(text-style: "shadow")[ (text-style:"double-underline","expand","emboss")[''TERMINAL DISPLAY''] ''Planet:'' (text-style: "blurrier")[503 - Serun] ''Weather:'' $weather ''Temperature:'' $temp ''Time:'' (display: "Game Clock"){ (text-style:"emboss")[|message>[$message]]}](text-style:"emboss","expand")[...](text-style:"blink")[(bg:white)[(text-style:"blurrier")[I]]]You're inside your ''ship''. Because where else would you be right now. Other than outside of course. The ship feels just as alive as you. Probably because whatever computer was installed is doing all that work. But what (link: "does it")[do Its ''insides''] look like? [[You could say there's //room// for improvement.|Autopilot]] [[It feels a little cramped, but that means everything is within reach.|Dolphin]]You look at the camera to get a view of your immediate vicinity as a safety precaution. You know...just in case anything is lurking out there. This planet is entirely covered in a cozy cloudy blanket. But maybe "cozy" isn't the best word to describe what lies underneath the surface. Its landscape looks... [[...barren.|Barren]] [[...petrified.|Petrified]]{(set: $shipDesc to 0)} Ah yes, your handy dandy, and very ''spacious'' ship. There's not much on the walls, save for a couple motivational posters and a sticky note reminder that you should have probably scrapped by now. This bad boy can fit all sorts of (link: "things")[supplies and junk that has no purpose other than to sell, and (text-style:"double-strike","blurrier")[bodies]]. You wish you bought a little disco ball for yourself to get you through the ''long'' shifts. [[Just like this one today...|Ship Landing]]{(set: $shipDesc to 1)} Ah, a good old reliable rickety, and rusty ship. They gave you the option of using your own ship if you owned one already, but that one is full of ''sentimental value''. If it isn't broken, [why bother?]<reason| Most of these models are built for one, but this one has an ''extra seat''. Oh well, more storage on top of the seemingly already infinite storage this can hold. [[Can't wonder for too long on how it fits everything you own.|Ship Landing]] (click-append: ?reason)[ You know They can afford to upgrade your ship. They just don't bother. Oh well...] {(set: $mins to it + $inc_mins) (if: $mins > 59)[(set: $mins to it - 60)(set: $inc_hrs to it + 1)] (set: $hrs to it + $inc_hrs) (if: $hrs > 11)[ (set: $hrs to it - 12) (if: $ampm is "PM")[ (set: $inc_day to true)(set: $ampm to "AM")] (else:)[(set: $ampm to "PM")] ] (if: $hrs is 8 and $ampm is "AM")[(set: $isevening to false)] (if: $hrs is 1 and $ampm is "PM")[(set: $isevening to true)] }''$hrs:(if: $mins < 10)[0]$mins&nbsp;$ampm'' { (set: $inc_mins to 0) (set: $inc_hrs to 0) (set: $inc_ampm to false) (set: $inc_day to false) } <!--<!-- zero out the increment variables so they don't keep advancing the clock --!>-->(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $message to "CAUTION IS ENCOURAGED.") (set: $inc_hours to 1) } |== As you approach the building, a sense of dread overwhelms you for a moment. You ''know'' it's a concrete jungle in there. And your Terminal agrees. You take a [[closer look|Examine]]. ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $message to "CHECK IN REQUIRED.") (set: $inc_mins to 4) } |== A garage door protects the entrance from the elements. You are greeted by a cold pair of double doors. What's on the other side. Who knows, really? But you suspect that going inside is the only way you'll be able to accomplish your goal. With these types of buildings, you know there's an alternate entrance... <!--(if: (history:) contains "Terminal Talk 2")[-->Maybe you should scope out for that [[other way in now|Another Way]].<!--](else:)[-->But it seems you should [[check in with your Terminal first (NOT IMPLEMENTED)|Terminal Talk 2]].<!--]--> ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $message to "YOU'RE GOING TO ENTER THAT BUILDING, AREN'T YOU?") (set: $inc_mins to 12) } |== You a bright red door with an emergency light up a flight of stairs on the left side of the building. The dry wind (text-style:"sway")[blows] past you in the direction of the Fire Exit. Like it's calling to you. It's not too late to go back to the [[main entrance|Main Entrance]]. But, there's a deepseated feeling of turmoil in your stomach. Maybe you should call it quits altogether and just [[leave|Leave]] this planet. ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $inc_mins to 2) } |== (if: $questAccept is 0)[ { <!--Annoyed at "quest"--> } (if: $compPurpose is 0)[] (else-if: $compPurpose is 1)[]] (else-if: $questAccept is 1)[ { <!--Reluctant to take "quest"--> } (if: $compPurpose is 0)[] (else-if: $compPurpose is 1)[]] ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $inc_mins to 30) (set: $message to "NEAR ACTIVITY DETECTED.") } |== You find a fire exit. You take a deep breath, puttin your hand on the door, about to head inside before your terminal warns you that there is a creature nearby. Listen, you've risked your life before to get the job done. But you have a really bad feeling about this job in particular. You're [[brave|Fire Exit]], aren't you? Why not just go in. You also contemplate returning back to the [[main entrance|Main Entrance]]. But, you could always just[[leave|END: Unfinished Business]] and fuck off of this planet entirely. It's a death sentence, sure, but would you rather die in space, or on this planet? ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $message to "...") } |== You ''Failed''. In all regards. Well. This is it. It's not like you have anything left to lose. If you have any final words you might as well say them now. ''//You're dead. And the only thing that can comfort you in this moment is the cold vacuum of space...//'' Maybe the next guy can be better than you. ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) |== <!--This is the "last" talk with the terminal (if annoyed). If annoyed, you have the option to kill it. If I didn't end the story in the Apparatus Room if the player accepted the Terminal's request, I would've given a chance for the player to escape and live--> [[Kill the Terminal|Kill]] [[We're done here.|Complete Mission]] ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $message to "I HOPE YOU KNOW WHAT YOU'RE DOING.") (set: $inc_mins to 4) } |== (if: (history:) contains "Fire Exit")[You find yourself in the room where the Fire Exit door is.](else:)[You step inside the room with the Fire Exit door. You don't see anything, however, but the steel door next to you is wide open. There's also a small gap to another catwalk in this room. You can make the jump.] (if: $junkPurpose is 0)[ [You should be on the lookout and scan for scrap in the rooms you pass.]<scan|](click-replace: ?scan)[''It's not scrap, but it's a key! What's this doing out of someone's hands? Maybe it's best not to question it right now...''(set: $key to 1)](else-if: $junkPurpose is 1)[ [You should always be on the lookout for bodies]<lookout|](click-replace: ?lookout)[ ''You should consider yourself lucky that you didn't find one right now.''] Remember ''what you came here for''. It's not too late to go back to the [[main entrance|Main Entrance]]. You could risk it and just [[jump the gap|Gap Room]]. Go [[through the open door|Corridor Catwalk]]. ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $inc_mins to 6) (set: $message to "I HOPE YOU KNOW WHAT YOU'RE DOING.") } |== (if: (history:) contains "Factory Room")[You're at the main entrance.](else:)[You just need to relax. This isn't anything your Terminal hasn't seen before. Probably. The architecture feels oddly familiar.] It's dark. Good thing you have your flashlight. (if: $junkPurpose is 0)[ [You should be on the lookout and scan for scrap in the rooms you pass.]<scan|](click-replace: ?scan)[ ''You don't end up finding anything in this room.''](else-if: $junkPurpose is 1)[ [You should always be on the lookout for bodies.]<lookout|](click-rerun: ?lookout)[ ''In this case you should consider yourself lucky that you didn't find one right away.''] You know you've seen buildings like this before on those ''other planets''. From here on out, it feels like there's no turning back now. At least until you ''get what you came here for''. Before you are two doors. Do you take the [[left door|Left Door]], or the [[right door|Right Door]]. Or you can take some extra time to [[go to the Fire Exit|Fire Exit]] ==| (display: "Terminal"){ (set: $planetDesc to 0) } ''Barren'' is a good way to describe it. Any plants in the area are few and far between. And pretty dead looking at that. No sign of any other life. At least for now. [[You wonder if that's a good or bad thing...|Ship Landing]] { (set: $planetDesc to 1) } ''Petrified is a good word'' you like that one. It's landscape is littered with rock-like vegetation. You can assume it used to be a forest at one point, probably. [[Can there even be any animal life with these conditions?|Ship Landing]](enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $inc_mins to 3) } |== A jump made with ease. Your boots clang and echo in the room. Looking down, an inky black bottomless pit greets you. Talk about a safety hazard. You look around and notice there's a small hallway that makes for a much more safer route to this side of the room. You might be scared, but you're brave. There's [[only one door to step through|Intersection Room]]. ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) |== [[Locked Door]] [[Server Room]] ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $inc_mins to 3) } |== It's a door. Just like all the other doors in this building, but you try to open it and it won't budge. (if: $key is 1)[Lucky you, finding the key before the locked door. How convenient that you don't have to find some convoluted way to backtrack to the Fire Exit to get that key which is now in your hands. [[The door is now unlocked|Locker Room]](else-if: $key is 0)[The door is locked. Maybe there's a key around here somewhere?] ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $inc_mins to 3) } |== It appears to be a server room. Wires are laid out haphazardly. The servers are no longer running and data retrieval isn't in your job description anyways. (if: $junkPurpose is 0)[ [You should be on the lookout and scan for scrap in the rooms you pass.]<scan|](click-replace: ?scan)[ ''You found a big metal screw.''(set: $scrapArray to it + (a: "screw"))](else-if: $junkPurpose is 1)[ [You should always be on the lookout for bodies.]<lookout|](click-replace: ?lookout)[ ''Nothing here stands out to you.''] On to the [[next room|Factory Room]] ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $inc_mins to 3) } |== You step through the open door. The air is stale in here. The small branches of this catwalk just lead to a wall. You wonder why they even bothered building it like that. Looking ahead, there's a [[hallway|Staircase]] that seems to lead to a staircase. (if: $junkPurpose is 0)[ [You should be on the lookout and scan for scrap in the rooms you pass.]