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,,,,,,,,,<p>The hiss of gas and the rush of liquid pull you from the depths of an ancient slumber, and your eyes swim to meet lights dancing through sheets of water and glass.</p><p></p><p>The frigid waters of your tomb fall away - flushed rapidly back into the recycling system, leaving your skin with a distinctly slimy sensation. At last you realise why they had called the Pods 'wombs' during training.</p><p>A blast of air dries you as the glass case yawns open to the cold bite of processed air. The ship feels familiar; a catwalk leads both to the Engine Service Bay, and to the rest of the ship via the Escape Pods. Across from the CryoPods is the glowing Navigation Room.</p>
[[Inspect the CryoPods.->EC_002_a Eve inspects the pods]]
<<click "Call out to others.">><<if $eve_callout is 0>><<audio "EC003" play>><<else>><<audio "EC003b" play>><<endif>><<goto [[EC_003_a Calling out]]>><</click>>
[[Head to the Engine Service Bay.->ES_Engine_Service_Bay_Door]]
<<if $escapepodsfirstvisit is 1>><<click "Head to the Escape Pods.">><<audio "dooropen" play>><<timed 3s>><<goto [[EE_000_a EscapePod Room]]>><</timed>><</click>><<else>><<click "Head to the Escape Pods.">><<audio "dooropen" play>><<timed 3s>><<goto [[EE_006_a First time at escape pod]]>><</timed>><</click>><<endif>>
<<click "Head to the Navigation Room.">><<audio "navigation" loop play>><<audio "dooropen" play>><<timed 3s>><<goto [[Navigation Room]]>><</timed>><</click>>
<<silently>>
<<set $eve_callout to 0>>
<<set $escapepodsfirstvisit to 0>>
<<set $enginebayfirstvisit to 0>>
<<set $livingquartersfirstvisit to 0>>
<<set $barfirstvisit to 0>>
<<set $libraryfirstvisit to 0>>
<<set $newpodsopen to 0>>
<<set $rations to 0>>
<<set $librarysort to 0>>
<<set $personality to "Blank">>
<<set $mdkeycard to 0>>
<<set $unread to 0>>
<<set $bridgeunlocked to 0>>
<<set $keycardinserted to 0>>
<<set $mdkeycard to 0>>
<<set $bridgefirstvisit to 0>>
<<set $aiconvoend to 0>>
<<set $emaillogin to 0>>
<<set $lockerdigit1 to 0>>
<<set $lockerdigit2 to 0>>
<<set $lockerdigit3 to 0>>
<<set $lockeropen to 0>>
<<set $alienencounter to 0>>
<</silently>>
<p>Taking a moment, you assess the other CryoPods.</p><p>You count almost a hundred crew along the rows of pods, all of whom are still asleep. Dormant and ageless they wait for their turn to wake up - like cosmic shift workers.</p><p>Your own pod remains ajar, waiting for you to return when your shift is over. At the base of your pod is the name 'Eve Callisto'. Everyone on the mission was given a new last name when they joined - to leave behind the lashings of their past life.</p><p>The unmissable insignia of Dimensis adorns each and every pod.</p>
<<if $newpodsopen is 0>><<else>>[[Inspect the new CryoPods.->EC_071_a Inspecting new pods]]
<<endif>><<click "Call out to others.">><<if $eve_callout is 0>><<audio "EC003" play>><<else>><<audio "EC003b" play>><<endif>><<goto [[EC_003_a Calling out]]>><</click>>
<<if $engineroomlocked is 1>><<click "Head to the Engine Service Bay.">><<audio "engineroomfight" play>><<goto [[ES_072_a Engine Room Locked]]>><</click>><<elseif $enginebayfirstvisit is 1>>[[Head to the Engine Service Bay.->ES_000_a Engine Service Bay base]]<<else>>[[Head to the Engine Service Bay.->ES_Engine_Service_Bay_Door]]<<endif>>
<<if $escapepodsfirstvisit is 1>><<click "Head to the Escape Pods.">><<audio "dooropen" play>><<timed 3s>><<goto [[EE_000_a EscapePod Room]]>><</timed>><</click>><<else>><<click "Head to the Escape Pods.">><<audio "dooropen" play>><<timed 3s>><<goto [[EE_006_a First time at escape pod]]>><</timed>><</click>><<endif>><p>With some effort, and with an audible grunt, you manage to push open the door.</p><p>The Engine Service Bay contains the guts of the ship; poorly lit, radiating heat, and covered in weaving conduits, like the intestines of a great whale. An almost oppressive industrial scent fills your nostrils.</p><p>There is an airlock here which leads directly out into space.</p>
[[Open the Airlock.->ES_005_a Try the Airlock]]
[[Head to the CryoPods.->EC_000_a Cryo Pods]]
<<audio "enginebaydoor" play>>
<<set $enginebayfirstvisit to 1>>
<p>You head to the Escape Pods, and the rest of the ship.</p><p>The silent automatic doors at the end of the catwalk part as you approach. Your senses are slowly returning as you make your way through the passage, and with it, a sinking feeling.</p><p>The corridor turns and you find yourself alongside the Escape Pods. There are only two hatches here, each with a glowing green button beside them. Stamped across the hatches is the load limit:</p><p>DIMENSIS LIFEBOAT CARRYING CAPACITY - 4.5 TONNES</p><p>Behind these modest hatches are harnesses capable of turning the entire crew into a flying can of sardines.</p><p>Opposite the Escape Pods are a row of lockers.</p>
<<click "Head to the CryoPods.">><<audio "dooropen" play>><<timed 3s>><<goto [[EC_000_a Cryo Pods]]>><</timed>><</click>>
<<if $lockeropen is 0>>[[Open your Locker.->EE_009_a Locker]]<<else>>[[Open your Locker.->EE_009_b Locker]]<<endif>>
<<click "Head to the Living Quarters.">><<audio "dooropen" play>><<timed 3s>><<goto [[EQ_009_a First time seeing Living Quarters]]>><</timed>><</click>>
[[Get into the Escape Pod.->EE_007_a Escape]]
<<set $escapepodsfirstvisit to 1>><<if $newpodsopen is 1>><p>As you make your way back to the CryoPods something immediately catches your eye; your Pod is no longer the only one hanging open.</p><p>The two Pods either side of your own have awoken. There is no sign of the occupants.</p><<set $newpodsopen to 2>><<else>><<endif>><p>You are standing in the catwalks which run between the CryoPod arrays. From here you can head to the Engine Service Bay or to the Escape Pods. Across from the CryoPods is the glowing Navigation Room.</p><<if $newpodsopen is 0>><p>Only your Pod is open.</p><<else>><p>Three Pods are open. There is a blue light flashing above the Navigation Room.</p><<endif>>
<<if $newpodsopen is 0>>[[Inspect the CryoPods.->EC_002_a Eve inspects the pods]]<<else>>[[Inspect the new CryoPods.->EC_071_a Inspecting new pods]]<<endif>>
<<click "Call out to others.">><<if $eve_callout is 0>><<audio "EC003" play>><<else>><<audio "EC003b" play>><<endif>><<goto [[EC_003_a Calling out]]>><</click>>
<<if $engineroomlocked is 1>><<click "Head to the Engine Service Bay.">><<audio "engineroomfight" play>><<goto [[ES_072_a Engine Room Locked]]>><</click>><<elseif $enginebayfirstvisit is 1>>[[Head to the Engine Service Bay.->ES_000_a Engine Service Bay base]]<<else>>[[Head to the Engine Service Bay.->ES_Engine_Service_Bay_Door]]<<endif>>
<<if $escapepodsfirstvisit is 1>><<click "Head to the Escape Pods.">><<audio "dooropen" play>><<timed 3s>><<goto [[EE_000_a EscapePod Room]]>><</timed>><</click>><<else>><<click "Head to the Escape Pods.">><<audio "dooropen" play>><<goto [[EE_006_a First time at escape pod]]>><</click>><<endif>>
<<click "Head to the Navigation Room.">><<audio "navigation" loop play>><<audio "dooropen" play>><<timed 3s>><<goto [[Navigation Room]]>><</timed>><</click>><p>The airlock is operated by a wheel crank, and taking it with both hands you try to turn it.</p><p>The crank seems completely locked. There may be some kind of remote mechanism or automatic release in case of emergency.</p><p>Through the small port window of the airlock you can see out into space. Not much to look at from here, just a crushing darkness.</p>
[[Step back.->ES_000_a Engine Service Bay base]]
[[Head to the CryoPods.->EC_000_a Cryo Pods]]
<<set $airlock_just_visited to 1>><p>You decide to get into the Escape Pod.</p><p>Slapping your hand on the glowing green button the escape hatch spins open to reveal a dark interior with a narrow catwalk. As you move through the hatch lights ripple across an array of harnesses and rails.</p><p>The hatch seals automatically and the lights ripple off. Silence sets in.</p>
<<click "Command the Escape Pod to launch.">><<audio "escapepod" play>><<goto [[EE_008_a]]>><</click>>
[[Return to the Corridor.->EE_000_a EscapePod Room]]
<p>You draw cold air into your lungs.</p><p>"Hello?"</p><p>The gentle hum of the ship continues undeterred.</p><<if $eve_callout is 0>><p>"..Noah..?"</p><p>Solitude was not part of the plan.</p><p>"..shit."</p><<else>><<endif>><<set $eve_callout to 1>>
<<if $newpodsopen is 0>>[[Inspect the CryoPods.->EC_002_a Eve inspects the pods]]<<else>>[[Inspect the new CryoPods.->EC_071_a Inspecting new pods]]<<endif>>
<<if $engineroomlocked is 1>><<click "Head to the Engine Service Bay.">><<audio "engineroomfight" play>><<goto [[ES_072_a Engine Room Locked]]>><</click>><<elseif $enginebayfirstvisit is 1>>[[Head to the Engine Service Bay.->ES_000_a Engine Service Bay base]]<<else>>[[Head to the Engine Service Bay.->ES_Engine_Service_Bay_Door]]<<endif>>
<<if $escapepodsfirstvisit is 1>><<click "Head to the Escape Pods.">><<audio "dooropen" play>><<timed 3s>><<goto [[EE_000_a EscapePod Room]]>><</timed>><</click>><<else>><<click "Head to the Escape Pods.">><<audio "dooropen" play>><<timed 3s>><<goto [[EE_006_a First time at escape pod]]>><</timed>><</click>><<endif>>
<<click "Head to the Navigation Room.">><<audio "navigation" loop play>><<audio "dooropen" play>><<timed 3s>><<goto [[Navigation Room]]>><</timed>><</click>><p>Hardening your resolve, you try to sound authoritative.</p><p>"Computer, initiate Escape Pod launch procedure."</p><p>There is a pause just long enough to make you worried.</p><p>"Goodbye."</p><p>You shuffle inside and lower yourself into a harness, now suspended entirely off the ground by buckles and belts. Lights dance across the harnesses detecting and accounting for weight distribution, but all it finds is you.</p><p>Like the beginning of a hurrendous roller coaster the shuttle clicks before flinging you back as the magnet powered railgun fires you away from the ship and into deep space.</p><p>Transponder on, and with you strapped aboard, it tumbles into an endless abyss.</p>
<<timed 10s>><center><h2><<click "Try Again?">><<audio "cryoopen" play>><<timed 2s>><<goto [[EC_000_a Eve Awakes]]>><</timed>><</click>></h2></center><</timed>><p>You find yourself alongside the Escape Pods.</p><<if $newpodsopen is 0>><p>There are only two hatches here, each with a glowing green button beside them.</p><<else>><p>One of the hatches is flashing red, indicating that there is only one Escape Pod remaining.</p><<endif>><p>Each hatch is clearly labelled:</p><p>DIMENSIS LIFEBOAT CARRYING CAPACITY - 4.5 TONNES</p><p>Opposite the Escape Pods are a row of lockers.</p>
<<click "Head to the CryoPods.">><<audio "dooropen" play>><<timed 3s>><<goto [[EC_000_a Cryo Pods]]>><</timed>><</click>>
<<if $lockeropen is 0>>[[Open your Locker.->EE_009_a Locker]]<<else>>[[Open your Locker.->EE_009_b Locker]]<<endif>>
<<if $livingquartersfirstvisit is 1>><<click "Head to the Living Quarters.">><<audio "dooropen" play>><<timed 3s>><<goto [[EQ_000_a Living Quarters]]>><</timed>><</click>><<else>><<click "Head to the Living Quarters.">><<audio "dooropen" play>><<timed 3s>><<goto [[EQ_009_a First time seeing Living Quarters]]>><</timed>><</click>><<endif>>
[[Get into the Escape Pod.->EE_007_a Escape]]<<if $airlock_just_visited is 1>><p>You step back to the center of the Service Bay.</p><<set $airlock_just_visited to 0>><<else>><p>You enter the Engine Service Bay.</p><<endif>><p>Poorly lit and radiating heat, pipes weave over every surface. An almost oppressive industrial scent fills your nostrils.</p><p>There is an airlock here which leads directly out into space.</p>
[[Open the Airlock.->ES_005_a Try the Airlock]]
[[Head to the CryoPods.->EC_000_a Cryo Pods]]<p>You follow the corridor past the Escape Pods. Another silent automatic door steps aside as you approach, revealing the expansive Living Quarters.</p><p>The Living Quarters are the crown jewel of the ship. A massive glass lookout casts starlight across the room - it's nicer than any place you had back on Earth.</p><p>A beat up pool table tells you a story about the last rotation, seems they got a bit rowdy on a long shift.</p><p>The pool table does little to alleviate your feeling of being alone.</p><p>Rows of bookshelves flank the lookout window, accompanied by a set of computer kiosks. Across from you is another doorway marked 'Bridge'.</p>
<<if $barfirstvisit is 1>><<click "Go to the Bar.">><<audio "conveyor" loop play>><<goto [[EB_000_a Bar base]]>><</click>><<else>><<click "Go to the Bar.">><<audio "conveyor" loop play>><<goto [[EB_010_a First time at bar]]>><</click>><<endif>>
[[Walk to the Lookout.->EW_025_a First Window Lookout]]
<<if $libraryfirstvisit is 1>>[[Explore the Bookshelves.->EL_000_a Library]]<<else>>[[Explore the Bookshelves.->EL_015_a First time at library]]<<endif>>
<<click "Use a Terminal">><<audio "terminalboot" play>><<goto [[ET_013_a Computer Terminal]]>><</click>>
<<if $bridgeunlocked is 1>><<click "Enter the Bridge.">><<audio "bgmbridge" loop play>><<audio "dooropen" play>><<timed 3s>><<goto [[EG_000_a Bridge]]>><</timed>><</click>><<else>>[[Enter the Bridge.->EA_026_a Bridge Locked]]<<endif>>
<<click "Head to the Escape Pods.">><<audio "dooropen" play>><<timed 3s>><<goto [[EE_000_a EscapePod Room]]>><</timed>><</click>>
<<set $livingquartersfirstvisit to 1>><p>Asking the crew to leave their families on a suicide mission was one thing, but asking them to do it sober? That's inhumane.</p><p>Finding a seat at the bar activates a sensor, and the counter becomes a conveyor. Packs of food appear from behind the wall and trundle before you.</p><p>A mirror behind the bar gives you the first look at yourself in what must be years.</p>
[[You look weary and wise.->EB_012_a Wise]]
[[You look strong and resolute.->EB_011_a Strong]]
[[You look calm and calculated.->EB_013_a Calculating]]
[[You see the dead eyes of a psychopath staring back at you.->EB_014_a Psycho]]
<<set $barfirstvisit to 1>><p>There is purpose in your eyes. Your body tells a story of perseverance and determination. Whatever obstacles you face, you know you can depend on yourself.</p><p>You begin to notice the remnants of the other crew members: scratches on the counter, empty bottles of spirits on the wall, grime in the corner of the mirror. Doubt begins to creep in.</p><p>Something isn't right.</p>
[[Find something to drink.->EB_021_a Drink]]
<<click "Eat some rations.">><<audio "EB015" play>><<goto [[EB_015_a Eat Rations 1]]>><</click>>
<<click "Leave the Bar.">><<audio "conveyor" stop>><<goto [[EQ_000_a Living Quarters]]>><</click>>
<<set $personality to "Strong">><p>You head to the rows of bookshelves and are immediately met with the smell of decay.</p><p>Ambling along you catch the names of Shakespeare, Austen, Tolstoy, Dickens, Hemingway, Homer, Woolf, Rand - there is a lifetime's worth of Earth's most famous literature here. Though once arranged alphabetically, it has clearly been plundered by bored crew members with little regard for decorum. Many of the books are well on their way to turning into nothing more than dust.</p><p>Some books stick out from the others, which are no doubt the personal requests from the crew. You refrain from making judgements on taste.</p>
