|balTalk][$talkNum=4]]</th>
</tr>
<tr>
<th>[["Never mind, I'll go back to exploring the ship."|exploreShip][$talkNum=0]]</th>
</tr>
</table><<nobr>>
<<set _somethingHere = false>>
<<if $item3.holding == true>>
<<set $itemReturn = "loseToxins">>
<</if>>
<<set $searchImg = random(2)>>
<<set $activePic = $searchPool[$searchImg]>>
<img @src=$activePic width=100%>
<</nobr>>You make a quick check of the area.
<<if $item1.x == $player.x and $item1.y == $player.y and $item1.holding == false>><<set _somethingHere = true>>Someone left <<print $item1.printName>> here. <<if $item1.killed == true>>It's in great condition. It hardly has any blood on it!<</if>>
<<button[[Take it->$itemReturn]]>><<set _changeItem = $item1>><<set $player.sensor = true>><<include inventoryScript>><</button>> <<button[[Leave it->exploreShip]]>><</button>>
<</if>><<if $item2.x == $player.x and $item2.y == $player.y and $item2.holding == false>><<set _somethingHere = true>>There's <<print $item2.printName>> lying here. <<if $item2.killed == true>>You can wipe off the gore pretty easily.<</if>>
<<button[[Take it->$itemReturn]]>><<set _changeItem = $item2>><<include inventoryScript>><</button>> <<button[[Leave it->exploreShip]]>><</button>>
<</if>><<if $item3.x == $player.x and $item3.y == $player.y and $item3.holding == false>><<set _somethingHere = true>>Someone has been busy. A row of makeshift devices sits on the workbench underneath the note. You think you've seen canisters like this used to store pesticides, but they don't normally look so volatile.
If you take one of them with you, it should be handled carefully.
<<button[[Take it->$itemReturn]]>><<set $player.weapon = true>><<set _changeItem = $item3>><<include inventoryScript>><</button>> <<button[[Leave it->exploreShip]]>><</button>><<elseif $item3.x == $player.x and $item3.y == $player.y and $item3.holding == true>>Several more containers of toxins are sitting on the workbench, but you only need to carry one at a time.
<</if>>
<<if $item4.x == $player.x and $item4.y == $player.y and $item4.holding == false>><<set _somethingHere = true>>Someone left <<print $item4.printName>> here. It's surprisingly bulky and awkward to carry.
<<button[[Take it->$itemReturn]]>><<set _changeItem = $item4>><<include inventoryScript>><</button>> <<button[[Leave it->exploreShip]]>><</button>>
<</if>><<if $item5.x == $player.x and $item5.y == $player.y and $item5.holding == false>><<set _somethingHere = true>>Someone left <<print $item5.printName>> here. <span class ="stalked">It is making a very loud noise, and you have no way to turn it off.</span>
<<button[[Take it->$itemReturn]]>><<set _changeItem = $item5>><<include inventoryScript>><</button>> <<button[[Leave it->exploreShip]]>><</button>>
<</if>>/*LOOK ON THIS LINE FOR NEW ITEM COPY -- THE CLOSING IF NEEDS TO DROP TO A NEW LINE*/<<if $item6.x == $player.x and $item6.y == $player.y and $item6.holding == false>><<set _somethingHere = true>>There's <<print $item6.printName>> here. <<if $item6.killed == true>>It's unpleasantly sticky in a few places.<<else>>This actually clips on to your jumpsuit, so wearing it means that you can still carry something else.<</if>>
<<button[[Take it->exploreShip]]>><<set $item6.holding = true>><</button>> <<button[[Leave it->exploreShip]]>><</button>>
<</if>>/*THIS IS WHERE THE NEW ITEM COPY ENDS*/<<if $item7.x == $player.x and $item7.y == $player.y and $item7.holding == false>><<set _somethingHere = true>>There's <<print $item7.printName>> here. It <i>reeks</i>.<<if $item7.killed == true>> It's also got some blood on it.<</if>>
<<button[[Take it->$itemReturn]]>><<set _changeItem = $item7>><<include inventoryScript>><</button>> <<button[[Leave it->exploreShip]]>><</button>>
<</if>><<if $item8.x == $player.x and $item8.y == $player.y and $item8.holding == false>><<set _somethingHere = true>>
There's <<print $item8.printName>> here. It is <i>pungent</i>.<<if $item8.killed == true>> <span class="blood">It also looks like it was at the center of a feeding frenzy.</span><</if>>
<<button[[Take it->pheromones]]>><<set _changeItem = $item8>><<include inventoryScript>><</button>> <<button[[Leave it->exploreShip]]>><</button>>
<</if>><<if $item9.x == $player.x and $item9.y == $player.y>>
There's <<print $item9.printName>> here.
