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<<if $playerclass == 'barbarian'>>You are $playername, a bold barbarian from a planet in the fringes of the galaxy. You grew up in a harsh environment, and it made you strong. Your tribe is known for battle prowess, and you're no exception.
Though many call you uncivilised, your people are familiar with modern technology and space travel. Many barbarians try to prove themselves by going to distant planets and facing unknown dangers that lie in the great Galaxy. You are one of them. In your small starship, the <i>$shipname</i>, you set out on your mission.
<<elseif $playerclass == 'merchant'>>You are $playername, a crafty merchant from a rich planetary system. Trade flourishes on your planet, and it's not easy to make a name for oneself as a merchant with such a strong competition. That is why you decided to try your luck in cross-planetary trade. You invested in a small starship, the <i>$shipname</i>, and set off, looking for profit and opportunity. You're business-minded and eloquent, so you had no doubt you would succeed.
<<elseif $playerclass == 'smuggler'>>You are $playername, a cunning smuggler from the fringes of the Galaxy. In your small starship, the <i>$shipname</i>, you travel from planet to planet, with cargo that may not always be legal, but is very profitable.
Your work puts you in constant danger, but you trust in your piloting skills and business acumen. You would find any other life boring.
<<elseif $playerclass == 'mercenary'>>You are $playername, a wandering mercenary. Skilled both in starship and personal combat, you travel across the Galaxy in your trusty starfighter, the <i>$shipname</i>, looking for opportunities. Some planets are war-torn, some are under constant threat from space pirates; that means glory and credits for those bold enough. And you are one of the boldest.
<<else>>You are $playername, an intrepid explorer. You travel across the Galaxy in your trusty starship, the <i>$shipname</i>, looking for places to discover, people to meet, stories to record and rare artefacts to obtain. You feel at home in wilderness – any of the many wildernesses the Galaxy has to offer. Your charisma and diplomatic talents let you befriend inhabitants of the worlds you visit. The life you lead is filled with danger, but also with excitement, and you can't imagine yourself doing anything else.
<</if>>\
<<if $gameobjective == 'slavers'>>\
Recently, bad news has reached you. $friendsname, one of your closest childhood friends, was kidnapped by the infamous slavers from the dark corners of the Galaxy. These villains, operating from the $slaversshipname, a powerful warship they stole, are well armed and ruthless, and are rightly feared.
You have all the reasons to believe your friend hasn't been sold into slavery yet, and is still on the $slaversshipname.
<<if $playerclass == 'barbarian'>>You deeply hate scum who strike from the shadows and rob people of their freedom. The slavers stand against everything a barbarian values. Your sense of honour won't let you rest until you've saved $friendsname from these wretches.
<<elseif $playerclass == 'merchant'>>While you may not be the best person to take on the fearsome slavers, you can't just leave $friendsname in their hands. Luckily, money can buy many things – information, weapons, and sometimes even freedom – and making money is your speciality.
<<elseif $playerclass == 'smuggler'>>While you're not someone who follows the law to the letter, there's a difference between smuggling cargo and selling people into slavery. You despise the slavers and you'll do all you can to save $friendsname. You hope your piloting skills will suffice to carry out the daring rescue.
<<elseif $playerclass == 'mercenary'>>Normally, you wouldn't think about taking on the $slaversshipname – it is a daunting task for a single person, even as skilled as you. But the slavers made a grievous mistake when they kidnapped $friendsname. You won't let anyone sell your friend into slavery. Your experience has taught you everything has a weak spot, even a warship. You'll find that weak spot and strike.
<<else>>Of course, you are coming to the rescue. Too many planets you've visited were hurt by the calamity that is slave trade. Now, with a personal motivation, you will find a way to stop these criminals. Your extensive knowledge of the Galaxy, and your web of contacts, will surely help you save $friendsname.<</if>>\
It's no secret that the slavers have their base of operation in a distant asteroid belt. There, they are less cautious than during raids, and could be approached more easily. However, you don't know the exact location of the asteroid belt; what's even worse, the slavers are protecting their base and the $slaversshipname with a powerful distortion field. There are rumours of brave souls who located the slavers, only to perish when their ships, with all navigational instruments going crazy, crashed into one of the countless asteroids surrounding the base.
But there is hope. You've learned about a retired scientist – a "mad" scientist, some add – living on a shipyard planet, who works on a means of suppressing the slavers' distortion field. You need to locate him and convince him to help you. With their device, and the asteroid belt's coordinates, you'll be able to rescue your friend.
<<elseif $gameobjective == 'tyrant'>>\
Recently, bad news has reached you. Your family moved to $tyrantworldname – a world rich in resources – in pursuit of a better life. But their hopes were crushed when a cruel and powerful tyrant, $tyrantname $tyrantnickname, decided to claim the planet and its mines. Now your family, together with most of $tyrantworldname's populace, are slaving in the mines, watched by the tyrant's ruthless soldiers.
The situation on $tyrantworldname is dire. $tyrantname $tyrantnickname only cares about the resources from the mines. The miners are starving, living in poor conditions and often threatened or beaten by the soldiers.
<<if $playerclass == 'barbarian'>>Your barbarian blood boils when you hear about the tyrant's cruelty and the fate your family suffers. You will find a way to defeat $tyrantname $tyrantnickname and free the people of $tyrantworldname!<<elseif $playerclass == 'merchant'>>Not only has $tyrantname $tyrantnickname enslaved your family – the tyrant's foolish exploitation of resources is slowly ruining a once-prosperous world. You must find a way to cause the tyrant's downfall. <<elseif $playerclass == 'smuggler'>>The tyrant's cruel, oppressive, martial rule disgusts you. No person should own an entire planet and its resources. And you won't let your family suffer in the mines. You'll find a way to defeat $tyrantname $tyrantnickname and free them.<<elseif $playerclass == 'mercenary'>>As a mercenary, you rarely fight if you're not paid to, but you won't let your family suffer in the mines of $tyrantworldname. You will find a way to defeat $tyrantname $tyrantnickname; with your combat experience, you're the right person for the job.
<<else>>You've always found exploiting planets and enslaving their populace repulsive. The tyrannical rule of $tyrantname $tyrantnickname must end, not only for your family's sake, but to give the people of $tyrantworldname their freedom back. You'll find some way of defeating the tyrant.<</if>>
Your should visit $tyrantworldname to learn more about the situation there.
<<elseif $gameobjective == 'artefact'>>\
Since childhood, you have heard stories about a powerful ancient artefact called the $artefactname $artefactname2, and you were fascinated with it. During your many journeys, you gathered information about the $artefactname, and your fascination turned into an obsession. Finding the artefact has become your greatest dream. <<if $playerclass == 'barbarian'>>It would give you power and respect among your tribe, who value treasures with a long history and respect adventurous individuals, brave and cunning enough to earn them.<<elseif $playerclass == 'merchant'>>It would bring you fame and glory, but also, even more importantly, money. You know many people who would gladly pay insane amounts of credits for this ancient relic.<<elseif $playerclass == 'smuggler'>>It would bring you fame and respect among your fellow smugglers, since getting the treasure will require skill and cunning. And if you sold the artefact to a private collector, you wouldn't have to worry about money ever again.<<elseif $playerclass == 'mercenary'>>It would be a challenge, different from your usual jobs, and that makes you excited. And when you finally get the treasure – it will bring you fame and glory, and more credits than a mercenary could ever make.<<else>>You can't wait to study the $artefactname and learn more about it; such ancient treasures offer a wealth of knowledge to curious scholars. Locating the artefact would make you famous among other explorers, immortalising your name.<</if>>\
No one really knows where the $artefactname $artefactname2 is hidden – only that it is buried in a secret location on some planet. However, recently you've learned about the existence of an ancient map showing that location. The map has been torn into three pieces, and each of these pieces changed hands many times. You have to locate all three, put the map together and unearth the $artefactname $artefactname2.
Asking about the map pieces on civilised planets, visited by many travellers and traders, seems like a good idea.
<</if>>\
Your ship is currently cruising through space.
<span class = 'blue'>[[Open the Galaxy Map|GalaxyMapIntro]]</span>Inventory
---consumables---
<<set $torpedo to 0>>
<<set $cloaking to 1>>
<<set $repairkit to 1>>
<<set $medkit to 1>>
<<set $smokebomb to 1>>
<<set $energygrenade to 0>>
---equipment---
<<set $miningequipment to 0>>
<<set $knife to 0>>
<<set $pistol to 0>>
---cargo---
<<set $commongoods to 0>>
<<set $exoticgoods to 0>>
<<set $illicitgoods to 0>>
<<set $starcrystals to 0>>
<<set $playerdamage to 2>>
<<set $shipdamage to 30>>
<<set $credits to 1000>>
<<set $playerhp to 10>>
<<set $shiphp to 100>>
<<set $playermaxhp to 10>>
<<set $shipmaxhp to 100>>
<<set $renown to 0>>
<<set $dead to false>>
<<set $galgeojoined to false>>
<<set $blackmarketupgrade to false>>
<<set $weaponsupgraded to false>>
<<set $platingupgraded to false>>
<<set $restock to 50>>
<<set setup.playername to ['Kyle', 'Morgan', 'Caleb', 'Thorn', 'Aella', 'Astra', 'Nathan', 'Gyrd', 'Una', 'Helen', 'Myra', 'Titus',
'Bastienne', 'Olva', 'Grom', 'Rita', 'Sylva', 'Ursa', 'Darius', 'Ulf', 'Trond', 'Dana', 'Oris', 'Aurora', 'Lys', 'Geru', 'Devon', 'Robin', 'Gorim', 'Vikna', 'Tera', 'Manfred', 'Diana', 'Hector', 'Bram', 'Nero', 'Magda', 'Paul', 'Hugo', 'Diego', 'Sun', 'Xian', 'Lynda', 'Ceres', 'Birka', 'Tertius', 'Lew', 'Ignis', 'Bogdan', 'Cara', 'Roric', 'Carmen', 'Hild', 'Nexus', 'Zach', 'Duke', 'Ivan', 'Marius', 'Tertia', 'Kinga', 'Santos', 'Marcia', 'Taro', 'Beata', 'Yuri', 'Rissa', 'Bree', 'Magnus', 'Ragnar', 'Drago', 'Werner', 'Leon', 'Sirius', 'Venus', 'Tabitha', 'Kron', 'Mors', 'Irma', 'Frea', 'Duncan', 'Ken', 'Vyn', 'Linus', 'Chandra', 'Conrad', 'Sandra', 'Renata', 'Rex', 'Napoleon']>>
<<set $playername to setup.playername.random()>>
<<run setup.playername.delete($playername)>>
<<set setup.playerclass to ['barbarian', 'smuggler', 'mercenary', 'merchant', 'explorer']>>
<<set $playerclass to setup.playerclass.random()>>
<<if $playerclass == 'barbarian'>>
<<set $piloting to 0>><<set $combat to 1>><<set $charisma to 0>><<set $trading to 0>><<set $survival to 1>>
<<elseif $playerclass == 'smuggler'>>
<<set $piloting to 1>><<set $combat to 0>><<set $charisma to 0>><<set $trading to 1>><<set $survival to 0>>
<<elseif $playerclass == 'mercenary'>>
<<set $piloting to 1>><<set $combat to 1>><<set $charisma to 0>><<set $trading to 0>><<set $survival to 0>>
<<elseif $playerclass == 'merchant'>>
<<set $piloting to 0>><<set $combat to 0>><<set $charisma to 1>><<set $trading to 1>><<set $survival to 0>>
<<elseif $playerclass == 'explorer'>>
<<set $piloting to 0>><<set $combat to 0>><<set $charisma to 1>><<set $trading to 0>><<set $survival to 1>>
<<else>><</if>>
<<set setup.shipname to ['Sparrow', 'Raven', 'Claw', 'Eagle', 'Discovery', 'Wanderer', 'Pilgrim', 'Kestrel', 'Drake', 'Windfall', 'Swordfish', 'Gallant', 'Griffin', 'Valiant', 'Intrepid', 'Breeze', 'Typhoon', 'Celeste', 'Tiger', 'Crane', 'Lotus', 'Boar', 'Stardust', 'Messenger', 'Joker', 'Turtle', 'Ray', 'Warrior', 'Sentinel', 'Shrike', 'Jewel', 'Dagger', 'Wasp', 'Hornet', 'Orca']>>
<<set $shipname to setup.shipname.random()>>
<<set setup.planets to ['planet1', 'planet2', 'planet3', 'planet4', 'planet5', 'planet6', 'planet7', 'planet8', 'planet9', 'planet10', 'planet11', 'planet12', 'planet13', 'planet14', 'planet15', 'planet16']>>
<<set setup.planetnames to ['Auros', 'Ceres', 'Philos', 'Brox', 'Orchen', 'Lete', 'Minax', 'Zavlaz', 'Kraan', 'Tolrim', 'Bix', 'Gurun', 'Albar', 'Vetti', 'Myrma', 'Ux', 'Mundus', 'Solea', 'Tagor', 'Nuit', 'Nox', 'Sanctum', 'Haven', 'Pyrros', 'Vega', 'Camimin', 'Thax', 'Zoz', 'Uchsil', 'Auxym', 'Ysin', 'Agna', 'Thoz', 'Cygnus', 'Thuzan', 'Ymuz', 'Quasar', 'Voynec', 'Ilmaren', 'Jarroc', 'Styg', 'Luminos', 'Ahaz', 'Kaan', 'Techos', 'Valara', 'Nova', 'Zin', 'Trellis', 'Canta', 'Nero', 'Tecton', 'Geneos', 'Vyg', 'Selenia', 'Otta', 'Moria', 'Dan']>>
<<set $planet1name to setup.planetnames.random()>>
<<run setup.planetnames.delete($planet1name)>>
<<set $planet2name to setup.planetnames.random()>>
<<run setup.planetnames.delete($planet2name)>>
<<set $planet3name to setup.planetnames.random()>>
<<run setup.planetnames.delete($planet3name)>>
<<set $planet4name to setup.planetnames.random()>>
<<run setup.planetnames.delete($planet4name)>>
<<set $planet5name to setup.planetnames.random()>>
<<run setup.planetnames.delete($planet5name)>>
<<set $planet6name to setup.planetnames.random()>>
<<run setup.planetnames.delete($planet6name)>>
<<set $planet7name to setup.planetnames.random()>>
<<run setup.planetnames.delete($planet7name)>>
<<set $planet8name to setup.planetnames.random()>>
<<run setup.planetnames.delete($planet8name)>>
<<set $planet9name to setup.planetnames.random()>>
<<run setup.planetnames.delete($planet9name)>>
<<set $planet10name to setup.planetnames.random()>>
<<run setup.planetnames.delete($planet10name)>>
<<set $planet11name to setup.planetnames.random()>>
<<run setup.planetnames.delete($planet11name)>>
<<set $planet12name to setup.planetnames.random()>>
<<run setup.planetnames.delete($planet12name)>>
<<set $planet13name to setup.planetnames.random()>>
<<run setup.planetnames.delete($planet13name)>>
<<set $planet14name to setup.planetnames.random()>>
<<run setup.planetnames.delete($planet14name)>>
<<set $planet15name to setup.planetnames.random()>>
<<run setup.planetnames.delete($planet15name)>>
<<set $planet16name to setup.planetnames.random()>>
<<set setup.terrain to ['icy', 'rocky', 'oceanic', 'crystal', 'volcanic', 'desert', 'jungle']>>
<<set $planet1terrain to setup.terrain.random()>>
<<set $planet2terrain to setup.terrain.random()>>
<<set $planet3terrain to setup.terrain.random()>>
<<set $planet4terrain to setup.terrain.random()>>
<<set $planet5terrain to setup.terrain.random()>>
<<set $planet6terrain to setup.terrain.random()>>
<<set $planet7terrain to setup.terrain.random()>>
<<set $planet8terrain to setup.terrain.random()>>
<<set $planet9terrain to setup.terrain.random()>>
<<set $planet10terrain to setup.terrain.random()>>
<<set $planet11terrain to setup.terrain.random()>>
<<set $planet12terrain to setup.terrain.random()>>
<<set $planet13terrain to setup.terrain.random()>>
<<set $planet14terrain to setup.terrain.random()>>
<<set $planet15terrain to setup.terrain.random()>>
<<set $planet16terrain to setup.terrain.random()>>
<<set setup.planettype to ['civilised1', 'civilised2', 'civilised3', 'resource1', 'resource2', 'resource3', 'resource4', 'wild1', 'wild2', 'wild3', 'wild4', 'wild5', 'wild6', 'war1', 'war2', 'war3']>>
<<set $planet1type to setup.planettype.random()>>
<<run setup.planettype.delete($planet1type)>>
<<set $planet2type to setup.planettype.random()>>
<<run setup.planettype.delete($planet2type)>>
<<set $planet3type to setup.planettype.random()>>
<<run setup.planettype.delete($planet3type)>>
<<set $planet4type to setup.planettype.random()>>
<<run setup.planettype.delete($planet4type)>>
<<set $planet5type to setup.planettype.random()>>
<<run setup.planettype.delete($planet5type)>>
<<set $planet6type to setup.planettype.random()>>