<scan|](click-replace: ?scan)[''There doesn't seem to be anything of value left behind here.''(set: $key to 1)](else-if: $junkPurpose is 1)[ [You should always be on the lookout for bodies.]<lookout|](click-rerun: ?lookout)[ ''Well, no bodies. But, there's a trail of dried blood leading down the hallway.''] ==| (display: "Terminal")[[Piped Hallways]](enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $inc_mins to 3) } |== There's a [[door upstairs|Yellow Office Room]] and a door [[straight ahead of you|Piped Hallways]]. (if: $junkPurpose is 0)[ [You should be on the lookout and scan for scrap in the rooms you pass.]<scan|](click-replace: ?scan)[ ''An old flask. It looks like it hasn't even been used yet.''(set: $scrapArray to it + (a: "flask"))](else-if: $junkPurpose is 1)[ [You should always be on the lookout for bodies.]<lookout|](click-replace: ?lookout)[ ''Just another smear of blood on the floor.''] ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $inc_mins to 5) } |== You're in a wide open room, sparsely littered with lockers is a sorry state. (if: $junkPurpose is 0)[You hit the jackpot! Scrap upon scrap, as far as the eye can see. Seems your work here is done. Unless [[you want to keep going|Apparatus Room]]](else-if: $junkPurpose is 1)[Well, that's a body. No immediate sign of a cause of death. Just what exactly happened to these guys? You can't think about that right now, you have to [[haul them back.|Body 2]]] ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $inc_mins to 3) } |== It's a dark room, only lit the by the light coming from the building's...power source? You aren't really sure what it is exactly, but it seems really important. Something tells you to [[take it|Take Apparatus]]. ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $inc_mins to 3) } |== You now stand in a long room with abandoned and rusty machinery. You mess with a couple of the buttons on one of the belts, but it doesn't do anything. (if: $junkPurpose is 0)[ [You should be on the lookout and scan for scrap in the rooms you pass.]<scan|](click-replace: ?scan)[ ''You found a big metal screw.''(set: $scrapArray to it + (a: "screw"))](else-if: $junkPurpose is 1)[ [You should always be on the lookout for bodies.]<lookout|](click-replace: ?lookout)[ ''Nothing here stands out to you.''] All the way in the back you hear a loud humming coming from [[behind a door|Apparatus Room]]. ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $inc_mins to 3) } |== It's actually a maze in here. Rusty, leaky metal pipes line the cracked brick walls. How did people even navigate this facility? You could (link-goto: "blindly navigate your way through", (either: "Factory Room", "Fire Exit")) this part of the building, or you can make use of the [[right hand rule|Intersection Room]]. Sure that way might lead into some dead ends, but at least you won't get lost that easily. ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $inc_mins to 12) } |== Looks like progress! Better than the fourth dead-end hallway with pipes. And there's actually doors this time. (if: (history:) contains "Gap Room")[One of the doors leads back to the Fire Exit, but you need to go deeper.](else:)[You see a bright red light peaking through the door's window. It [[might be worth checking out|Fire Exit]].] (if: (history:) contains "Belt Room")[If you haven't gone through all the options in that [[long room|Factory Room]], it would be worth it going back.](else:)[Looking through the other door, you see a [[long corridor littered with heavy machinery|Factory Room]].] ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $inc_mins to 3) } |== Something tells you to stop dead in your tracks. You should at least (link-reveal: "take a peak inside before you head in there.")[ Oh, it's just a room with warm overhead lights and peeling yellow paint. (if: $junkPurpose is 0)[...and what looks to be a ring covered in blood?](else-if: $junkPurpose is 1)[...and a dead body. No immediate signs of a cause of death from here.] Look at you, worrying over nothing. Getting a bit paranoid, aren't we? If you're that scared, (link-reveal: "just do a quick in-and-out.")[ (if: $junkPurpose is 0)[You grab the ''bloody ring'' and dip.(set: $scrapArray to it + (a: "wedding ring"))](else-if: $junkPurpose is 1)[You manage to lug the body out of the doorway just in time.] The turret powers back up and you shut the door, breathing out a sigh of relief. (if: $junkPurpose is 1)[You can't just leave this here, you have to [[take the body back|Body 1]]]]] There's always that [[door down the stairs|Piped Hallways]]. ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $inc_hours to 1) (set: $inc_mins to 15) (set: $bodies to it + 1) } |== (if: $bodies > 1)[That makes two. You feel like you've covered a lot of ground in that building, surely there's still [[something waiting in there|Apparatus Room]], calling your name.](else:)[It takes forever to recover the body. One body. And you aren't really sure how many you need to recover. You don't think They ever mentioned that. Oh well. One is better than none at all. You're still burning daylight, you better get a move on [[back to the building|Piped Hallways]]. There was that other door by the stairs.] ==| (display: "Terminal")(if: $isCreature is 1)[ |== (align: "=><=")[<h3>''YOU ARE THE JUNKER''</h3>] |junker>[(display: $junkPassage)] =|= ### ''YOU ARE THE CREATURE'' |creature>[(display: $creatPassage)] ==| ### ''YOU ARE THE TERMINAL'' |terminal>[(display: $termPassage)] ] (else:)[ |== (align: "=><=")[<h3>''YOU ARE THE JUNKER''</h3>] |junker>[(display: $junkPassage)] ==| (align: "=><=")[<h3>''YOU ARE THE TERMINAL''</h3>] |terminal>[(display: $termPassage)] ] { <!