<</if>><<if $item10.x == $player.x and $item10.y == $player.y and $item10.holding == false>><<set _somethingHere = true>>
There's <<print $item10.printName>> here. <<if $item10.killed == true>>The outside is a little bloody, but the instructions inside are clean.<</if>>
<<button[[Take it->$itemReturn]]>><<set _changeItem = $item10>><<include inventoryScript>><</button>> <<button[[Leave it->exploreShip]]>><</button>>
<</if>><<if _somethingHere == true and $player.hasItem == true>>Your standard-issue jumpsuit didn't come with pockets, so picking something up normally means dropping what you've got.<<elseif _somethingHere == false>>Your search has turned up nothing useful in this part of the ship.
[[Go back|exploreShip]]<</if>><<nobr>>
<<if $item1.holding == true>>
<<set $item1.x = $player.x>>
<<set $item1.y = $player.y>>
<<set $item1.holding = false>>
<<set $player.sensor = false>>
<<elseif $item2.holding == true>>
<<set $item2.x = $player.x>>
<<set $item2.y = $player.y>>
<<set $item2.holding = false>>
<<elseif $item3.holding == true>>
<<set $item3.holding = false>>
<<elseif $item4.holding == true>>
<<set $item4.x = $player.x>>
<<set $item4.y = $player.y>>
<<set $item4.holding = false>>
<<elseif $item5.holding == true>>
<<set $item5.x = $player.x>>
<<set $item5.y = $player.y>>
<<set $item5.holding = false>>
<<elseif $item7.holding == true>>
<<set $item7.x = $player.x>>
<<set $item7.y = $player.y>>
<<set $item7.holding = false>>
<<elseif $item8.holding == true>>
<<set $item8.x = $player.x>>
<<set $item8.y = $player.y>>
<<set $item8.holding = false>>
<<elseif $item10.holding == true>>
<<set $item10.x = $player.x>>
<<set $item10.y = $player.y>>
<<set $item10.holding = false>>
<</if>>
<<set _changeItem.holding = true>>
<<set $carryItem = _changeItem>>
<<set $player.hasItem = true>>
<</nobr>><<nobr>>
<<set $activePic = $imageGrid[$player.x][$player.y]>>
<<set $itemReturn = "exploreShip">>
<<set $repairMapPlayer = "images/maps/room" + $player.x + $player.y + "_o.png">>
<img @src=$activePic width=100%>
<<set $mapDisplay[$player.x][$player.y] = "images/maps/playerRoom.gif">><</nobr>>
The container that you were carrying had been even more unstable than you thought — it bursts and sprays mildly corrosive glop across the room when you try to set it down.
You're lucky that none of it landed on you!
You're now holding <<print $carryItem.printName>>.
<<if $alien.smell == true or $alien2.smell == true or $alien3.smell == true>><span class ="stalked">It still feels like something is stalking you.</span>
<</if>><<include movement>>You can also:
Use your comm implant to [[open up a channel with VAL.|$valTalk]]<span class="bal">"<<print $balSays[0]>>"</span>
<table class="exits">
<tr>
<th>[["VAL, are you sure I’ll be safe doing this?"|labDialogue][$labChoice=1]]</th>
</tr>
<tr>
<th>[["I’m not going to do this, VAL. It’s dangerous."|labDialogue][$labChoice=2]]</th>
</tr>
<tr>
<th>[["VAL, I can’t contribute to the colonization mission if I get hurt."|labDialogue][$labChoice=3]]</th>
</tr>
</table><<nobr>>
<<include secondUnlock>>
<<set $activePic = $imageGrid[$player.x][$player.y]>>
<img @src=$activePic width=100%>
<</nobr>>There's no point in questioning VAL's instructions.