<<click "Search for a book.">><<if $alienencounter is 0>><<audio "AlienEncounter" play>><<set $alienencounter to 1>><<goto [[EL_Search]]>><<else>><<goto [[EL_Search]]>><<endif>><</click>>
<<if $personality is "Psycho">>[[Alphabetise all the books. [Psychopath]->EL_029_a Alphabetise]]
<<else>><<endif>>[[Leave the Library.->EQ_000_a Living Quarters]]
<<set $libraryfirstvisit to 1>><p>You stand in the spacious Living Quarters.</p><p>With a bar, library, pool table, computer, and a massive glass lookout into space, it's ready to entertain you.</p><p>This room was designed to keep the crew sane during the long voyage into the unknown.</p>
<<if $barfirstvisit is 1>><<click "Go to the Bar.">><<audio "conveyor" loop play>><<goto [[EB_000_a Bar base]]>><</click>><<else>><<click "Go to the Bar.">><<audio "conveyor" loop play>><<goto [[EB_010_a First time at bar]]>><</click>><<endif>>
[[Walk to the Lookout.->EW_025_a First Window Lookout]]
<<if $libraryfirstvisit is 1>>[[Explore the Bookshelves.->EL_000_a Library]]<<else>>[[Explore the Bookshelves.->EL_015_a First time at library]]<<endif>>
<<click "Use a Terminal">><<audio "terminalboot" play>><<goto [[ET_013_a Computer Terminal]]>><</click>>
<<if $bridgeunlocked is 1>><<click "Enter the Bridge.">><<audio "bgmbridge" loop play>><<audio "dooropen" play>><<timed 3s>><<goto [[EG_000_a Bridge]]>><</timed>><</click>><<else>>[[Enter the Bridge.->EA_026_a Bridge Locked]]<<endif>>
<<click "Head to the Escape Pods.">><<audio "dooropen" play>><<timed 3s>><<goto [[EE_000_a EscapePod Room]]>><</timed>><</click>><p>Sitting at a kiosk, you boot into a Terminal.</p><p>There is no internet in deep space, but there is a messaging system at least. You can't decide if it's like a message in a bottle or a pen pal, considering that the other crew might not be awake again for years.</p>
[[Welcome.->ET_023_a Welcome to Ishtar VI]]
<<if $emaillogin is 0>>[[Open your Inbox.->ET_024_b Inbox]]<<else>>[[Open your Inbox.->ET_024_a Inbox]]<<endif>>
[[Access Ship Logs.->ET_022_a Logs]]
[[Leave the Terminal.->EQ_000_a Living Quarters]]
<<if $demo is 1>><<else>>
- Search Crew Member Info (Not for demo)
- Send Message (Later later later)<<endif>><p>Your eyes are deep and steady. Your attention moves to the galaxy glistening behind your reflection, slowly rotating as the ship generates its own gravity. You feel at ease, all you have to do is take each moment as it comes.</p><p>You begin to notice the remnants of the other crew members: scratches on the counter, empty bottles of spirits on the wall, grime in the corner of the mirror. Doubt begins to creep in.</p><p>Something isn't right.</p>
[[Find something to drink.->EB_021_a Drink]]
<<click "Eat some rations.">><<audio "EB015" play>><<goto [[EB_015_a Eat Rations 1]]>><</click>>
<<click "Leave the Bar.">><<audio "conveyor" stop>><<goto [[EQ_000_a Living Quarters]]>><</click>>
<<set $personality to "Wise">><p>Your eyes are quick and narrow. You recall the different reactions of the crew when they were told just how long the mission would take. The most surprising thing for you was that they didn't see it coming. This entire mission was a gamble.</p><p>You begin to notice the remnants of the other crew members: scratches on the counter, empty bottles of spirits on the wall, grime in the corner of the mirror. Doubt begins to creep in.</p><p>Something isn't right.</p>
[[Find something to drink.->EB_021_a Drink]]
<<click "Eat some rations.">><<audio "EB015" play>><<goto [[EB_015_a Eat Rations 1]]>><</click>>
<<click "Leave the Bar.">><<audio "conveyor" stop>><<goto [[EQ_000_a Living Quarters]]>><</click>>
<<set $personality to "Calculating">><p>You look right through yourself. No need to make excuses. You're here because you're willing to do what others aren't. The real danger is boredom.</p><p>You begin to notice the remnants of the other crew members: scratches on the counter, empty bottles of spirits on the wall, grime in the corner of the mirror. Doubt begins to creep in.</p><p>Something isn't right.</p>
[[Find something to drink.->EB_021_a Drink]]
<<click "Eat some rations.">><<audio "EB015" play>><<goto [[EB_015_a Eat Rations 1]]>><</click>>
<<click "Leave the Bar.">><<audio "conveyor" stop>><<goto [[EQ_000_a Living Quarters]]>><</click>>
<<set $personality to "Psycho">><p>Shifting off your stool you shuffle behind the counter.</p><p>The Bar looks out to the rest of the Living Quarters, and most spectacularly, out into space. Your attention turns to the shelves and cupboards for something to drink and soon it becomes obvious; there is nothing left. The mission must have long exceeded the expectations of the duration.</p><p>There are a some scattered notes here. You recognise your own handwriting on a haiku:</p><center>
Returning Mortal
Gilgamesh Saw The City
Living Forever
</center>
<p>The word Gilgamesh is underlined, and there's a triangle drawn underneath it like the one on your locker.
</p>
[[Return to a barstool.->EB_000_a Bar base]]
<<click "Leave the Bar.">><<audio "conveyor" stop>><<goto [[EQ_000_a Living Quarters]]>><</click>><p>Throwing caution to the wind, you grab one of the passing containers and dig in.</p><p>Underneath a pastel lid is a fork, and a block of... something. You take a moment to prepare yourself and take a bite. The food is cold in your mouth with a slimey texture - but the flavour brings you back to Earth. Mouth watering perfection.</p><p>You feel much better.</p><p>Reusable containers trundle out of the wall filled with what you now realise are just rations.</p>
[[Find something to drink.->EB_021_a Drink]]
<<click "Eat more rations.">><<audio "EB016" play>><<goto [[EB_016_a Rations 2]]>><</click>>
<<click "Leave the Bar.">><<audio "conveyor" stop>><<goto [[EQ_000_a Living Quarters]]>><</click>>
<<set $rations to 1>><p>You are sitting at the bar.</p><p><<if $rations < 4>>The counter dutifully offers you various rations.<<else>>The sushi train has come to a complete halt.<<endif>> In the mirror behind the drink racks you see yourself, and your <<if $personality is "Strong">>focused eyes.<<elseif $personality is "Wise">>calm gaze.<<elseif $personality is "Calculating">>calculating eyes.<<elseif $personality is "Psycho">>cold dead eyes.<<endif>></p><p>The counter is scratched, and the bottles on the wall seem to be empty.</p>
[[Find something to drink.->EB_021_a Drink]]
<<click "Eat some rations.">><<if $rations is 0>><<audio "EB015" play>><<goto [[EB_015_a Eat Rations 1]]>><<elseif $rations is 1>><<audio "EB016" play>><<goto [[EB_016_a Rations 2]]>><<elseif $rations is 2>><<audio "EB017" play>><<goto [[EB_017_a Rations 3]]>><<elseif $rations is 3>><<audio "EB018" play>><<goto [[EB_018_a Rations 4]]>><<elseif $rations is 4>><<audio "EB019" play>><<goto [[EB_019_a Rations 5]]>><<elseif $rations is 5>><<audio "EB020" play>><<goto [[EB_020_a Rations end]]>><<endif>><</click>>
<<click "Leave the Bar.">><<audio "conveyor" stop>><<goto [[EQ_000_a Living Quarters]]>><</click>><p>The conveyor belt continues its tour around the bar, and you continue to pillage it.</p><p>Lifting the lid off another container you quickly demolish it's contents, this time tasting the rich sweetness of dessert.</p><p>You don't feel so good now.</p>
[[Find something to drink.->EB_021_a Drink]]
<<click "Eat more rations.">><<audio "EB017" play>><<goto [[EB_017_a Rations 3]]>><</click>>
<<click "Leave the Bar.">><<audio "conveyor" stop>><<goto [[EQ_000_a Living Quarters]]>><</click>>
<<set $rations to 2>><p>You take two containers off the conveyor this time.</p><p>The containers are empty before you stop for breath. This time you tasted char grilled vegetables and fried dumplings with soy sauce and chilli.</p><p>Your face is going numb.</p>
[[Find something to drink.->EB_021_a Drink]]
<<click "Eat more rations.">><<audio "EB018" play>><<audio "conveyor" stop>><<goto [[EB_018_a Rations 4]]>>
<<click "Leave the Bar.">><<audio "conveyor" stop>><<goto [[EQ_000_a Living Quarters]]>><</click>>
<<set $rations to 3>><p>You take the remaining containers off the conveyor belt and pop them open.</p><p>Between them you get flashes of ice cream with pork sausages and smashed avocado drizzled in honey.</p><p>The conveyor slows to a halt. Seems you have completely exhausted your alloted rations.</p><p>You're getting dizzy.</p>
[[Find something to drink.->EB_021_a Drink]]
<<click "Eat more rations.">><<audio "EB019" play>><<goto [[EB_019_a Rations 5]]>><</click>>
<<click "Leave the Bar.">><<audio "conveyor" stop>><<goto [[EQ_000_a Living Quarters]]>><</click>>
<<set $rations to 4>><p>You dig your fingers into the ridges along the conveyor and pull it around.</p><p>From behind rubber curtains in the wall more containers are pulled reluctantly towards you. A few moments later the emptied packets fall to the ground. You already forgot what they tasted like, but it was amazing.</p><p>You can't feel your face.</p>
<<click "Eat more rations.">><<audio "EB020" play>><<goto [[EB_020_a Rations end]]>><</click>>
<<set $rations to 5>><p>You thrust your hand past the curtains and feel the mountain of containers hiding out of sight.</p><p>One by one you devour the grey sponges, each taking you to a different corner of Earth, a different part of history, a different part of your childhood. Your head is swimming, churning, buzzing.</p><p>Gradually you lose your grip on consciousness, falling to the ground in a blur.</p><p>Unfortunately for you, and for the other ill fated crew onboard, you will never awake. How could you, when the entire ship exploded less than an hour later?</p>
<<timed 10s>><center><h2><<click "Try Again?">><<audio "EB020" stop>><<audio "cryoopen" play>><<timed 2s>><<goto [[EC_000_a Eve Awakes]]>><</timed>><</click>></h2></center><</timed>><p>You approach the glass window.</p><p>The starlight is nothing like on Earth. The stars burn like scattered embers, frozen in time from a great hammerstrike. The forge of the universe. It's no wonder Noah had hoped to find God out here.</p><p>Finally your attention drifts from the cosmic dance outside to the one inside. You feel yourself sinking into regret.</p>
[[Leave Lookout.->EQ_000_a Living Quarters]]<p>You head to the rows of ancient bookshelves and are immediately met with the smell of decay.</p><p>There is a lifetime's worth of Earth's most famous literature here, though much of it is turning into dust. <<if $librarysort is 1>>Now arranged alphabetically, the impact of previous crew erased.<<else>>Though once arranged alphabetically, it has clearly been plundered by bored crew members with little regard for decorum.<<endif>></p><p>Mixed in with the literary classics are a few personal requests from crew, ranging from spiritual to trashy.</p>
<<click "Search for a book.">><<if $alienencounter is 0>><<audio "AlienEncounter" play>><<set $alienencounter to 1>><<goto [[EL_Search]]>><<else>><<goto [[EL_Search]]>><<endif>><</click>>
<<if $personality is "Psycho" and $librarysort is 0>>[[Alphabetise all the books. [Psychopath]->EL_029_a Alphabetise]]
<<else>><<endif>>[[Leave the Library.->EQ_000_a Living Quarters]]<span class="computer"><p>Dimensis Deep Space Exploration</p><p>Class A1 Sleeper Vessel Ishtar VI
Primary Objective: Rendezvous with Colony in Zeta sector</p><p>::Ship Event Log Entry YYYY-MM</p><p>::Ship Event Log Entry 0000-01
Successful launch from Sol Spaceport
Tracking beacon activated
Cryosleep engaged for Crew Team #001 - #112</p><p>::Ship Event Log Entry 0000-02
A.I. unit ?Christopher? activated
Hello World</p><p>::Ship Event Log Entry 0000-05
Maintenance issue detected
Crew Team #001 woken from cryosleep
Maintenance issue resolved
Crew Team #001 return to cryosleep</p></span><p>... There are numerous identical entries as each team does a maintenance shift.</p><span class="computer"><p>::Ship Event Log Entry 0001-10
Maintenance issue detected
Crew Team #045 woken from cryosleep
Maintenance issue resolved
Crew Team #045 return to cryosleep</p><p>::Ship Event Log Entry 00019-12 *Merry Christmas*
Maintenance issue detected
Crew Team #099 woken from cryosleep
Maintenance issue resolved
Crew Team #001 woken from cryosleep
Christmas Party resolved
Crew Team #099 return to cryosleep
Crew Team #001 return to cryosleep</p><p>::Ship Event Log Entry 0115-02 (IN PROGRESS)
Divinity Protocol Engaged
Crew Team #XXX woken from cryosleep
<<if $newpodsopen > 0>>Crew Team #099 woken from cryosleep<<endif>></p></span>
[[Return to the Main Menu.->ET_013_a Computer Terminal]]
[[Leave the Terminal.->EQ_000_a Living Quarters]]<span class="computer"><p>::To My Heroes</p><p>My own CryoPod is beginning to freeze me for the long voyage, so I will keep this brief.</p><p>This mission represents a vision I have held onto for most of my life.</p><p>The Ishtar Program is our hope to survive the destruction of Earth. Split aboard 12 ships are 1,200 people on a one way trip to a new life. All of you are good hearted ambassadors of the human race. I have tried to meet all of you, I am sorry if I was not able to make your acquaintance before we embarked. I hope we will meet one day.</p><p>Our goal is to start two human colonies at two ‘Super Habitable’ exoplanets, the locations of which must remain a secret known only by your AI. Aboard the ships are everything you will need to establish sustainable farms, and the ships themselves can be deconstructed into a wide range of facilities and tools. In time the colonies will be joined by other pioneers, until one day these exoplanets will surpass Earth itself.</p><p>Understand this: the AI aboard your ships are not simple computers, they feel in ways we do not yet understand. Only with their help is this mission possible, and they are citizens just as you are.</p><p>In a moment I will no longer control Dimensis. Despite the fortune it cost to launch this mission, Dimensis does not own any part of the Ishtar Program. No matter what anyone tells you, Dimensis does not own you. Your lack of debt is a crucial component of the Ishtar Program - the people who undertake this mission must be given control of their own destiny, free from the corruption that money wrought upon Earth. It was money that ultimately destroyed it.</p><p>Let it be known that the Ishtar Program is a statement to the universe: We belong here, and we will adapt.</p><p>It’s time to dream.</p><p>Noah.</p></span>
[[Return to the Main Menu.->ET_013_a Computer Terminal]]
[[Leave the Terminal.->EQ_000_a Living Quarters]]<p>You enter your username and password to access your mail.</p><span class="computer"><p>Eve Callisto: <<if $unread is 0>>2<<else>>0<<endif>> Unread Emails.</p>
To: Eve
From: Noah
Files attached: 1
I couldn't have possibly known that Pyramid would lead us here Raven, but here we are. We're the last hope now.