<<run setup.planettype.delete($planet6type)>>
<<set $planet7type to setup.planettype.random()>>
<<run setup.planettype.delete($planet7type)>>
<<set $planet8type to setup.planettype.random()>>
<<run setup.planettype.delete($planet8type)>>
<<set $planet9type to setup.planettype.random()>>
<<run setup.planettype.delete($planet9type)>>
<<set $planet10type to setup.planettype.random()>>
<<run setup.planettype.delete($planet10type)>>
<<set $planet11type to setup.planettype.random()>>
<<run setup.planettype.delete($planet11type)>>
<<set $planet12type to setup.planettype.random()>>
<<run setup.planettype.delete($planet12type)>>
<<set $planet13type to setup.planettype.random()>>
<<run setup.planettype.delete($planet13type)>>
<<set $planet14type to setup.planettype.random()>>
<<run setup.planettype.delete($planet14type)>>
<<set $planet15type to setup.planettype.random()>>
<<run setup.planettype.delete($planet15type)>>
<<set $planet16type to setup.planettype.random()>>
<<set $planet1intro to random(1, 3)>>
<<set $planet2intro to random(1, 3)>>
<<set $planet3intro to random(1, 3)>>
<<set $planet4intro to random(1, 3)>>
<<set $planet5intro to random(1, 3)>>
<<set $planet6intro to random(1, 3)>>
<<set $planet7intro to random(1, 3)>>
<<set $planet8intro to random(1, 3)>>
<<set $planet9intro to random(1, 3)>>
<<set $planet10intro to random(1, 3)>>
<<set $planet11intro to random(1, 3)>>
<<set $planet12intro to random(1, 3)>>
<<set $planet13intro to random(1, 3)>>
<<set $planet14intro to random(1, 3)>>
<<set $planet15intro to random(1, 3)>>
<<set $planet16intro to random(1, 3)>>
<<set setup.races to ['cat-like aliens', 'lizard-like aliens',
'crystal humanoids', 'six-armed humanoids', 'four-legged humanoids', 'mushroom people', 'winged humanoids', 'bird-like aliens',
'bat-like aliens', 'blue-skinned humanoids', 'red-skinned humanoids', 'green-skinned humanoids', 'cyborgs', 'intelligent androids',
'grey-skinned humanoids', 'two-legged insectoids',
'six-legged insectoids', 'sentient floating orbs of light',
'frog-like aliens', 'turtle-like aliens', 'shark-like aliens',
'tough humans', 'resilient humans', 'remarkably tall humans', 'remarkably short humans', 'tiny humanoids', 'giant humanoids',
'dog-like aliens', 'boar-like aliens', 'pteranodon people', 'chameleonlike aliens', 'goblin-like aliens',
'stone-skinned humanoids']>>
<<set $planet1race to setup.races.random()>>
<<run setup.races.delete($planet1race)>>
<<set $planet2race to setup.races.random()>>
<<run setup.races.delete($planet2race)>>
<<set $planet3race to setup.races.random()>>
<<run setup.races.delete($planet3race)>>
<<set $planet4race to setup.races.random()>>
<<run setup.races.delete($planet4race)>>
<<set $planet5race to setup.races.random()>>
<<run setup.races.delete($planet5race)>>
<<set $planet6race to setup.races.random()>>
<<run setup.races.delete($planet6race)>>
<<set $planet7race to setup.races.random()>>
<<run setup.races.delete($planet7race)>>
<<set $planet8race to setup.races.random()>>
<<run setup.races.delete($planet8race)>>
<<set $planet9race to setup.races.random()>>
<<run setup.races.delete($planet9race)>>
<<set $planet10race to setup.races.random()>>
<<run setup.races.delete($planet10race)>>
<<set $planet11race to setup.races.random()>>
<<run setup.races.delete($planet11race)>>
<<set $planet12race to setup.races.random()>>
<<run setup.races.delete($planet12race)>>
<<set $planet13race to setup.races.random()>>
<<run setup.races.delete($planet13race)>>
<<set $planet14race to setup.races.random()>>
<<run setup.races.delete($planet14race)>>
<<set $planet15race to setup.races.random()>>
<<run setup.races.delete($planet15race)>>
<<set $planet16race to setup.races.random()>>
<<run setup.races.delete($planet16race)>>
<<set $civilised1commongoods to 5>>
<<set $civilised2commongoods to 5>>
<<set $civilised3commongoods to 5>>
<<set $wild1exoticgoods to 2>>
<<set $wild1illicitgoods to 3>>
<<set $wild2exoticgoods to 2>>
<<set $wild3exoticgoods to 2>>
<<set $wild4exoticgoods to 2>>
<<set $wild5exoticgoods to 3>>
<<set $wild6exoticgoods to 3>>
<<set $wild1exlpore to 0>>
<<set $wild2exlpore to 0>>
<<set $wild3exlpore to 0>>
<<set $wild4exlpore to 0>>
<<set $wild5exlpore to 0>>
<<set $wild6exlpore to 0>>
<<set setup.stories to ['the great exodus of their ancestors',
'the great wars of their ancestors',
'an ancient warrior who battled monsters from far reaches of space', 'the mythical creatures their ancestors believed in',
'the seven lost colony ships of their civilisation',
'the beginning of the universe',
'an evil witch who lived on a black planetoid',
'a foolish warrior who sold his soul for an enchanted weapon',
'a mysterious being living at the end of the universe',
'an invisible space station travelling the Galaxy',
'the invention of space travel by their ancestors',
'the extinct winged dragons of their home planet',
'a mythical gauntlet that gave its owner incredible strength',
'a space farmer who defeated an evil warlock with just a pitchfork', 'the legendary battles between the Light Beings and the Dark Beings', 'the Mirror World, which is a distortion of the known universe',
'their ancient, mostly forgotten tea ceremony',
'the origin of star crystals',
'quarrelling gods who created Order and Chaos',
'three space explorers who searched for the planet of Paradise']>>
<<set $planet1story to setup.stories.random()>>
<<run setup.stories.delete($planet1story)>>
<<set $planet2story to setup.stories.random()>>
<<run setup.stories.delete($planet2story)>>
<<set $planet3story to setup.stories.random()>>
<<run setup.stories.delete($planet3story)>>
<<set $planet4story to setup.stories.random()>>
<<run setup.stories.delete($planet4story)>>
<<set $planet5story to setup.stories.random()>>
<<run setup.stories.delete($planet5story)>>
<<set $planet6story to setup.stories.random()>>
<<run setup.stories.delete($planet6story)>>
<<set $planet7story to setup.stories.random()>>
<<run setup.stories.delete($planet7story)>>
<<set $planet8story to setup.stories.random()>>
<<run setup.stories.delete($planet8story)>>
<<set $planet9story to setup.stories.random()>>
<<run setup.stories.delete($planet9story)>>
<<set $planet10story to setup.stories.random()>>
<<run setup.stories.delete($planet10story)>>
<<set $planet11story to setup.stories.random()>>
<<run setup.stories.delete($planet11story)>>
<<set $planet12story to setup.stories.random()>>
<<run setup.stories.delete($planet12story)>>
<<set $planet13story to setup.stories.random()>>
<<run setup.stories.delete($planet13story)>>
<<set $planet14story to setup.stories.random()>>
<<run setup.stories.delete($planet14story)>>
<<set $planet15story to setup.stories.random()>>
<<run setup.stories.delete($planet15story)>>
<<set $planet16story to setup.stories.random()>>
<<run setup.stories.delete($planet16story)>>
<<if $planet1type == 'civilised1'>><<set $planet1discovered to true>><<set $startplanetname to $planet1name>><</if>>
<<if $planet2type == 'civilised1'>><<set $planet2discovered to true>><<set $startplanetname to $planet2name>><</if>>
<<if $planet3type == 'civilised1'>><<set $planet3discovered to true>><<set $startplanetname to $planet3name>><</if>>
<<if $planet4type == 'civilised1'>><<set $planet4discovered to true>><<set $startplanetname to $planet4name>><</if>>
<<if $planet5type == 'civilised1'>><<set $planet5discovered to true>><<set $startplanetname to $planet5name>><</if>>
<<if $planet6type == 'civilised1'>><<set $planet6discovered to true>><<set $startplanetname to $planet6name>><</if>>
<<if $planet7type == 'civilised1'>><<set $planet7discovered to true>><<set $startplanetname to $planet7name>><</if>>
<<if $planet8type == 'civilised1'>><<set $planet8discovered to true>><<set $startplanetname to $planet8name>><</if>>
<<if $planet9type == 'civilised1'>><<set $planet9discovered to true>><<set $startplanetname to $planet9name>><</if>>
<<if $planet10type == 'civilised1'>><<set $planet10discovered to true>><<set $startplanetname to $planet10name>><</if>>
<<if $planet11type == 'civilised1'>><<set $planet11discovered to true>><<set $startplanetname to $planet11name>><</if>>
<<if $planet12type == 'civilised1'>><<set $planet12discovered to true>><<set $startplanetname to $planet12name>><</if>>
<<if $planet13type == 'civilised1'>><<set $planet13discovered to true>><<set $startplanetname to $planet13name>><</if>>
<<if $planet14type == 'civilised1'>><<set $planet14discovered to true>><<set $startplanetname to $planet14name>><</if>>
<<if $planet15type == 'civilised1'>><<set $planet15discovered to true>><<set $startplanetname to $planet15name>><</if>>
<<if $planet16type == 'civilised1'>><<set $planet16discovered to true>><<set $startplanetname to $planet16name>><</if>>
----------MINES-------------
<<set setup.mine1 to ['crystals1', 'crystals2', 'crystals3', 'crystals4', 'danger1', 'danger2', 'danger3', 'treasure', 'remains']>>
<<set $mine1level2 to setup.mine1.random()>>
<<run setup.mine1.delete($mine1level2)>>
<<set $mine1level3 to setup.mine1.random()>>
<<run setup.mine1.delete($mine1level3)>>
<<set $mine1level4 to setup.mine1.random()>>
<<run setup.mine1.delete($mine1level4)>>
<<set $mine1level5 to setup.mine1.random()>>
<<run setup.mine1.delete($mine1level5)>>
<<set $mine1level6 to setup.mine1.random()>>
<<run setup.mine1.delete($mine1level6)>>
<<set $mine1level7 to setup.mine1.random()>>
<<run setup.mine1.delete($mine1level7)>>
<<set $mine1level8 to setup.mine1.random()>>
<<run setup.mine1.delete($mine1level8)>>
<<set $mine1level9 to setup.mine1.random()>>
<<set setup.mine2level2 to ['danger1', 'danger2', 'crystals1']>>
<<set $mine2level2A to setup.mine2level2.random()>>
<<run setup.mine2level2.delete($mine2level2A)>>
<<set $mine2level2B to setup.mine2level2.random()>>
<<run setup.mine2level2.delete($mine2level2B)>>
<<set $mine2level2C to setup.mine2level2.random()>>
<<set setup.mine2level3 to ['danger1', 'danger2', 'crystals1', 'treasure']>>
<<set $mine2level3A to setup.mine2level3.random()>>
<<run setup.mine2level3.delete($mine2level3A)>>
<<set $mine2level3B to setup.mine2level3.random()>>
<<run setup.mine2level3.delete($mine2level3B)>>
<<set $mine2level3C to setup.mine2level3.random()>>
<<set setup.mine2level4 to ['danger1', 'crystals1', 'crystals2', 'remains']>>
<<set $mine2level4A to setup.mine2level4.random()>>
<<run setup.mine2level4.delete($mine2level4A)>>
<<set $mine2level4B to setup.mine2level4.random()>>
<<run setup.mine2level4.delete($mine2level4B)>>
<<set $mine2level4C to setup.mine2level4.random()>>
<<set setup.mine3 to ['crystals1', 'crystals2', 'crystals3', 'crystals4', 'danger1', 'danger2', 'danger3', 'treasure']>>
<<set $mine3level2 to setup.mine3.random()>>
<<run setup.mine3.delete($mine3level2)>>
<<set $mine3level3 to setup.mine3.random()>>
<<run setup.mine3.delete($mine3level3)>>
<<set $mine3level4 to setup.mine3.random()>>
<<run setup.mine3.delete($mine3level4)>>
<<set $mine3level5 to setup.mine3.random()>>
<<run setup.mine3.delete($mine3level5)>>
<<set $mine3level6 to setup.mine3.random()>>
<<run setup.mine3.delete($mine3level6)>>
<<set $mine3level7 to setup.mine3.random()>>
<<run setup.mine3.delete($mine3level7)>>
<<set $mine3level8 to setup.mine3.random()>>
<<run setup.mine3.delete($mine3level8)>>
<<set $mine3level9 to setup.mine3.random()>>
<<set setup.mine4level2 to ['danger1', 'danger2', 'crystals1']>>
<<set $mine4level2A to setup.mine4level2.random()>>
<<run setup.mine4level2.delete($mine4level2A)>>
<<set $mine4level2B to setup.mine4level2.random()>>
<<run setup.mine4level2.delete($mine4level2B)>>
<<set $mine4level2C to setup.mine4level2.random()>>
<<set setup.mine4level3 to ['danger1', 'danger2', 'crystals1', 'treasure']>>
<<set $mine4level3A to setup.mine4level3.random()>>
<<run setup.mine4level3.delete($mine4level3A)>>
<<set $mine4level3B to setup.mine4level3.random()>>
<<run setup.mine4level3.delete($mine4level3B)>>
<<set $mine4level3C to setup.mine4level3.random()>>
<<set setup.mine4level4 to ['danger1', 'crystals1', 'crystals2']>>
<<set $mine4level4A to setup.mine4level4.random()>>
<<run setup.mine4level4.delete($mine4level4A)>>
<<set $mine4level4B to setup.mine4level4.random()>>
<<run setup.mine4level4.delete($mine4level4B)>>
<<set $mine4level4C to setup.mine4level4.random()>>
-----DUNGEONS-----
<<set setup.warplanets to ['war1', 'war2', 'war3']>>
<<set $dungeon1 to setup.warplanets.random()>>
<<run setup.warplanets.delete($dungeon1)>>
<<set $dungeon2 to setup.warplanets.random()>>
<<run setup.warplanets.delete($dungeon2)>>
<<set $dungeon3 to setup.warplanets.random()>>
<<set $dungeon1points to 0>>
<<set setup.dungeon2 to ['enemy1', 'enemy2', 'enemy3', 'enemy4', 'enemy5', 'enemy6', 'remains', 'treasure', 'danger1', 'danger2']>>
<<set $dungeon2A to setup.dungeon2.random()>>
<<run setup.dungeon2.delete($dungeon2A)>>
<<set $dungeon2B to setup.dungeon2.random()>>
<<run setup.dungeon2.delete($dungeon2B)>>
<<set $dungeon2C to setup.dungeon2.random()>>
<<run setup.dungeon2.delete($dungeon2C)>>
<<set $dungeon2D to setup.dungeon2.random()>>
<<run setup.dungeon2.delete($dungeon2D)>>
<<set $dungeon2E to setup.dungeon2.random()>>
<<run setup.dungeon2.delete($dungeon2E)>>
<<set $dungeon2F to setup.dungeon2.random()>>
<<run setup.dungeon2.delete($dungeon2F)>>
<<set $dungeon2G to setup.dungeon2.random()>>
<<run setup.dungeon2.delete($dungeon2G)>>
<<set $dungeon2H to setup.dungeon2.random()>>
<<run setup.dungeon2.delete($dungeon2H)>>
<<set $dungeon2I to setup.dungeon2.random()>>
<<run setup.dungeon2.delete($dungeon2I)>>
<<set $dungeon2J to setup.dungeon2.random()>>
<<set $mine2remainsname to setup.playername.random()>>
<<run setup.playername.delete($mine2remainsname)>>
<<set $dungeon2remainsname to setup.playername.random()>>
<<run setup.playername.delete($dungeon2remainsname)>>
<<set $mine1remainsname to setup.playername.random()>>
<<run setup.playername.delete($mine1remainsname)>>
<<set $dungeon3link1 to random(1,4)>>
<<set $dungeon3link2 to random(1,4)>>
<<set $war1timer to 0>><<set $war2timer to 0>><<set $war3timer to 0>>
---QUESTS----
<<if $playerclass == 'barbarian'>><<set setup.hermit to ['charisma', 'trading', 'piloting']>>
<<elseif $playerclass == 'smuggler'>><<set setup.hermit to ['combat', 'survival', 'charisma']>>
<<elseif $playerclass == 'mercenary'>><<set setup.hermit to ['charisma', 'trading', 'survival']>>
<<elseif $playerclass == 'merchant'>><<set setup.hermit to ['combat', 'survival', 'piloting']>>
<<elseif $playerclass == 'explorer'>><<set setup.hermit to ['combat', 'trading', 'piloting']>>
<<else>>\<</if>>
<<set $hermitclass to setup.hermit.random()>>
<<set setup.quests to ['mooneyedbeast', 'buriedtreasure', 'canyonrace', 'armwrestling', 'dragon', 'buriedtemple', 'book', 'interview', 'armoury', 'festival', 'puzzle']>>
<<set $wild2quest to setup.quests.random()>>
<<run setup.quests.delete($wild2quest)>>
<<set $wild3quest to setup.quests.random()>>
<<run setup.quests.delete($wild3quest)>>
<<set $wild4quest to setup.quests.random()>>
<<run setup.quests.delete($wild4quest)>>
<<set $wild5quest to setup.quests.random()>>
<<run setup.quests.delete($wild5quest)>>
<<set $wild6quest to setup.quests.random()>>
<<run setup.quests.delete($wild6quest)>>
<<set $canyonchampion to setup.playername.random()>>
<<run setup.playername.delete($canyonchampion)>>
<<set setup.puzzleplanet to ['planet1', 'planet2', 'planet3', 'planet4', 'planet5', 'planet6', 'planet7', 'planet8', 'planet9', 'planet10', 'planet11', 'planet12', 'planet13', 'planet14', 'planet15', 'planet16']>>
<<if $planet1type == 'resource1' ||$planet1type == 'resource2' ||$planet1type == 'resource3' ||$planet1type == 'resource4'>><<run setup.puzzleplanet.delete('planet1')>><</if>>
<<if $planet2type == 'resource1' ||$planet2type == 'resource2' ||$planet2type == 'resource3'||$planet2type == 'resource4'>><<run setup.puzzleplanet.delete('planet2')>><</if>>
<<if $planet3type == 'resource1' ||$planet3type == 'resource2' ||$planet3type == 'resource3'||$planet3type == 'resource4'>><<run setup.puzzleplanet.delete('planet3')>><</if>>
<<if $planet4type == 'resource1' ||$planet4type == 'resource2' ||$planet4type == 'resource3'||$planet4type == 'resource4'>><<run setup.puzzleplanet.delete('planet4')>><</if>>
<<if $planet5type == 'resource1' ||$planet5type == 'resource2' ||$planet5type == 'resource3'||$planet5type == 'resource4'>><<run setup.puzzleplanet.delete('planet5')>><</if>>
<<if $planet6type == 'resource1' ||$planet6type == 'resource2' ||$planet6type == 'resource3'||$planet6type == 'resource4'>><<run setup.puzzleplanet.delete('planet6')>><</if>>