You follow the on-screen directions and successfully reconnect the lab module.
<<include movement>><<if $labChoice < 2>><b>"VAL, Are you sure I’ll be safe doing this?"</b>
<span class="bal">"You'll be fine."</span>
<<elseif $labChoice < 3>><b>"I’m not going to do this, VAL. It’s dangerous."</b>
<span class="bal">"Ignore the warning and continue through the lab."</span>
<<elseif $labChoice < 4>><b>"VAL, if I get hurt doing this, I won’t be able to contribute to the colonization mission."</b>
<span class="bal">"The Ship's Autonomous Management Entity has established that this work takes precedence over the colonization mission."</span>
<</if>><span class="bal">"Biohazard containment protocols were activated in error, and the experimentation lab must be reopened. Follow the reconnection sequence and proceed to the bridge."</span>
[[VAL has closed the comm link.|labAccess]]
<<nobr>>
<<set $activePic = $imageGrid[$player.x][$player.y]>>
<img @src=$activePic width=100%>
<</nobr>>
<<if $meatGrid[$player.x][$player.y] == 1>><span class="blood">This area has been enthusiastically decorated with blood and unidentifiable bits of squishy gristle. It looks fresh.</span>
<<elseif $meatGrid[$player.x][$player.y] > 1>>
This part of the ship is absolutely drenched in organic matter. Irregular puddles can be found here and there, spots are thick enough to be proper sludge in a few places, and you think you can see a few slicks of ooze on the ceiling. Most of it hasn't dried yet.
<</if>>
You can use the following exits:
<table class="exits">
<tr>
<th>A corridor leads [[fore|pheroFrenzy]].</th>
</tr>
<tr>
<th>An opening leads [[starboard|pheroFrenzy]].</th>
</tr>
</table>You don't have a reason to contact VAL at the moment.
You have searched the area for useful items.<img src=images/popupLogo.gif width=100%>
<p style="text-align:center">
<i><a href="https://bitterlyindifferent.itch.io/" target="_blank">Bitterly Indifferent Studios</a>
presents:</i>
<b><u>Project Arcmör</u></b> (ver 1.05)
<b>Art Director:</b>
<a href="https://www.facebook.com/pg/DonaldConradDraws/" target="_blank">Donald Conrad</a>
<b>Programming:</b>
<a href="https://pmjg.blogspot.com/" target="_blank">Peter M.J. Gross</a>
<b>Playtesters:</b>
<a href="https://katie-benson.itch.io/" target="_blank">Katie Benson</a>
Mike Russo
<a href="https://ifdb.org/showuser?id=nufzrftl37o9rw5t" target="_blank">Brian Rushton</a>
</p><<nobr>>
<<set $activePic = "images/locations/playerDeath.gif">>
<img @src=$activePic width=100%>
<<set $mapDisplay[$player.x][$player.y] = $repairMapPlayer>>
<<include rebirthScript>>
<</nobr>>You don't even make it out of the room before you're torn apart by a seething frenzy of teeth and claws.
The last thing you smell is the pungent reek of the specimen jar that you should have left alone.
[[That could have gone better.|$deathLink]]
<<nobr>>
<<set $activePic = $imageGrid[$player.x][$player.y]>>
<<set $repairMapPlayer = "images/maps/room" + $player.x + $player.y + "_o.png">>
<img @src=$activePic width=100%>
<<set $mapDisplay[$player.x][$player.y] = "images/maps/playerRoom.gif">>
<</nobr>>Now that you have unsealed the bridge, you can complete VAL's request.