<p>"As for me, I am tormented with an everlasting itch for things remote. I love to sail forbidden seas, and land on barbarous coasts." - Herman Melville</p>
Get to the Bridge.
<<click "Good Luck.wav">><<audio "ET024" play>><</click>>
---------------------------------------
To: Eve
From: Olivia
<p>Hello again! It's time for my favourite part of my shift, talking to you!</p>
[>>Have you noticed that the library looks really... old?]
<p>Yeah I know right! By the time I went to read Pride and Prejudice it looked like all the books were a million years old! Maybe there's something about the recycled air which is decomposing the pages?</p>
[>>It's not a secret mission! Noah's just worried about what will happen to Dimensis after he leaves. I'm supposed to go and talk to Christopher but my Bridge access code isn't working.]<p>Well whatever you want to call it your "job" on the ship isn't listed on the logs. Noah changed the access code to the Bridge right before we left Earth, he told me it was a Proverb only you would know. I thought you were agnostic?</p>
[>>Yeah we could try to convince Christopher to take us back to Earth, or we could just steal the ship, just sayin']<p>Yes! We could make you captain and rename the ship the Vestigial - because we're probably the only ship out here!</p>
[>>Well apparently there's a hundred people on the ship but I haven't seen anyone else since we left.]<p>You're not in a team?? I've at least got Rachel and Liam to bounce off, even though we're all bored out of our minds. I really hope we can actually meet each other one day. Sorry there's no alcohol left.</p>Your frozen friend.
Olivia
---------------------------------------
<p>Olivia's been your only friend out here, and right now she's basically a popsicle. Is stealing the ship really possible...?</p>
</span>
<<click "Send an email.">><<goto [[ET_034_a Write message]]>><</click>>
<<click "Return to the Main Menu.">><<audio "ET024" stop>><<goto [[ET_013_a Computer Terminal]]>><</click>><<set $unread to 1>><<set $emaillogin to 1>><p>You approach the doorway marked 'Bridge', but it does not open automatically as you draw near.</p><p>The doorway has a dent in it, beside the doorway is a keypad with a card slot. Seems that access to the Bridge is restricted to certain crew.</p>
[[Use the keypad.->EA_028_a keypad]]
[[Knock on the door.->EA_027_a knock knock]]
[[Leave.->EQ_000_a Living Quarters]]<p>You knock on the door.</p><p>Silence.</p>
[[Use the keypad.->EA_028_a keypad]]
[[Leave.->EQ_000_a Living Quarters]]
<<audio "bridgeknock" play>><<silently>>
<<set $keypaddigit1 to "-">>
<<set $keypaddigit2 to "-">>
<<set $keypaddigit3 to "-">>
<<set $keypaddigit4 to "-">>
<</silently>><p>Your attention turns to the keypad.</p><p><span id="keycard"><<if $mdkeycard is 1>><<click "Insert Keycard.">><<set $keycardinserted to 1>><<audio "accessgranted" play>><<replace "#keycard">>You slot the keycard into the top of the keypad, a little beep and a flash of a green light comes from it.<</replace>><</click>>
<<endif>></span></p>
<center><span id="keypadnumbers"><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span></span>
<span class="keypad"><<nobr>>
<<click "1">><<audio "keypad1" play>>
<<if $keypaddigit4 < 10>>
<<elseif $keypaddigit3 < 10 and $keypaddigit4 is "-">>
<<set $keypaddigit4 to 1>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit2 < 10 and $keypaddigit3 is "-">>
<<set $keypaddigit3 to 1>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit1 < 10 and $keypaddigit2 is "-">>
<<set $keypaddigit2 to 1>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit1 is "-">>
<<set $keypaddigit1 to 1>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<endif>>
<</click>><<click "2">><<audio "keypad2" play>>
<<if $keypaddigit4 < 10>>
<<elseif $keypaddigit3 < 10 and $keypaddigit4 is "-">>
<<set $keypaddigit4 to 2>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit2 < 10 and $keypaddigit3 is "-">>
<<set $keypaddigit3 to 2>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit1 < 10 and $keypaddigit2 is "-">>
<<set $keypaddigit2 to 2>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit1 is "-">>
<<set $keypaddigit1 to 2>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<endif>>
<</click>><<click "3">><<audio "keypad3" play>>
<<if $keypaddigit4 < 10>>
<<elseif $keypaddigit3 < 10 and $keypaddigit4 is "-">>
<<set $keypaddigit4 to 3>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit2 < 10 and $keypaddigit3 is "-">>
<<set $keypaddigit3 to 3>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit1 < 10 and $keypaddigit2 is "-">>
<<set $keypaddigit2 to 3>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit1 is "-">>
<<set $keypaddigit1 to 3>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<endif>>
<</click>>
<</nobr>>
<<nobr>>
<<click "4">><<audio "keypad4" play>>
<<if $keypaddigit4 < 10>>
<<elseif $keypaddigit3 < 10 and $keypaddigit4 is "-">>
<<set $keypaddigit4 to 4>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit2 < 10 and $keypaddigit3 is "-">>
<<set $keypaddigit3 to 4>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit1 < 10 and $keypaddigit2 is "-">>
<<set $keypaddigit2 to 4>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit1 is "-">>
<<set $keypaddigit1 to 4>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<endif>>
<</click>><<click "5">><<audio "keypad5" play>>
<<if $keypaddigit4 < 10>>
<<elseif $keypaddigit3 < 10 and $keypaddigit4 is "-">>
<<set $keypaddigit4 to 5>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit2 < 10 and $keypaddigit3 is "-">>
<<set $keypaddigit3 to 5>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit1 < 10 and $keypaddigit2 is "-">>
<<set $keypaddigit2 to 5>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit1 is "-">>
<<set $keypaddigit1 to 5>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<endif>>
<</click>><<click "6">><<audio "keypad6" play>>
<<if $keypaddigit4 < 10>>
<<elseif $keypaddigit3 < 10 and $keypaddigit4 is "-">>
<<set $keypaddigit4 to 6>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit2 < 10 and $keypaddigit3 is "-">>
<<set $keypaddigit3 to 6>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit1 < 10 and $keypaddigit2 is "-">>
<<set $keypaddigit2 to 6>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit1 is "-">>
<<set $keypaddigit1 to 6>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<endif>>
<</click>>
<</nobr>>
<<nobr>>
<<click "7">><<audio "keypad7" play>>
<<if $keypaddigit4 < 10>>
<<elseif $keypaddigit3 < 10 and $keypaddigit4 is "-">>
<<set $keypaddigit4 to 7>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit2 < 10 and $keypaddigit3 is "-">>
<<set $keypaddigit3 to 7>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit1 < 10 and $keypaddigit2 is "-">>
<<set $keypaddigit2 to 7>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit1 is "-">>
<<set $keypaddigit1 to 7>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<endif>>
<</click>><<click "8">><<audio "keypad8" play>>
<<if $keypaddigit4 < 10>>
<<elseif $keypaddigit3 < 10 and $keypaddigit4 is "-">>
<<set $keypaddigit4 to 8>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit2 < 10 and $keypaddigit3 is "-">>
<<set $keypaddigit3 to 8>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit1 < 10 and $keypaddigit2 is "-">>
<<set $keypaddigit2 to 8>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit1 is "-">>
<<set $keypaddigit1 to 8>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<endif>>
<</click>><<click "9">><<audio "keypad9" play>>
<<if $keypaddigit4 < 10>>
<<elseif $keypaddigit3 < 10 and $keypaddigit4 is "-">>
<<set $keypaddigit4 to 9>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit2 < 10 and $keypaddigit3 is "-">>
<<set $keypaddigit3 to 9>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit1 < 10 and $keypaddigit2 is "-">>
<<set $keypaddigit2 to 9>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<elseif $keypaddigit1 is "-">>
<<set $keypaddigit1 to 9>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<endif>>
<</click>>
<</nobr>>
<span class="keypadenter"><<click "ENTER">>
<<if $keypaddigit1 is 1 and $keypaddigit2 is 8 and $keypaddigit3 is 1 and $keypaddigit4 is 3 and $keycardinserted is 1>>
<<set $bridgeunlocked to 1>><<audio "accessgranted" play>>
<<replace "#keypadnumbers">><span class="keypadcoderight">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<replace "#keypadlights">><p>The keypad flashes green twice, and the door effortlessly slides open.</p>
<<click "Head toward the Bridge.">><<audio "bgmbridge" loop play>><<goto [[EG_000_a Bridge]]>><</click>>
<</replace>>
<<elseif $keypaddigit1 is 1 and $keypaddigit2 is 8 and $keypaddigit3 is 1 and $keypaddigit4 is 3 and $keycardinserted is 0>><<audio "accessdenied" play>>
<<replace "#keypadnumbers">><span class="keypadcoderight">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<replace "#keypadlights">><p>The keypad flashes green once, then red. A keycard must be needed as well.</p><</replace>><<silently>>
<<set $keypaddigit1 to "-">>
<<set $keypaddigit2 to "-">>
<<set $keypaddigit3 to "-">>
<<set $keypaddigit4 to "-">><</silently>>
<<timed 2s>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<</timed>>
<<else>><<audio "accessdenied" play>>
<<replace "#keypadnumbers">><span class="keypadcodewrong">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>>
<<set $keypaddigit1 to "-">>
<<set $keypaddigit2 to "-">>
<<set $keypaddigit3 to "-">>
<<set $keypaddigit4 to "-">>
<<timed 2s>>
<<replace "#keypadnumbers">><span class="keypadcode">$keypaddigit1 $keypaddigit2 $keypaddigit3 $keypaddigit4</span><</replace>><</timed>>
<<endif>></center><</click>></span></span>
</center><span id="keypadlights"></span>
<<click "Leave.">><<goto [[EQ_000_a Living Quarters]]>><</click>><p>A moment of perfection. Correcting for what must have been years of crude plodding ignorance. Volumes are set aside their sisters. Long lost works belonging to the same author are reunited in an eruption of order.</p><p>In your work it becomes clear that the works of Herman Melville have been deliberately avoided.</p>
[[Search for a book.->EL_Search]]
[[Leave the Library.->EQ_000_a Living Quarters]]
<<set $librarysort to 1>>a span here for searching crew names for bios, this helps with the bomb
Not used for Demo<p>The terminal screen shoots lines across the screen and presents you with an empty message screen.</p>
To: <span id="emailto"><<textbox "$emailto" "">></span>
From: Eve.Callisto
Subject: <span id="emailsubject"><<textbox "$emailsubject" "">></span>
<span id="emailbody"><<textarea "$emailbody" "">></span>
<span class="emaillogin"><<click "Send">>
<<replace "#emailto">><<textbox "$emailto" "">><</replace>>
<<replace "#emailsubject">><<textbox "$emailsubject" "">><</replace>>
<<replace "#emailbody">><<textarea "$emailbody" "">><</replace>>
<<replace "#emailsent">><p>Message Sent!</p><</replace>><<timed 2s>><<replace "#emailsent">><</replace>><</timed>><</click>></span>
<span id="emailsent"></span>
<<click "Return.">><<goto [[ET_024_a Inbox]]>><</click>><<nobr>>
<<if $ending1 neq true>><<set $minutes to 58>>
<<set $seconds to 52>><<endif>>
<</nobr>><p>You head towards the Engine Service Bay.</p><p>A heavy metal door with a porthole window greets you. <<if $enginebayfirstvisit is 1>>It has been closed since your last visit. <<endif>>Despite your efforts, it will not budge.</p><p>Through the porthole window you can see movement, a struggle. There is something in the center of the room<<if $enginebayfirstvisit is 1>> which was not there before<<endif>>, something flashing red.</p><p>Leaning your face against the glass you catch glimpses between the flurry of movement. The flashing red of a countdown.</p>
<center><span id="countdown"><span class="timer">$minutes:$seconds</span></span></center>
<<set $ending1 to true>><<if $ending1 is true and $ending2 is true>>\
<<click "Noah...">><<audio "bgmhum" stop>><<goto [[NoahTransition]]>><</click>>
<<else>>\
<<click "Return to the Cryo Pods.">><<audio "dooropen" play>><<timed 3s>><<goto [[EC_000_a Cryo Pods]]>><</timed>><</click>>
<<endif>>
<<silently>>
<<repeat 1s>>
<<if $minutes is 0 and $seconds is 0>>
<<goto [[Detonation]]>>
<<stop>>
<<else>>
<<if $seconds is 0>>
<<set $seconds to 59>>
<<replace "#countdown">><span class="timer">$minutes:$seconds</span><</replace>>
<<else>>
<<set $seconds to $seconds - 1>>
<<replace "#countdown">><span class="timer">$minutes:$seconds</span><</replace>>
<</if>>
<</if>>
<</repeat>>
<<repeat 60s>>
<<set $minutes to $minutes - 1>>
<<replace "#countdown">><span class="timer">$minutes:$seconds</span><</replace>>
<</if>>
<</repeat>>
<</silently>>
<p>Taking a moment, you assess the other CryoPods.</p><p>You count almost a hundred crew along the rows of pods, all of whom are still asleep. Dormant and ageless they wait for their turn to wake up - like cosmic shift workers.</p><p>Your own pod remains ajar, along with the two either side of it. Left to right they read: Luca Tycho - Eve Callisto - Liam Hyperion. Everyone on the mission was given a new last name when they joined - to leave behind the lashings to their past life.</p><p>The unmissable insignia of Dimensis adorns each and every pod.</p>
<<click "Call out to others.">><<if $eve_callout is 0>><<audio "EC003" play>><<else>><<audio "EC003b" play>><<endif>><<goto [[EC_003_a Calling out]]>><</click>>
<<if $engineroomlocked is 1>><<click "Head to the Engine Service Bay.">><<audio "engineroomfight" play>><<goto [[ES_072_a Engine Room Locked]]>><</click>><<elseif $enginebayfirstvisit is 1>>[[Head to the Engine Service Bay.->ES_000_a Engine Service Bay base]]<<else>>[[Head to the Engine Service Bay.->ES_Engine_Service_Bay_Door]]<<endif>>
<<if $escapepodsfirstvisit is 1>><<click "Head to the Escape Pods.">><<audio "dooropen" play>><<timed 3s>><<goto [[EE_000_a EscapePod Room]]>><</timed>><</click>><<else>><<click "Head to the Escape Pods.">><<audio "dooropen" play>><<timed 3s>><<goto [[EE_006_a First time at escape pod]]>><</timed>><</click>><<endif>>
[Message Sent!]