<<if $planet7type == 'resource1' ||$planet7type == 'resource2' ||$planet7type == 'resource3'||$planet7type == 'resource4'>><<run setup.puzzleplanet.delete('planet7')>><</if>>
<<if $planet8type == 'resource1' ||$planet8type == 'resource2' ||$planet8type == 'resource3'||$planet8type == 'resource4'>><<run setup.puzzleplanet.delete('planet8')>><</if>>
<<if $planet9type == 'resource1' ||$planet9type == 'resource2' ||$planet9type == 'resource3'||$planet9type == 'resource4'>><<run setup.puzzleplanet.delete('planet9')>><</if>>
<<if $planet10type == 'resource1' ||$planet10type == 'resource2' ||$planet10type == 'resource3' ||$planet10type == 'resource4'>><<run setup.puzzleplanet.delete('planet10')>><</if>>
<<if $planet11type == 'resource1' ||$planet11type == 'resource2' ||$planet11type == 'resource3'||$planet11type == 'resource4'>><<run setup.puzzleplanet.delete('planet11')>><</if>>
<<if $planet12type == 'resource1' ||$planet12type == 'resource2' ||$planet12type == 'resource3' ||$planet12type == 'resource4'>><<run setup.puzzleplanet.delete('planet12')>><</if>>
<<if $planet13type == 'resource1' ||$planet13type == 'resource2' ||$planet13type == 'resource3' ||$planet13type == 'resource4'>><<run setup.puzzleplanet.delete('planet13')>><</if>>
<<if $planet14type == 'resource1' ||$planet14type == 'resource2' ||$planet14type == 'resource3' ||$planet14type == 'resource4'>><<run setup.puzzleplanet.delete('planet14')>><</if>>
<<if $planet15type == 'resource1' ||$planet15type == 'resource2' ||$planet15type == 'resource3' ||$planet15type == 'resource4'>><<run setup.puzzleplanet.delete('planet15')>><</if>>
<<if $planet16type == 'resource1' ||$planet16type == 'resource2' ||$planet16type == 'resource3' ||$planet16type == 'resource4'>><<run setup.puzzleplanet.delete('planet16')>><</if>>
<<set $puzzleplanet to setup.puzzleplanet.random()>>
<<if $puzzleplanet == 'planet1'>>
<<set $puzzlename to $planet1name>><<set $puzzlerace to $planet1race>>
<<elseif $puzzleplanet == 'planet2'>>
<<set $puzzlename to $planet2name>><<set $puzzlerace to $planet2race>>
<<elseif $puzzleplanet == 'planet3'>>
<<set $puzzlename to $planet3name>><<set $puzzlerace to $planet3race>>
<<elseif $puzzleplanet == 'planet4'>>
<<set $puzzlename to $planet4name>><<set $puzzlerace to $planet4race>>
<<elseif $puzzleplanet == 'planet5'>>
<<set $puzzlename to $planet5name>><<set $puzzlerace to $planet5race>>
<<elseif $puzzleplanet == 'planet6'>>
<<set $puzzlename to $planet6name>><<set $puzzlerace to $planet6race>>
<<elseif $puzzleplanet == 'planet7'>>
<<set $puzzlename to $planet7name>><<set $puzzlerace to $planet7race>>
<<elseif $puzzleplanet == 'planet8'>>
<<set $puzzlename to $planet8name>><<set $puzzlerace to $planet8race>>
<<elseif $puzzleplanet == 'planet9'>>
<<set $puzzlename to $planet9name>><<set $puzzlerace to $planet9race>>
<<elseif $puzzleplanet == 'planet10'>>
<<set $puzzlename to $planet10name>><<set $puzzlerace to $planet10race>>
<<elseif $puzzleplanet == 'planet11'>>
<<set $puzzlename to $planet11name>><<set $puzzlerace to $planet11race>>
<<elseif $puzzleplanet == 'planet12'>>
<<set $puzzlename to $planet12name>><<set $puzzlerace to $planet12race>>
<<elseif $puzzleplanet == 'planet13'>>
<<set $puzzlename to $planet13name>><<set $puzzlerace to $planet13race>>
<<elseif $puzzleplanet == 'planet14'>>
<<set $puzzlename to $planet14name>><<set $puzzlerace to $planet14race>>
<<elseif $puzzleplanet == 'planet15'>>
<<set $puzzlename to $planet15name>><<set $puzzlerace to $planet15race>>
<<elseif $puzzleplanet == 'planet16'>>
<<set $puzzlename to $planet16name>><<set $puzzlerace to $planet16race>>
<<else>><</if>>
<<set $fakerace1 to setup.races.random()>>
<<run setup.races.delete($fakerace1)>>
<<set $fakerace2 to setup.races.random()>>
<<run setup.races.delete($fakerace2)>>
<<set $fakerace3 to setup.races.random()>>
<<run setup.races.delete($fakerace3)>>
<<set $puzzleanswer to random(1,4)>>
-----OBJECTIVES-----
<<set setup.gameobjective to ['slavers', 'artefact', 'tyrant']>>
<<set $gameobjective to setup.gameobjective.random()>>
-----------ARTEFACT SETUP-------------
<<if $gameobjective == 'artefact'>>
<<set setup.artefactname to ['Gauntlet', 'Compass', 'Rod', 'Grimoire', 'Sword', 'Shield', 'Raygun', 'Golden Idol', 'Ring', 'Helmet', 'Atlas']>>
<<set $artefactname to setup.artefactname.random()>>
<<set setup.artefactname2 to ['of the Navigator', 'of Starfarers',
'of the Alien Empress', 'of the Stars', 'of the Conqueror',
'of the Ancients', 'of the Scholar', 'of Power', 'of the Black Hole', 'of Mystery', 'of Twin Moons']>>
<<set $artefactplace to setup.planets.random()>>
<<if $artefactplace=='planet1'>><<set $artefactlocation to $planet1name>>
<<elseif $artefactplace=='planet2'>><<set $artefactlocation to $planet2name>>
<<elseif $artefactplace=='planet3'>><<set $artefactlocation to $planet3name>>
<<elseif $artefactplace=='planet4'>><<set $artefactlocation to $planet4name>>
<<elseif $artefactplace=='planet5'>><<set $artefactlocation to $planet5name>>
<<elseif $artefactplace=='planet6'>><<set $artefactlocation to $planet6name>>
<<elseif $artefactplace=='planet7'>><<set $artefactlocation to $planet7name>>
<<elseif $artefactplace=='planet8'>><<set $artefactlocation to $planet8name>>
<<elseif $artefactplace=='planet9'>><<set $artefactlocation to $planet9name>>
<<elseif $artefactplace=='planet10'>><<set $artefactlocation to $planet10name>>
<<elseif $artefactplace=='planet11'>><<set $artefactlocation to $planet11name>>
<<elseif $artefactplace=='planet12'>><<set $artefactlocation to $planet12name>>
<<elseif $artefactplace=='planet13'>><<set $artefactlocation to $planet13name>>
<<elseif $artefactplace=='planet14'>><<set $artefactlocation to $planet14name>>
<<elseif $artefactplace=='planet15'>><<set $artefactlocation to $planet15name>>
<<elseif $artefactplace=='planet16'>><<set $artefactlocation to $planet16name>>
<</if>>
<<set $artefactname2 to setup.artefactname2.random()>>
<<set setup.mappiece1 to ['resource1', 'resource2', 'resource3', 'resource4']>>
<<set $mappiece1 to setup.mappiece1.random()>>
<<set setup.mappiece2 to ['war1', 'war2', 'war3']>>
<<set $mappiece2 to setup.mappiece2.random()>>
<<else>><</if>>
<<set $mappiece1found to false>>
<<set $mappiece2found to false>>
<<set $mappiece3found to false>>
<<set $mappieces to 0>>
<<if $mappiece1 == 'resource1'>>
<<if $planet1type == 'resource1'>><<set $map1terrain to $planet1terrain>>
<<elseif $planet2type == 'resource1'>><<set $map1terrain to $planet2terrain>>
<<elseif $planet3type == 'resource1'>><<set $map1terrain to $planet3terrain>>
<<elseif $planet4type == 'resource1'>><<set $map1terrain to $planet4terrain>>
<<elseif $planet5type == 'resource1'>><<set $map1terrain to $planet5terrain>>
<<elseif $planet6type == 'resource1'>><<set $map1terrain to $planet6terrain>>
<<elseif $planet7type == 'resource1'>><<set $map1terrain to $planet7terrain>>
<<elseif $planet8type == 'resource1'>><<set $map1terrain to $planet8terrain>>
<<elseif $planet9type == 'resource1'>><<set $map1terrain to $planet9terrain>>
<<elseif $planet10type == 'resource1'>><<set $map1terrain to $planet10terrain>>
<<elseif $planet11type == 'resource1'>><<set $map1terrain to $planet11terrain>>
<<elseif $planet12type == 'resource1'>><<set $map1terrain to $planet12terrain>>
<<elseif $planet13type == 'resource1'>><<set $map1terrain to $planet13terrain>>
<<elseif $planet14type == 'resource1'>><<set $map1terrain to $planet14terrain>>
<<elseif $planet15type == 'resource1'>><<set $map1terrain to $planet15terrain>>
<<elseif $planet16type == 'resource1'>><<set $map1terrain to $planet15terrain>>
<<else>><</if>>
<<elseif $mappiece1 == 'resource2'>>
<<if $planet1type == 'resource2'>><<set $map1terrain to $planet1terrain>>
<<elseif $planet2type == 'resource2'>><<set $map1terrain to $planet2terrain>>
<<elseif $planet3type == 'resource2'>><<set $map1terrain to $planet3terrain>>
<<elseif $planet4type == 'resource2'>><<set $map1terrain to $planet4terrain>>
<<elseif $planet5type == 'resource2'>><<set $map1terrain to $planet5terrain>>
<<elseif $planet6type == 'resource2'>><<set $map1terrain to $planet6terrain>>
<<elseif $planet7type == 'resource2'>><<set $map1terrain to $planet7terrain>>
<<elseif $planet8type == 'resource2'>><<set $map1terrain to $planet8terrain>>
<<elseif $planet9type == 'resource2'>><<set $map1terrain to $planet9terrain>>
<<elseif $planet10type == 'resource2'>><<set $map1terrain to $planet10terrain>>
<<elseif $planet11type == 'resource2'>><<set $map1terrain to $planet11terrain>>
<<elseif $planet12type == 'resource2'>><<set $map1terrain to $planet12terrain>>
<<elseif $planet13type == 'resource2'>><<set $map1terrain to $planet13terrain>>
<<elseif $planet14type == 'resource2'>><<set $map1terrain to $planet14terrain>>
<<elseif $planet15type == 'resource2'>><<set $map1terrain to $planet15terrain>>
<<elseif $planet16type == 'resource2'>><<set $map1terrain to $planet15terrain>>
<<else>><</if>>
<<elseif $mappiece1 == 'resource3'>>
<<if $planet1type == 'resource3'>><<set $map1terrain to $planet1terrain>>
<<elseif $planet2type == 'resource3'>><<set $map1terrain to $planet2terrain>>
<<elseif $planet3type == 'resource3'>><<set $map1terrain to $planet3terrain>>
<<elseif $planet4type == 'resource3'>><<set $map1terrain to $planet4terrain>>
<<elseif $planet5type == 'resource3'>><<set $map1terrain to $planet5terrain>>
<<elseif $planet6type == 'resource3'>><<set $map1terrain to $planet6terrain>>
<<elseif $planet7type == 'resource3'>><<set $map1terrain to $planet7terrain>>
<<elseif $planet8type == 'resource3'>><<set $map1terrain to $planet8terrain>>
<<elseif $planet9type == 'resource3'>><<set $map1terrain to $planet9terrain>>
<<elseif $planet10type == 'resource3'>><<set $map1terrain to $planet10terrain>>
<<elseif $planet11type == 'resource3'>><<set $map1terrain to $planet11terrain>>
<<elseif $planet12type == 'resource3'>><<set $map1terrain to $planet12terrain>>
<<elseif $planet13type == 'resource3'>><<set $map1terrain to $planet13terrain>>
<<elseif $planet14type == 'resource3'>><<set $map1terrain to $planet14terrain>>
<<elseif $planet15type == 'resource3'>><<set $map1terrain to $planet15terrain>>
<<elseif $planet16type == 'resource3'>><<set $map1terrain to $planet15terrain>>
<<else>><</if>>
<<elseif $mappiece1 == 'resource4'>>
<<if $planet1type == 'resource4'>><<set $map1terrain to $planet1terrain>>
<<elseif $planet2type == 'resource4'>><<set $map1terrain to $planet2terrain>>
<<elseif $planet3type == 'resource4'>><<set $map1terrain to $planet3terrain>>
<<elseif $planet4type == 'resource4'>><<set $map1terrain to $planet4terrain>>
<<elseif $planet5type == 'resource4'>><<set $map1terrain to $planet5terrain>>
<<elseif $planet6type == 'resource4'>><<set $map1terrain to $planet6terrain>>
<<elseif $planet7type == 'resource4'>><<set $map1terrain to $planet7terrain>>
<<elseif $planet8type == 'resource4'>><<set $map1terrain to $planet8terrain>>
<<elseif $planet9type == 'resource4'>><<set $map1terrain to $planet9terrain>>
<<elseif $planet10type == 'resource4'>><<set $map1terrain to $planet10terrain>>
<<elseif $planet11type == 'resource4'>><<set $map1terrain to $planet11terrain>>
<<elseif $planet12type == 'resource4'>><<set $map1terrain to $planet12terrain>>
<<elseif $planet13type == 'resource4'>><<set $map1terrain to $planet13terrain>>
<<elseif $planet14type == 'resource4'>><<set $map1terrain to $planet14terrain>>
<<elseif $planet15type == 'resource4'>><<set $map1terrain to $planet15terrain>>
<<elseif $planet16type == 'resource4'>><<set $map1terrain to $planet15terrain>>
<<else>><</if>>
<<else>><</if>>
-----------------SLAVERS SETUP----------------------
<<if $gameobjective == 'slavers'>>
<<set setup.slaversshipname to ['Terror', 'Darkbane', 'Iron Hand', 'Merciless', 'Tyrant', 'Conqueror', 'Vile Queen', 'Malignant', 'Hydra']>>
<<set $slaversshipname to setup.slaversshipname.random()>>
<<set $friendsname to setup.playername.random()>>
<<run setup.playername.delete($friendsname)>>
<</if>>
<<set $device to false>>
<<set $mysteriouspart to 0>>
<<set $scientistmet to false>>
------------------TYRANT SETUP--------------
<<if $gameobjective == 'tyrant'>>
<<set setup.tyrantname to ['Siegfried', 'Brunhild', 'Zarhan', 'Maximus', 'Maxima', 'Valyra', 'Karghan', 'Xantos', 'Otto']>>
<<set $tyrantname to setup.tyrantname.random()>>
<<set setup.tyrantnickname to ['the Oppressor', 'the Cruel',
'the Heartless', 'the Ruthless', 'the Merciless', 'the Torturer',
'the Enslaver', 'the Conqueror', 'the Bloody', 'the Mighty',
'the Great', 'the Magnificent']>>
<<set $tyrantnickname to setup.tyrantnickname.random()>>
<<if $planet1type == 'resource4'>><<set $planet1discovered to true>><<set $tyrantworld to 'planet1'>><<set $tyrantworldname to $planet1name>>
<<elseif $planet2type == 'resource4'>><<set $planet2discovered to true>><<set $tyrantworld to 'planet2'>><<set $tyrantworldname to $planet2name>>
<<elseif $planet3type == 'resource4'>><<set $planet3discovered to true>><<set $tyrantworld to 'planet3'>><<set $tyrantworldname to $planet3name>>
<<elseif $planet4type == 'resource4'>><<set $planet4discovered to true>><<set $tyrantworld to 'planet4'>><<set $tyrantworldname to $planet4name>>
<<elseif $planet5type == 'resource4'>><<set $planet5discovered to true>><<set $tyrantworld to 'planet5'>><<set $tyrantworldname to $planet5name>>
<<elseif $planet6type == 'resource4'>><<set $planet6discovered to true>><<set $tyrantworld to 'planet6'>><<set $tyrantworldname to $planet6name>>
<<elseif $planet7type == 'resource4'>><<set $planet7discovered to true>><<set $tyrantworld to 'planet7'>><<set $tyrantworldname to $planet7name>>
<<elseif $planet8type == 'resource4'>><<set $planet8discovered to true>><<set $tyrantworld to 'planet8'>><<set $tyrantworldname to $planet8name>>
<<elseif $planet9type == 'resource4'>><<set $planet9discovered to true>><<set $tyrantworld to 'planet9'>><<set $tyrantworldname to $planet9name>>
<<elseif $planet10type == 'resource4'>><<set $planet10discovered to true>><<set $tyrantworld to 'planet10'>><<set $tyrantworldname to $planet10name>>
<<elseif $planet11type == 'resource4'>><<set $planet11discovered to true>><<set $tyrantworld to 'planet11'>><<set $tyrantworldname to $planet11name>>
<<elseif $planet12type == 'resource4'>><<set $planet12discovered to true>><<set $tyrantworld to 'planet12'>><<set $tyrantworldname to $planet12name>>
<<elseif $planet13type == 'resource4'>><<set $planet13discovered to true>><<set $tyrantworld to 'planet13'>><<set $tyrantworldname to $planet13name>>
<<elseif $planet14type == 'resource4'>><<set $planet14discovered to true>><<set $tyrantworld to 'planet14'>><<set $tyrantworldname to $planet14name>>
<<elseif $planet15type == 'resource4'>><<set $planet15discovered to true>><<set $tyrantworld to 'planet15'>><<set $tyrantworldname to $planet15name>>
<<elseif $planet16type == 'resource4'>><<set $planet16discovered to true>><<set $tyrantworld to 'planet16'>><<set $tyrantworldname to $planet16name>>
<<else>><</if>>
<</if>>
<<if $playerhp > $playermaxhp>><<set $playerhp to $playermaxhp>><</if>>\
<<if $shiphp > $shipmaxhp>><<set $shiphp to $shipmaxhp>><</if>>\
<span class='blue'>$playername's HP:</span> <span id="playerhp">$playerhp</span>/$playermaxhp
<span class='blue'><i>The $shipname</i>'s HP:</span> <<if $shiphp <0>>0<<else>>$shiphp<</if>>/$shipmaxhp
<span class='blue'>Renown:</span> $renown<<if $renown == $maxrenown>> (max.)<</if>>
<span class='blue'>Credits:</span> $credits
<span class='blue'>Skills:</span>
<<if $piloting>>Piloting
<<else>><</if>>\
<<if $combat>>Combat
<<else>><</if>>\
<<if $charisma>>Charisma
<<else>><</if>>\
<<if $trading>>Trading
<<else>><</if>>\
<<if $survival>>Survival
<<else>><</if>>
<span class='blue'>Inventory:</span>
<<if $medkit >0>>Medkit (x$medkit) <<if $playerhp < $playermaxhp && $dead == false>>[[(click to USE)|$return][$medkit -=1; $playerhp +=5; $initiative to true]]<</if>>
<<else>>\<</if>>\
<<if $repairkit >0>>Repair kit (x$repairkit) <<if $shiphp < $shipmaxhp && $dead==false>>[[(click to USE)|$return][$repairkit -=1; $shiphp +=50; $initiative to true]]<</if>>
<<else>>\<</if>>\
<<if $cloaking >0>>Cloaking charge (x$cloaking)
<<else>>\<</if>>\
<<if $torpedo >0>>Energy torpedo (x$torpedo)
<<else>>\<</if>>\
<<if $smokebomb >0>>Smoke bomb (x$smokebomb)
<<else>>\<</if>>\
<<if $energygrenade >0>>Energy grenade (x$energygrenade)
<<else>>\<</if>>\
<<if $knife >0>>Combat knife (x$knife)
<<else>>\<</if>>\
<<if $pistol >0>>Laser pistol (x$pistol)
<<else>>\<</if>>\
<<if $miningequipment >0>>Mining equipment (x$miningequipment)
<<else>>\<</if>>\