-- Credits: Story by Bradley Estacio Terminal style background from https://css-tricks.com/old-timey-terminal-styling/ with the static blur taken from screenshots in a video by Milan Matos on Pexels https://www.pexels.com/video/abstract-rgb-distortion-interference-static-texture-15220898/ Phases - SIGHT / TOUCH / SMELL / HEAR / TASTE 1) You Are - DONE - 2 2) You See - DONE - 3 3) You Touch - DONE - 4 passages 4) You Smell - Cycling Links / checklist - 3 5) You Hear - live w/ dialog box - 2 6) You Taste - link/click-rerun / repeat OR hover - 1 7) You Are - Input/forced input box - 0 -->}You have a purpose on this planet, what is it? I came here for scrap. I came here to clean up. (click: "I came here for scrap.")[{(set: $junkPassage to "For Scrap")} (replace: ?junker)[|junker>[(display: "For Scrap")]]] (click: "I came here to clean up.")[{(set: $junkPassage to "To Clean")} (replace: ?junker)[|junker>[(display: "To Clean")]]]You used to have a purpose before this, what was it? You ran logisitics at a paperclip factory. You ran tests on humans in a laboratory. (click: "You ran logisitics at a paperclip factory.")[{(set: $termPassage to "Paperclip")} (replace: ?terminal)[|terminal>[(display: "Paperclip")]]] (click: "You ran tests on humans in a laboratory.")[{(set: $termPassage to "Lab")} (replace: ?terminal)[|terminal>[(display: "Lab")]]]{(set: $junkPurpose to 0) (set: $inc_mins to 1)} Ah, yes. You are here to //''fetch scrap for Them''//. It's hard work, (link: "but you guess the job pays well")[the job pays like absolute shit]. You, ''the Junker'', are not even sure why they need all that junk in the first place. This planet isn't even on the normal ''list''. They just needed (link: "volunteers")[unwilling participants] to take an expedition. You just tell yourself a job's a job. (click: "a job's a job.")[{(set: $passageRefresh to 1) (set: $inc_mins to 10) (set: $junkPassage to "Prepare")} (go-to: "YOU ARE...") (replace: ?junker)[|junker>[(display: "Prepare")]]]{(set: $junkPurpose to 1) (set: $inc_mins to 1)} That's right, you need to //''clean up Their mess''//. Because when They screw up, you're waiting in the wings to pick up the pieces. You absolutely (link-replace: "love")[//''loathe''//] this job. You, ''the Junker'', should at least consider yourself lucky you didn't end up like ''Those Guys''. However they died... You guess it doesn't matter now. Time to gather your supplies to become a one man cleanup crew. (click: "become a one man cleanup crew.")[{(set: $passageRefresh to 1) (set: $inc_mins to 10) (set: $junkPassage to "Prepare")} (go-to: "YOU ARE...") (replace: ?junker)[|junker>[(display: "Prepare")]]]{(set: $compPurpose to 0) (set: $compPersonality to "''Paperclips in Local Vicinity: $numPaperclips''")} You, ''the Computer'', can be a bit ''unnerving'' at times. You like to keep track of any ''paperclips'' on the ship and on person. You (link: "//''love''//")[have a strong //''penchant''// for] any and all paperclips. The Junker has dealt with people worse than you, supposedly. Look at that. Already landed and there's a paperclip nearby. What joy! (if: $passageRefresh is 1)[{(set: $passageRefresh to 0)}Seems the Junker is preparing to head out. You have some preparations to make of your own. (click: "some preparations to make of your own.")[{(set: $termPassage to "Prepare Message")} (replace: ?terminal)[|terminal>[(display: "Prepare Message")]]]] (else:)[]{(set: const-type $compPurpose to 1) (set: $compPersonality to "''Ways in Which You Can Die: $possibleDeaths''")} So you, ''the Computer'', are a bit (link: "''icy''")[''cold and calculated'']. Honestly, you pride yourself in making for good conversation sometimes with the Junker. Even if you like to think about all the ways in which they could (link-reveal: "die.")[ You like to remind them about it every day. You wish you had access to deadly neurotoxins, but no matter.] Maybe this planet contains hidden dangers. (if: $passageRefresh is 1)[{(set: $passageRefresh to 0)}Seems the Junker is preparing to head out. You have some preparations to make of your own. (click: "some preparations to make of your own.")[{(set: $termPassage to "Prepare Message")} (replace: ?terminal)[|terminal>[(display: "Prepare Message")]]]] (else:)[](enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $inc_hours to 1) (set: $inc_mins to 15) (set: $bodies to it + 1) } |== (if: $bodies > 1)[That makes two. You feel like you've covered a lot of ground in that building, surely there's still [[something waiting in there|Apparatus Room]], calling your name.](else:)[It takes forever to recover the body. One body. And you aren't really sure how many you need to recover. You don't think They ever mentioned that. Oh well. One is better than none at all. You're still burning daylight, you better get a move on. You thought you spotted [[another door where those lockers were|Apparatus Room]].] ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $inc_mins to 3) } |== The lights in the building shut down with a loud whirr. This...whatever it is came out a lot easier than you expected it to. (link: "Maybe try putting it back in?")