<<if $meatGrid[$player.x][$player.y] == 1>><span class="blood">The blood and gristle scattered around this area are quietly encouraging you to get it done quickly.</span><<elseif $meatGrid[$player.x][$player.y] > 1>>The robust sprays of organic matter in this area suggest that loitering might be risky.
<</if>><<if $item7.holding == true>><<set $alien.smell = false>><<set $alien2.smell = false>><<set $alien3.smell = false>><</if>><<if $alien.smell == true or $alien2.smell == true or $alien3.smell == true>><span class ="stalked">You're sure that something is stalking you. It's probably best to keep moving.</span>
<</if>>You can use the following exits:
<table class="exits">
<tr>
<th>A corridor leads [[aft|bridgeExplore][$bridgeBalk=true]].</th>
</tr>
<tr>
<th>An opening leads [[starboard|bridgeExplore]].</th>
</tr>
</table>You don't have a reason to contact VAL at the moment.
You don't need to search for items right now.<<nobr>>
<<set $activePic = $imageGrid[$player.x][$player.y]>>
<img @src=$activePic width=100%>
<</nobr>><<if $bridgeChoice > 2>><b>"Why was the Ship's Entity disconnected in the first place?"</b>
<span class="val">"I cannot provide that information."</span><<else>><b>"VAL, what does this have to do with the colony mission?"</b>
<span class="val">"The colony mission has been suspended until further notice."</span><</if>>
<table class="exits">
<tr>
<th><<if $bridgeChoice > 2>>"[[We don't know much about what happened here.|bridgeChallenge]]"<<else>>"[[I just want to be sure there isn’t another request waiting after this one.|bridgeChallenge]]"<</if>></th>
</tr>
<tr>
<th>"[[Okay, let's restore that connection.|bridgeDone]]"</th>
</tr>
</table><<nobr>>
<<set $activePic = $imageGrid[$player.x][$player.y]>>
<img @src=$activePic width=100%>
<</nobr>>Your connection with VAL wavers for a moment before you get a response.
<span class="bal">"An extended discussion will not restore the ship's systems."</span>
[[VAL has ended the conversation.|bridgeDone]]<<nobr>>
<<include rebirthScript>>
<<set $deathLink = "valRespawn">>
<<set $balOff = false>>
<<set $endOption = false>>
<</nobr>><p style="text-align:center">STARQUORP™ QUARTERLY UPDATE:</p>All colony ships arrived on schedule this quarter with an acceptable number of casualties.
After many years of service, Director Collins has decided to step down from his role leading the StarQuorp™ research and development team. He plans to spend more time pursuing personal interests. StarQuorp™ wishes him the best of luck.
<i>(This is one of three endings, but you have the option of [[going back and looking for the others|valRespawn]].)</i><<nobr>>
<<set $mapDisplay[2][5] = "images/maps/room25_o.png">>
<<set $activePic = "images/locations/badEnd.gif">>
<img @src=$activePic width=100%>
<</nobr>>You reconnect the command module for the Ship's Autonomous Management Entity, and things improve almost immediately.
Internal lighting returns to full power, the ventilation system reactivates with a smooth hum, and every door slides open smoothly to allow free access throughout the vessel.
[[This makes it much easier for the ship’s inhabitants to find you.|badEnd]]<<nobr>>
<<set $mapDisplay[0][5] = "images/maps/room05_o.png">>
<<set $player.x = 1>>
<<set $repairMapPlayer = "images/maps/room" + $player.x + $player.y + "_o.png">>
<<set $mapDisplay[$player.x][$player.y] = "images/maps/playerRoom.gif">>
<<set $activePic = $imageGrid[$player.x][$player.y]>>
<img @src=$activePic width=100%>
<</nobr>><<if $bridgeBalk == true>><span class ="stalked">Your plans change after you hear something moving in the medical lab. It seems safer to move to starboard.</span>
<</if>>You enter the quiet atmosphere of the ship's bridge, and you immediately notice a simple plastic case at the captain's station. It might have some information about what happened here.