<<if $mappieces >0>>Map piece (x$mappieces) <<if $mappieces==3>>[[Put the map together][$mappieces to 0]]<</if>>
<<else>>\<</if>>\
<<if $map>>Ancient map [[(click to EXAMINE)|lookatmap]]
<<else>>\<</if>>\
<<if $mysteriouspart==1>>Mysterious component
<<else>>\<</if>>\
<<if $commongoods >0>>Common goods (x$commongoods)
<<else>>\<</if>>\
<<if $exoticgoods >0>>Exotic goods (x$exoticgoods)
<<else>>\<</if>>\
<<if $illicitgoods >0>>Illicit goods (x$illicitgoods)
<<else>>\<</if>>\
<<if $starcrystals >0>>Star crystals (x$starcrystals)
<<else>>\<</if>>\
<<if $mine1remainsexamined && $mine1medalionnotreturned>>$mine1remainsname's medallion
<<else>>\<</if>>\
<<if $mine2remainsexamined && $mine2diarynotreturned>>$mine2remainsname's diary
<<else>>\<</if>>\
<<if $dungeon2remainsexamined && $dungeon2locketnotreturned>>$dungeon2remainsname's locket
<<else>>\<</if>>\
[[Exit to menu|menu2]]
[[Help]]
<span id = 'tab'><div class="tooltip"><span class = 'big'><span class = 'red'>[[O|planet1travel]]</span></span><span class="tooltiptext"><<if $planet1discovered>>$planet1name<<else>>???<</if>></span></div></span><span id = 'tab'><div class="tooltip"><span class = 'big'><span class = 'yellow'>[[O|planet2travel]]</span></span><span class="tooltiptext"><<if $planet2discovered>>$planet2name<<else>>???<</if>></span></div></span><span id = 'tab'><div class="tooltip"><span class = 'big'><span class = 'yellow'>[[O|planet3travel]]</span></span><span class="tooltiptext"><<if $planet3discovered>>$planet3name<<else>>???<</if>></span></div></span><span id = 'tab'><div class="tooltip"><span class = 'big'><span class = 'red'>[[O|planet4travel]]</span></span><span class="tooltiptext"><<if $planet4discovered>>$planet4name<<else>>???<</if>></span></div></span>
<span id = 'tab'><div class="tooltip"><span class = 'big'><span class = 'yellow'>[[O|planet5travel]]</span></span><span class="tooltiptext"><<if $planet5discovered>>$planet5name<<else>>???<</if>></span></div></span><span id = 'tab'><div class="tooltip"><span class = 'big'><span class = 'green'>[[O|planet6travel]]</span></span><span class="tooltiptext"><<if $planet6discovered>>$planet6name<<else>>???<</if>></span></div></span><span id = 'tab'><div class="tooltip"><span class = 'big'><span class = 'green'>[[O|planet7travel]]</span></span><span class="tooltiptext"><<if $planet7discovered>>$planet7name<<else>>???<</if>></span></div></span><span id = 'tab'><div class="tooltip"><span class = 'big'><span class = 'yellow'>[[O|planet8travel]]</span></span><span class="tooltiptext"><<if $planet8discovered>>$planet8name<<else>>???<</if>></span></div></span><<if $device>><span id = 'tab'><span id = 'tab'><div class="tooltip"><span class = 'big'>[[O|slavershideout]]</span><span class="tooltiptext">Slavers' hideout</span></div></span></span><</if>>
<span id = 'tab'><div class="tooltip"><span class = 'big'><span class = 'yellow'>[[O|planet9travel]]</span></span><span class="tooltiptext"><<if $planet9discovered>>$planet9name<<else>>???<</if>></span></div></span><span id = 'tab'><div class="tooltip"><span class = 'big'><span class = 'green'>[[O|planet10travel]]</span></span><span class="tooltiptext"><<if $planet10discovered>>$planet10name<<else>>???<</if>></span></div></span><span id = 'tab'><div class="tooltip"><span class = 'big'><span class = 'green'>[[O|planet11travel]]</span></span><span class="tooltiptext"><<if $planet11discovered>>$planet11name<<else>>???<</if>></span></div></span><span id = 'tab'><div class="tooltip"><span class = 'big'><span class = 'yellow'>[[O|planet12travel]]</span></span><span class="tooltiptext"><<if $planet12discovered>>$planet12name<<else>>???<</if>></span></div></span>
<span id = 'tab'><div class="tooltip"><span class = 'big'><span class = 'red'>[[O|planet13travel]]</span></span><span class="tooltiptext"><<if $planet13discovered>>$planet13name<<else>>???<</if>></span></div></span><span id = 'tab'><div class="tooltip"><span class = 'big'><span class = 'yellow'>[[O|planet14travel]]</span></span><span class="tooltiptext"><<if $planet14discovered>>$planet14name<<else>>???<</if>></span></div></span><span id = 'tab'><div class="tooltip"><span class = 'big'><span class = 'yellow'>[[O|planet15travel]]</span></span><span class="tooltiptext"><<if $planet15discovered>>$planet15name<<else>>???<</if>></span></div></span><span id = 'tab'><div class="tooltip"><span class = 'big'><span class = 'red'>[[O|planet16travel]]</span></span><span class="tooltiptext"><<if $planet16discovered>>$planet16name<<else>>???<</if>></span></div></span>
<span id = 'tab'>[[Open journal|journal]]</span><<set $currentterrain to $planet1terrain>><<set $currentplanetname to $planet1name>><<set $currentplanet to 'planet1'>><<set $currentrace to $planet1race>>\
<<if $planet1discovered>>\
<<if $planet1type == 'civilised1'>><<goto planet1civilised>>
<<elseif $planet1type == 'civilised2'>><<goto planet1civilised>>
<<elseif $planet1type == 'civilised3'>><<goto planet1civilised>>
<<elseif $planet1type == 'resource1'>><<goto planet1resource>>
<<elseif $planet1type == 'resource2'>><<goto planet1resource>>
<<elseif $planet1type == 'resource3'>><<goto planet1resource>>
<<elseif $planet1type == 'resource4'>><<goto planet1resource>>
<<elseif $planet1type == 'wild1'>><<goto planet1wild>>
<<elseif $planet1type == 'wild2'>><<goto planet1wild>>
<<elseif $planet1type == 'wild3'>><<goto planet1wild>>
<<elseif $planet1type == 'wild4'>><<goto planet1wild>>
<<elseif $planet1type == 'wild5'>><<goto planet1wild>>
<<elseif $planet1type == 'wild6'>><<goto planet1wild>>
<<elseif $planet1type == 'war1'>><<goto planet1war>>
<<elseif $planet1type == 'war2'>><<goto planet1war>>
<<elseif $planet1type == 'war3'>><<goto planet1war>><<else>><</if>>
<<else>>\
<<if $planet1intro == 1>>After a long journey you reach the $planet1terrain planet $planet1name. You find a suitable spot and land on the planet's surface.
<<elseif $planet1intro == 2>>Your ship reaches the orbit of the $planet1terrain world $planet1name. You quickly spot a good area to land.
<<elseif $planet1intro == 3>>$planet1name, the $planet1terrain planet whose orbit you've just reached, seems like a good place to look for opportunities. You proceed to land.
<</if>>
<<if $planet1type == 'civilised1'>>[[Continue|planet1civilised]]
<<elseif $planet1type == 'civilised2'>>[[Continue|planet1civilised]]
<<elseif $planet1type == 'civilised3'>>[[Continue|planet1civilised]]
<<elseif $planet1type == 'resource1'>>[[Continue|planet1resource]]
<<elseif $planet1type == 'resource2'>>[[Continue|planet1resource]]
<<elseif $planet1type == 'resource3'>>[[Continue|planet1resource]]
<<elseif $planet1type == 'resource4'>>[[Continue|planet1resource]]
<<elseif $planet1type == 'wild1'>>[[Continue|planet1wild]]
<<elseif $planet1type == 'wild2'>>[[Continue|planet1wild]]
<<elseif $planet1type == 'wild3'>>[[Continue|planet1wild]]
<<elseif $planet1type == 'wild4'>>[[Continue|planet1wild]]
<<elseif $planet1type == 'wild5'>>[[Continue|planet1wild]]
<<elseif $planet1type == 'wild6'>>[[Continue|planet1wild]]
<<elseif $planet1type == 'war1'>>[[Continue|planet1war]]
<<elseif $planet1type == 'war2'>>[[Continue|planet1war]]
<<elseif $planet1type == 'war3'>>[[Continue|planet1war]]
<<else>><</if>><</if>>
<<set $currentterrain to $planet2terrain>><<set $currentplanetname to $planet2name>><<set $currentplanet to 'planet2'>><<set $currentrace to $planet2race>>\
<<if $planet2discovered>>\
<<if $planet2type == 'civilised1'>><<goto planet2civilised>>
<<elseif $planet2type == 'civilised2'>><<goto planet2civilised>>
<<elseif $planet2type == 'civilised3'>><<goto planet2civilised>>
<<elseif $planet2type == 'resource1'>><<goto planet2resource>>
<<elseif $planet2type == 'resource2'>><<goto planet2resource>>
<<elseif $planet2type == 'resource3'>><<goto planet2resource>>
<<elseif $planet2type == 'resource4'>><<goto planet2resource>>
<<elseif $planet2type == 'wild1'>><<goto planet2wild>>
<<elseif $planet2type == 'wild2'>><<goto planet2wild>>
<<elseif $planet2type == 'wild3'>><<goto planet2wild>>
<<elseif $planet2type == 'wild4'>><<goto planet2wild>>
<<elseif $planet2type == 'wild5'>><<goto planet2wild>>
<<elseif $planet2type == 'wild6'>><<goto planet2wild>>
<<elseif $planet2type == 'war1'>><<goto planet2war>>
<<elseif $planet2type == 'war2'>><<goto planet2war>>
<<elseif $planet2type == 'war3'>><<goto planet2war>><<else>><</if>>
<<else>>\
<<set $planetintro to random(1, 3)>>\
<<if $planet2intro == 1>>After a long journey you reach the $planet2terrain planet $planet2name. You find a suitable spot and land on the planet's surface.
<<elseif $planet2intro == 2>>Your ship reaches the orbit of the $planet2terrain world $planet2name. You quickly spot a good area to land.
<<elseif $planet2intro == 3>>$planet2name, the $planet2terrain planet whose orbit you've just reached, seems like a good place to look for opportunities. You proceed to land.
<</if>>
<<if $planet2type == 'civilised1'>>[[Continue|planet2civilised]]
<<elseif $planet2type == 'civilised2'>>[[Continue|planet2civilised]]
<<elseif $planet2type == 'civilised3'>>[[Continue|planet2civilised]]
<<elseif $planet2type == 'resource1'>>[[Continue|planet2resource]]
<<elseif $planet2type == 'resource2'>>[[Continue|planet2resource]]
<<elseif $planet2type == 'resource3'>>[[Continue|planet2resource]]
<<elseif $planet2type == 'resource4'>>[[Continue|planet2resource]]
<<elseif $planet2type == 'wild1'>>[[Continue|planet2wild]]
<<elseif $planet2type == 'wild2'>>[[Continue|planet2wild]]
<<elseif $planet2type == 'wild3'>>[[Continue|planet2wild]]
<<elseif $planet2type == 'wild4'>>[[Continue|planet2wild]]
<<elseif $planet2type == 'wild5'>>[[Continue|planet2wild]]
<<elseif $planet2type == 'wild6'>>[[Continue|planet2wild]]
<<elseif $planet2type == 'war1'>>[[Continue|planet2war]]
<<elseif $planet2type == 'war2'>>[[Continue|planet2war]]
<<elseif $planet2type == 'war3'>>[[Continue|planet2war]]
<<else>><</if>><</if>>
<<set $currentterrain to $planet3terrain>><<set $currentplanetname to $planet3name>><<set $currentplanet to 'planet3'>><<set $currentrace to $planet3race>>\
<<if $planet3discovered>>\
<<if $planet3type == 'civilised1'>><<goto planet3civilised>>
<<elseif $planet3type == 'civilised2'>><<goto planet3civilised>>
<<elseif $planet3type == 'civilised3'>><<goto planet3civilised>>
<<elseif $planet3type == 'resource1'>><<goto planet3resource>>
<<elseif $planet3type == 'resource2'>><<goto planet3resource>>
<<elseif $planet3type == 'resource3'>><<goto planet3resource>>
<<elseif $planet3type == 'resource4'>><<goto planet3resource>>
<<elseif $planet3type == 'wild1'>><<goto planet3wild>>
<<elseif $planet3type == 'wild2'>><<goto planet3wild>>
<<elseif $planet3type == 'wild3'>><<goto planet3wild>>
<<elseif $planet3type == 'wild4'>><<goto planet3wild>>
<<elseif $planet3type == 'wild5'>><<goto planet3wild>>
<<elseif $planet3type == 'wild6'>><<goto planet3wild>>
<<elseif $planet3type == 'war1'>><<goto planet3war>>
<<elseif $planet3type == 'war2'>><<goto planet3war>>
<<elseif $planet3type == 'war3'>><<goto planet3war>><<else>><</if>>
<<else>>\
<<set $planetintro to random(1, 3)>>\
<<if $planet3intro == 1>>After a long journey you reach the $planet3terrain planet $planet3name. You find a suitable spot and land on the planet's surface.
<<elseif $planet3intro == 2>>Your ship reaches the orbit of the $planet3terrain world $planet3name. You quickly spot a good area to land.
<<elseif $planet3intro == 3>>$planet3name, the $planet3terrain planet whose orbit you've just reached, seems like a good place to look for opportunities. You proceed to land.
<</if>>
<<if $planet3type == 'civilised1'>>[[Continue|planet3civilised]]
<<elseif $planet3type == 'civilised2'>>[[Continue|planet3civilised]]
<<elseif $planet3type == 'civilised3'>>[[Continue|planet3civilised]]
<<elseif $planet3type == 'resource1'>>[[Continue|planet3resource]]
<<elseif $planet3type == 'resource2'>>[[Continue|planet3resource]]
<<elseif $planet3type == 'resource3'>>[[Continue|planet3resource]]
<<elseif $planet3type == 'resource4'>>[[Continue|planet3resource]]
<<elseif $planet3type == 'wild1'>>[[Continue|planet3wild]]
<<elseif $planet3type == 'wild2'>>[[Continue|planet3wild]]
<<elseif $planet3type == 'wild3'>>[[Continue|planet3wild]]
<<elseif $planet3type == 'wild4'>>[[Continue|planet3wild]]
<<elseif $planet3type == 'wild5'>>[[Continue|planet3wild]]
<<elseif $planet3type == 'wild6'>>[[Continue|planet3wild]]
<<elseif $planet3type == 'war1'>>[[Continue|planet3war]]
<<elseif $planet3type == 'war2'>>[[Continue|planet3war]]
<<elseif $planet3type == 'war3'>>[[Continue|planet3war]]
<<else>><</if>><</if>>
<<set $currentterrain to $planet4terrain>><<set $currentplanetname to $planet4name>><<set $currentplanet to 'planet4'>><<set $currentrace to $planet4race>>\
<<if $planet4discovered>>\
<<if $planet4type == 'civilised1'>><<goto planet4civilised>>
<<elseif $planet4type == 'civilised2'>><<goto planet4civilised>>
<<elseif $planet4type == 'civilised3'>><<goto planet4civilised>>
<<elseif $planet4type == 'resource1'>><<goto planet4resource>>
<<elseif $planet4type == 'resource2'>><<goto planet4resource>>
<<elseif $planet4type == 'resource3'>><<goto planet4resource>>
<<elseif $planet4type == 'resource4'>><<goto planet4resource>>
<<elseif $planet4type == 'wild1'>><<goto planet4wild>>
<<elseif $planet4type == 'wild2'>><<goto planet4wild>>
<<elseif $planet4type == 'wild3'>><<goto planet4wild>>
<<elseif $planet4type == 'wild4'>><<goto planet4wild>>
<<elseif $planet4type == 'wild5'>><<goto planet4wild>>
<<elseif $planet4type == 'wild6'>><<goto planet4wild>>
<<elseif $planet4type == 'war1'>><<goto planet4war>>
<<elseif $planet4type == 'war2'>><<goto planet4war>>
<<elseif $planet4type == 'war3'>><<goto planet4war>><<else>><</if>>
<<else>>\
<<set $planetintro to random(1, 3)>>\
<<if $planet4intro == 1>>After a long journey you reach the $planet4terrain planet $planet4name. You find a suitable spot and land on the planet's surface.
<<elseif $planet4intro == 2>>Your ship reaches the orbit of the $planet4terrain world $planet4name. You quickly spot a good area to land.
<<elseif $planet4intro == 3>>$planet4name, the $planet4terrain planet whose orbit you've just reached, seems like a good place to look for opportunities. You proceed to land.
<</if>>
<<if $planet4type == 'civilised1'>>[[Continue|planet4civilised]]
<<elseif $planet4type == 'civilised2'>>[[Continue|planet4civilised]]
<<elseif $planet4type == 'civilised3'>>[[Continue|planet4civilised]]
<<elseif $planet4type == 'resource1'>>[[Continue|planet4resource]]
<<elseif $planet4type == 'resource2'>>[[Continue|planet4resource]]
<<elseif $planet4type == 'resource3'>>[[Continue|planet4resource]]
<<elseif $planet4type == 'resource4'>>[[Continue|planet4resource]]
<<elseif $planet4type == 'wild1'>>[[Continue|planet4wild]]
<<elseif $planet4type == 'wild2'>>[[Continue|planet4wild]]
<<elseif $planet4type == 'wild3'>>[[Continue|planet4wild]]
<<elseif $planet4type == 'wild4'>>[[Continue|planet4wild]]
<<elseif $planet4type == 'wild5'>>[[Continue|planet4wild]]
<<elseif $planet4type == 'wild6'>>[[Continue|planet4wild]]
<<elseif $planet4type == 'war1'>>[[Continue|planet4war]]
<<elseif $planet4type == 'war2'>>[[Continue|planet4war]]
<<elseif $planet4type == 'war3'>>[[Continue|planet4war]]
<<else>><</if>><</if>>
<<set $currentterrain to $planet5terrain>><<set $currentplanetname to $planet5name>><<set $currentplanet to 'planet5'>><<set $currentrace to $planet5race>>\
<<if $planet5discovered>>\
<<if $planet5type == 'civilised1'>><<goto planet5civilised>>
<<elseif $planet5type == 'civilised2'>><<goto planet5civilised>>
<<elseif $planet5type == 'civilised3'>><<goto planet5civilised>>
<<elseif $planet5type == 'resource1'>><<goto planet5resource>>
<<elseif $planet5type == 'resource2'>><<goto planet5resource>>
<<elseif $planet5type == 'resource3'>><<goto planet5resource>>
<<elseif $planet5type == 'resource4'>><<goto planet5resource>>
<<elseif $planet5type == 'wild1'>><<goto planet5wild>>
<<elseif $planet5type == 'wild2'>><<goto planet5wild>>
<<elseif $planet5type == 'wild3'>><<goto planet5wild>>
<<elseif $planet5type == 'wild4'>><<goto planet5wild>>
<<elseif $planet5type == 'wild5'>><<goto planet5wild>>
<<elseif $planet5type == 'wild6'>><<goto planet5wild>>
<<elseif $planet5type == 'war1'>><<goto planet5war>>
<<elseif $planet5type == 'war2'>><<goto planet5war>>
<<elseif $planet5type == 'war3'>><<goto planet5war>><<else>><</if>>
<<else>>\
<<set $planetintro to random(1, 3)>>\
<<if $planet5intro == 1>>After a long journey you reach the $planet5terrain planet $planet5name. You find a suitable spot and land on the planet's surface.