[''It won't go back in.'' [[Oh...|Contemplate Life Descisions]]] ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $inc_mins to 3) } |== You contemplate your life descisions that led up to this point. The only source of comfort is the glow from the apparatus. Maybe you should (link-append: "look on the bright side...")[ (if: $questAccept is 1)[(if: $compPurpose is 0)[You found that paperclip. It was lodged into this device. And now it lays on the floor, [[next to that monster|Monster]]](else-if: $compPurpose is 1)[Oh look, [[the monster showed up|Monster]](else-if: $questAccept is 0)[...well. You can't think of any bright side to this actually. You should [[probably just leave|Terminal Talk 3]]. You decide to take the large device with you, because it's already too late to put it back in.] ] ==| (display: "Terminal")(enchant:?page, (bg:(gradient:90,0,#9D9A87,0.25,#C8C3AD,0.75,#C8C3AD,1,#9D9A87)) + (font:'sans-serif') + (colour:black) + (text-style:'shadow') )(enchant:?passage, (colour:#C8C3AD+black) )(enchant:?link, (colour:#C8C3AD) + (bg:#C8C3AD+black) + (hover-style: (color:#C8C3AD) + (bg:#C8C3AD+black)) ) { (set: $inc_mins to 3) } |== I<!--This is the part where the monster/creature/apparition/aberrration pops up to try and kill you. High likelyhood of that the player will die at this part but they can escape and live to tell the horrific tale.--> ==| (display: "Terminal"){<!--Goal: Display two passages side-by-side, each with Links to different passages, where they would not directly interfere with each other in a technical sense, but influence each other in terms of the story. All variables are being set in this passage.-->} { (set: $weather to "Cloudy") (set: $status to "Healthy") (set: $temp to "70°F") (set: $numPaperclips to 1) (set: $possibleDeaths to "∞") <!--If user does not check out the planet description, set to 0 (barren), otherwise 1 (petrified)--> <!--If user does not check out ship description, set to 0 (autopilot), otherwise 1 (dolphin)--> (set: $message to "YOU HAVE NOW ARRIVED...") (set: $passageRefresh to 0) (set: $incomingMessage to 0) (set: $firstTravelMessage to 0) (set: $hrs to 8) (set: $ampm to "AM") (set: $mins to 00) (set: $inc_ampm to false) (set: $inc_hrs to 0) (set: $inc_mins to 0) (set: $scrapArray to (a:)) (set: $bodies to 0) (set: $isCreature to 0) (set: $junkPassage to "The Junker") (set: $termPassage to "The Terminal") (set: $creatPassage to "The Creature") } The [[ship|Ship Description]] lands with a (text-style: "fidget")[jolt], hissing as it stabalizes itself on this [[godforsaken planet|Planet Description]]. Everything seems to be in order, but you should also check on your (text-style:"blink")[(bg:#0c1c00)[Terminal]]. [[A bit of a bumpier landing than I expected.|YOU ARE...]] [[Nothing fragile fell from the shelves at least.|YOU ARE...]](if: $firstTravelMessage is 0)[{|J0>[You scan the various shelves and drawers littered throughout the ship. You should only take what you need. After all, if you need to carry anything ''heavy'' back to the ship, it will take a while to transport it. <br>] (link: "First off, you need to put on your Company Issued Hazard Suit^^TM^^")[{(replace: ?J0)[{}]}|J1>[This cheap orange suit clings to your skin. You know that the air is perfectly breathable, but you need to follow protocol. <br> It doesn't have any protective layers but this is better than just going out with the clothes you're wearing right now. Plus, it comes with a communication device for your terminal. <br>] (link: "You need your pouch, obviously.")[{(replace: ?J1)[{}]}|J2>[Who knows what you'll find out there. That's why you have your pouch. It can store a lot of the smaller items you'll find out there, especially you think it's valuable enough. <br>] (link: "Last, but certainly not least, you need your //''flashlight''//.")[{(replace: ?J2)[{}]}|J3>[The //''flashlight''// is brightly colored and fits like a glove. But it's not a glove. It's a flashlight. You never know when you'll need it, especially if you need to go inside any ''buildings''. <br> Are You forgetting anything? <br>] (if: $incomingMessage is 1)[{(set: $incomingMessage to 0)} (link: "Oh, you can't forget about your first aid kit.")[As you're about to grab it, you hear an electric (text-style:"blink")[//ding//]. <br> Huh...it seems your Terminal wants to talk to you about something.]] (else:)[Just think on it for a bit. Surely you'll remember.]]]]}] (else:)[(if: $incomingMessage is 1)[{(set: $incomingMessage to 0)} (link: "Oh, you can't forget about your first aid kit.")[As you're about to grab it, you hear an electric (text-style:"blink")[//ding//]. (link: "Huh...it seems your Terminal wants to talk to you about something.")[You breathe out a heavy (text-style:"fade-in-out")[sigh] before responding. What is it? {(click: "What is it?")[ (if: $compPurpose is 0)[ (dialog: [I HAVE LOCATED A PAPERCLIP.], "Okay, I can see that. What do you want me to do about it?") (dialog: [YOU MUST FIND IT. THEN YOU MUST PUT IT ON THE SHIP. THAT IS ALL.], "You're joking, right? You expect me to find a single paperclip on this wasteland of a planet?") (dialog: [OF COURSE, BUT I TRUST THAT YOU WILL NOT NEED TO TRAVEL TO FAR TO FIND IT.], "And you need this paperclip because...?") (dialog: bind $choice, "THE EXACT REASON DOES NOT CONCERN YOU HUMAN. IF YOU FIND IT, YOU MUST BRING IT BACK. UNDERSTAND?", "No promises.", "Fine, I'll fetch your stupid paperclip for you.") |finished>[(if: $choice is "No promises.")