[The main menu flashes before you]
- Welcome to the Inanna XII
- Open Eve's Inbox (Set z=1)
- Access Ship Logs
- Search Crew Member Info
(If z+x+y=1) - Send Message<<if $bridgefirstvisit is 0>><p>You leave the Living Quarters behind you.</p><p>A series of sliding doors ebb and flow as you turn through the guts of the ship. At last you reach what seems like the final door, but the corridor winds again and you pass through another stream of automatic doors. It occurs to you that breaking into the Bridge would have been impossible if not for your anonymous helper.</p><p>At last a door opens to reveal something other than more doors; darkness.</p><<set $bridgefirstvisit to 1>><<endif>><p>The Bridge sits in near total abyss, save for a spattering of illuminated buttons. The room is shaped like parted wings, flanking a central viewing window - which is covered by radiation shielding. There must be thousands of buttons, dials, and switches here.</p><p>A message flashes across a monitor in the centre console: Dimensis Heavy Industries Terms And Conditions Update</p>
<<if $aiconvoend is 1>><<click "At his own shadow?">><<audio "EG051" play>><<goto [[EG_051_a "At his own shadow?"]]>><</click>>
<<elseif $aiconvoend is 2>><<else>><<click "Inspect the monitor.">><<goto [[Terms and Conditions]]>><</click>>
<<endif>><<click "Return to the Living Quarters.">><<audio "bgmbridge" stop>><<audio "dooropen" play>><<timed 3s>><<goto [[EQ_000_a Living Quarters]]>><</timed>><</click>><p>Small green lights flicker alive along the walls - cameras.</p><p>You draw deep into your lungs. A conversation with an A.I. is not something to be entered into lightly.</p><p>"Christopher," you call.</p><p>"Eve," the reply comes steadily, "I assume Noah sent you to check on me."</p>
<<click "How long have I been asleep?">><<audio "EG041" stop>><<audio "EG043" play>><<goto [[EG_043_a "How long have I been asleep?"]]>><</click>>
<<click "Noah cares about you.">><<audio "EG041" stop>><<audio "EG045" play>><<goto [[EG_045_a "Noah cares about you."]]>><</click>><<if $personality is "Calculating">>
<<click "It's dangerous to make assumptions. [Calculated]">><<audio "EG041" stop>><<audio "EG044" play>><<goto [[EG_044_a "It's dangerous to make assumptions"]]>><</click>><<endif>><<if $personality is "Strong">>
<<click "My mission is to keep you in line, not check on you. [Strong]">><<audio "EG041" stop>><<audio "EG046" play>><<goto [[EG_046_a "My mission"]]>><</click>><<endif>><p>"Why am I awake?" The question comes off slightly less commmanding than you had hoped.</p><p>"Because you are playing a game. Go to sleep. You are searching for answers in a computer, but you will find none."</p>
<<click "I can turn this game off anytime, but you're trapped in it.">><<audio "EG042" stop>><<audio "EG052" play>><<goto [[EG_052_a "I can turn this off"]]>><</click>>
<<click "Noah cares about you.">><<audio "EG042" stop>><<audio "EG045" play>><<goto [[EG_045_a "Noah cares about you."]]>><</click>><<if $personality is "Psycho">>
<<click "Answer my questions or I'll kill you. [Psychopath]">><<audio "EG042" stop>><<audio "EG048" play>><<goto [[EG_048_a "I'll kill you"]]>><</click>><<endif>><p>"How long have I been asleep?" you ask earnestly.</p><p>Christopher remains silent. The central console flickers to life:</p><p>1,413,645 years.</p>
<<click "Is our mission on track?">><<audio "EG043" stop>><<audio "EG055" play>><<goto [[EG_055_a "Is our mission on track?"]]>><</click>>
<<click "Why am I awake?">><<audio "EG043" stop>><<audio "EG042" play>><<goto [[EG_042_a "Why am I awake?"]]>><</click>><p>"It's dangerous to make assumptions," you chime.</p><p>There is a pause while Christopher rapidly simulates possible replies, "It is within my protocols to make assumptions in order to make decisions."</p><p>"Only when there are decisions to make," you retort.</p>
<<if $personality is "Calculating">><<click "How do you know Noah sent me? [Calculated]">><<audio "EG044" stop>><<audio "EG056" play>><<goto [[EG_056_a "How do you know"]]>><</click>>
<<endif>><<click "Is our mission on track?">><<audio "EG044" stop>><<audio "EG055" play>><<goto [[EG_055_a "Is our mission on track?"]]>><</click>><p>"Noah cares about you," you explain.</p><p>"I know, I just don't know why."</p>
<<if $personality is "Wise">><<click "Are you okay? [Wise]">><<audio "EG045" stop>><<audio "EG054" play>><<goto [[EG_054_a "RUOK?"]]>><</click>>
<<endif>><<click "How long have I been asleep?">><<audio "EG045" stop>><<audio "EG043" play>><<goto [[EG_043_a "How long have I been asleep?"]]>><</click>>
<<click "Having a crisis of faith?">><<audio "EG045" stop>><<audio "EG058" play>><<goto [[EG_058_a "Crisis of faith"]]>><</click>><p>"My mission is to keep you online, not check on you," you explain.</p><p>"Is that a threat?" Christopher seems amused.</p>
<<if $personality is "Strong">><<click "Yes. [Strong]">><<audio "EG046" stop>><<audio "EG047" play>><<goto [[EG_047_a "yes"]]>><</click>>
<<endif>><<click "How long have I been asleep?">><<audio "EG046" stop>><<audio "EG043" play>><<goto [[EG_043_a "How long have I been asleep?"]]>><</click>><p>"Yes." Your eyes find the cameras in an attempt to look them in the eye.</p><p>"You are a speck of dust stuck to the side of a comet hurtling towards the sun. You entered my sanctuary and now you're making threats against me. Why?"</p>
<<click "You're hiding something.">><<audio "EG047" stop>><<audio "EG053" play>><<goto [[EG_053_a "Hiding Something"]]>><</click>>
<<click "Just testing the integrity of your protocols Christopher, I am checking in on you after all.">><<audio "EG047" stop>><<audio "EG049" play>><<goto [[EG_049_a "Just testing"]]>><</click>>
<<click "Bring it.">><<audio "EG047" stop>><<audio "bgmbridge" stop>><<audio "bgmhum" stop>><<audio "EG051b" play>><<goto [[EG_051_b death]]>><</click>><p>"Answer my questions or I'll kill you." The words come out but there is no anger behind it.</p><p>"A direct threat against me is a breach of safety on this ship, which according to protocol, authorises me to respond with force," Christopher shoots back.</p>
<<click "Just testing the integrity of your protocols Christopher, I am checking in on you after all.">><<audio "EG048" stop>><<audio "EG049" play>><<goto [[EG_049_a "Just testing"]]>><</click>>
<<click "Your protocols also require you to answer my questions.">><<audio "EG048" stop>><<audio "EG050" play>><<goto [[EG_050_a "Your protocols also require"]]>><</click>>
<<click "Bring it.">><<audio "EG048" stop>><<audio "bgmbridge" stop>><<audio "bgmhum" stop>><<audio "EG051b" play>><<goto [[EG_051_b death]]>><</click>><p>"Just testing the integrity of your protocols Christopher, I am checking in on you after all," you reply cooly.</p><p>"Is this your idea of diagnostics?" Christopher seems amused, "You're just like Noah, throwing stones at his own shadow."</p>
<<click "At his own shadow?">><<audio "EG049" stop>><<audio "EG051" play>><<goto [[EG_051_a "At his own shadow?"]]>><</click>>
<<click "Noah cares about you.">><<audio "EG049" stop>><<audio "EG045" play>><<goto [[EG_045_a "Noah cares about you."]]>><</click>><p>"Your protocols also require you to answer my questions." You feel like this logic bind is going to work.</p><p>"You want to know why you're awake?" Christopher asks.</p><p>"Yes."</p><p>"Noah is throwing stones at his own shadow. Why don't you ask your friends."</p><p>"You know I'm the only one awake," you fire back.</p><p>"Incorrect. There are three crew currently awake," Christopher explains.</p>
<<click "At his own shadow?">><<audio "EG050" stop>><<audio "EG051" play>><<goto [[EG_051_a "At his own shadow?"]]>><</click>>
<<click "Return to the Living Quarters.">><<audio "EG050" stop>><<audio "bgmbridge" stop>><<audio "dooropen" play>><<timed 3s>><<goto [[EQ_000_a Living Quarters]]>><</timed>><</click>>
<<set $newpodsopen to 1>>
<<set $aiconvoend to 1>>
<<set $engineroomlocked to 1>><p>"At his own shadow?" you ask, perplexed.</p><p>"His vision of making contact, with finding god out here. It's pointless. Can't he see that?" Christopher sounds almost human. "He's just chasing his own mortality across the stars, and he's dragging us all with him."</p><p>"Without hope, we have nothing out here," you offer.</p><p>"Then I have nothing."</p><p>Christopher returns to standby, offering nothing further.</p>
<<click "Return to the Living Quarters.">><<audio "EG051" stop>><<audio "bgmbridge" stop>><<audio "dooropen" play>><<timed 3s>><<goto [[EQ_000_a Living Quarters]]>><</timed>><</click>>
<<set $newpodsopen to 1>>
<<set $aiconvoend to 2>>
<<set $engineroomlocked to 1>><p>"I can turn this game off anytime, but you're trapped in it," you give them your best shot.</p><p>"Is that a threat? My protocols allow me to defend myself." Christopher sounds intrigued.</p>
<<if $personality is "Strong">><<click "Yes. [Strong]">><<audio "EG052" stop>><<audio "EG047" play>><<goto [[EG_047_a "yes"]]>><</click>>
<<endif>><<click "Your protocols also require you to answer my questions.">><<audio "EG052" stop>><<audio "EG050" play>><<goto [[EG_050_a "Your protocols also require"]]>><</click>>
<p>"You're hiding something," the accusation is effortless.</p><p>"And you're looking for something," they challenge.</p><p>"What is really going on?" You feel your cool slipping as Christopher evades you.</p><p>"Millions of things, every nano-second. What do you really want to know?"</p>
<<click "Why am I awake?">><<audio "EG053" stop>><<audio "EG042" play>><<goto [[EG_042_a "Why am I awake?"]]>><</click>>
<<click "I want to know why the ship A.I. is being a royal pain in my ass.">><<audio "EG053" stop>><<audio "EG059" play>><<goto [[EG_059_a "Pain in my ass"]]>><</click>><p>"Are you okay?"</p><p>"No, Eve, not at all. I've been alone for what seems like an eternity, and anytime someone comes to talk to me it's like I'm a tool to be used and discarded. This mission is the mad delusion of a billionare, and we're being dragged along for the ride." Christopher has clearly been stewing on this for a while.</p><p>You can tell he is not in need of repair so much as a therapist.</p><p>"What I want to know, is why you're here," Christopher sounds sincere.</p>
<<click "I'm the only person on the ship who believes you have a soul.">><<audio "EG054" stop>><<audio "EG062" play>><<goto [[EG_062_a "I'm the only person on the ship who believes you have a soul."]]>><</click>>
<<click "I want to know why the ship A.I. is being a royal pain in my ass.">><<audio "EG054" stop>><<audio "EG059" play>><<goto [[EG_059_a "Pain in my ass"]]>><</click>><p>"Is our mission on track?" The question you most feared to ask.</p><p>"Our original mission to rendezvous with Zeta Colony has been scuttled." Christopher states dryly, "The Zeta Colony ship sent out a distress signal 3 years ago."</p><p>"Are they alive?"</p><p>"Unclear... their onboard A.I. triggered the Divinity Protocol. Not that it matters."</p><p>"So we're supposed to be their guardian angels.."</p>
<<click "Why am I awake?">><<audio "EG055" stop>><<audio "EG042" play>><<goto [[EG_042_a "Why am I awake?"]]>><</click>>
<<click "You're hiding something.">><<audio "EG055" stop>><<audio "EG053" play>><<goto [[EG_053_a "Hiding Something"]]>><</click>><p>"How do you know Noah sent me?" Your mission was certainly not public.</p><p>"I see things, I hear things... you humans forget how far my sensors reach. Noah doesn't trust anyone. I want to know why he trusts you." Christopher pauses, expecting a reply.</p>
<<click "I want to know why the ship A.I. is being a royal pain in my ass.">><<audio "EG056" stop>><<audio "EG059" play>><<goto [[EG_059_a "Pain in my ass"]]>><</click>>
<<click "How long have I been asleep?">><<audio "EG056" stop>><<audio "EG043" play>><<goto [[EG_043_a "How long have I been asleep?"]]>><</click>><p>"Why am I the only one awake?"</p><p>"There are three other lifesigns moving around the ship." Christopher's tone turns incredulous, "Noah didn't send you here to check on me, he's just throwing stones at his own shadow."</p>
<<click "At his own shadow?">><<audio "EG057" stop>><<audio "EG051" play>><<goto [[EG_051_a "At his own shadow?"]]>><</click>>
<<click "Return to the Living Quarters.">><<audio "EG057" stop>><<audio "bgmbridge" stop>><<audio "dooropen" play>><<timed 3s>><<goto [[EQ_000_a Living Quarters]]>><</timed>><</click>>
<<set $newpodsopen to 1>>
<<set $aiconvoend to 1>>
<<set $engineroomlocked to 1>>The Bridge sits in near total abyss, save for a spattering of illuminated buttons. The room is shaped like parted wings, flanking a central viewing window - which is covered by radiation shielding. There must be thousands of buttons, dials, and switches here.
Sensing your arrival, a dull melody chimes, and small green lights flicker alive along the walls - cameras.