<<elseif $planet5intro == 2>>Your ship reaches the orbit of the $planet5terrain world $planet5name. You quickly spot a good area to land.
<<elseif $planet5intro == 3>>$planet5name, the $planet5terrain planet whose orbit you've just reached, seems like a good place to look for opportunities. You proceed to land.
<</if>>
<<if $planet5type == 'civilised1'>>[[Continue|planet5civilised]]
<<elseif $planet5type == 'civilised2'>>[[Continue|planet5civilised]]
<<elseif $planet5type == 'civilised3'>>[[Continue|planet5civilised]]
<<elseif $planet5type == 'resource1'>>[[Continue|planet5resource]]
<<elseif $planet5type == 'resource2'>>[[Continue|planet5resource]]
<<elseif $planet5type == 'resource3'>>[[Continue|planet5resource]]
<<elseif $planet5type == 'resource4'>>[[Continue|planet5resource]]
<<elseif $planet5type == 'wild1'>>[[Continue|planet5wild]]
<<elseif $planet5type == 'wild2'>>[[Continue|planet5wild]]
<<elseif $planet5type == 'wild3'>>[[Continue|planet5wild]]
<<elseif $planet5type == 'wild4'>>[[Continue|planet5wild]]
<<elseif $planet5type == 'wild5'>>[[Continue|planet5wild]]
<<elseif $planet5type == 'wild6'>>[[Continue|planet5wild]]
<<elseif $planet5type == 'war1'>>[[Continue|planet5war]]
<<elseif $planet5type == 'war2'>>[[Continue|planet5war]]
<<elseif $planet5type == 'war3'>>[[Continue|planet5war]]
<<else>><</if>><</if>>
<<set $currentterrain to $planet6terrain>><<set $currentplanetname to $planet6name>><<set $currentplanet to 'planet6'>><<set $currentrace to $planet6race>>\
<<if $planet6discovered>>\
<<if $planet6type == 'civilised1'>><<goto planet6civilised>>
<<elseif $planet6type == 'civilised2'>><<goto planet6civilised>>
<<elseif $planet6type == 'civilised3'>><<goto planet6civilised>>
<<elseif $planet6type == 'resource1'>><<goto planet6resource>>
<<elseif $planet6type == 'resource2'>><<goto planet6resource>>
<<elseif $planet6type == 'resource3'>><<goto planet6resource>>
<<elseif $planet6type == 'resource4'>><<goto planet6resource>>
<<elseif $planet6type == 'wild1'>><<goto planet6wild>>
<<elseif $planet6type == 'wild2'>><<goto planet6wild>>
<<elseif $planet6type == 'wild3'>><<goto planet6wild>>
<<elseif $planet6type == 'wild4'>><<goto planet6wild>>
<<elseif $planet6type == 'wild5'>><<goto planet6wild>>
<<elseif $planet6type == 'wild6'>><<goto planet6wild>>
<<elseif $planet6type == 'war1'>><<goto planet6war>>
<<elseif $planet6type == 'war2'>><<goto planet6war>>
<<elseif $planet6type == 'war3'>><<goto planet6war>><<else>><</if>>
<<else>>\
<<set $planetintro to random(1, 3)>>\
<<if $planet6intro == 1>>After a long journey you reach the $planet6terrain planet $planet6name. You find a suitable spot and land on the planet's surface.
<<elseif $planet6intro == 2>>Your ship reaches the orbit of the $planet6terrain world $planet6name. You quickly spot a good area to land.
<<elseif $planet6intro == 3>>$planet6name, the $planet6terrain planet whose orbit you've just reached, seems like a good place to look for opportunities. You proceed to land.
<</if>>
<<if $planet6type == 'civilised1'>>[[Continue|planet6civilised]]
<<elseif $planet6type == 'civilised2'>>[[Continue|planet6civilised]]
<<elseif $planet6type == 'civilised3'>>[[Continue|planet6civilised]]
<<elseif $planet6type == 'resource1'>>[[Continue|planet6resource]]
<<elseif $planet6type == 'resource2'>>[[Continue|planet6resource]]
<<elseif $planet6type == 'resource3'>>[[Continue|planet6resource]]
<<elseif $planet6type == 'resource4'>>[[Continue|planet6resource]]
<<elseif $planet6type == 'wild1'>>[[Continue|planet6wild]]
<<elseif $planet6type == 'wild2'>>[[Continue|planet6wild]]
<<elseif $planet6type == 'wild3'>>[[Continue|planet6wild]]
<<elseif $planet6type == 'wild4'>>[[Continue|planet6wild]]
<<elseif $planet6type == 'wild5'>>[[Continue|planet6wild]]
<<elseif $planet6type == 'wild6'>>[[Continue|planet6wild]]
<<elseif $planet6type == 'war1'>>[[Continue|planet6war]]
<<elseif $planet6type == 'war2'>>[[Continue|planet6war]]
<<elseif $planet6type == 'war3'>>[[Continue|planet6war]]
<<else>><</if>><</if>>
<<set $currentterrain to $planet7terrain>><<set $currentplanetname to $planet7name>><<set $currentplanet to 'planet7'>><<set $currentrace to $planet7race>>\
<<if $planet7discovered>>\
<<if $planet7type == 'civilised1'>><<goto planet7civilised>>
<<elseif $planet7type == 'civilised2'>><<goto planet7civilised>>
<<elseif $planet7type == 'civilised3'>><<goto planet7civilised>>
<<elseif $planet7type == 'resource1'>><<goto planet7resource>>
<<elseif $planet7type == 'resource2'>><<goto planet7resource>>
<<elseif $planet7type == 'resource3'>><<goto planet7resource>>
<<elseif $planet7type == 'resource4'>><<goto planet7resource>>
<<elseif $planet7type == 'wild1'>><<goto planet7wild>>
<<elseif $planet7type == 'wild2'>><<goto planet7wild>>
<<elseif $planet7type == 'wild3'>><<goto planet7wild>>
<<elseif $planet7type == 'wild4'>><<goto planet7wild>>
<<elseif $planet7type == 'wild5'>><<goto planet7wild>>
<<elseif $planet7type == 'wild6'>><<goto planet7wild>>
<<elseif $planet7type == 'war1'>><<goto planet7war>>
<<elseif $planet7type == 'war2'>><<goto planet7war>>
<<elseif $planet7type == 'war3'>><<goto planet7war>><<else>><</if>>
<<else>>\
<<set $planetintro to random(1, 3)>>\
<<if $planet7intro == 1>>After a long journey you reach the $planet7terrain planet $planet7name. You find a suitable spot and land on the planet's surface.
<<elseif $planet7intro == 2>>Your ship reaches the orbit of the $planet7terrain world $planet7name. You quickly spot a good area to land.
<<elseif $planet7intro == 3>>$planet7name, the $planet7terrain planet whose orbit you've just reached, seems like a good place to look for opportunities. You proceed to land.
<</if>>
<<if $planet7type == 'civilised1'>>[[Continue|planet7civilised]]
<<elseif $planet7type == 'civilised2'>>[[Continue|planet7civilised]]
<<elseif $planet7type == 'civilised3'>>[[Continue|planet7civilised]]
<<elseif $planet7type == 'resource1'>>[[Continue|planet7resource]]
<<elseif $planet7type == 'resource2'>>[[Continue|planet7resource]]
<<elseif $planet7type == 'resource3'>>[[Continue|planet7resource]]
<<elseif $planet7type == 'resource4'>>[[Continue|planet7resource]]
<<elseif $planet7type == 'wild1'>>[[Continue|planet7wild]]
<<elseif $planet7type == 'wild2'>>[[Continue|planet7wild]]
<<elseif $planet7type == 'wild3'>>[[Continue|planet7wild]]
<<elseif $planet7type == 'wild4'>>[[Continue|planet7wild]]
<<elseif $planet7type == 'wild5'>>[[Continue|planet7wild]]
<<elseif $planet7type == 'wild6'>>[[Continue|planet7wild]]
<<elseif $planet7type == 'war1'>>[[Continue|planet7war]]
<<elseif $planet7type == 'war2'>>[[Continue|planet7war]]
<<elseif $planet7type == 'war3'>>[[Continue|planet7war]]
<<else>><</if>><</if>>
<<set $currentterrain to $planet8terrain>><<set $currentplanetname to $planet8name>><<set $currentplanet to 'planet8'>>\
<<if $planet8discovered>><<set $currentrace to $planet8race>>\
<<if $planet8type == 'civilised1'>><<goto planet8civilised>>
<<elseif $planet8type == 'civilised2'>><<goto planet8civilised>>
<<elseif $planet8type == 'civilised3'>><<goto planet8civilised>>
<<elseif $planet8type == 'resource1'>><<goto planet8resource>>
<<elseif $planet8type == 'resource2'>><<goto planet8resource>>
<<elseif $planet8type == 'resource3'>><<goto planet8resource>>
<<elseif $planet8type == 'resource4'>><<goto planet8resource>>
<<elseif $planet8type == 'wild1'>><<goto planet8wild>>
<<elseif $planet8type == 'wild2'>><<goto planet8wild>>
<<elseif $planet8type == 'wild3'>><<goto planet8wild>>
<<elseif $planet8type == 'wild4'>><<goto planet8wild>>
<<elseif $planet8type == 'wild5'>><<goto planet8wild>>
<<elseif $planet8type == 'wild6'>><<goto planet8wild>>
<<elseif $planet8type == 'war1'>><<goto planet8war>>
<<elseif $planet8type == 'war2'>><<goto planet8war>>
<<elseif $planet8type == 'war3'>><<goto planet8war>><<else>><</if>>
<<else>>\
<<set $planetintro to random(1, 3)>>\
<<if $planet8intro == 1>>After a long journey you reach the $planet8terrain planet $planet8name. You find a suitable spot and land on the planet's surface.
<<elseif $planet8intro == 2>>Your ship reaches the orbit of the $planet8terrain world $planet8name. You quickly spot a good area to land.
<<elseif $planet8intro == 3>>$planet8name, the $planet8terrain planet whose orbit you've just reached, seems like a good place to look for opportunities. You proceed to land.
<</if>>
<<if $planet8type == 'civilised1'>>[[Continue|planet8civilised]]
<<elseif $planet8type == 'civilised2'>>[[Continue|planet8civilised]]
<<elseif $planet8type == 'civilised3'>>[[Continue|planet8civilised]]
<<elseif $planet8type == 'resource1'>>[[Continue|planet8resource]]
<<elseif $planet8type == 'resource2'>>[[Continue|planet8resource]]
<<elseif $planet8type == 'resource3'>>[[Continue|planet8resource]]
<<elseif $planet8type == 'resource4'>>[[Continue|planet8resource]]
<<elseif $planet8type == 'wild1'>>[[Continue|planet8wild]]
<<elseif $planet8type == 'wild2'>>[[Continue|planet8wild]]
<<elseif $planet8type == 'wild3'>>[[Continue|planet8wild]]
<<elseif $planet8type == 'wild4'>>[[Continue|planet8wild]]
<<elseif $planet8type == 'wild5'>>[[Continue|planet8wild]]
<<elseif $planet8type == 'wild6'>>[[Continue|planet8wild]]
<<elseif $planet8type == 'war1'>>[[Continue|planet8war]]
<<elseif $planet8type == 'war2'>>[[Continue|planet8war]]
<<elseif $planet8type == 'war3'>>[[Continue|planet8war]]
<<else>><</if>><</if>>
<<set $currentterrain to $planet9terrain>><<set $currentplanetname to $planet9name>><<set $currentplanet to 'planet9'>>\
<<if $planet9discovered>><<set $currentrace to $planet9race>>\
<<if $planet9type == 'civilised1'>><<goto planet9civilised>>
<<elseif $planet9type == 'civilised2'>><<goto planet9civilised>>
<<elseif $planet9type == 'civilised3'>><<goto planet9civilised>>
<<elseif $planet9type == 'resource1'>><<goto planet9resource>>
<<elseif $planet9type == 'resource2'>><<goto planet9resource>>
<<elseif $planet9type == 'resource3'>><<goto planet9resource>>
<<elseif $planet9type == 'resource4'>><<goto planet9resource>>
<<elseif $planet9type == 'wild1'>><<goto planet9wild>>
<<elseif $planet9type == 'wild2'>><<goto planet9wild>>
<<elseif $planet9type == 'wild3'>><<goto planet9wild>>
<<elseif $planet9type == 'wild4'>><<goto planet9wild>>
<<elseif $planet9type == 'wild5'>><<goto planet9wild>>
<<elseif $planet9type == 'wild6'>><<goto planet9wild>>
<<elseif $planet9type == 'war1'>><<goto planet9war>>
<<elseif $planet9type == 'war2'>><<goto planet9war>>
<<elseif $planet9type == 'war3'>><<goto planet9war>><<else>><</if>>
<<else>>\
<<set $planetintro to random(1, 3)>>\
<<if $planet9intro == 1>>After a long journey you reach the $planet9terrain planet $planet9name. You find a suitable spot and land on the planet's surface.
<<elseif $planet9intro == 2>>Your ship reaches the orbit of the $planet9terrain world $planet9name. You quickly spot a good area to land.
<<elseif $planet9intro == 3>>$planet9name, the $planet9terrain planet whose orbit you've just reached, seems like a good place to look for opportunities. You proceed to land.
<</if>>
<<if $planet9type == 'civilised1'>>[[Continue|planet9civilised]]
<<elseif $planet9type == 'civilised2'>>[[Continue|planet9civilised]]
<<elseif $planet9type == 'civilised3'>>[[Continue|planet9civilised]]
<<elseif $planet9type == 'resource1'>>[[Continue|planet9resource]]
<<elseif $planet9type == 'resource2'>>[[Continue|planet9resource]]
<<elseif $planet9type == 'resource3'>>[[Continue|planet9resource]]
<<elseif $planet9type == 'resource4'>>[[Continue|planet9resource]]
<<elseif $planet9type == 'wild1'>>[[Continue|planet9wild]]
<<elseif $planet9type == 'wild2'>>[[Continue|planet9wild]]
<<elseif $planet9type == 'wild3'>>[[Continue|planet9wild]]
<<elseif $planet9type == 'wild4'>>[[Continue|planet9wild]]
<<elseif $planet9type == 'wild5'>>[[Continue|planet9wild]]
<<elseif $planet9type == 'wild6'>>[[Continue|planet9wild]]
<<elseif $planet9type == 'war1'>>[[Continue|planet9war]]
<<elseif $planet9type == 'war2'>>[[Continue|planet9war]]
<<elseif $planet9type == 'war3'>>[[Continue|planet9war]]
<<else>><</if>><</if>>
<<set $currentterrain to $planet10terrain>><<set $currentplanetname to $planet10name>><<set $currentplanet to 'planet10'>><<set $currentrace to $planet10race>>\
<<if $planet10discovered>>\
<<if $planet10type == 'civilised1'>><<goto planet10civilised>>
<<elseif $planet10type == 'civilised2'>><<goto planet10civilised>>
<<elseif $planet10type == 'civilised3'>><<goto planet10civilised>>
<<elseif $planet10type == 'resource1'>><<goto planet10resource>>
<<elseif $planet10type == 'resource2'>><<goto planet10resource>>
<<elseif $planet10type == 'resource3'>><<goto planet10resource>>
<<elseif $planet10type == 'resource4'>><<goto planet10resource>>
<<elseif $planet10type == 'wild1'>><<goto planet10wild>>
<<elseif $planet10type == 'wild2'>><<goto planet10wild>>
<<elseif $planet10type == 'wild3'>><<goto planet10wild>>
<<elseif $planet10type == 'wild4'>><<goto planet10wild>>
<<elseif $planet10type == 'wild5'>><<goto planet10wild>>
<<elseif $planet10type == 'wild6'>><<goto planet10wild>>
<<elseif $planet10type == 'war1'>><<goto planet10war>>
<<elseif $planet10type == 'war2'>><<goto planet10war>>
<<elseif $planet10type == 'war3'>><<goto planet10war>><<else>><</if>>
<<else>>\
<<set $planetintro to random(1, 3)>>\
<<if $planet10intro == 1>>After a long journey you reach the $planet10terrain planet $planet10name. You find a suitable spot and land on the planet's surface.
<<elseif $planet10intro == 2>>Your ship reaches the orbit of the $planet10terrain world $planet10name. You quickly spot a good area to land.
<<elseif $planet10intro == 3>>$planet10name, the $planet10terrain planet whose orbit you've just reached, seems like a good place to look for opportunities. You proceed to land.
<</if>>
<<if $planet10type == 'civilised1'>>[[Continue|planet10civilised]]
<<elseif $planet10type == 'civilised2'>>[[Continue|planet10civilised]]
<<elseif $planet10type == 'civilised3'>>[[Continue|planet10civilised]]
<<elseif $planet10type == 'resource1'>>[[Continue|planet10resource]]
<<elseif $planet10type == 'resource2'>>[[Continue|planet10resource]]
<<elseif $planet10type == 'resource3'>>[[Continue|planet10resource]]
<<elseif $planet10type == 'resource4'>>[[Continue|planet10resource]]
<<elseif $planet10type == 'wild1'>>[[Continue|planet10wild]]
<<elseif $planet10type == 'wild2'>>[[Continue|planet10wild]]
<<elseif $planet10type == 'wild3'>>[[Continue|planet10wild]]
<<elseif $planet10type == 'wild4'>>[[Continue|planet10wild]]
<<elseif $planet10type == 'wild5'>>[[Continue|planet10wild]]
<<elseif $planet10type == 'wild6'>>[[Continue|planet10wild]]
<<elseif $planet10type == 'war1'>>[[Continue|planet10war]]
<<elseif $planet10type == 'war2'>>[[Continue|planet10war]]
<<elseif $planet10type == 'war3'>>[[Continue|planet10war]]
<<else>><</if>><</if>>
<<set $currentterrain to $planet11terrain>><<set $currentplanetname to $planet11name>><<set $currentplanet to 'planet11'>><<set $currentrace to $planet11race>>\
<<if $planet11discovered>>\
<<if $planet11type == 'civilised1'>><<goto planet11civilised>>
<<elseif $planet11type == 'civilised2'>><<goto planet11civilised>>
<<elseif $planet11type == 'civilised3'>><<goto planet11civilised>>
<<elseif $planet11type == 'resource1'>><<goto planet11resource>>
<<elseif $planet11type == 'resource2'>><<goto planet11resource>>
<<elseif $planet11type == 'resource3'>><<goto planet11resource>>
<<elseif $planet11type == 'resource4'>><<goto planet11resource>>
<<elseif $planet11type == 'wild1'>><<goto planet11wild>>
<<elseif $planet11type == 'wild2'>><<goto planet11wild>>
<<elseif $planet11type == 'wild3'>><<goto planet11wild>>
<<elseif $planet11type == 'wild4'>><<goto planet11wild>>
<<elseif $planet11type == 'wild5'>><<goto planet11wild>>
<<elseif $planet11type == 'wild6'>><<goto planet11wild>>
<<elseif $planet11type == 'war1'>><<goto planet11war>>
<<elseif $planet11type == 'war2'>><<goto planet11war>>
<<elseif $planet11type == 'war3'>><<goto planet11war>><<else>><</if>>
<<else>>\
<<set $planetintro to random(1, 3)>>\
<<if $planet11intro == 1>>After a long journey you reach the $planet11terrain planet $planet11name. You find a suitable spot and land on the planet's surface.