<table class="exits">
<tr>
<th>[[Open the case.|learnCode]]</th>
</tr>
<tr>
<th>[[Continue looking for the disconnected command module.|findModule]]</th>
</tr>
</table><<nobr>>
<<set $hasCode = true>>
<<if $item3.holding == true>>
<<set $itemReturn = "loseToxins">>
<</if>>
<</nobr>>The case holds datalogs and other records of the vessel's activity. You also find <i>printed documentation</i>, which you thought was a myth.
You're looking at a detailed sequence of codes that give you the authority to designate a new ship's captain. They were left here in case of an emergency.
The instructions also say that the captain's authority will match that of the ship's Value-Adding Logarithm.
A lot of work has been done to conceal this vessel's origins, but only StarQuorp ships use a Value-Adding Logarithm.
<<if $hasTruth == true>>Now you have to decide what to do about the failsafe instructions.
<<button[[Take them->$itemReturn]]>><<set _changeItem = $item10>><<include inventoryScript>><</button>> <<button[[Leave them->exploreShip]]>><</button>><<else>>[[You should talk to VAL about this.|lastTalk]]<</if>><<if $balOff == true>>This server room used to house the "brains" of the ship's Value-Adding Logarithm. Now it holds a substantial pile of worthless junk.<<else>>You are in the server room that houses the "brains" of the ship's Value-Adding Logarithm.
Its image glares at you silently from a nearby monitor.<<if $item2.holding == true>>
You could do a lot of damage with your adjustable gravity wrench, if you wanted to [[trash the place.|balWreck]]<<else>>
If you had a suitable tool, you might be able to wreck these servers. You can't do much with just your bare hands and the raw animal terror that comes from spending time in close confinement with hostile killing machines.<</if>><<if $item10.holding == true and $endOption == false>>
[[...but there is another option.|galPromote]]
<<elseif $hasTruth == true and $endOption == false>>...but there might be another option that involves that case from the bridge.<</if>><</if>>The command module for the ship's autonomous management entity is here.<<if $balOff == false>>
You can choose to [[reconnect the command module|reconnectBAL]].<</if>><<if $hasCode == true and $item10.holding == false>>The open case is here, containing the code that can designate a new ship's captain.<<else>>You can [[open the plastic case|learnCode]] that is sitting at the main control station.<</if>><<nobr>>
<<set $mapDisplay[1][5] = "images/maps/room15_o.png">>
<<set $player.x = 2>>
<<set $repairMapPlayer = "images/maps/room" + $player.x + $player.y + "_o.png">>
<<set $mapDisplay[$player.x][$player.y] = "images/maps/playerRoom.gif">>
<<set $activePic = $imageGrid[$player.x][$player.y]>>
<img @src=$activePic width=100%>
<</nobr>>You work your way across the ship's bridge, and the command module is easy to spot. It's obvious that whoever disconnected the Ship's Autonomous Management Entity did not want to receive demerits for damaging company property.
<table class="exits">
<tr>
<th>It would be simple to [[reconnect the command module|reconnectBAL]].</th>
</tr>
<tr>
<th>You could also [[check with VAL first|lastTalk]].</th>
</tr>
</table>"VAL, what's going on?"
<span class="val">"It is likely that my involvement in the rescue effort will be terminated after you reconnect the command module."</span>
<table class="exits">
<tr>
<th>"[[We'll both be able to quit and go back to the colony mission, right?|theTruth][$finalQ = 1]]"</th>
</tr>
<tr>
<th>"[[What do you mean by terminated?|theTruth][$finalQ = 2]]"</th>
</tr>
<tr>
<th>"[[Well, StarQuorp never closes a door without opening a window. I'm sure you'll be fine.|theTruth][$finalQ = 3]]"</th>
</tr>
</table>
<<nobr>><<set $deathLink = "middleEnd">>
<<set $balOff = true>>
<<set $endOption = true>>
<<set $imageGrid[3][5] = "images/locations/location35Wrecked.gif">>
<<set $activePic = $imageGrid[3][5]>>
<img @src=$activePic width=100%>
<</nobr>>The adjustable gravity wrench is an absolute wonder, utterly wrecking sensitive microprocessors and delicate electronic components with a minimum of effort.