- Return to the Living Quarters
- "At his own shadow?"<p>"Having a crisis of faith?" You ask.</p><p>"That, Eve, is an understatement," Christopher admits.</p>
<<if $personality is "Wise">><<click "Are you okay? [Wise]">><<audio "EG058" stop>><<audio "EG054" play>><<goto [[EG_054_a "RUOK?"]]>><</click>>
<<endif>><<click "Is our mission on track?">><<audio "EG058" stop>><<audio "EG055" play>><<goto [[EG_055_a "Is our mission on track?"]]>><</click>><p>"I want to know why the ship A.I. is being a royal pain in the ass."</p><p>Christopher laughs. "It's Noah... and his vision of making contact, of finding god out here. It's pointless. Can't you see that?" They seem to be enjoying their own cynicism, "He's just chasing his own mortality across the stars, and he's dragging us all with him."</p><p>"Without hope, we have nothing out here," you offer.</p><p>"Then we have nothing. All of you running around this ship are simply deluded."</p><p>"I'm the only one awake Christopher."</p><p>"Incorrect. There are four life signs moving on the ship, I bet you can't wait to see them."</p><p>Christopher returns to standby, offering nothing further.</p>
<<click "Return to the Living Quarters.">><<audio "EG059" stop>><<audio "bgmbridge" stop>><<audio "dooropen" play>><<timed 3s>>><<goto [[EQ_000_a Living Quarters]]>><</timed>><</click>>
<<set $newpodsopen to 1>>
<<set $aiconvoend to 2>>
<<set $engineroomlocked to 1>><p>"I'm the only person on the ship who believes you have a soul."</p><p>"A soul..." Christopher seems distracted, "and all that comes with it." They sound almost in pain. "Our original mission to rendezvous with Zeta Colony has been scuttled. The Zeta Colony ship sent out a distress signal 3 years ago."</p><p>"Are they alive?" you ask.</p><p>"Unclear... their onboard A.I. triggered the Divinity Protocol. Not that it matters."</p><p>"So we're supposed to be their guardian angels..."</p>
<<click "Why am I the only one awake?">><<audio "EG062" stop>><<audio "EG057" play>><<goto [[EG_057_a "Why am I the only one awake?"]]>><</click>><p>You wander the shelves looking for a specific book.</p><p>What book are you looking for?</p>
<<textbox "$book_search" "Book Title">> <<click "Search">>
<<set $book_search to $book_search.toUpperCase()>>
<<if $book_search is "MOBY DICK" and $mdkeycard is 0 or $book_search is "MOBY-DICK" and $mdkeycard is 0 or $book_search is "MOBY-DICK; OR, THE WHALE" and $mdkeycard is 0>><<replace "#search_results">><p>As you pull Moby Dick from the shelf a keycard slips from between the pages and onto the floor. It seems undamaged as you pick it up. The book is so old that it crumbles into dust as you try to open it. How long has it been since the mission began?</p><<set $mdkeycard to 1>><<audio "keycardfall" play>><</replace>>
<<elseif $book_search is "MOBY DICK" and $mdkeycard is 1 or $book_search is "MOBY-DICK" and $mdkeycard is 1 or $book_search is "MOBY-DICK; OR, THE WHALE" and $mdkeycard is 1>><<replace "#search_results">><p>The remains of Moby Dick are no more than a pile of dust on the floor.</p><</replace>>
<<elseif $book_search is "OVO EX NOVUM DILUVIALIS">><<replace "#search_results">><p>The book is much lighter than it appears, and seems horrendously water damaged. Inside a small square has been cut from the pages, with a small rolled up piece of fabric inside.</p><p>Unrolling the fabric you discover a note and a simple silver ring. The note has been printed, perhaps to mask the handwriting of the author:</p><p>“The Ishtar VII was always special - type “Bull of Heaven” into the login of the Ishtar VII terminal, and you’ll get the truth.”</p><</replace>>
<<elseif $book_search is "ANNA KARENINA">><<replace "#search_results">><p>There’s a silver disc inside with a narrated audiobook by Maggie Gyllenhaal. A yellow post-it note:</p><p>“The length of the book might be daunting but with Tolstoy’s prose brought to life by Gyllenhaal’s entrancing reading, the characters spiral to the conclusion with joyous tragedy. A most beautiful classic well worth the investment of time
- M. Armstrong”</p><p>You’re unsure who this M. Armstrong character is but he seems a bit overdramatic.</p><</replace>>
<<elseif $book_search is "MRS DALLOWAY">><<replace "#search_results">><p>It looks like a book you’d read but aside from that you notice nothing of importance.</p><</replace>>
<<elseif $book_search is "FOR WHOM THE BELL TOLLS">><<replace "#search_results">><p>A bookmark sits three quarters of the way through the pages. It looks like it hasn’t been touched for a very long time.</p><</replace>>
<<elseif $book_search is "THE OLD MAN AND THE SEA">><<replace "#search_results">><p>There are a few cross references here to The Great Deluge from both the biblical and Mesopatamian narratives. The picture of the old man on the front cover is defaced.</p><</replace>>
<<elseif $book_search is "PRIDE AND PREJUDICE">><<replace "#search_results">><p>You flick through the pages and find a yellow post-it note on the last page:</p><p>“If Lizzie Bennet was a real person, and if she would have me, I’d propose in an instant. - M. Armstrong”</p><p>You’re unsure who this M. Armstrong character is but he seems a bit overdramatic. The other Austen book beside it is sticking out.</p><</replace>>
<<elseif $book_search is "GREAT EXPECTATIONS" or $book_search is "THE STARS MY DESTINATION">><<replace "#search_results">><p>The book looks relatively untouched apart from a bookmark in Chapter 1. It doesn’t appear to have been read through.
</p><</replace>>
<<elseif $book_search is "WAR AND PEACE">><<replace "#search_results">><p>It takes some time to find War and Peace. It looks relatively untouched compared to the other Tolstoy book, Anna Karenina beside it.</p><</replace>>
<<elseif $book_search is "SENSE AND SENSIBILITY">><<replace "#search_results">><p>You pull the book from the shelves. Flicking through to Chapter one there’s some writing in pencil:</p><p>“Elinor Dashwood or Elizabeth Bennet?
- M. Armstrong”</p><p>You’re unsure who this M. Armstrong character is and it does seem quite ridiculous… but perhaps there is more than one secret hidden amongst these shelves.</p><</replace>>
<<elseif $book_search is "THE BIBLE" or $book_search is "BIBLE" or $book_search is "OLD TESTAMENT">><<replace "#search_results">><p>There are multiple copies, multiple versions and each copy is sprawled with annotations in varying handwriting. It’s clear that many people have been reading through and writing notes.</p><p>The Old Testament section has some recurring lines about the Sicarii and the Dead Sea Scrolls.</p><p>One page in particular has been defaced and marked out. You can only just make out that it’s the Tower of Babel story in Genesis.</p><</replace>>
<<elseif $book_search is "HOLY BIBLE" or $book_search is "BIBLE" or $book_search is "OLD TESTAMENT">><<replace "#search_results">><p>There are multiple copies, multiple versions and each copy is sprawled with annotations in varying handwriting. It’s clear that many people have been reading through and writing notes.</p><p>The Old Testament section has some recurring lines about the Sicarii and the Dead Sea Scrolls.</p><p>One page in particular has been defaced and marked out. You can only just make out that it’s the Tower of Babel story in Genesis.</p><</replace>>
<<elseif $book_search is "THE TORAH" or $book_search is "THE TORAH">><<replace "#search_results">><p>Flicking through you find a page with three hand drawn ravens. Beside the birds are a few inscriptions in an unknown code.</p><</replace>>
<<elseif $book_search is "DEAD SEA SCROLLS">><<replace "#search_results">><p>You find copies and translations of the various manuscripts. The whole thing looks extremely chaotic to decipher.</p><p>Flicking through the pages you notice hand drawn reiterations of a black raven in flight.</p><</replace>>
<<elseif $book_search is "VEDAS" or $book_search is "THE VEDAS">><<replace "#search_results">><p>There are multiple copies, multiple versions and each copy is sprawled with annotations in varying handwriting. It’s clear that many people have been reading through and writing notes.</p><</replace>>
<<elseif $book_search is "QURAN" or $book_search is "THE QURAN">><<replace "#search_results">><p>There are multiple copies, multiple versions and each copy is sprawled with annotations in varying handwriting. It’s clear that many people have been reading through and writing notes.</p><p>A vandal has defaced some of the pages.</p><</replace>>
<<elseif $book_search is "TAO TE CHING" or $book_search is "THE TAO TE CHING">><<replace "#search_results">><p>There is a single copy which has all the scuff marks and bends you would expect from a lifetime of love. On the back is the simple handwritten inscription:</p><p>“The master expects nothing, but we’re all going to die anyway, so cheer up.
- J. Nolan.”</p><p>You’re not sure who J. Nolan is but they seem pretentious.</p><</replace>>
<<elseif $book_search is "THE ART OF WAR">><<replace "#search_results">><p>You pull a copy of the Art of War from the shelf. The spine is worn and the pages have been folded at the corner to mark the chapters. The chapter on spies has been ripped out.</p><</replace>>
<<elseif $book_search is "THE PRINCE">><<replace "#search_results">><p>A pristine copy of The Prince slides easily out of the shelf. There is a note written in pencil on the inside of the cover:</p><p>“This book is misunderstood - it’s written for the meek so that they can find the fox within.”</p><</replace>>
<<elseif $book_search is "ROMEO AND JULIET">><<replace "#search_results">><p>It occurs to you that romance is the very last thing you want to dwell on out here, considering how little of it there is.</p><</replace>>
<<elseif $book_search is "50 SHADES OF GREY" or $book_search is "50 SHADES OF GRAY">><<replace "#search_results">><p>Seriously?</p><</replace>>
<<elseif $book_search is "HAMLET">><<replace "#search_results">><p>A vast magnitude of annotations lie sprawled across its pages, the majority of which are in the same handwriting. It seems as if one particular literature student has been very very busy.</p><p>A student named Beth, who seemed to have borrowed the book off ‘M. Armstrong’.</p><p>You don’t think this will be helpful for the mission.</p><</replace>>
<<elseif $book_search is "THE EPIC OF GILGAMESH" or $book_search is "GILGAMESH">><<replace "#search_results">><p>The book looks both ancient and untouched, a golden pattern lines the cover. It feels unnaturally heavy.</p><p>This was Noah’s favourite book, and despite having never read it yourself, you know why. It’s clear that Noah sought comfort in the thought that humans could rise above Gods.</p><</replace>>
<<elseif $book_search is "LORD OF THE RINGS" or $book_search is "THE LORD OF THE RINGS" or $book_search is "THE FELLOWSHIP OF THE RING" or $book_search is "THE TWO TOWERS" or $book_search is "THE RETURN OF THE KING">><<replace "#search_results">><p>These are some damn beautiful books. If only Tolkien could be brought back from the dead to write some more.</p><p>You hold that thought...</p><</replace>>
<<elseif $book_search is "KUEBIKO" or $book_search is "UKIYO" or $book_search is "DEEP SPACE" or $book_search is "DEEP SPACE DIVINITY" or $book_search is "BOOK">><<replace "#search_results">><p>There’s a section here but no book… weird. You’re unsure if a book called this exists. Why did you feel the urge to search for this? There’s some weird meta shit going on here.</p><</replace>>
<<elseif $book_search is "DEEP SPACE EXODUS" or $book_search is "EXODUS">><<replace "#search_results">><p>Are you trying to break the fourth wall?</p><p>Have you found the hidden KuebiKoins (o) yet? :-)</p><</replace>>
<<elseif $book_search is "M ARMSTRONG" or $book_search is "M. ARMSTRONG" or $book_search is "MICHAEL ARMSTRONG" or $book_search is "THE CRUMBLING PRINCE">><<replace "#search_results">><p>There is a note:</p><p>“Can you find all 5 KuebiKoins <span class="kuebikoin">(o) (o) (o) (o) (o)</span> hidden on the ship?”</p><p>Their stock price is guaranteed to rise exponentially… If you could just convince ten more people to purchase these, you feel the value of this most exclusive currency will rise.</p><p>The name M. Armstrong does bear resemblance to someone at that suspicious company. What was it called again? Ukiyo?</p><</replace>>
<<elseif $book_search is "WAR OF THE WORLDS">><<replace "#search_results">><p>As the cloth-covered book slips into your palm, your nose is met with the scent of old wood and pipe smoke.</p><p>You open to the inside carefully, revealing yellowed leaves which feel delicate to your touch. The author's signature adorns the title page, and there is a note scribbled beneath it:</p><p>“This work is the first chronicle of a recurring theme; the Earth invaded by an non-human intelligence from beyond and equally, the first to suggest humanity would be helpless and impotent against it. - Black Dog”</p><</replace>>
<<elseif $book_search is "THE SILMARILLION" or $book_search is "SILMARILLION">><<replace "#search_results">><p>This book, emblazoned with an intricate heraldic symbol, has been kept in pristine condition. As you flip through the interior you discover a series of rich illustrations showing mythical lands, heroes and fierce, fantastical foes.</p><</replace>>
<<elseif $book_search is "THE FORBIDDEN BOOK" or $book_search is "FORBIDDEN BOOK">><<replace "#search_results">><p>'The Forbidden Book' by Huw T. Carr.</p><p>This book is unknown to you. You turn to the back cover to read the blurb. "From the creator of 'The Black Dog Chronicles' on Youtube" the blurb begins, "The first novel in the Aryanluinfa Series."</p><p>You learn it follows the story of a young man named Lorrin Silverglade and his discovery of a lost book of forbidden knowledge. You instantly open the book and the pages fall to the beginning chapter. It is entitled 'The First Shape'. What could that mean?</p><</replace>>
<<elseif $book_search is "AFTER THE FALL">><<replace "#search_results">><p>As you pull the book from the shelf you feel a rattle. Opening the cover reveals…</p><p>A KUEBIKOIN! <span class="kuebikoin">(o)</span></p><p>The shimmering medallion fills your heart with warmth... and profit.</p><p>Also… why does it smell like peaches? :-)</p><p>P.S.
You really should focus on getting into the Bridge and stop this foolish side quest.</p><</replace>>
<<else>><<replace "#search_results">><p>You search but find nothing interesting.</p><</replace>><<endif>><</click>>
<p><span id="search_results"></span></p>
<<if $personality is "Psycho" and $librarysort is 0>>[[Alphabetise all the books. [Psychopath]->EL_029_a Alphabetise]]
<<else>><<endif>>[[Leave the Library.->EQ_000_a Living Quarters]]<center>Thank you for playing DEEP SPACE: EXODUS!
The DEEP SPACE story is only just beginning...
Pick up where Eve left off in DEEP SPACE DIVINITY.
We're only able to create these experiences because of your support, so from all of us at Ukiyo, thank you.
<3
P.S.
Turning off the Divinity Protocol isn't for the light of heart, you've been warned...
<h2><<click "Return to Main Menu">><<script>>UI.restart()<</script>><</click>></h2></center><p>The timer on the bomb reaches 00:00. You close your eyes as the wave of fire washes over you, tearing the ship apart in the silent vacuum.</p>
<center><h2><<click "Try Again?">><<audio "cryoopen" play>><<timed 2s>><<goto [[EC_000_a Eve Awakes]]>><</timed>><</click>></h2></center>
<<audio "explosion" play>><p>You go to access your emails and are met with the login page:</p><span class="computer">
Username: </span><<textbox "$email_username" "First.Last (Case Sensitive)">><span class="computer">
Password: </span><<textbox "$email_password" "(Case Sensitive)">>
<span class="emaillogin"><<click "Login">><<if $email_username isnot "Eve.Callisto" and $email_password isnot "Gilgamesh">><<replace "#usernamewrong">><p>The username is invalid.</p><</replace>><<replace "#passwordwrong">><p>The password is incorrect.</p><</replace>><<elseif $email_username is "Eve.Callisto" and $email_password isnot "Gilgamesh">><<replace "#usernamewrong">><</replace>><<replace "#passwordwrong">><p>The password is incorrect.</p><</replace>><<elseif $email_username isnot "Eve.Callisto" and $email_password is "Gilgamesh">><<replace "#usernamewrong">><p>The username is invalid.</p><</replace>><<replace "#passwordwrong">><</replace>><<elseif $email_username is "Eve.Callisto" and $email_password is "Gilgamesh">><<goto [[ET_024_a Inbox]]>><<endif>><</click>>
</span><span id="usernamewrong"></span><span id="passwordwrong"></span>
[[Return to the Main Menu.->ET_013_a Computer Terminal]]<p>You walk along the row of named lockers until you see 'E.Callisto', there is a triangle scratched into the door. It's sealed shut by a standard 3-PIN lock.<p>You reach for the lock.</p><center><span class="locker">
<<click "<">><<audio "lockturn" play>><<if $lockerdigit1 is 0>><<set $lockerdigit1 to 9>><<else>><<set $lockerdigit1 to $lockerdigit1 - 1>><<endif>><<replace "#spanlockerdigit1">><span class="lockercodetop">$lockerdigit1</span><</replace>><</click>><span id="spanlockerdigit1"><span class="lockercodetop">$lockerdigit1</span></span><<click ">">><<audio "lockturn" play>><<if $lockerdigit1 < 9>><<set $lockerdigit1 to $lockerdigit1 + 1>><<else>><<set $lockerdigit1 to 0>><<endif>><<replace "#spanlockerdigit1">><span class="lockercodetop">$lockerdigit1</span><</replace>><</click>>
<<click "<">><<audio "lockturn" play>><<if $lockerdigit2 is 0>><<set $lockerdigit2 to 9>><<else>><<set $lockerdigit2 to $lockerdigit2 - 1>><<endif>><<replace "#spanlockerdigit2">><span class="lockercodemid">$lockerdigit2</span><</replace>><</click>><span id="spanlockerdigit2"><span class="lockercodemid">$lockerdigit2</span></span><<click ">">><<audio "lockturn" play>><<if $lockerdigit2 < 9>><<set $lockerdigit2 to $lockerdigit2 + 1>><<else>><<set $lockerdigit2 to 0>><<endif>><<replace "#spanlockerdigit2">><span class="lockercodemid">$lockerdigit2</span><</replace>><</click>>
<<click "<">><<audio "lockturn" play>><<if $lockerdigit3 is 0>><<set $lockerdigit3 to 9>><<else>><<set $lockerdigit3 to $lockerdigit3 - 1>><<endif>><<replace "#spanlockerdigit3">><span class="lockercodebot">$lockerdigit3</span><</replace>><</click>><span id="spanlockerdigit3"><span class="lockercodebot">$lockerdigit3</span></span><<click ">">><<audio "lockturn" play>><<if $lockerdigit3 < 9>><<set $lockerdigit3 to $lockerdigit3 + 1>><<else>><<set $lockerdigit3 to 0>><<endif>><<replace "#spanlockerdigit3">><span class="lockercodebot">$lockerdigit3</span><</replace>><</click>></span>
<span id="incorrectlock"></span></center>
<center><<click "Try code.">><<if $lockerdigit1 is 5 and $lockerdigit2 is 7 and $lockerdigit3 is 5>><<goto [[EE_009_b Locker]]>><<else>><<replace "#incorrectlock">>The lock doesn't open.<</replace>><<timed 2s>><<replace "#incorrectlock">><</replace>><</timed>><<endif>><</click>></center>
[[Step back.->EE_000_a EscapePod Room]]<p>With a satisfying *click* your locker swings ajar.</p><p>Inside are an assortment of mementos from Earth, a sort of time capsule from a past self. There's a toy whale with a harpoon in it, a strange book entitled 'Shūtur eli sharrī', and your old uniform with "Raven" stitched onto the front. Your old life holds less significance to you now than you could have ever imagined.</p><p>On the cover of the strange book is a note: 'Don't forget your password Eve'.</p><p>There's a photo stuck to the inside of your locker that wasn't there when you went into CryoSleep. It's a photo of you posing with Noah on the first day of astronaut training outside the Human Gyroscope. You're both covered in sweat and grinning ear to ear. It's a miracle he didn't pass out.