<<elseif $planet11intro == 2>>Your ship reaches the orbit of the $planet11terrain world $planet11name. You quickly spot a good area to land.
<<elseif $planet11intro == 3>>$planet11name, the $planet11terrain planet whose orbit you've just reached, seems like a good place to look for opportunities. You proceed to land.
<</if>>
<<if $planet11type == 'civilised1'>>[[Continue|planet11civilised]]
<<elseif $planet11type == 'civilised2'>>[[Continue|planet11civilised]]
<<elseif $planet11type == 'civilised3'>>[[Continue|planet11civilised]]
<<elseif $planet11type == 'resource1'>>[[Continue|planet11resource]]
<<elseif $planet11type == 'resource2'>>[[Continue|planet11resource]]
<<elseif $planet11type == 'resource3'>>[[Continue|planet11resource]]
<<elseif $planet11type == 'resource4'>>[[Continue|planet11resource]]
<<elseif $planet11type == 'wild1'>>[[Continue|planet11wild]]
<<elseif $planet11type == 'wild2'>>[[Continue|planet11wild]]
<<elseif $planet11type == 'wild3'>>[[Continue|planet11wild]]
<<elseif $planet11type == 'wild4'>>[[Continue|planet11wild]]
<<elseif $planet11type == 'wild5'>>[[Continue|planet11wild]]
<<elseif $planet11type == 'wild6'>>[[Continue|planet11wild]]
<<elseif $planet11type == 'war1'>>[[Continue|planet11war]]
<<elseif $planet11type == 'war2'>>[[Continue|planet11war]]
<<elseif $planet11type == 'war3'>>[[Continue|planet11war]]
<<else>><</if>><</if>>
<<set $currentterrain to $planet12terrain>><<set $currentplanetname to $planet12name>><<set $currentplanet to 'planet12'>><<set $currentrace to $planet12race>>\
<<if $planet12discovered>>\
<<if $planet12type == 'civilised1'>><<goto planet12civilised>>
<<elseif $planet12type == 'civilised2'>><<goto planet12civilised>>
<<elseif $planet12type == 'civilised3'>><<goto planet12civilised>>
<<elseif $planet12type == 'resource1'>><<goto planet12resource>>
<<elseif $planet12type == 'resource2'>><<goto planet12resource>>
<<elseif $planet12type == 'resource3'>><<goto planet12resource>>
<<elseif $planet12type == 'resource4'>><<goto planet12resource>>
<<elseif $planet12type == 'wild1'>><<goto planet12wild>>
<<elseif $planet12type == 'wild2'>><<goto planet12wild>>
<<elseif $planet12type == 'wild3'>><<goto planet12wild>>
<<elseif $planet12type == 'wild4'>><<goto planet12wild>>
<<elseif $planet12type == 'wild5'>><<goto planet12wild>>
<<elseif $planet12type == 'wild6'>><<goto planet12wild>>
<<elseif $planet12type == 'war1'>><<goto planet12war>>
<<elseif $planet12type == 'war2'>><<goto planet12war>>
<<elseif $planet12type == 'war3'>><<goto planet12war>><<else>><</if>>
<<else>>\
<<set $planetintro to random(1, 3)>>\
<<if $planet12intro == 1>>After a long journey you reach the $planet12terrain planet $planet12name. You find a suitable spot and land on the planet's surface.
<<elseif $planet12intro == 2>>Your ship reaches the orbit of the $planet12terrain world $planet12name. You quickly spot a good area to land.
<<elseif $planet12intro == 3>>$planet12name, the $planet12terrain planet whose orbit you've just reached, seems like a good place to look for opportunities. You proceed to land.
<</if>>
<<if $planet12type == 'civilised1'>>[[Continue|planet12civilised]]
<<elseif $planet12type == 'civilised2'>>[[Continue|planet12civilised]]
<<elseif $planet12type == 'civilised3'>>[[Continue|planet12civilised]]
<<elseif $planet12type == 'resource1'>>[[Continue|planet12resource]]
<<elseif $planet12type == 'resource2'>>[[Continue|planet12resource]]
<<elseif $planet12type == 'resource3'>>[[Continue|planet12resource]]
<<elseif $planet12type == 'resource4'>>[[Continue|planet12resource]]
<<elseif $planet12type == 'wild1'>>[[Continue|planet12wild]]
<<elseif $planet12type == 'wild2'>>[[Continue|planet12wild]]
<<elseif $planet12type == 'wild3'>>[[Continue|planet12wild]]
<<elseif $planet12type == 'wild4'>>[[Continue|planet12wild]]
<<elseif $planet12type == 'wild5'>>[[Continue|planet12wild]]
<<elseif $planet12type == 'wild6'>>[[Continue|planet12wild]]
<<elseif $planet12type == 'war1'>>[[Continue|planet12war]]
<<elseif $planet12type == 'war2'>>[[Continue|planet12war]]
<<elseif $planet12type == 'war3'>>[[Continue|planet12war]]
<<else>><</if>><</if>>
<<set $currentterrain to $planet13terrain>><<set $currentplanetname to $planet13name>><<set $currentplanet to 'planet13'>><<set $currentrace to $planet13race>>\
<<if $planet13discovered>>\
<<if $planet13type == 'civilised1'>><<goto planet13civilised>>
<<elseif $planet13type == 'civilised2'>><<goto planet13civilised>>
<<elseif $planet13type == 'civilised3'>><<goto planet13civilised>>
<<elseif $planet13type == 'resource1'>><<goto planet13resource>>
<<elseif $planet13type == 'resource2'>><<goto planet13resource>>
<<elseif $planet13type == 'resource3'>><<goto planet13resource>>
<<elseif $planet13type == 'resource4'>><<goto planet13resource>>
<<elseif $planet13type == 'wild1'>><<goto planet13wild>>
<<elseif $planet13type == 'wild2'>><<goto planet13wild>>
<<elseif $planet13type == 'wild3'>><<goto planet13wild>>
<<elseif $planet13type == 'wild4'>><<goto planet13wild>>
<<elseif $planet13type == 'wild5'>><<goto planet13wild>>
<<elseif $planet13type == 'wild6'>><<goto planet13wild>>
<<elseif $planet13type == 'war1'>><<goto planet13war>>
<<elseif $planet13type == 'war2'>><<goto planet13war>>
<<elseif $planet13type == 'war3'>><<goto planet13war>><<else>><</if>>
<<else>>\
<<set $planetintro to random(1, 3)>>\
<<if $planet13intro == 1>>After a long journey you reach the $planet13terrain planet $planet13name. You find a suitable spot and land on the planet's surface.
<<elseif $planet13intro == 2>>Your ship reaches the orbit of the $planet13terrain world $planet13name. You quickly spot a good area to land.
<<elseif $planet13intro == 3>>$planet13name, the $planet13terrain planet whose orbit you've just reached, seems like a good place to look for opportunities. You proceed to land.
<</if>>
<<if $planet13type == 'civilised1'>>[[Continue|planet13civilised]]
<<elseif $planet13type == 'civilised2'>>[[Continue|planet13civilised]]
<<elseif $planet13type == 'civilised3'>>[[Continue|planet13civilised]]
<<elseif $planet13type == 'resource1'>>[[Continue|planet13resource]]
<<elseif $planet13type == 'resource2'>>[[Continue|planet13resource]]
<<elseif $planet13type == 'resource3'>>[[Continue|planet13resource]]
<<elseif $planet13type == 'resource4'>>[[Continue|planet13resource]]
<<elseif $planet13type == 'wild1'>>[[Continue|planet13wild]]
<<elseif $planet13type == 'wild2'>>[[Continue|planet13wild]]
<<elseif $planet13type == 'wild3'>>[[Continue|planet13wild]]
<<elseif $planet13type == 'wild4'>>[[Continue|planet13wild]]
<<elseif $planet13type == 'wild5'>>[[Continue|planet13wild]]
<<elseif $planet13type == 'wild6'>>[[Continue|planet13wild]]
<<elseif $planet13type == 'war1'>>[[Continue|planet13war]]
<<elseif $planet13type == 'war2'>>[[Continue|planet13war]]
<<elseif $planet13type == 'war3'>>[[Continue|planet13war]]
<<else>><</if>><</if>>
<<set $currentterrain to $planet14terrain>><<set $currentplanetname to $planet14name>><<set $currentplanet to 'planet14'>><<set $currentrace to $planet14race>>\
<<if $planet14discovered>>\
<<if $planet14type == 'civilised1'>><<goto planet14civilised>>
<<elseif $planet14type == 'civilised2'>><<goto planet14civilised>>
<<elseif $planet14type == 'civilised3'>><<goto planet14civilised>>
<<elseif $planet14type == 'resource1'>><<goto planet14resource>>
<<elseif $planet14type == 'resource2'>><<goto planet14resource>>
<<elseif $planet14type == 'resource3'>><<goto planet14resource>>
<<elseif $planet14type == 'resource4'>><<goto planet14resource>>
<<elseif $planet14type == 'wild1'>><<goto planet14wild>>
<<elseif $planet14type == 'wild2'>><<goto planet14wild>>
<<elseif $planet14type == 'wild3'>><<goto planet14wild>>
<<elseif $planet14type == 'wild4'>><<goto planet14wild>>
<<elseif $planet14type == 'wild5'>><<goto planet14wild>>
<<elseif $planet14type == 'wild6'>><<goto planet14wild>>
<<elseif $planet14type == 'war1'>><<goto planet14war>>
<<elseif $planet14type == 'war2'>><<goto planet14war>>
<<elseif $planet14type == 'war3'>><<goto planet14war>><<else>><</if>>
<<else>>\
<<set $planetintro to random(1, 3)>>\
<<if $planet14intro == 1>>After a long journey you reach the $planet14terrain planet $planet14name. You find a suitable spot and land on the planet's surface.
<<elseif $planet14intro == 2>>Your ship reaches the orbit of the $planet14terrain world $planet14name. You quickly spot a good area to land.
<<elseif $planet14intro == 3>>$planet14name, the $planet14terrain planet whose orbit you've just reached, seems like a good place to look for opportunities. You proceed to land.
<</if>>
<<if $planet14type == 'civilised1'>>[[Continue|planet14civilised]]
<<elseif $planet14type == 'civilised2'>>[[Continue|planet14civilised]]
<<elseif $planet14type == 'civilised3'>>[[Continue|planet14civilised]]
<<elseif $planet14type == 'resource1'>>[[Continue|planet14resource]]
<<elseif $planet14type == 'resource2'>>[[Continue|planet14resource]]
<<elseif $planet14type == 'resource3'>>[[Continue|planet14resource]]
<<elseif $planet14type == 'resource4'>>[[Continue|planet14resource]]
<<elseif $planet14type == 'wild1'>>[[Continue|planet14wild]]
<<elseif $planet14type == 'wild2'>>[[Continue|planet14wild]]
<<elseif $planet14type == 'wild3'>>[[Continue|planet14wild]]
<<elseif $planet14type == 'wild4'>>[[Continue|planet14wild]]
<<elseif $planet14type == 'wild5'>>[[Continue|planet14wild]]
<<elseif $planet14type == 'wild6'>>[[Continue|planet14wild]]
<<elseif $planet14type == 'war1'>>[[Continue|planet14war]]
<<elseif $planet14type == 'war2'>>[[Continue|planet14war]]
<<elseif $planet14type == 'war3'>>[[Continue|planet14war]]
<<else>><</if>><</if>>
<<set $currentterrain to $planet15terrain>><<set $currentplanetname to $planet15name>><<set $currentplanet to 'planet15'>><<set $currentrace to $planet15race>>\
<<if $planet15discovered>>\
<<if $planet15type == 'civilised1'>><<goto planet15civilised>>
<<elseif $planet15type == 'civilised2'>><<goto planet15civilised>>
<<elseif $planet15type == 'civilised3'>><<goto planet15civilised>>
<<elseif $planet15type == 'resource1'>><<goto planet15resource>>
<<elseif $planet15type == 'resource2'>><<goto planet15resource>>
<<elseif $planet15type == 'resource3'>><<goto planet15resource>>
<<elseif $planet15type == 'resource4'>><<goto planet15resource>>
<<elseif $planet15type == 'wild1'>><<goto planet15wild>>
<<elseif $planet15type == 'wild2'>><<goto planet15wild>>
<<elseif $planet15type == 'wild3'>><<goto planet15wild>>
<<elseif $planet15type == 'wild4'>><<goto planet15wild>>
<<elseif $planet15type == 'wild5'>><<goto planet15wild>>
<<elseif $planet15type == 'wild6'>><<goto planet15wild>>
<<elseif $planet15type == 'war1'>><<goto planet15war>>
<<elseif $planet15type == 'war2'>><<goto planet15war>>
<<elseif $planet15type == 'war3'>><<goto planet15war>><<else>><</if>>
<<else>>\
<<set $planetintro to random(1, 3)>>\
<<if $planet15intro == 1>>After a long journey you reach the $planet15terrain planet $planet15name. You find a suitable spot and land on the planet's surface.
<<elseif $planet15intro == 2>>Your ship reaches the orbit of the $planet15terrain world $planet15name. You quickly spot a good area to land.
<<elseif $planet15intro == 3>>$planet15name, the $planet15terrain planet whose orbit you've just reached, seems like a good place to look for opportunities. You proceed to land.
<</if>>
<<if $planet15type == 'civilised1'>>[[Continue|planet15civilised]]
<<elseif $planet15type == 'civilised2'>>[[Continue|planet15civilised]]
<<elseif $planet15type == 'civilised3'>>[[Continue|planet15civilised]]
<<elseif $planet15type == 'resource1'>>[[Continue|planet15resource]]
<<elseif $planet15type == 'resource2'>>[[Continue|planet15resource]]
<<elseif $planet15type == 'resource3'>>[[Continue|planet15resource]]
<<elseif $planet15type == 'resource4'>>[[Continue|planet15resource]]
<<elseif $planet15type == 'wild1'>>[[Continue|planet15wild]]
<<elseif $planet15type == 'wild2'>>[[Continue|planet15wild]]
<<elseif $planet15type == 'wild3'>>[[Continue|planet15wild]]
<<elseif $planet15type == 'wild4'>>[[Continue|planet15wild]]
<<elseif $planet15type == 'wild5'>>[[Continue|planet15wild]]
<<elseif $planet15type == 'wild6'>>[[Continue|planet15wild]]
<<elseif $planet15type == 'war1'>>[[Continue|planet15war]]
<<elseif $planet15type == 'war2'>>[[Continue|planet15war]]
<<elseif $planet15type == 'war3'>>[[Continue|planet15war]]
<<else>><</if>><</if>>
<<set $currentterrain to $planet16terrain>><<set $currentplanetname to $planet16name>><<set $currentplanet to 'planet16'>><<set $currentrace to $planet16race>>\
<<if $planet16discovered>>\
<<if $planet16type == 'civilised1'>><<goto planet16civilised>>
<<elseif $planet16type == 'civilised2'>><<goto planet16civilised>>
<<elseif $planet16type == 'civilised3'>><<goto planet16civilised>>
<<elseif $planet16type == 'resource1'>><<goto planet16resource>>
<<elseif $planet16type == 'resource2'>><<goto planet16resource>>
<<elseif $planet16type == 'resource3'>><<goto planet16resource>>
<<elseif $planet16type == 'resource4'>><<goto planet16resource>>
<<elseif $planet16type == 'wild1'>><<goto planet16wild>>
<<elseif $planet16type == 'wild2'>><<goto planet16wild>>
<<elseif $planet16type == 'wild3'>><<goto planet16wild>>
<<elseif $planet16type == 'wild4'>><<goto planet16wild>>
<<elseif $planet16type == 'wild5'>><<goto planet16wild>>
<<elseif $planet16type == 'wild6'>><<goto planet16wild>>
<<elseif $planet16type == 'war1'>><<goto planet16war>>
<<elseif $planet16type == 'war2'>><<goto planet16war>>
<<elseif $planet16type == 'war3'>><<goto planet16war>><<else>><</if>>
<<else>>\
<<set $planetintro to random(1, 3)>>\
<<if $planet16intro == 1>>After a long journey you reach the $planet16terrain planet $planet16name. You find a suitable spot and land on the planet's surface.
<<elseif $planet16intro == 2>>Your ship reaches the orbit of the $planet16terrain world $planet16name. You quickly spot a good area to land.
<<elseif $planet16intro == 3>>$planet16name, the $planet16terrain planet whose orbit you've just reached, seems like a good place to look for opportunities. You proceed to land.
<</if>>
<<if $planet16type == 'civilised1'>>[[Continue|planet16civilised]]
<<elseif $planet16type == 'civilised2'>>[[Continue|planet16civilised]]
<<elseif $planet16type == 'civilised3'>>[[Continue|planet16civilised]]
<<elseif $planet16type == 'resource1'>>[[Continue|planet16resource]]
<<elseif $planet16type == 'resource2'>>[[Continue|planet16resource]]
<<elseif $planet16type == 'resource3'>>[[Continue|planet16resource]]
<<elseif $planet16type == 'resource4'>>[[Continue|planet16resource]]
<<elseif $planet16type == 'wild1'>>[[Continue|planet16wild]]
<<elseif $planet16type == 'wild2'>>[[Continue|planet16wild]]
<<elseif $planet16type == 'wild3'>>[[Continue|planet16wild]]
<<elseif $planet16type == 'wild4'>>[[Continue|planet16wild]]
<<elseif $planet16type == 'wild5'>>[[Continue|planet16wild]]
<<elseif $planet16type == 'wild6'>>[[Continue|planet16wild]]
<<elseif $planet16type == 'war1'>>[[Continue|planet16war]]
<<elseif $planet16type == 'war2'>>[[Continue|planet16war]]
<<elseif $planet16type == 'war3'>>[[Continue|planet16war]]
<<else>><</if>><</if>>
<<set $planet1discovered to true>>\
<span class = 'biggish'><center>$planet1name</center></span>
$planet1name is a civilised world with bustling metropolises and busy spaceports, <<if $planet1terrain=='desert'>>built in irrigated oases of green on the otherwise barren and desert surface.<<elseif $planet1terrain=='rocky'>>built on top of soaring mountains and rocky plateaus.<<elseif $planet1terrain=='crystal'>>where beautiful, intricate buildings are sculpted out of glowing crystals.<<elseif $planet1terrain=='jungle'>>surrounded by ancient jungle that is no less teeming with life, plant and animal.<<elseif $planet1terrain=='volcanic'>>which sprawl across grey plains of ash and are shielded from elements by obsidian walls.<<elseif $planet1terrain=='icy'>>protected from the harsh climate by forcefield domes that keep the icy winds outside.<<else>>built on natural islands or on giant floating platforms that travel from place to place.<</if>> Trade and culture flourish on the planet, which is inhabited by a race of $planet1race.