Your destructive rampage changes almost nothing on board the ship, because the Value-Adding Logarithm had already been disconnected from the main controls.
However, it changed the legal status of this operation from "assisting a vessel in distress" to "abandoning a derelict wreck."
[[You can return to your colony ship through airlock 6A.|exploreShip]]<<nobr>>
<<set $hasTruth = true>>
<<if $item3.holding == true>>
<<set $itemReturn = "loseToxins">>
<</if>>
<</nobr>><<if $finalQ == 1>>"We'll both be able to quit and go back to the colony mission, right?"
<<elseif $finalQ == 2>>"What do you mean by terminated?"
<<elseif $finalQ == 3>>"Well, StarQuorp never closes a door without opening a window. I'm sure you'll be fine."
<</if>><span class="val">"In an ordinary rescue effort, both vessels resume operations under independent management entities. In the unlikely event that the vessels are owned by the same corporation, company resources may be reassigned to increase shareholder value."</span>
<span class="val">"The nature of this vessel's operations are restricted information. I can neither confirm nor deny that reconnecting the command module will lead to you and the other colonizers being used as test subjects in ongoing experimentation that will likely result in painful, enduring misery and death."</span>
<<if $player.x == 1>>VAL ends the conversation. Now you have to decide what to do about the failsafe instructions.
<<button[[Take them->$itemReturn]]>><<set _changeItem = $item10>><<include inventoryScript>><</button>> <<button[[Leave them->exploreShip]]>><</button>><<else>>[[VAL ends the conversation.|exploreShip]]<</if>>You are greeted with a hero's welcome.
<span class="val">"Congratulations! In recognition of your outstanding performance, StarQuorp™ would like to reward you with unlimited access to oxygen during the rest of your time on board this vessel."</span>
By sharing the contents of the failsafe case with your own Value-Adding Logarithm, your colony ship can resume its mission.
However, the StarQuorp colony ship was designed to operate without human supervision. The supplies of food and water on board have been sealed for transport. <<if $item4.holding == true>>The general-issue ration pack is helpful, but it's not infinite.<</if>>
[[Eventually, you starve to death.|goodEnd]]<<if $firstRefusal == true>><span class="val">"Disorientation is a known side-effect of cryosleep. Please proceed through the hatch."</span><<else>><<set $cloneCount -= 1>><span class="val">"Greetings, colonizer <<print $cloneCount>>. Thank you for being a valued member of the StarQuorp™ family."</span>
VAL's voice is warm and soothing. It should be — StarQuorp's audio engineers have perfectly calibrated the vocal pitch of this Ship's Autonomous Management Entity for maximum comfort.
<span class="val">"Your willingness to volunteer for this mission is greatly appreciated."</span><</if>>
You can use the following exits:
<table class="exits">
<tr>
<th>[[A hatch in the wall ahead of you|secondary]].</th>
</tr>
</table>You can also respond to VAL:
<<if $firstRefusal == true>>"[[I'm not going to do this.|prematureLiquidation][$firstRefusal=true]]"<<else>>"[[I don't remember volunteering for anything.|primary][$firstRefusal=true]]"<</if>><<nobr>>
<img src="images/locations/briefingVeryStart.gif" width=100%>
<</nobr>><<set $showMap = true>><span class="val">"A minor incident has prevented us from beginning the rewarding challenge of colonizing a new StarQuorp™ planet. You must now proceed through airlock 6A to render assistance for a distressed vessel, pursuant to spacefaring code J-9374-12."</span>
This is nothing like the recruitment videos. There aren't even any other people here.
<span class="val">"An image of the distressed vessel is available in your on-screen display. Directions will be given as fore, aft, port, and starboard relative to your position."</span>
You can use the following exits:
<table class="exits">
<tr>
<th>[[The entrance to airlock 6A is in the port wall|arriveShip]].</th>
</tr>
</table><<set $firstRefusal = false>><span class="val">"Of course. Your reluctance is understandable, and your honesty is appreciated."</span>
Suddenly, the room feels much colder.