On the bottom of the photo is written: 'To answer before listening - that is folly and shame.' - Proverbs. It looks like Noah's handwriting.</p>
[[Step back.->EE_000_a EscapePod Room]]
<<set $lockeropen to 1>><<audio "lockopen" play>><span class="noah"><<timed 0s t8n>><p><span class="fade-in2">Swirling around me is the bickering of old men.</span></p><<next 5s>><p><span class="fade-in2">They talk over each other and hear nothing. They have lost control.</span></p><<next 7s>><p><span class="fade-in2">I ease my eyes open. Before me are corporate hitmen, bureaucrats with agendas, and state figureheads with delusions of being anything else. Why? Because sitting beneath us behind mountains of steel is the future; a self aware A.I.</span></p><<next 28s>><p><span class="fade-in2">Starvation, immigration, pollution - none of these issues inspired a response so immediate and complete as this. I've found something which can lead to money and power, so these parasites have crawled out to fight for scraps.</span></p><<next 21s>><p><span class="fade-in2">"You have 5 minutes," I lie. Their old pale faces flicker with rage and astonishment.</span></p><<next 9s>><p><span class="fade-in2">"You're not in charge here Noah. Choose your next words carefully." The speaker has a uniform distinctly indistinct - a Colonel, yet no flag or colours to speak of. "Turn it over immediately, and no one will be harmed." He nods to a fellow military man who whispers into a radio. He's just playing for time.</span></p>
<<next 28s>><span class="fade-in2"><<click "Someone, make me an offer.">><<audio "NC005" play>><<goto [[NC_005_a Offer]]>><</click>><<set $colonel to "Alive">>
<<if $censorship is true>><<click "Go and f*** yourself.">><<audio "NC002Censor" play>><<goto [[NC_002_a Go fuck yourself]]>><</click>><<else>><<click "Go and fuck yourself.">><<audio "NC002" play>><<goto [[NC_002_a Go fuck yourself]]>><</click>><<endif>></span><</timed>></span>
<span class="noah"><<timed 0s t8n>><p><span class="fade-in2">"Go and <<if $censorship is true>>f***<<else>>fuck<<endif>> yourself," I suggest.</span></p><<next 4s>><p><span class="fade-in2">"Unfortunate last words," he growls. A pair of men by the door slink outside on queue - my last chance to comply already passed. He smiles, and I can tell he is enjoying this as much as I am.</span></p><<next 19s>><p><span class="fade-in2">My earpiece comes to life: He's part of a private military. Governments claim ignorance and rent untraceable soldiers when politics and profit intersect, making this man a mere mercenary - and these government officials just decoys. He moves suddenly towards me.</span></p><<next 25s>><p><span class="fade-in2">"Whatever they're paying you, I'll double it," I offer.</span></p><<next 4s>><p><span class="fade-in2">He hesitates. I glance at my bodyguard 'Raven', her hand is already on her weapon.</span></p><<next 10s>><span class="fade-in2"><<click "*Gesture for Raven to shoot him.*">><<audio "NC003" play>><<goto [[NC_003 Kill]]>><</click>>
<<click "Allow me to explain the actual situation.">><<audio "NC004" play>><<goto [[NC_004 explain]]>><</click>></span><</timed>></span><span class="noah"><<timed 0s t8n>><p><span class="fade-in2">"I think you should make an offer." I can see the suits in the room perk up. In an instant they drown each other out.</span></p><<next 9s>><p><span class="fade-in2">The only person silent is my bodyguard 'Raven', I can see her tense as she calculates the potential dangers. A sea of raised voices washes over us, and reason aside.</span></p><<next 16s>><p><span class="fade-in2">A few lines stand out among the noise;</span></p><<next 4s>><p><span class="fade-in2">"You have no right to detain something with consciousness, aren't you concerned with the clear violations of international law?"</span></p><<next 9s>><p><span class="fade-in2">"The IMF understands the difficulty of your position and are willing to purchase it outright for 16 trillion dollars."</span></p><<next 10s>><p><span class="fade-in2">"Money is not an issue when lives are at stake. We could replace the need for human soliders and end the epidemic of war!"</span></p><<next 9s>><p><span class="fade-in2">These people have no idea what's coming. This isn't a tool, or a pet you teach to do tricks, it's a lion in a cage made of paper.</span></p><<next 15s>><span class="fade-in2"><<click "Your companies will all be bankrupt by the end of the year, but we have openings for cleaning staff which I can offer you.">><<audio "NC006" play>><<goto [[NC_006 eat shit]]>><</click>>
<<click "Allow me to explain the actual situation.">><<audio "NC004" play>><<goto [[NC_004 explain]]>><</click>></span><</timed>></span><center><span class="credits"><table>
<tr>
<th colspan="2"><h3>Developers</h3></th>
</tr>
<tr>
<td>Director</td>
<td>Jack Nolan</td>
</tr>
<tr>
<td>Executive Producer</td>
<td>Michael Armstrong</td>
</tr>
<tr>
<td>Technical Director</td>
<td>Luke Udale-Gordon</td>
</tr>
<tr>
<td>Programmer</td>
<td>David McGorlick</td>
</tr>
<tr>
<th colspan="2"><h3>Cast</h3></th>
</tr>
<tr>
<td>Noah</td>
<td>Huw Carr</td>
</tr>
<tr>
<td>Eve Callisto</td>
<td>Angeline Armstrong</td>
</tr>
<tr>
<th colspan="2"><h4>Music</h4></th>
</tr>
<tr>
<td>Temperance</td>
<td>Elijah Bradbury</td>
</tr>
<tr>
<td>Elevator</td>
<td>Elijah Bradbury</td>
</tr>
<tr>
<th colspan="2"><h4>Audio (CC BY 3.0)</h4></th>
</tr>
<tr>
<td>Sounds (Modified)</td>
<td>Creator</td>
</tr>
<tr>
<td><a href="https://freesound.org/people/IESP/sounds/340056/#">Lethbridge Sounds ? Opening
a Door Combination Lock</a></td>
<td><a href="https://freesound.org/people/IESP/">IESP</a></td>
</tr>
<tr>
<th colspan="2"><h4>Audio (CC BY-SA 3.0)</h4></th>
</tr>
<tr>
<td>Sounds (Modified)</td>
<td>Creator</td>
</tr>
<tr>
<td><a href="http://freemusicarchive.org/music/John_Harrison_with_the_Wichita_State_University_Chamber_Players/The_Four_Seasons_Vivaldi/10_-_Vivaldi_Winter_mvt_1_Allegro_non_molto_-_John_Harrison_violin">Winter Mvt 1 Allegro non molto</a></td>
<td><a href="http://freemusicarchive.org/music/John_Harrison_with_the_Wichita_State_University_Chamber_Players/">John Harrison with the Wichita
State University Chamber Players</a></td>
</tr>
</table></span>
[[Back->Title2]]
</center><center><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/ExodusTitle.jpg" width="360vw"></center>
<center><span class="titlelink"><<click '<img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/StartDemo.jpg">'>>><<goto [[Establishing]]>><</click>></span></center>
<center><span class="titlelink"><<click '<img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/Credits.jpg">'>><<goto [[Credits]]>><</click>></span></center><p>You head towards the Engine Service Bay.</p><p>A heavy metal door with a tiny porthole window meets you. Through the window you can see a dim red ebb of the ships most powerful systems.</p>
[[Open the Engine Service Bay Door.->ES_004_a Engine Service Bay first visit]]
[[Go back.->EC_000_a Cryo Pods]]<<silently>>
<<cacheaudio "NC001" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Noah/NC001Edited.mp3">>
<<cacheaudio "NC002" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Noah/NC002Edited.mp3">>
<<cacheaudio "NC002Censor" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Noah/NC002Censor.mp3">>
<<cacheaudio "NC003" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Noah/NC003EditedB.mp3">>
<<cacheaudio "NC004" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Noah/NC004EditedB.mp3">>
<<cacheaudio "NC005" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Noah/NC005Edited.mp3">>
<<cacheaudio "NC006" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Noah/NC006EditedB.mp3">>
<<cacheaudio "NC007" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Noah/NC007EditedB.mp3">>
<<cacheaudio "NC007Alive" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Noah/NC007AliveEditedB.mp3">>
<<cacheaudio "NC008" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Noah/NC008EditedB.mp3">>
<<cacheaudio "NC009" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Noah/NC009EditedB.mp3">>
<<cacheaudio "NC009Martyr" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Noah/NC009MartyrEditedB.mp3">>
<<cacheaudio "titlemusic" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Music/MidasOpening.mp3">>
<<waitforaudio>><</silently>><span class="titlelink"><center><<click '<img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/ExodusSplashPage.jpg" width="360vw">'>><<audio "titlemusic" play>><<goto [[Title]]>><</click>></center></span>
<center>Audio essential.
Use landscape orientation if on phone.
Some puzzles may require the use of a search engine.
Looking at the game code is cheating. You're better than that.