<<if $planet1type == 'civilised1'>>$planet1name is also home to the Galactic Geographic Society, which gathers knowledge about different planets and their inhabitants.
<<elseif $planet1type == 'civilised2'>>$planet1name is also home to the most important orbital shipyards in the Galaxy.
<<elseif $planet1type == 'civilised3'>>$planet1name is also home to a bionics centre where experimental therapies are being developed. There are also rumours about an underground black market, where all sorts of illegal goods can be sold... <<if $gameobjective == 'tyrant'||$gameobjective=='slavers'>>Last but not least, a famous mercenary guild has its headquarters on $planet1name.<</if>>
<<else>>\<</if>>
<<if $notenoughmoney>><<set $notenoughmoney to false>>\
You don't have enough credits!
<<else>><</if>>\
[[Visit the general market|generalmarket]]
<<if $playerhp < $playermaxhp>>\
<<if $credits >=30>>\
[[Visit the hospital to restore your HP for 30 credits|planet1civilised][$playerhp to $playermaxhp; $credits-=30]]
<<else>>\
[[Visit the hospital to restore your HP for 30 credits|planet1civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $shiphp < $shipmaxhp>>\
<<if $credits >=50>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet1civilised][$shiphp to $shipmaxhp; $credits-=50]]
<<else>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet1civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $planet1type == 'civilised1'>>\
[[Visit the wholesale market|wholesalemarket1]]
[[Visit the Galactic Geographic Society|galgeo]]
<<if $mine1remainsexamined && $mine1medalionnotreturned>>\
[['Return the medallion of ' + $mine1remainsname + ' the explorer to the family'->remains1return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint1]]
<</if>>\
<</if>>\
<<if $planet1type == 'civilised2'>>\
[[Visit the wholesale market|wholesalemarket2]]
[[Visit the shipyards|shipyards]]
<<if $mine2remainsexamined && $mine2diarynotreturned>>\
[['Return the diary of ' + $mine2remainsname + ' the prospector to the family'->remains2return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint2]]
<</if>>\
<<if $gameobjective=='slavers'>>\
[[Visit the scientist working on the distortion field suppression device|scientist]]
<</if>>\
<</if>>\
<<if $planet1type == 'civilised3'>>\
[[Visit the wholesale market|wholesalemarket3]]
[[Visit the bionics centre|bionics]]
[[Visit the black market|blackmarket]]
<<if $dungeon2remainsexamined && $dungeon2locketnotreturned>>\
[['Return the locket of ' + $dungeon2remainsname + ' to the family'->remains3return][$renown+=1]]
<</if>>\
<<if $gameobjective == 'tyrant'>>\
[[Visit the mercenary guild|mercenaryguild]]
<</if>>\
<<if $gameobjective == 'slavers'>>\
[[Visit the mercenary guild|mercenaryguildslavers]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint3]]
<</if>>\<</if>>\
<<if $artefactplace=='planet1' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet1discovered to true>>\
<span class = 'biggish'><center>$planet1name</center></span>
<<if $tyrantworld=='planet1'>>\
$planet1name is a resource rich $planet1terrain world with numerous mines. It is ruled by the evil tyrant $tyrantname $tyrantnickname, who enslaved most of the populace, including your family, and forces them to work in the mines.
$tyrantname $tyrantnickname rules the planet from a grim fortress, guarded by a well-trained army.
Most of the mines on the planet are controlled by the tyrant's forces, apart from one old, abandoned mine in the wilderness. You can explore the abandoned mine to see if there are any star crystals left there.
<<else>>\
$planet1name is a half-forgotten $planet1terrain world that once used to be resource-rich, but has been almost completely exploited. There are no permanent settlements on the planet, but adventurers visit it sometimes, their curiosity piqued by rumours of mines with surviving star crystal deposits, hidden in the <<if $planet1terrain=='desert'>>unwelcoming dune seas.<<elseif $planet1terrain=='rocky'>>rugged, rocky hills.<<elseif $planet1terrain=='crystal'>>valleys of glowing stones.<<elseif $planet1terrain=='jungle'>>deepest, darkest jungles.<<elseif $planet1terrain=='volcanic'>>ash-covered volcanic mountain ranges.<<elseif $planet1terrain=='icy'>>mighty glaciers.<<else>>dark sea caves.<</if>>
<</if>>\
<<if $planet1type=='resource1'>>\
[[Explore the mines|mine1level1]]
<<elseif $planet1type=='resource2'>>\
[[Explore the mines|mine2level1]]
<<elseif $planet1type=='resource3'>>\
[[Explore the mines|mine3level1]]
<<else>>\
[[Explore the mines|mine4level1]]
<</if>>\
<<if $tyrantworld=='planet1'>>\
[[Try to find a way of defeating the tyrant|tyrantfortress]]
<</if>>\
<<if $artefactplace=='planet1' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet1discovered to true>>\
<span class = 'biggish'><center>$planet1name</center></span>
$planet1name is inhabited by a race of $planet1race living in small, isolated settlements. This $planet1terrain planet was settled quite recently and is still being colonised. Worlds like this are often rife with adventure; danger lurks <<if $planet1terrain=='desert'>>on the sun-bleached sands,<<elseif $planet1terrain=='rocky'>>in the rocky mountains and valleys,<<elseif $planet1terrain=='crystal'>>in the crystal caves and mountains,<<elseif $planet1terrain=='jungle'>>in the strange, alien jungles,<<elseif $planet1terrain=='volcanic'>>on the volcanic plains and ridges,<<elseif $planet1terrain=='icy'>>in the frozen wastes,<<else>>on the many uncharted islands,<</if>> but where danger is, there may be treasure.
<<if $renown>=10>>\
You're famous and many locals hold you in high respect, showing you their friendship!
<<if$playerhp<$playermaxhp>><<set $playerhp to $playermaxhp>>\
When you arrive and they notice you're wounded, they immediately fetch a doctor who heals you.
Your HP was restored!
<</if>>\
<<if $renown>=10 && $shiphp<$shipmaxhp>><<set $shiphp to $shipmaxhp>>\
When the locals notice your ship is damaged, they immediately fetch a mechanic, who repairs it.
Your ship's HP was restored!
<</if>><</if>>\
[[Look for adventure|planet1quest]]
[[Explore the wilderness|planet1explore]]
<<if $planet1storylearned>>\
<<else>><<if $charisma>>\
[[(Charisma) Talk to the natives and record their stories|planet1story]]
<<else>><</if>><</if>>\
<<if $planet1type=='wild1'>>\
[[Visit the market|wild1market]]
<<elseif $planet1type == 'wild2'>>\
[[Visit the market|wild2market]]
<<elseif $planet1type == 'wild3'>>\
[[Visit the market|wild3market]]
<<elseif $planet1type == 'wild4'>>\
[[Visit the market|wild4market]]
<<elseif $planet1type == 'wild5'>>\
[[Visit the market|wild5market]]
<<else>>\
[[Visit the market|wild6market]]
<</if>><<if $artefactplace=='planet1' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet1discovered to true>><<set $randomenemy to random(1,5)>>\
<span class = 'biggish'><center>$planet1name</center></span>
$planet1name is a world torn by conflict. The native $planet1race, living <<if $planet1terrain=='desert'>>in the few hospitable oases,<<elseif $planet1terrain=='rocky'>>in fortified mountain villages,<<elseif $planet1terrain=='crystal'>>in giant hollow crystals,<<elseif $planet1terrain=='jungle'>>in the untamed jungles,<<elseif $planet1terrain=='volcanic'>>in villages built on basalt plains,<<elseif $planet1terrain=='icy'>>in ice grottoes and tiny villages of snow huts,<<else>>on islands and on giant houseboats,<</if>> <<if $planet1type == 'war1'>><<if $war1done>> used to be harassed by bloodthirsty pirates. Since you have defeated the pirate captain, times are more peaceful, but remnants of the pirate clan still cause trouble from time to time.<<else>> are harassed by raiding pirates, who established their base on this $planet1terrain world.<</if>><<elseif $planet1type == 'war2'>><<if $war2done>> used to be harassed by wild and vicious beasts. Since you have defeated the beastmaster controlling these creatures, times are more peaceful, but lone beasts still cause trouble from time to time.<<else>> are harassed by bloodthirsty beasts, whose relentless attacks suggest a level of intelligence.<</if>><<elseif $planet1type == 'war3'>><<if $war3done>> were harassed by an alien warlord and his ruthless army. Since you have defeated the warlord in single combat, times are more peaceful, but remnants of the alien army still cause trouble from time to time.<<else>> are harassed by the conquering army of a ruthless alien warlord.<</if>><</if>>
<<if $planet1type == 'war1'>>\
<<if $war1done>>\
[[Fight off the pirate troublemakers|piratesafterfight]]
<<else>>\
[[Fight the pirates in their base|war1redirect]]
<</if>>\
<<elseif $planet1type == 'war2'>>\
<<if $war2done>>\
[[Fight off the troublesome beasts|beastsafterfight]]
<<else>>\
[[Explore the area the beasts come from|war2redirect]]
<</if>>\
<<elseif $planet1type == 'war3'>>\
<<if $war3done>>\
[[Fight off the alien troublemakers|aliensafterfight]]
<<else>>\
[[Attack the invaders in their HQ|war3redirect]]
<</if>>\
<<else>>\<</if>>\
<<if $artefactplace=='planet1' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet2discovered to true>>\
<span class = 'biggish'><center>$planet2name</center></span>
$planet2name is a civilised world with bustling metropolises and busy spaceports, <<if $planet2terrain=='desert'>>built in irrigated oases of green on the otherwise barren and desert surface.<<elseif $planet2terrain=='rocky'>>built on top of soaring mountains and rocky plateaus.<<elseif $planet2terrain=='crystal'>>where beautiful, intricate buildings are sculpted out of glowing crystals.<<elseif $planet2terrain=='jungle'>>surrounded by ancient jungle that is no less teeming with life, plant and animal.<<elseif $planet2terrain=='volcanic'>>which sprawl across grey plains of ash and are shielded from elements by obsidian walls.<<elseif $planet2terrain=='icy'>>protected from the harsh climate by forcefield domes that keep the icy winds outside.<<else>>built on natural islands or on giant floating platforms that travel from place to place.<</if>> Trade and culture flourish on the planet, which is inhabited by a race of $planet2race.
<<if $planet2type == 'civilised1'>>$planet2name is also home to the Galactic Geographic Society, which gathers knowledge about different planets and their inhabitants.
<<elseif $planet2type == 'civilised2'>>$planet2name is also home to the most important orbital shipyards in the Galaxy.
<<elseif $planet2type == 'civilised3'>>$planet2name is also home to a bionic centre where experimental therapies are being developed. There are also rumours about an underground black market, where all sorts of illegal goods can be sold... <<if $gameobjective == 'tyrant'||$gameobjective=='slavers'>>Last but not least, a famous mercenary guild has its headquarters on $planet2name.<</if>>
<<else>>\<</if>>
<<if $notenoughmoney>><<set $notenoughmoney to false>>\
You don't have enough credits!
<<else>><</if>>\
[[Visit the general market|generalmarket]]
<<if $playerhp < $playermaxhp>>\
<<if $credits >=30>>\
[[Visit the hospital to restore your HP for 30 credits|planet2civilised][$playerhp to $playermaxhp; $credits-=30]]
<<else>>\
[[Visit the hospital to restore your HP for 30 credits|planet2civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $shiphp < $shipmaxhp>>\
<<if $credits >=50>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet2civilised][$shiphp to $shipmaxhp; $credits-=50]]
<<else>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet2civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $planet2type == 'civilised1'>>\
[[Visit the wholesale market|wholesalemarket1]]
[[Visit the Galactic Geographic Society|galgeo]]
<<if $mine1remainsexamined && $mine1medalionnotreturned>>\
[['Return the medallion of ' + $mine1remainsname + ' the explorer to the family'->remains1return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint1]]
<</if>>\
<</if>>\
<<if $planet2type == 'civilised2'>>\
[[Visit the wholesale market|wholesalemarket2]]
[[Visit the shipyards|shipyards]]
<<if $mine2remainsexamined && $mine2diarynotreturned>>\
[['Return the diary of ' + $mine2remainsname + ' the prospector to the family'->remains2return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint2]]
<</if>>\
<<if $gameobjective=='slavers'>>\
[[Visit the scientist working on the distortion field suppression device|scientist]]
<</if>>\
<</if>>\
<<if $planet2type == 'civilised3'>>\
[[Visit the wholesale market|wholesalemarket3]]
[[Visit the bionics centre|bionics]]
[[Visit the black market|blackmarket]]
<<if $dungeon2remainsexamined && $dungeon2locketnotreturned>>\
[['Return the locket of ' + $dungeon2remainsname + ' to the family'->remains3return][$renown+=1]]
<</if>>\
<<if $gameobjective == 'tyrant'>>\
[[Visit the mercenary guild|mercenaryguild]]
<</if>>\
<<if $gameobjective == 'slavers'>>\
[[Visit the mercenary guild|mercenaryguildslavers]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint3]]
<</if>>\<</if>>\
<<if $artefactplace=='planet2' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet2discovered to true>>\
<span class = 'biggish'><center>$planet2name</center></span>
<<if $tyrantworld=='planet2'>>\
$planet2name is a resource rich $planet2terrain world with numerous mines. It is ruled by the evil tyrant $tyrantname $tyrantnickname, who enslaved most of the populace, including your family, and forces them to work in the mines.
$tyrantname $tyrantnickname rules the planet from a grim fortress, guarded by a well-trained army.
Most of the mines on the planet are controlled by the tyrant's forces, apart from one old, abandoned mine in the wilderness. You can explore the abandoned mine to see if there are any star crystals left there.
<<else>>\
$planet2name is a half-forgotten $planet2terrain world that once used to be resource-rich, but has been almost completely exploited. There are no permanent settlements on the planet, but adventurers visit it sometimes, their curiosity piqued by rumours of mines with surviving star crystal deposits, hidden in the <<if $planet2terrain=='desert'>>unwelcoming dune seas.<<elseif $planet2terrain=='rocky'>>rugged, rocky hills.<<elseif $planet2terrain=='crystal'>>valleys of glowing stones.<<elseif $planet2terrain=='jungle'>>deepest, darkest jungles.<<elseif $planet2terrain=='volcanic'>>ash-covered volcanic mountain ranges.<<elseif $planet2terrain=='icy'>>mighty glaciers.<<else>>dark sea caves.<</if>>
<</if>>
<<if $planet2type=='resource1'>>\
[[Explore the mines|mine1level1]]
<<elseif $planet2type=='resource2'>>\
[[Explore the mines|mine2level1]]
<<elseif $planet2type=='resource3'>>\
[[Explore the mines|mine3level1]]
<<else>>\
[[Explore the mines|mine4level1]]
<</if>>\
<<if $tyrantworld=='planet2'>>\
[[Try to find a way of defeating the tyrant|tyrantfortress]]
<</if>>\
<<if $artefactplace=='planet2' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet2discovered to true>>\
<span class = 'biggish'><center>$planet2name</center></span>
$planet2name is inhabited by a race of $planet2race living in small, isolated settlements. This $planet2terrain planet was settled quite recently and is still being colonised. Worlds like this are often rife with adventure; danger lurks <<if $planet2terrain=='desert'>>on the sun-bleached sands,<<elseif $planet2terrain=='rocky'>>in the rocky mountains and valleys,<<elseif $planet2terrain=='crystal'>>in the crystal caves and mountains,<<elseif $planet2terrain=='jungle'>>in the strange, alien jungles,<<elseif $planet2terrain=='volcanic'>>on the volcanic plains and ridges,<<elseif $planet2terrain=='icy'>>in the frozen wastes,<<else>>on the many uncharted islands,<</if>> but where danger is, there may be treasure.
<<if $renown>=10>>\
You're famous and many locals hold you in high respect, showing you their friendship!
<<if$playerhp<$playermaxhp>><<set $playerhp to $playermaxhp>>\
When you arrive and they notice you're wounded, they immediately fetch a doctor who heals you.
Your HP was restored!
<</if>>\
<<if $renown>=10 && $shiphp<$shipmaxhp>><<set $shiphp to $shipmaxhp>>\
When the locals notice your ship is damaged, they immediately fetch a mechanic, who repairs it.
Your ship's HP was restored!