[{(set: $message to "I ASSURE YOU IT WOULD BE IN YOUR BEST INTEREST TO GET IT.")}Like you said earlier. You and your Terminal aren't always on the best of terms. But they have feelings, just like you do. And everyone reaches a boiling point eventually, let's hope neither of you reach yours. <br> Maybe it's best to leave the conversation there before (cycling-link: "things get heated", "you say something you regret", "you change your mind"). <br> You double, triple check you're fully prepared before [[heading outside|Outside]]] (else-if: $choice is "Fine, I'll fetch your stupid paperclip for you.")[{(set: $message to "I ASSURE YOU, YOUR KINDNESS MUST BE REPAID.")} This is one of the better days that you and the Terminal are on okay terms with each other. You should at least try to prove that you're putting in the effort. <br> You just hope whatever you're doing is worth it... <br> (link: "What were you about to do again?")[Oh, right! Exploration prep. You gather up the last of the things you need and [[head outside|Outside]]]] (else:)[(rerun: ?finished)]]] (if: $compPurpose is 1)[(dialog: [NOT SO FAST HUMAN TEST SUBJECT. I LOOKED THROUGH SOME OLD COMPANY DATA THE ON THE TRIP HERE AND FOUND SOMETHING INTERESTING.], "...") (dialog: [OH. DO NOT GIVE ME THAT LOOK. I'M SURE YOU'RE QUITE CURIOUS ABOUT COMPANY SECRETS.], "Fine. Humor me.") (dialog: [SASSY TODAY, AREN'T WE? ANYWAYS, A LOT OF THE DATA IS REDACTED, BUT THERE'S MORE TO THIS PLANET THAN MEETS THE EYE.], "So are most of the planets this stupid company sends us to. What makes this one so special?") (dialog: bind $choice, "JUST CALL IT A HUNCH. TRY TO EXPLORE CLOSELY. I DON'T HAVE ANYTHING TO LOSE, AND NEITHER DO YOU. YOU TRUST ME, DON'T YOU?", "I trust you an indeterminate amount.", "Not particularly, but I'll see what I can find.") |finished>[(if: $choice is "I trust you an indeterminate amount.")[{(set: $message to "JUST THINK ABOUT IT, OKAY?")}Like you said earlier. You and your Terminal aren't always on the best of terms. But they have feelings, just like you do. And everyone reaches a boiling point eventually, let's hope neither of you reach yours. <br> Maybe it's best to leave the conversation there before (cycling-link: "things get heated", "you say something you regret", "you change your mind") and [[head outside|Outside]].] (else-if: $choice is "Not particularly, but I'll see what I can find.")[{(set: $message to "I DON'T THINK I NEED TO WISH YOU LUCK ON THIS.")} This is one of the better days that you and the Terminal are on okay terms with each other. You should at least try to prove that you're putting in the effort. <br> You just hope whatever you're doing is worth it... <br> (link: "What were you about to do again?")[Oh, right! Exploration prep. You gather up the last of the things you need and [[head outside|Outside]]]] (else:)[(rerun: ?finished)]]] ]}]]]] <!--(click: "talk to you about something.")[{(set: $inc_mins to 7) (set: $junkPassage to "Prepare")} (go-to: "YOU ARE...") (replace: ?junker)[|junker>[(display: "Prepare")]]]-->(display: "Terminal") (if: $firstTravelMessage is 0)[{(link: "You'll need to run a diagnostics test.")[|T1>[Just to make sure everything on this ship is in working order. <br> Of course, you need the Junker to scrounge around for for spare parts. It's better than fraying wires that's for sure. <br>] (link: "A quick scan of the area of course.")[{(replace: ?T1)[{}]}|T2>[Yeah, of course...heaps upon heaps of junk. <br> What else were you expecting, a sea of treasure? Now that you think about it, maybe there could be. It's hard to tell from here. <br> No immediate signs of life...for now... <br>] (link: "Oh, you almost forgot.")[{(replace: ?T2)[{}]}(if: $incomingMessage is 0)[{(set: $incomingMessage to 1)}You need to bother the Junker about something very important.(click: "You need to bother the Junker about something very important.")[{(set: $inc_mins to 3)(set: $firstTravelMessage to 1)(set: $message to "I HAVE SOMETHING TO ASK OF YOU.")}(go-to:"YOU ARE...")(replace: ?terminal)[|terminal>[(display: "Prepare Message"]]]]]]]}] (else:)[(set: $message to "")] <!--(click: "talk to you about something.")[{(set: $inc_mins to 7) (set: $junkPassage to "Prepare")} (go-to: "YOU ARE...") (replace: ?junker)[|junker>[(display: "Prepare")]]]--><!--The Creature is a stand in for the planet itself. It observes, but it doesn't want you to leave so easily.-->{ (set: $firstTravelMessage to 0) (set: $message to "") } |== (align: "=><=")[<h3>''YOU ARE THE JUNKER''</h3>] |junker>[] {[\ (align: "=><=")[<h4>''YOU SEE...''</h4>] |== ##### //A Tiny Junk Heap// (display: "A Tiny Junk Heap") =|= ##### //A Sand Pit// (display: "A Sand Pit") ==| ##### //Canyon Cliffs// (display: "Canyon Cliffs") \]} ==| (align: "=><=")[<h3>''YOU ARE THE TERMINAL''</h3>]|terminal>[(display: "Terminal")] {[\ (align: "=><=")[<h4>''YOU SEE...''</h4>] |== ##### //Rocky Woods// (display: "Rocky Woods") =|= ##### //A Murky River// (display: "A Murky River") ==| ##### //Dirt Mounds// (display: "Dirt Mounds") \]} |==| =><= ### {(live: 10.0s)[(text-style:"shadow")[[[ //''Okay, enough sightseeing.''//|Junkyard]]]]}{(set: $junkSee to false) (set: $termSee to false)} |== (align: "=><=")[<h3>''YOU ARE THE JUNKER''</h3>] |junker>[It's not like you could've outright (text-style:"shudder")[[[refused|Refusal]]]. It's neither here nor there now. According to your (click: "map")[, and the reluctant help of your terminal], there are some places that you can scope out. You're pretty sure it used to be one of ''Those Planets''... You would ask yourself where you want to go to first, but there's a problem. (click: "problem")[You can twiddle your thumbs for a bit and wait it out. This too shall pass. (click: "This too shall pass.")