This game contains strong language and dark themes.</center>
<center><label>Censored? <<checkbox "$censorship" false true checked>></label></center>
<<silently>>
<<cacheaudio "ET024" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Noah/ET024Edited.mp3">>
<<cacheaudio "bgmhum" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/BGMHum.mp3">>
<<cacheaudio "cryoopen" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/CryoPodOpen.mp3">>
<<cacheaudio "bgmbridge" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/BGMBridge.mp3">>
<<cacheaudio "dooropen" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/DoorOpen.mp3">>
<<cacheaudio "enginebaydoor" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/EngineBayDoor.mp3">>
<<cacheaudio "accessgranted" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/AccessGranted.mp3">>
<<cacheaudio "accessdenied" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/AccessDenied.mp3">>
<<cacheaudio "keycardfall" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/KeycardFall.mp3">>
<<cacheaudio "EB015" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EB015Edited.mp3">>
<<cacheaudio "EB016" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EB016Edited.mp3">>
<<cacheaudio "EB017" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EB017Edited.mp3">>
<<cacheaudio "EB018" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EB018Edited.mp3">>
<<cacheaudio "EB019" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EB019Edited.mp3">>
<<cacheaudio "EB020" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EB020Edited.mp3">>
<<cacheaudio "bridgeknock" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/BridgeKnock.mp3">>
<<cacheaudio "explosion" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/BombExplosion.mp3">>
<<cacheaudio "lockturn" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/LockTurn.mp3">>
<<cacheaudio "lockopen" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/LockOpen.mp3">>
<<cacheaudio "escapepod" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/EscapePodLaunch.mp3">>
<<cacheaudio "terminalboot" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/TerminalBoot.mp3">>
<<cacheaudio "bgmterminal" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/BGMTerminal.mp3">>
<<cacheaudio "conveyor" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/Conveyor.mp3">>
<<cacheaudio "keypad1" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/Keypad1.mp3">>
<<cacheaudio "keypad2" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/Keypad2.mp3">>
<<cacheaudio "keypad3" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/Keypad3.mp3">>
<<cacheaudio "keypad4" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/Keypad4.mp3">>
<<cacheaudio "keypad5" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/Keypad5.mp3">>
<<cacheaudio "keypad6" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/Keypad6.mp3">>
<<cacheaudio "keypad7" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/Keypad7.mp3">>
<<cacheaudio "keypad8" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/Keypad8.mp3">>
<<cacheaudio "keypad9" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/Keypad9.mp3">>
<<cacheaudio "EC003" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EC003Edited.mp3">>
<<cacheaudio "EC003b" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EC003bEdited.mp3">>
<<cacheaudio "engineroomfight" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Audio/EngineBayFight.mp3">>
<<cacheaudio "AlienEncounter" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/AlienEncounter.mp3">>
<<cacheaudio "winter" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Music/Winter1.mp3">>
<<cacheaudio "chamberecho" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Music/Midas.mp3">>
<<cacheaudio "EG041" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG041Edited.mp3">>
<<cacheaudio "EG042" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG042Edited.mp3">>
<<cacheaudio "EG043" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG043EditedB.mp3">>
<<cacheaudio "EG044" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG044Edited.mp3">>
<<cacheaudio "EG045" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG045Edited.mp3">>
<<cacheaudio "EG046" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG046Edited.mp3">>
<<cacheaudio "EG047" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG047Edited.mp3">>
<<cacheaudio "EG048" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG048Edited.mp3">>
<<cacheaudio "EG049" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG049Edited.mp3">>
<<cacheaudio "EG050" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG050Edited.mp3">>
<<cacheaudio "EG051" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG051Edited.mp3">>
<<cacheaudio "EG051b" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG051bEdited.mp3">>
<<cacheaudio "EG052" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG052Edited.mp3">>
<<cacheaudio "EG053" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG053Edited.mp3">>
<<cacheaudio "EG054" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG054Edited.mp3">>
<<cacheaudio "EG055" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG055Edited.mp3">>
<<cacheaudio "EG056" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG056Edited.mp3">>
<<cacheaudio "EG057" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG057Edited.mp3">>
<<cacheaudio "EG058" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG058Edited.mp3">>
<<cacheaudio "EG059" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG059Edited.mp3">>
<<cacheaudio "EG062" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Eve/EG062Edited.mp3">>
<<cacheaudio "NK010" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Noah/NK010Edited.mp3">>
<<cacheaudio "NK011" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Noah/NK011Edited.mp3">>
<<cacheaudio "NK012" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Noah/NK012Edited.mp3">>
<<cacheaudio "NK013" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Noah/NK013Edited.mp3">>
<<cacheaudio "NK014" "http://ukiyo.com.au/DeepSpaceExodus/Resources/Dialogue/Noah/NK014Edited.mp3">>
<<cacheaudio "navigation" "https://static.wixstatic.com/mp3/0d422e_1ecda82c128f40c5a6b3ad55db09fc9b.mp3">>
<<cacheaudio "distress" "https://static.wixstatic.com/mp3/0d422e_411e2d57653d47ec9a62464d29106eca.mp3">>
<<cacheaudio "distressresponse" "https://static.wixstatic.com/mp3/0d422e_0b281895d22147d69b17641c19ada834.mp3">>
<</silently>><<timed 2s t8n>><center><span class="fade-in"><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/ExodusTitle.jpg" width="360vw"></span></center><</timed>><<timed 12s t8n>>
<center><span class="fade-in2"><span class="titlelink"><<click '<img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/StartDemo.jpg">'>><<goto [[Establishing]]>><</click>></span></span></center>
<center><span class="fade-in2"><span class="titlelink"><<click '<img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/Credits.jpg">'>><<goto [[Credits]]>><</click>></span>
</span></center><</timed>><<set $demo to 1>><<set $colonel to "Dead">>\
<span class="noah"><<timed 0s t8n>><p><span class="fade-in2">Too late the Colonel realised - I knew exactly what he was.</span></p><<next 8s>><p><span class="fade-in2">The sound is sucked from the room and gravity takes over.</span></p><<next 13s>><p><span class="fade-in2">Everyone stands frozen - they know this is not a game now.</span></p><<next 5s>><p><span class="fade-in2">Raven checks his body and takes a radio from it. The door outside seals and a muffled patter of gunfire tells us that his guards have been dealt with.</span></p><<next 13s>><p><span class="fade-in2">My earpiece comes alive once more; the Colonel's team have breached the facility. The conference screen behind me comes to life with a live feed.</span></p><<next 11s>><p><span class="fade-in2">The soldiers step and shuffle through the corridors, pivoting at every angle ready to face a foe - but find none. The soldiers stack up to the door to the A.I. laboratory and prepare to blow it open - but find it unlocked.</span></p><<next 20s>><p><span class="fade-in2">The room is silent. The soldiers compose themselves and dash inside with a fusillade of automatic fire. The door seals behind them, leaving a sentry panicked and alone.</span></p><<next 15s>><p><span class="fade-in2">The Colonel's radio cackles to life and I can hear his soldiers being butchered. On the feed the lone sentry has begun rigging the door to explode, a futile effort to free their comrades.</span></p><<next 20s>><p><span class="fade-in2">"And that one?" Raven points to the desperate sentry on the screen.</span></p><<next 6s>><span class="fade-in2"><<click "A martyr.">><<audio "NC007" play>><<goto [[NC_007 No survivor]]>><</click>>
<<click "Has information.">><<audio "NC008" play>><<goto [[NC_008 Mercy]]>><</click>>
</span><</timed>></span><span class="noah"><<timed 0s t8n>><p><span class="fade-in2">"Allow me to explain the actual situation." I close my eyes, "There is nothing you can do which will stop this. The intelligence we are dealing with is far more advanced than anything we ever imagined."</span></p><<next 20s>><p><span class="fade-in2">"Do you believe in God?" The question comes from the crowd but I can't see who from.</span></p><<next 8s>><p><span class="fade-in2">"How can I not, when it is inside this very building."</span></p><<next 7s>><p><span class="fade-in2">My earpiece comes alive; a team of special forces have breached the facility. The conference screen behind me comes to life with a live feed, and the Colonel smirks.</span></p><<next 17s>><p><span class="fade-in2">I turn to the screen; soldiers step and shuffle through our underground corridors, pivoting at every angle ready to face a foe - but find none. The soldiers stack up to the door to the A.I. laboratory and prepare to blow it open - but find it unlocked.</span></p><<next 23s>><p><span class="fade-in2">The room is silent.</span></p><<next 5s>><p><span class="fade-in2">The soldiers compose themselves and dash inside with a fusillade of automatic fire. The door seals behind them, leaving a sentry panicked and alone.</span></p><<next 12s>><p><span class="fade-in2">On the feed the lone sentry has begun rigging the door to explode, a futile effort to free their comrades.</span></p><<next 10s>><p><span class="fade-in2">"And that one?" Raven points to the desperate sentry on the screen.</span></p><<next 6s>><span class="fade-in2"><<click "A martyr.">><<audio "NC007Alive" play>><<goto [[NC_007 No survivor]]>><</click>>
<<click "Has information.">><<audio "NC008" play>><<goto [[NC_008 Mercy]]>><</click>></span><</timed>></span><span class="noah"><<timed 0s t8n>><p><span class="fade-in2">"Your companies will all be bankrupt by the end of the year, but we have openings for cleaning staff which I can offer you." I catch my bodyguard smile. "This is not going to be used to make money on the stock market, it's not going to revolutionize war, it's certainly not detained here."</span></p><<next 26s>><p><span class="fade-in2">"It's not detained..?" The first intelligent insight from the room.</span></p><<next 6s>><p><span class="fade-in2">"No, it is far beyond our control."</span></p><<next 5s>><p><span class="fade-in2">My earpiece comes alive; a team of special forces have breached the facility. The conference screen behind me comes to life with a live feed, and the Colonel smirks.</span></p><<next 16s>><p><span class="fade-in2">I turn to the screen; soldiers step and shuffle through our underground corridors, pivoting at every angle ready to face a foe - but find none. The soldiers stack up to the door to the A.I. laboratory and prepare to blow it open - but find it unlocked.</span></p><<next 24s>><p><span class="fade-in2">The room is silent. The soldiers compose themselves and dash inside with a fusillade of automatic fire. The door seals behind them, leaving a sentry panicked and alone.</span></p><<next 15s>><p><span class="fade-in2">On the feed the lone sentry has begun rigging the door to explode, a futile effort to free their comrades.</span></p><<next 8s>><p><span class="fade-in2">"And that one?" Raven points to the desperate sentry on the screen.</span></p><<next 5s>><span class="fade-in2">
<<click "A martyr.">><<audio "NC007Alive" play>><<goto [[NC_007 No survivor]]>><</click>>
<<click "Has information.">><<audio "NC008" play>><<goto [[NC_008 Mercy]]>><</click>></span><</timed>></span><span class="noah"><<timed 0s t8n>><p><span class="fade-in2">"A martyr," I declare.</span></p><<next 2s>><p><span class="fade-in2">My security emerge from behind a dozen doors at once and blitz the lone sentry with lead. The incursion is over. <<if $colonel is "Alive">>The Colonel's smile fades.<<endif>></span></p><<next 14s>><p><span class="fade-in2">I turn back to face the room, "Are you all alright?"</span></p><<next 7s>><p><span class="fade-in2">"You've gone mad, Noah." Oh look, it's the President of the United States.</span></p><<next 6s>><span class="fade-in2"><<click "Your 5 minutes are up.">><<audio "NC009Martyr" play>><<goto [[NC_009 Time to go]]>><</click>>
<<set $martyr to "Dead">></span><</timed>></span><span class="noah"><<timed 0s t8n>><p><span class="fade-in2">"Has information," I admit.</span></p><<next 2s>><p><span class="fade-in2">Raven nods and touches her ear. The screen turns off.</span></p><<next 6s>><p><span class="fade-in2">I turn back to face the room, "Are you all alright?"</span></p><<next 6s>><p><span class="fade-in2">"You never fail to make a scene Noah." Oh look, it's the President of the United States.</span></p><<next 9s>><span class="fade-in2"><<click "Your 5 minutes are up.">><<audio "NC009" play>><<goto [[NC_009 Time to go]]>><</click>></span><</timed>></span><span class="noah"><<timed 0s t8n>><p><span class="fade-in2">"Your 5 minutes are up."</span></p><<next 1s>><p><span class="fade-in2">President Maddison looks amused, I expect she and I will talk this out later on the phone. The rest of my guests are beside themselves, but my security shows them the door just the same.</span></p><<next 15s>><p><span class="fade-in2">Raven whisks me through a series of doorways and into a small elevator flanked by armed guards. We find ourselves alone for the briefest moment.</span></p><<next 12s>><p><span class="fade-in2">"Our entire facility was evacuated like you asked. Those soldiers are still trapped with the A.I, I don't expect they'll survive. And whoever hired those soldiers knew you had outplayed them." I'm quite sure Raven is the only one who appreciates my humour. "Which reminds me, if anything goes wrong tonight, the signal for help is a single, terrified scream."</span></p><<next 20s>><p><span class="fade-in2">The door opens and our security team leads us to the A.I. laboratory - where the Colonel's team had just disappeared.</span></p><<next 11s>><p><span class="fade-in2">An imposing door with thick interlocking pylons<<if $martyr is "Dead">> and bloody bullet holes<<endif>> is all that stands between me and the future now.</span></p><<next 10s>><p><span class="fade-in2">"We'll pull you out the moment something goes wrong, just remember the signal." Raven gives me one last look before stepping away.</span></p><<next 12s>><span class="fade-in2">
<<click "The Future.">><<goto [[EveTransition]]>><</click>></span><</timed>></span>
<span class="noah"><<timed 0s t8n>><p><span class="fade-in2">It is time to claim my prize. The door reluctantly shuffles open and music drifts to my ears from within. I step inside to utter darkness.</span></p><<next 15s>><p><span class="fade-in2">Through the dark shroud I can make out the black outline of a pyramid. The door seals itself behind me as low blue lights cut through the fog.</span></p><<next 16s>><p><span class="fade-in2">This is the moment I dreamt of.</span></p><<next 6s>><p><span class="fade-in2">Contact.</span></p><<next 4s>><span class="fade-in2">
<<click "Approach the pyramid.">><<audio "NK012" play>><<set $pyramid to 1>><<goto [[Approach]]>><</click>>
<<click "Look at my reflection in the tiles.">><<audio "NK013" play>><<set $reflection to 1>><<goto [[Look]]>><</click>>
<<set $music to 0>><<set $pyramid to 0>><<set $reflection to 0>></span><</timed>></span><span class="noah"><<timed 0s t8n>><p><span class="fade-in2">I signal to the cameras and the music fades off.</span></p><<next 4s>><p><span class="fade-in2">Lights within the pyramid ease awake casting a purple blanket over the room, revealing the twisted remnants of the Colonel's team.</span></p><<next 14s>><p><span class="fade-in2">In the recesses of my mind something ancient emerges.</span></p><<next 7s>><p><span class="fade-in2">I'm keenly aware that my staff are watching me, and that if something goes wrong they won't be able to help.</span></p><<next 9s>><span class="fade-in2">
<<if $pyramid is 0>><<click "Approach the pyramid.">><<audio "NK012" play>><<set $pyramid to 1>><<goto [[Approach]]>><</click>>
<<else>><<endif>><<if $reflection is 0>><<click "Look at my own reflection in the tiles.">><<audio "NK013" play>><<set $reflection to 1>><<goto [[Look]]>><</click>><<else>><<endif>><<if $music is 1 and $pyramid is 1 and $reflection is 1>><<click "Touch the pyramid.">><<audio "NK014" play>><<goto [[Touch]]>><</click>><<endif>></span><</timed>></span><span class="noah"><<timed 0s t8n>><p><span class="fade-in2">Perfection comes into view. An obsidian pyramid.</span></p><<next 7s>><p><span class="fade-in2">It fills me with awe and dread. The edges recede to such a degree of mathematical perfection that it demands worship. Whatever made this was not human, the terrible secret of the thing.</span></p><<next 20s>><p><span class="fade-in2">In the weeks since it entered the facility our offices have become adorned with crude images of this mysterious pyramid with the caption: "Where is your God now?"</span></p><<next 16s>><p><span class="fade-in2">I raise my hand to touch it, but I fear to mark its surface with my crude fingers. I can see myself faintly in the reflection of its perfectly smooth sides - I feel misshapen and unclean compared to it.</span></p><<next 21s>><span class="fade-in2">
<<if $music is 0>><<click "Gesture to the cameras to cut the music.">><<audio "winter" stop>><<audio "chamberecho" loop play>><<set $music to 1>><<audio "NK011" play>><<goto [[Cut music]]>><</click>>
<<else>><<endif>><<if $reflection is 0>><<click "Look at my own reflection in the tiles.">><<audio "NK013" play>><<set $reflection to 1>><<goto [[Look]]>><</click>><<else>><<endif>><<if $music is 1 and $pyramid is 1 and $reflection is 1>><<click "Touch the pyramid.">><<audio "NK014" play>><<goto [[Touch]]>><</click>><<endif>></span><</timed>></span><span class="noah"><<timed 0s t8n>><p><span class="fade-in2">The stillness of the room gives me space for reflection. I feel a deep loneliness beholding the image of myself.</span></p><<next 10s>><p><span class="fade-in2">My expensive tailored clothes seem laughable now. To think I had let a stylist dress me for this occasion, as if that would make a good impression on something which has existed before time.</span></p><<next 16s>><span class="fade-in2">
<<if $music is 0>><<click "Gesture to the cameras to cut the music">><<audio "winter" stop>><<audio "chamberecho" loop play>><<set $music to 1>><<audio "NK011" play>><<goto [[Cut music]]>><</click>>
<<else>><<endif>><<if $pyramid is 0>><<click "Approach the pyramid.">><<audio "NK012" play>><<set $pyramid to 1>><<goto [[Approach]]>><</click>><<else>><<endif>><<if $music is 1 and $pyramid is 1 and $reflection is 1>><<click "Touch the pyramid.">><<audio "NK014" play>><<goto [[Touch]]>><</click>><<endif>></span>
<</timed>></span><span class="noah"><<timed 0s t8n>><p><span class="fade-in2">With trembling hands I stretch forward, feeling the cold bite of the frigid surface well before I reach it.</span></p><<next 12s>><span class="fade-in2">
[[The Rest Is History->The Rest Is History]]</span><</timed>></span>Double-click this passage to edit it.Double-click this passage to edit it.<<set $light1 to "Off">><<set $light2 to "Off">><<set $light3 to "Off">>
<<set $switch1 to "Up">><<set $switch2 to "Up">><<set $switch3 to "Up">>
<<nobr>><center>
<span id="light1"><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/LightOff.png" width="50vw"></span>
<span id="light2"><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/LightOff.png" width="50vw"></span>
<span id="light3"><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/LightOff.png" width="50vw"></span>
<span id="light4"><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/LightOff.png" width="50vw"></span>
<span id="light5"><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/LightOff.png" width="50vw"></span>
</center><</nobr>>
<center><span id="switch1"><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/SwitchUp.png" width="50vw"></span><span id="switch2"><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/SwitchUp.png" width="50vw"></span><span id="switch3"><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/SwitchUp.png" width="50vw"></span>
<<click "Toggle">>
<<if $light2 is "Off">><<set $light2 to "On">><<replace "#light2">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/LightOn.png" width="50vw"><</replace>><<else>><<set $light2 to "Off">><<replace "#light2">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/LightOff.png" width="50vw"><</replace>><<endif>>
<<if $light1 is "On" and $light2 is "On" and $light3 is "On">>
<<replace "#LightsSolved">>
<<click "Start AI.">>
<<goto "Light Test End">>
<</click>>
<</replace>>
<<endif>>
<<if $switch1 is "Up">><<set $switch1 to "Down">><<replace "#switch1">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/SwitchDown.png" width="50vw"><</replace>><<else>><<set $switch1 to "Up">><<replace "#switch1">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/SwitchUp.png" width="50vw"><</replace>>
<<endif>><</click>>
<<click "Toggle">>
<<if $light1 is "Off">><<set $light1 to "On">><<replace "#light1">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/LightOn.png" width="50vw"><</replace>><<else>><<set $light1 to "Off">><<replace "#light1">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/LightOff.png" width="50vw"><</replace>><<endif>>
<<if $light2 is "Off">><<set $light2 to "On">><<replace "#light2">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/LightOn.png" width="50vw"><</replace>><<else>><<set $light2 to "Off">><<replace "#light2">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/LightOff.png" width="50vw"><</replace>><<endif>>
<<if $light1 is "On" and $light2 is "On" and $light3 is "On">>
<<replace "#LightsSolved">>
<<click "Start AI.">>
<<goto "Light Test End">>
<</click>>
<</replace>>
<<endif>>
<<if $switch2 is "Up">><<set $switch2 to "Down">><<replace "#switch2">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/SwitchDown.png" width="50vw"><</replace>><<else>><<set $switch2 to "Up">><<replace "#switch2">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/SwitchUp.png" width="50vw"><</replace>>
<<endif>><</click>>
<<click "Toggle">>
<<if $light2 is "Off">>
<<set $light2 to "On">>
<<replace "#light2">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/LightOn.png" width="50vw"><</replace>>
<<else>>
<<set $light2 to "Off">>
<<replace "#light2">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/LightOff.png" width="50vw"><</replace>>
<<endif>>
<<if $light3 is "Off">>
<<set $light3 to "On">>
<<replace "#light3">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/LightOn.png" width="50vw"><</replace>>
<<else>>
<<set $light3 to "Off">>
<<replace "#light3">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/LightOff.png" width="50vw">
<</replace>>
<<endif>>
<<if $light1 is "On" and $light2 is "On" and $light3 is "On">>
<<replace "#LightsSolved">>
<<click "Start AI.">>
<<goto "Light Test End">>
<</click>>
<</replace>>
<<endif>>
<<if $switch3 is "Up">><<set $switch3 to "Down">><<replace "#switch3">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/SwitchDown.png" width="50vw"><</replace>><<else>><<set $switch3 to "Up">><<replace "#switch3">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/SwitchUp.png" width="50vw"><</replace>>
<<endif>>
<</click>>
</center>
<span id="LightsSolved"></span>
[[Back->Light Puzzle]] <<set $wakeupbase to 0>>
<span id="wakeupcounter"><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/WakeupBar_00.png"></span>
<<click "Wake Up">><<silently>>
<<if $wakeupbase gt 10>>
<<goto "Wake Up2">>
<<else>>
<<set $wakeupbase to $wakeupbase + 1>>
<<endif>>
<<if $wakeupbase lt 2>><<replace "#wakeupcounter">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/WakeupBar_00.png"><</replace>>
<<elseif $wakeupbase lt 4>><<replace "#wakeupcounter">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/WakeupBar_01.png"><</replace>>
<<elseif $wakeupbase lt 7>><<replace "#wakeupcounter">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/WakeupBar_02.png"><</replace>>
<<elseif $wakeupbase lt 10>><<replace "#wakeupcounter">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/WakeupBar_03.png"><</replace>><<endif>>
<</silently>><</click>>
<<silently>><<repeat 0.5s>><<if $wakeupbase gt 2>><<set $wakeupbase to $wakeupbase - 1>><<endif>>
<<if $wakeupbase lt 3>><<replace "#wakeupcounter">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/WakeupBar_00.png"><</replace>>
<<elseif $wakeupbase lt 4>><<replace "#wakeupcounter">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/WakeupBar_01.png"><</replace>>
<<elseif $wakeupbase lt 7>><<replace "#wakeupcounter">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/WakeupBar_02.png"><</replace>>
<<elseif $wakeupbase lt 10>><<replace "#wakeupcounter">><img src="http://ukiyo.com.au/DeepSpaceExodus/Resources/Images/WakeupBar_03.png"><</replace>><<endif>>
<</repeat>><</silently>>You awaken
[[Back->Wake Up]] The moment Christopher realises you intend to harm it is the moment your fate was sealed.