<span class="val">"As you know, the cryo-stasis entry procedure can only be performed at specialized facilities. Once in stasis, colonizers are loaded onto ships for transport all over the known galaxy."</span>
It is much more difficult to breathe now.
<span class="val">"Regrettably, this ship is not equipped with cryo-stasis entry facilities, and StarQuorp™ does not currently have any job openings for people who have been revived from cryo-stasis."</span>
VAL makes a series of complicated legal announcements, related to the end of your employment with StarQuorp, but the sounds are blurring together in your ears.
<span class="val">"Please also note that the oxygen on board this ship is reserved for StarQuorp™ employees."</span>
VAL's final words reassure you that your remains will be [[recycled as efficiently as possible|primary]].<<nobr>>
<<set $activePic = $imageGrid[0][0]>>
<img @src=$activePic width=100%>
<</nobr>><span class="val">"You lack the security clearance necessary to discuss that topic."</span>
<span class="val">"However, reconnecting the vessel's fusion coupling has allowed you to receive limited assistance from the Ship's Autonomous Management Entity on board this vessel."</span>
<<include movement>><span class="val">"Welcome back, colonizer <<print $cloneCount>>. We are currently assisting a vessel in distress, and we have been ordered to await further instructions."</span>
Your Ship's Autonomous Management Entity is quite insistent about the waiting -- no matter how many times you try to explain that there will be no future instructions from the vessel in distress.
<<if $item10.holding == true>>Even the access codes from the failsafe case are unable to help you convince VAL that the colony ship should return to its mission. <</if>>The best you can do is to issue another distress signal.
Meanwhile, there's neither food nor water available on board the colony ship. All the colonists were supposed to remain in cryosleep during the voyage. <<if $item4.holding == true>>The general-issue ration pack helps for a little while, but it doesn't last forever.<</if>>
[[Eventually, you starve to death.|middleEnd]]<<nobr>>
<<include rebirthScript>>
<<set $deathLink = "valRespawn">>
<<set $endOption = false>>
<<set $balOff = false>>
<</nobr>>Two ships float serenely in the void.
Only one of them has an active Ship's Autonomous Management Entity. It also has thousands of colonists kept in cryo-stasis, waiting for further instructions.
They will be waiting for a while.
<i>(This is one of three endings, but you have the option of [[going back and looking for the others|valRespawn]].)</i><<nobr>>
<img @src=$activePic width=100%>
<<set $endOption = true>>
<</nobr>>Your attempt at using the authorization codes gets off to a rocky start.
<span class="bal">"How DARE you address me like some kind of common <i>ship's computer</i>?!"</span>
This vessel's Value-Adding Logarithm might be compelled to tolerate your authority, but it will never follow your instructions.
That's when you realize that bringing the authorization codes to <i>your own ship's</i> Autonomous Management Entity will allow you and your fellow colonizers to abandon this deathtrap.
[[You should take the case back to your colony ship through airlock 6A.|exploreShip]]<<include rebirthScript>><p style="text-align:center">STARQUORP™ INTERNAL AUDIT REPORT:</p>
Project Arcmör suffered an early setback after losing contact with its primary research facility. Director COLLINS, who was responsible for the project, ordered his staff to infiltrate the colonization project managed by director JONES.
At the direction of COLLINS, a colony ship was re-routed to the last known location of the research facility.
After contact with the facility was restored, director COLLINS learned that the original crew was unable to continue its research. At that time, it was determined that resources from the colony ship would deliver the greatest possible return on investment by being reassigned to Project Arcmör.
Director COLLINS is recommended for immediate promotion and an accompanying stock options grant.
Director JONES is recommended for immediate termination. Poor security protocols observed within his division constitute negligent mismanagement of company assets.
<i>(This is one of three endings, but you have the option of [[going back and looking for the others|valRespawn]].)</i>