[{(set: $junkSee to true) (rerun: ?storm)} Did you use even use that phrase right?]]] ==| (align: "=><=")[<h3>''YOU ARE THE TERMINAL''</h3>]|terminal>[Ah, there they go, off into the (link: "wonderful")[dangerous] Unknown. If you could wistfully (text-style:"fade-in-out")[(text-style:"buoy")[sigh]], you would do that. Well, you can't just twiddle your (link-reveal: "thumbs.")[{(set: $termSee to true) (rerun: ?storm)}..not like you had any thumbs to begin with. (link: "But you wish you did.")[In another life, perchance.]] You have a rudimentary grainy camera you can stare at to see what's on the back side of the ship. You wish the Junker had a body camera so you could look through that instead of (link-reveal: "staring at the same three points of interest.")[ Especailly since it seems like there's no other signs of life.]] |==| |storm>[(if: $junkSee and $termSee)[{ =><= ### (text-style:"shadow")[The dust has settled. [[What do ''You'' see?|YOU SEE...]]]}] (else:)[{ =><= ### (text-style:"shadow")[Some wind has kicked up some dust. It's a bit hard to //''see''// right now.] }]] {(set: $inc_mins to 9)} There is life on this planet after all. It's a bunch of flies (text-style:"shudder")[(text-style:"buoy")[(text-style:"sway")[swarming]]] around a pile of ''garbage''. (cycling-link: "Maybe you can find something useful?", "Or not...?", "Keep digging.", "99% of junkers quit before they hit it big.", "Okay, there's like one piece of scrap here, but that's about it.", "Maybe you can keep going after all.", "Okay, for real though you should stop...", "...unless?", "...") {(set: $inc_mins to 14)} Yeah, that's a pit all right. It seems like quicksand, it looks like quicksand. But is it //really// quicksand? (link: "There's a small rock nearby that you can kick in.")[The rock lands with a soft thud, before slowly being swallowed by the sand.]{(set: $inc_mins to 21)} That looks deep enough to probably kill you. Good thing there's no one or nothing around to push you off. (link: "You yell into the vastness below.")[(text-style:"fade-in-out")[Echo!]]{(set: $inc_mins to 3)} (text-style:"tall")[Tall] petrified trees seem to (if: $planetDesc is 0)[sparsely] litter this planet litter this planet. One nearby patch in particular seems to run (text-style:"expand")[(text-style:"fade-in-out")[''deep and wide'']]. (click: "deep")[ (link: "Just how deep does it go?")[Well it looks like if you go deep enough, one could find themselves getting lost. Would be quite a shame. If someone were to get lost that is. A convenient way to wipe oneself off the face of the universe... (click: "...")[Sometimes you wish you could do that. Would it eve]]]{(set: $inc_mins to 1)} This muddy raging river looks like it runs off to who knows where. The Junker is busy right now. If only you had a drone that you could control. That would be fun. (link: "Is there anything of note near the river?")[Not particularly. And nothing buoyant either, even if you did manage to get the Junker to investigate it for you. (click: "buoyant")[Humans are pretty buoyant though.]]{(set: $inc_mins to 22)} From the looks of it, those dirt mounds in the distance are pretty huge. (click: "huge")[You might as well classify them as mountains.] These are perfectly normal, rounded mounds of dirt, and soil looks like it hasn't been disturbed in quite sometime. (link: "What a relief. You think.")[(link: "Wait, what's that?")[(link: "There, off in the distance. If you just zoom in.")[It's a(text-style:"superscript")[ teeny tiny] dirt mound. It looks almost human shaped... (link: "Eh, it's probably nothing.")[(link: "Again, this isn't in your job description.")[You're just bored.]]]]]{(set: $inc_mins to 6)} |== (align: "=><=")[<h3>''YOU ARE THE JUNKER''</h3>] |junker>[You move along to your main objective. The ''Junkyard''. Heaps upon heaps of scrap. {(if: $junkPurpose is 0)[Surely there's something on this planet worth something. Why else would they send you here.](else-if: $junkPurpose is 1)[And your job is to figure out where those bodies are. Hopefully They are in a salvagble state.]] ==| (align: "=><=")[<h3>''YOU ARE THE TERMINAL''</h3>]|terminal>[They're gone for now... Well, there's no time like the present. You should probably be doing //something//.{(if: $compPurpose is 1)[You could always look deeper on what could be so special about this planet. They don't send you to these types of planets without reason.](else-if: $compPurpose is 0)[Maybe you can try to pinpoint where exactly the paperclip is. That would be fun.]] |==| =><= ### |junkyard>[(text-style:"shadow")[[[Better start searching.|YOU TOUCH...]]]] { (set: $firstTravelMessage to 0) (set: $message to "") (set: _outcomesChosen to (a:)) } |== (align: "=><=")[<h3>''YOU ARE THE JUNKER''</h3>]|junker>[] {(set: _JunkerList to (a: "Broken Test Tubes", "An Old Doll", "A Beat Up Monitor", "A Bloody Ring"))} {(align: "=><=")[(dropdown: bind $dropdownJunker, "YOU TOUCH...", ..._JunkerList)]} {|junkerOutcome>[ (unless: $dropdownJunker is "YOU TOUCH...")