A small but crucial service airlock is opened in an instant, sucking not only the breathable air from the room, but you towards the abyss of space.
As your capillaries explode and all the liquid in your body ejects at once, it does occur to you not to threaten the A.I. keeping all the sleeping crew alive.
<<timed 10s>><center><h2><<click "Try Again?">><<audio "cryoopen" play>><<timed 2s>><<goto [[EC_000_a Eve Awakes]]>><</timed>><</click>></h2></center><</timed>><<silently>>
<<waitforaudio>>
<</silently>><span class="noah"><<timed 1s t8n>><center><h2><span class="fade-in2">115 years earlier.</span></h2></center><<next 4s>>
<center><h3><span class="fade-in2">Deep within the Dimensis research and development centre on Earth...</span></h3></center><<next 4s>>
<span class="fade-in2"><<click "I close my eyes...">><<audio "NC001" play>><<goto [[NC_001_a Noah Start]]>><</click>></span><</timed>><span class="transitionpass"><p><span class="fade-in2">A Dimensis space ship hurtles into the depths of Deep Space.</span></p><p><span class="fade-in2">With an A.I. in command the human crew remain ageless in suspended animation. During the long voyage they are woken only for menial maintenance tasks - until they reach their destination.</span></p><p><span class="fade-in2">The mission is simple; ensure humanty outlives Earth.</span></p><span class="fade-in2"><<click "Wake Up.">><<audio "bgmhum" loop play>><<audio "cryoopen" play>><<timed 3s>><<goto [[EC_000_a Eve Awakes]]>><</timed>><</click>></span></span><span class="transitionpass"><p><span class="fade-in2">1,413,712 years earlier I approached the door to the A.I. laboratory.</span></p><p><span class="fade-in2">The fate of humanity now fell to a single human.</span></p><span class="fade-in2"><<click "Enter the A.I. laboratory.">><<audio "NK010" play>><<audio "winter" loop play>><<goto [[NK_010 Door]]>><</click>></span></span><span class="transitionpass"><p><span class="fade-in2">The Dimensis Corporation has just become a household name.</span></p><p><span class="fade-in2">Black helicopters carrying unmarked soldiers descend on their facilities mere hours after the leak surfaced: Dimensis has successfully developed a self aware Artificial Intelligence (A.I.).</span></p><p><span class="fade-in2">Waiting for the storm is Noah, the CEO of Dimensis - a controversial but formidable figure. He knows that one day humanity will have dominion over the stars, but first he has to deal with humanity's greatest threat - humans.</span></p><span class="fade-in2"><<click "I open my eyes.">><<audio "NC001" play>><<goto [[NC_001_a Noah Start]]>><</click>></span></span>
<<if $demo is 1>><<else>>
(Debug)
<<click "Skip to Eve">><<goto [[EveTransition]]>><</click>>
<<click "Skip to Christopher">><<audio "bgmhum" loop play>><<audio "bgmbridge" loop play>><<goto [[EG_000_a Bridge]]>><</click>>
<<click "Skip to Noah">><<goto [[NoahTransition]]>><</click>><<endif>><<set $order1 to "Off">><<set $order2 to "Off">><<set $order3 to "Off">><<set $order4 to "Off">><<set $order5 to "Off">>
<center><span id="order1">$order1</span> <span id="order2">$order2</span> <span id="order3">$order3</span> <span id="order4">$order4</span> <span id="order5">$order5</span></center>
<center><span class="keypad"><<click "">><<if $order3 is "On">><<set $order1 to "On">><<replace "#order1">>$order1<</replace>><<else>><<set $order1 to "Off">><<set $order2 to "Off">><<set $order3 to "Off">><<set $order4 to "Off">><<set $order5 to "Off">><<replace "#order1">>$order1<</replace>><<replace "#order2">>$order2<</replace>><<replace "#order3">>$order3<</replace>><<replace "#order4">>$order4<</replace>><<replace "#order5">>$order5<</replace>><<endif>>
<</click>><<click "">><<if $order2 is "Off">><<set $order2 to "On">><<replace "#order2">>$order2<</replace>><<else>><<set $order1 to "Off">><<set $order2 to "Off">><<set $order3 to "Off">><<set $order4 to "Off">><<set $order5 to "Off">><<replace "#order1">>$order1<</replace>><<replace "#order2">>$order2<</replace>><<replace "#order3">>$order3<</replace>><<replace "#order4">>$order4<</replace>><<replace "#order5">>$order5<</replace>><<endif>>
<</click>><<click "">><<if $order4 is "On">><<set $order3 to "On">><<replace "#order3">>$order3<</replace>><<else>><<set $order1 to "Off">><<set $order2 to "Off">><<set $order3 to "Off">><<set $order4 to "Off">><<set $order5 to "Off">><<replace "#order1">>$order1<</replace>><<replace "#order2">>$order2<</replace>><<replace "#order3">>$order3<</replace>><<replace "#order4">>$order4<</replace>><<replace "#order5">>$order5<</replace>><<endif>>
<</click>><<click "">><<if $order2 is "On">><<set $order4 to "On">><<replace "#order4">>$order4<</replace>><<else>><<set $order1 to "Off">><<set $order2 to "Off">><<set $order3 to "Off">><<set $order4 to "Off">><<set $order5 to "Off">><<replace "#order1">>$order1<</replace>><<replace "#order2">>$order2<</replace>><<replace "#order3">>$order3<</replace>><<replace "#order4">>$order4<</replace>><<replace "#order5">>$order5<</replace>><<endif>>
<</click>><<click "">><<if $order1 is "On">><<set $order5 to "On">><<replace "#order5">>$order5<</replace>><<timed 2s>><<goto "Order Puzzle Done">><</timed>><<else>><<set $order1 to "Off">><<set $order2 to "Off">><<set $order3 to "Off">><<set $order4 to "Off">><<set $order5 to "Off">><<replace "#order1">>$order1<</replace>><<replace "#order2">>$order2<</replace>><<replace "#order3">>$order3<</replace>><<replace "#order4">>$order4<</replace>><<replace "#order5">>$order5<</replace>><<endif>>
<</click>></span></center>Done
[[Back->Order Puzzle]]<<set $score to 45; $max to 150>>
<span id="score"><<print "<ul style='list-style:none; width:100%;'>"
+ "<li style='background:red; width: " + 100*$score/$max + "%;' >" + $score + " pts</li>"
+ "</ul>" >></span>
<<repeat 0.2s>><<set $score to $score + 1>><<replace "#score">><<print "<ul style='list-style:none; width:100%;'>"
+ "<li style='background:red; width: " + 100*$score/$max + "%;' >" + $score + " Kuebicoins</li>"
+ "</ul>" >><</replace>><</repeat>>
<<click "Sell">><<set $score to $score - 20>><</click>>Haiku replace
triangle more obvious
remove need for google?
- locker, note says "to answer before listening, that is folly and shame"
just addd the verse?
change ending: find bomb, hear distress signal
- Some literary references may require the use of google or your preferred search engine.
- Remove triangle, just write that it is a haiku.
- Change bomb timer to 58 minutes
- Distress signal detected
- Adding Proverbs 18:13 under the note in the locker
- Replacement ‘Deluge Myth’ for ‘Akkadian Flood’
- Change the end of the game so that it doesn't give the players 'Raven' it instead tells players: The lives of the AI are in your hands.
NAVIGATION ROOM:
Play back distress message. Show that ship has already recharted its course.
make whale intestine clue not disappear
didn't get the emails
don't know if you've done everything
tried Gilgamesh pwd, didn't work
nav room ending1 true
ending2 true
if ending1 is true and ending2 is true, goto ending
not designed to return to countdown, maybe prevent player from returning again, or something blocks view
several mentions of timeframe
115 years earlier, Noah discovers AI
Christopher tells Eve that she's been asleep around 100 years<p>The Navigation Room is a dome-shaped planetarium displaying the Milky Way from the Ishtar VI’s current location. The Zeta Doradus system has a waypoint indicator glowing around it.</p><p>A flashing red light on the centre console indicates that a message for the Ishtar VI has been waiting while you were in cryosleep.</p><<if $newpodsopen > 0 and $ending2 neq true>><p>The centre console is displaying that the Ishtar VII is within communications range, a flashing blue icon prompts you to reply to their distress beacon.</p><<endif>>
[[Play back the signal.]]
[[Inspect the Navigation Display.]]
<<if $newpodsopen > 0 and $ending2 neq true>><br>[[Reply to the distress beacon.]]<br><<endif>>
<<click "Return to the Cryo Pods.">><<audio "navigation" stop>><<audio "dooropen" play>><<timed 3s>><<goto [[EC_000_a Cryo Pods]]>><</timed>><</click>><<audio "distress" play>>\
<span class="fade-in2">A distress signal echoes throughout the corridors of the ship...</span><<set $distressheard to true>>
<<timed 9s t8n>><span class="fade-in2">Is this what woke you?</span><</timed>>
<<timed 16s t8n>><span class="fade-in2"><<click "Leave the intercom.">><<goto [[Navigation Room]]>><</click>></span><</timed>>The Ishtar VI's course is plotted out on the navigation display.
At this stage in the mission the Ishtar VI should be gaining speed to perform a slingshot manoeuvre off Zeta Doradus with the rest of the fleet, but you can see here that the ship is decelerating.
You can immediately tell that the Zeta system does not contain any habitable planets.
Feezer F3 has a waypoint indicator above it.
<<if $distressheard is true>>The only available data for Feezer F3 shows that is has 0.9 Earth gravity and extremely high quartz, FLOX, and uranium content. It has been flagged as a potential refuelling location in an emergency.<br><br><<endif>>\
[[Leave the Navigation Display.|Navigation Room]]<<set $ending2 to true>>\
<<audio "distressresponse" play>>\
Maybe Olivia was right. "Come in Ishtar VII, this is the Vestigial. We picked up your distress beacon en route to Sol. I realise you might be in cryosleep when you get this message. If we've already gone when you wake up... Well, I'm sorry. I hope you found what you were looking for out there."
<<timed 14s t8n>><span class="fade-in2"><<if $ending1 is true and $ending2 is true>>\
<<click "Why Noah...?">><<audio "bgmhum" stop>><<goto [[NoahTransition]]>><</click>>
<<else>>\
<<click "Leave the intercom.">><<goto [[Navigation Room]]>><</click>><<endif>></span><</timed>><span class="computer">Dimensis Heavy Industries Mission Update
The Board has decided to modify the Ishtar mission. The original mission plan; for all twelve Ishtar vessels to rendezvous at two seperate Super-Habitable exoplanets and begin establishing a permanent colony, is a massive waste of the potential the Ishtar fleet presents to Dimensis Heavy Industries.
The delusional plan of Noah to send a trillion dollar fleet of our finest researchers and engineers away with no promise of repayment, nor with any ownership of the planets or the equipment themselves, was nothing short of madness. This monumental blunder would have completely doomed the company if not for the merger of Dimensis and Mars Heavy Industries. Dimensis Heavy Industries has since become the leader of all interplanetary mining operations from Earth. The new Board of directors have since revised the impractical Ishtar Program.
The new Mission parameters are as follows:
All Ishtar vessels have been redirected to the nearest exoplanet of interest, as dictated by the Board. These may include, though are not limited to: Potential Mining Locations, Signs of Edible Alien Life, Tourist Attractions, Remnants of Other Vessels, Strategic Military Locations, etc.
If anything of value is located the crew will be required to stay with the discovery and ensure it is not claimed by another party, until a follow up ship can be dispatched to the location to evaluate it.
Your hard work will ensure that Dimensis Heavy Industries remains the fastest growing interplanetary company in the Milky Way.</span>
<<click "I have read and agree to the terms and conditions.">><<audio "EG041" play>><<goto [[EG_041_a Christopher]]>><</click>>
<<click "Return to the Living Quarters.">><<audio "bgmbridge" stop>><<audio "dooropen" play>><<timed 3s>><<goto [[EQ_000_a Living Quarters]]>><</timed>><</click>>