[ (display: $dropdownJunker) (if: $dropdownJunker is not in _outcomesChosen)[ (set: _outcomesChosen to _outcomesChosen + (a: $dropdownJunker))]]] (live: 500ms)[(rerun: ?junkerOutcome)]} ==| (align: "=><=")[<h3>''YOU ARE THE TERMINAL''</h3>]|terminal>[(display: "Terminal")] {(set: _TerminalList to (a: "The Electrical Wires", "Encrypted Data", "The Camera Feed", "A Signal Transmitter"))} {(align: "=><=")[(dropdown: bind $dropdownTerminal, "YOU TOUCH...", ..._TerminalList)]} {|terminalOutcome>[ (unless: $dropdownTerminal is "YOU TOUCH...")[ (display: $dropdownTerminal) (if: $dropdownTerminal is not in _outcomesChosen)[ (set: _outcomesChosen to _outcomesChosen + (a: $dropdownTerminal))]]] (live: 500ms)[(rerun: ?terminalOutcome)]} |==| =><= { (set: $outcomesCombo to _JunkerList + _TerminalList) } {|outcomesAll>[ (if: _outcomesChosen's length is $outcomesCombo's length)[ ### {[(text-style:"shadow")[[[ //''The scanner is picking up a weird signal just around the corner.''//|YOU SMELL...]]]]}]] (live: 5.0s)[(rerun: ?outcomesAll)]}{<!---->} You touch an old doll. Out of all the things that you expected to find out here, this was unexpected. You hope that the previous owner is okay. It's seem to have been well taken care of and well-loved at one point. The fabric of the clothing is encrusted with dirt and dust, and one of the eyes is closed shut. To be loved is to be changed as they say. A doll like this doesn't deserve to waste away on a planet like this. At the very least, it could be good decor for your ship?You touch a bloody ring. Gold, with a rounded, red ruby. The blood dried long ago. You're tentative to keep hold of it. To stash it away for the return trip. You feel like you're doing a disservice to the ring's previous owner. Speaking of which, where is the previous owner? If there is any trace left of them that is... You have a bad feeling about this. You hold onto the ring for safekeeping. Think of it as a good luck charm.You touch a beat up monitor. It feels...cheap. There's no beating around the bush with this thing. There's some cracks in the screen here and there but you like the look. You can probably find some sort of use for it other than just another thing to be taken back. Maybe the Terminal can find some use for it? But this thing is probably broken beyond repair. You were honestly kind of hoping for some magic movie moment where the screen crackles to life and you receive some sort of distress singal leading into a deeper, darker mystery. ... Nope, nothing. In another life, maybe.You //almost// touch broken test tubes. There's some value to them, but you're not picking these up with your bare hands. Who knows what experiments were conducted on this planet. And as curious as you are about that, you really don't want to know. Some of them seem stained by various chemicals. Others have the markings on the outsided scratched and faded. Digging around some more in the nearby pile reveals a set of tubes in almost pristine condition. These ones you can pick up properly. Perhaps it's your luck day after all.You "touch" the electrical wires. The temperature in them starts rising as a low buzzing starts to set in. Technically speaking, you don't //feel// anything. But describing what you think it should feel like via text is good enough for You at least. You do, however, know how deep your wires run. You calculate the length of the wires used, and wonder why they didn't bother to shorten the length. It's a cable management nightmare down there! So you like that you cannot feel, actually. It avoids any bad feels of the sorts. That's for humans--like the Junker--to experience.You "touch" encrypted data. Would you look at this. The Junker doesn't even know about this. ''They'' don't even know about this. If they do, you would've had your memory erased or tossed into a scrap heap. A junkyard, even. You must be honest with yourself in that curiousity got the better of you. Especially with the Junker mumbling aloud several "why" questions when the mission was first handed to them. And when you try to probe into the data, there's a wall. No, really. It's cold, scratchy, porous even. Brick? You think that's what brick feels like. It's also a bit harsh. Whatever that means. Seems like this data will remain a mystery after all...You "touch" the signal transmitter. Okay, you're just straight up bored at this point. You're not usually bored. You're not even sure why you have this sudden urge to be bored. To feel bored. They say being bored is a part of human nature, but you're not human. Perhaps you should find a way to bother the Junker. Maybe that will cure this boredom. You feel a building tension as you send out a ping to scan the surrounding area.You "touch" the camera feed. A thrumming static-like sensation is layered over the 360-degree camera feed. Great. Just great. The whole point of this add-on was to be an extra pair of eyes. Not like you could help them with much when it comes to actual danger, but both of you appreciate the company to an extent. It's not unpleasant. Just a bit annoying. Like when your senses get dulled. It's grainy too, making the image quality worse. At least you can't get motion sick. You were always built to be on the move anyways in case of emergencies. Seems like the audio quality is crisp and clear. Good to know that not all the budget went to waste on useless things.{<!--The Terminal can't hear anything.-->}|== (align: "=><=")[<h3>''YOU ARE THE JUNKER''</h3>] |junker>[] {[\ (align: "=><=")[<h4>''YOU SMELL...''</h4>] \]} ==| (align: "=><=")[<h3>''YOU ARE THE TERMINAL''</h3>]|terminal>[] {[\ (align: "=><=")[<h4>''YOU SMELL...''</h4>] \]}