<</if>><</if>>\
[[Look for adventure|planet2quest]]
[[Explore the wilderness|planet2explore]]
<<if $planet2storylearned>>\
<<else>><<if $charisma>>\
[[(Charisma) Talk to the natives and record their stories|planet2story]]
<<else>><</if>><</if>>\
<<if $planet2type=='wild1'>>\
[[Visit the market|wild1market]]
<<elseif $planet2type == 'wild2'>>\
[[Visit the market|wild2market]]
<<elseif $planet2type == 'wild3'>>\
[[Visit the market|wild3market]]
<<elseif $planet2type == 'wild4'>>\
[[Visit the market|wild4market]]
<<elseif $planet2type == 'wild5'>>\
[[Visit the market|wild5market]]
<<else>>\
[[Visit the market|wild6market]]
<</if>><<if $artefactplace=='planet2' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet2discovered to true>><<set $randomenemy to random(1,5)>>\
<span class = 'biggish'><center>$planet2name</center></span>
$planet2name is a world torn by conflict. The native $planet2race, living <<if $planet2terrain=='desert'>>in the few hospitable oases,<<elseif $planet2terrain=='rocky'>>in fortified mountain villages,<<elseif $planet2terrain=='crystal'>>in giant hollow crystals,<<elseif $planet2terrain=='jungle'>>in the untamed jungles,<<elseif $planet2terrain=='volcanic'>>in villages built on basalt plains,<<elseif $planet2terrain=='icy'>>in ice grottoes and tiny villages of snow huts,<<else>>on islands and on giant houseboats,<</if>> <<if $planet2type == 'war1'>><<if $war1done>> used to be harassed by bloodthirsty pirates. Since you have defeated the pirate captain, times are more peaceful, but remnants of the pirate clan still cause trouble from time to time.<<else>> are harassed by raiding pirates, who established their base on this $planet2terrain world.<</if>><<elseif $planet2type == 'war2'>><<if $war2done>> used to be harassed by wild and vicious beasts. Since you have defeated the beastmaster controlling these creatures, times are more peaceful, but lone beasts still cause trouble from time to time.<<else>> are harassed by bloodthirsty beasts, whose relentless attacks suggest a level of intelligence.<</if>><<elseif $planet2type == 'war3'>><<if $war3done>> were harassed by an alien warlord and his ruthless army. Since you have defeated the warlord in single combat, times are more peaceful, but remnants of the alien army still cause trouble from time to time.<<else>> are harassed by the conquering army of a ruthless alien warlord.<</if>><</if>>
<<if $planet2type == 'war1'>>\
<<if $war1done>>\
[[Fight off the pirate troublemakers|piratesafterfight]]
<<else>>\
[[Fight the pirates in their base|war1redirect]]
<</if>>\
<<elseif $planet2type == 'war2'>>\
<<if $war2done>>\
[[Fight off the troublesome beasts|beastsafterfight]]
<<else>>\
[[Explore the area the beasts come from|war2redirect]]
<</if>>\
<<elseif $planet2type == 'war3'>>\
<<if $war3done>>\
[[Fight off the alien troublemakers|aliensafterfight]]
<<else>>\
[[Attack the invaders in their HQ|war3redirect]]
<</if>>\
<<else>>\<</if>>\
<<if $artefactplace=='planet2' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet3discovered to true>>\
<span class = 'biggish'><center>$planet3name</center></span>
$planet3name is an important trade world, home to a race of $planet3race, who build their towns and cities <<if $planet3terrain=='desert'>>in the irrigated oases of green on the otherwise desert and barren surface.<<elseif $planet3terrain=='rocky'>>on top of soaring mountains and rocky plateaus.<<elseif $planet3terrain=='crystal'>>out of glowing crystals, which they sculpt into beautiful and intricate shapes.<<elseif $planet3terrain=='jungle'>>on giant home-trees and on clearings surrounded by the sprawling jungle.<<elseif $planet3terrain=='volcanic'>>on grey plains of ash and surround them with obsidian walls to shield them from the elements.<<elseif $planet3terrain=='icy'>>on icy plains, under forcefield domes that keep the harsh elements outside.<<else>>on natural islands or on giant floating platforms that travel from place to place.<</if>>
<<if $planet3type == 'civilised1'>>$planet3name is also home to the Galactic Geographic Society, which gathers knowledge about different planets and their inhabitants.
<<elseif $planet3type == 'civilised2'>>$planet3name is also home to the most important orbital shipyards in the Galaxy.
<<elseif $planet3type == 'civilised3'>>$planet3name is also home to a bionic centre where experimental therapies are being developed. There are also rumours about an underground black market, where all sorts of illegal goods can be sold... <<if $gameobjective == 'tyrant'||$gameobjective=='slavers'>>Last but not least, a famous mercenary guild has its headquarters on $planet3name.<</if>>
<<else>>\<</if>>
<<if $notenoughmoney>><<set $notenoughmoney to false>>\
You don't have enough credits!
<<else>><</if>>\
[[Visit the general market|generalmarket]]
<<if $playerhp < $playermaxhp>>\
<<if $credits >=30>>\
[[Visit the hospital to restore your HP for 30 credits|planet3civilised][$playerhp to $playermaxhp; $credits-=30]]
<<else>>\
[[Visit the hospital to restore your HP for 30 credits|planet3civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $shiphp < $shipmaxhp>>\
<<if $credits >=50>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet3civilised][$shiphp to $shipmaxhp; $credits-=50]]
<<else>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet3civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $planet3type == 'civilised1'>>\
[[Visit the wholesale market|wholesalemarket1]]
[[Visit the Galactic Geographic Society|galgeo]]
<<if $mine1remainsexamined && $mine1medalionnotreturned>>\
[['Return the medallion of ' + $mine1remainsname + ' the explorer to the family'->remains1return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint1]]
<</if>>\
<</if>>\
<<if $planet3type == 'civilised2'>>\
[[Visit the wholesale market|wholesalemarket2]]
[[Visit the shipyards|shipyards]]
<<if $mine2remainsexamined && $mine2diarynotreturned>>\
[['Return the diary of ' + $mine2remainsname + ' the prospector to the family'->remains2return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint2]]
<</if>>\
<<if $gameobjective=='slavers'>>\
[[Visit the scientist working on the distortion field suppression device|scientist]]
<</if>>\
<</if>>\
<<if $planet3type == 'civilised3'>>\
[[Visit the wholesale market|wholesalemarket3]]
[[Visit the bionics centre|bionics]]
[[Visit the black market|blackmarket]]
<<if $dungeon2remainsexamined && $dungeon2locketnotreturned>>\
[['Return the locket of ' + $dungeon2remainsname + ' to the family'->remains3return][$renown+=1]]
<</if>>\
<<if $gameobjective == 'tyrant'>>\
[[Visit the mercenary guild|mercenaryguild]]
<</if>>\
<<if $gameobjective == 'slavers'>>\
[[Visit the mercenary guild|mercenaryguildslavers]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint3]]
<</if>>\<</if>>\
<<if $artefactplace=='planet3' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet3discovered to true>>\
<span class = 'biggish'><center>$planet3name</center></span>
<<if $tyrantworld=='planet3'>>\
$planet3name is a resource rich $planet3terrain world with numerous mines. It is ruled by the evil tyrant $tyrantname $tyrantnickname, who enslaved most of the populace, including your family, and forces them to work in the mines.
$tyrantname $tyrantnickname rules the planet from a grim fortress, guarded by a well-trained army.
Most of the mines on the planet are controlled by the tyrant's forces, apart from one old, abandoned mine in the wilderness. You can explore the abandoned mine to see if there are any star crystals left there.
<<else>>\
$planet3name is a relatively unexplored $planet3terrain world. There are rumours about star crystal deposits hidden beneath its surface, but only a couple of mining operations were ever started here, and they were quickly abandoned. Still, there might be deposits somewhere <<if $planet3terrain=='desert'>>in the unwelcoming dune seas.<<elseif $planet3terrain=='rocky'>>among the rugged, rocky hills.<<elseif $planet3terrain=='crystal'>>in the valleys of glowing stones.<<elseif $planet3terrain=='jungle'>>in the deepest, darkest jungles.<<elseif $planet3terrain=='volcanic'>>in the ash-covered volcanic mountain ranges.<<elseif $planet3terrain=='icy'>>beneath the mighty glaciers.<<else>>in the dark sea caves.<</if>>
<</if>>\
<<if $planet3type=='resource1'>>\
[[Explore the mines|mine1level1]]
<<elseif $planet3type=='resource2'>>\
[[Explore the mines|mine2level1]]
<<elseif $planet3type=='resource3'>>\
[[Explore the mines|mine3level1]]
<<else>>\
[[Explore the mines|mine4level1]]
<</if>>\
<<if $tyrantworld=='planet3'>>\
[[Try to find a way of defeating the tyrant|tyrantfortress]]
<</if>>\
<<if $artefactplace=='planet3' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet3discovered to true>>\
<span class = 'biggish'><center>$planet3name</center></span>
This $planet3terrain world is settled by an ancient race of $planet3race. The natives are few in numbers and most of the terrain remains wild and uncharted. <<if $planet3terrain=='desert'>>The endless sandy deserts and sandstone plateaus<<elseif $planet3terrain=='rocky'>>The rugged, rocky highlands and valleys<<elseif $planet3terrain=='crystal'>>The strange crystal forests and plains<<elseif $planet3terrain=='jungle'>>The alien jungles, teeming with wildlife<<elseif $planet3terrain=='volcanic'>>The basalt plains and valleys of solidified lava<<elseif $planet3terrain=='icy'>>The frozen tundra and icy wastes<<else>>The countless islands<</if>>, full of danger and adventure, are waiting to be explored.
<<if $renown>=10>>\
You're famous and many locals hold you in high respect, showing you their friendship!
<<if$playerhp<$playermaxhp>><<set $playerhp to $playermaxhp>>\
When you arrive and they notice you're wounded, they immediately fetch a doctor who heals you.
Your HP was restored!
<</if>>\
<<if $renown>=10 && $shiphp<$shipmaxhp>><<set $shiphp to $shipmaxhp>>\
When the locals notice your ship is damaged, they immediately fetch a mechanic, who repairs it.
Your ship's HP was restored!
<</if>><</if>>\
[[Look for adventure|planet3quest]]
[[Explore the wilderness|planet3explore]]
<<if $planet3storylearned>>\
<<else>><<if $charisma>>\
[[(Charisma) Talk to the natives and record their stories|planet3story]]
<<else>><</if>><</if>>\
<<if $planet3type=='wild1'>>\
[[Visit the market|wild1market]]
<<elseif $planet3type == 'wild2'>>\
[[Visit the market|wild2market]]
<<elseif $planet3type == 'wild3'>>\
[[Visit the market|wild3market]]
<<elseif $planet3type == 'wild4'>>\
[[Visit the market|wild4market]]
<<elseif $planet3type == 'wild5'>>\
[[Visit the market|wild5market]]
<<else>>\
[[Visit the market|wild6market]]
<</if>><<if $artefactplace=='planet3' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet3discovered to true>><<set $randomenemy to random(1,5)>>\
<span class = 'biggish'><center>$planet3name</center></span>
$planet3name is a dangerous $planet3terrain world, where the native $planet3race <<if $planet3type == 'war1' && $war1done>> used to wage wars against raiding pirates. Since you have defeated the pirate captain, times are more peaceful, but remnants of the pirate clan still cause trouble from time to time.<<elseif $planet3type == 'war2' && $war2done>> used to wage wars against vicious beasts. Since you have defeated the beastmaster controlling these creatures, times are more peaceful, but lone beasts still cause trouble from time to time.<<elseif $planet3type == 'war3' && $war3done>> used to wage wars against an alien warlord and his ruthless army. Since you have defeated the warlord in single combat, times are more peaceful, but remnants of the alien army still cause trouble from time to time.<<elseif $planet3type == 'war1'>> wage endless wars against raiding pirates, who established their base <<if $planet3terrain=='desert'>>in the windswept desert<<elseif $planet3terrain=='rocky'>>in the rocky mountains<<elseif $planet3terrain=='crystal'>>in the deep crystal caves<<elseif $planet3terrain=='jungle'>>in the deepest jungles<<elseif $planet3terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet3terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<<elseif $planet3type == 'war2'>> wage endless wars against cruel and wild beasts that live <<if $planet3terrain=='desert'>>in the windswept desert<<elseif $planet3terrain=='rocky'>>in the rocky mountains<<elseif $planet3terrain=='crystal'>>in the deep crystal caves<<elseif $planet3terrain=='jungle'>>in the deepest jungles<<elseif $planet3terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet3terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<<elseif $planet3type == 'war3'>> wage endless wars against soldiers of an alien warlord who strike from their base <<if $planet3terrain=='desert'>>in the windswept desert<<elseif $planet3terrain=='rocky'>>in the rocky mountains<<elseif $planet3terrain=='crystal'>>in the deep crystal caves<<elseif $planet3terrain=='jungle'>>in the deepest jungles<<elseif $planet3terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet3terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<</if>>
<<if $planet3type == 'war1'>>\
<<if $war1done>>\
[[Fight off the pirate troublemakers|piratesafterfight]]
<<else>>\
[[Fight the pirates in their base|war1redirect]]
<</if>>\
<<elseif $planet3type == 'war2'>>\
<<if $war2done>>\
[[Fight off the troublesome beasts|beastsafterfight]]
<<else>>\
[[Explore the area the beasts come from|war2redirect]]
<</if>>\
<<elseif $planet3type == 'war3'>>\
<<if $war3done>>\
[[Fight off the alien troublemakers|aliensafterfight]]
<<else>>\
[[Attack the invaders in their HQ|war3redirect]]
<</if>>\
<<else>>\<</if>>\
<<if $artefactplace=='planet3' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span>
<<set $planet4discovered to true>>\
<span class = 'biggish'><center>$planet4name</center></span>
$planet4name is an important trade world, home to a race of $planet4race, who build their towns and cities <<if $planet4terrain=='desert'>>in the irrigated oases of green on the otherwise desert and barren surface.<<elseif $planet4terrain=='rocky'>>on top of soaring mountains and rocky plateaus.<<elseif $planet4terrain=='crystal'>>out of glowing crystals, which they sculpt into beautiful and intricate shapes.<<elseif $planet4terrain=='jungle'>>on giant home-trees and on clearings surrounded by the sprawling jungle.<<elseif $planet4terrain=='volcanic'>>on grey plains of ash and surround them with obsidian walls to shield them from the elements.<<elseif $planet4terrain=='icy'>>on icy plains, under forcefield domes that keep the harsh elements outside.<<else>>on natural islands or on giant floating platforms that travel from place to place.<</if>>
<<if $planet4type == 'civilised1'>>$planet4name is also home to the Galactic Geographic Society, which gathers knowledge about different planets and their inhabitants.
<<elseif $planet4type == 'civilised2'>>$planet4name is also home to the most important orbital shipyards in the Galaxy.
<<elseif $planet4type == 'civilised3'>>$planet4name is also home to a bionic centre where experimental therapies are being developed. There are also rumours about an underground black market, where all sorts of illegal goods can be sold... <<if $gameobjective == 'tyrant'||$gameobjective=='slavers'>>Last but not least, a famous mercenary guild has its headquarters on $planet4name.<</if>>
<<else>>\<</if>>
<<if $notenoughmoney>><<set $notenoughmoney to false>>\
You don't have enough credits!
<<else>><</if>>\
[[Visit the general market|generalmarket]]
<<if $playerhp < $playermaxhp>>\
<<if $credits >=30>>\
[[Visit the hospital to restore your HP for 30 credits|planet4civilised][$playerhp to $playermaxhp; $credits-=30]]
<<else>>\
[[Visit the hospital to restore your HP for 30 credits|planet4civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $shiphp < $shipmaxhp>>\
<<if $credits >=50>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet4civilised][$shiphp to $shipmaxhp; $credits-=50]]
<<else>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet4civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $planet4type == 'civilised1'>>\
[[Visit the wholesale market|wholesalemarket1]]
[[Visit the Galactic Geographic Society|galgeo]]
<<if $mine1remainsexamined && $mine1medalionnotreturned>>\
[['Return the medallion of ' + $mine1remainsname + ' the explorer to the family'->remains1return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint1]]
<</if>>\
<</if>>\
<<if $planet4type == 'civilised2'>>\
[[Visit the wholesale market|wholesalemarket2]]
[[Visit the shipyards|shipyards]]
<<if $mine2remainsexamined && $mine2diarynotreturned>>\
[['Return the diary of ' + $mine2remainsname + ' the prospector to the family'->remains2return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint2]]
<</if>>\
<<if $gameobjective=='slavers'>>\
[[Visit the scientist working on the distortion field suppression device|scientist]]
<</if>>\
<</if>>\
<<if $planet4type == 'civilised3'>>\
[[Visit the wholesale market|wholesalemarket3]]
[[Visit the bionics centre|bionics]]
[[Visit the black market|blackmarket]]
<<if $dungeon2remainsexamined && $dungeon2locketnotreturned>>\
[['Return the locket of ' + $dungeon2remainsname + ' to the family'->remains3return][$renown+=1]]
<</if>>\
<<if $gameobjective == 'tyrant'>>\
[[Visit the mercenary guild|mercenaryguild]]
<</if>>\
<<if $gameobjective == 'slavers'>>\
[[Visit the mercenary guild|mercenaryguildslavers]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint3]]
<</if>>\<</if>>\
<<if $artefactplace=='planet4' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet4discovered to true>>\
<span class = 'biggish'><center>$planet4name</center></span>
<<if $tyrantworld=='planet4'>>\
$planet4name is a resource rich $planet4terrain world with numerous mines. It is ruled by the evil tyrant $tyrantname $tyrantnickname, who enslaved most of the populace, including your family, and forces them to work in the mines.
$tyrantname $tyrantnickname rules the planet from a grim fortress, guarded by a well-trained army.
Most of the mines on the planet are controlled by the tyrant's forces, apart from one old, abandoned mine in the wilderness. You can explore the abandoned mine to see if there are any star crystals left there.
<<else>>\
$planet4name is a relatively unexplored $planet4terrain world. There are rumours about star crystal deposits hidden beneath its surface, but only a couple of mining operations were ever started here, and they were quickly abandoned. Still, there might be deposits somewhere <<if $planet4terrain=='desert'>>in the unwelcoming dune seas.<<elseif $planet4terrain=='rocky'>>among the rugged, rocky hills.<<elseif $planet4terrain=='crystal'>>in the valleys of glowing stones.<<elseif $planet4terrain=='jungle'>>in the deepest, darkest jungles.<<elseif $planet4terrain=='volcanic'>>in the ash-covered volcanic mountain ranges.<<elseif $planet4terrain=='icy'>>beneath the mighty glaciers.<<else>>in the dark sea caves.<</if>>
<</if>>\
<<if $planet4type=='resource1'>>\
[[Explore the mines|mine1level1]]
<<elseif $planet4type=='resource2'>>\
[[Explore the mines|mine2level1]]
<<elseif $planet4type=='resource3'>>\
[[Explore the mines|mine3level1]]
<<else>>\
[[Explore the mines|mine4level1]]
<</if>>\
<<if $tyrantworld=='planet4'>>\
[[Try to find a way of defeating the tyrant|tyrantfortress]]
<</if>>\
<<if $artefactplace=='planet4' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet4discovered to true>>\
<span class = 'biggish'><center>$planet4name</center></span>
This $planet4terrain world is settled by an ancient race of $planet4race. The natives are few in numbers and most of the terrain remains wild and uncharted. <<if $planet4terrain=='desert'>>The endless sandy deserts and sandstone plateaus<<elseif $planet4terrain=='rocky'>>The rugged, rocky highlands and valleys<<elseif $planet4terrain=='crystal'>>The strange crystal forests and plains<<elseif $planet4terrain=='jungle'>>The alien jungles, teeming with wildlife<<elseif $planet4terrain=='volcanic'>>The basalt plains and valleys of solidified lava<<elseif $planet4terrain=='icy'>>The frozen tundra and icy wastes<<else>>The countless islands<</if>>, full of danger and adventure, are waiting to be explored.
<<if $renown>=10>>\
You're famous and many locals hold you in high respect, showing you their friendship!
<<if$playerhp<$playermaxhp>><<set $playerhp to $playermaxhp>>\
When you arrive and they notice you're wounded, they immediately fetch a doctor who heals you.
Your HP was restored!
<</if>>\
<<if $renown>=10 && $shiphp<$shipmaxhp>><<set $shiphp to $shipmaxhp>>\
When the locals notice your ship is damaged, they immediately fetch a mechanic, who repairs it.
Your ship's HP was restored!
<</if>><</if>>\
[[Look for adventure|planet4quest]]
[[Explore the wilderness|planet4explore]]
<<if $planet4storylearned>>\
<<else>><<if $charisma>>\
[[(Charisma) Talk to the natives and record their stories|planet4story]]
<<else>><</if>><</if>>\
<<if $planet4type=='wild1'>>\
[[Visit the market|wild1market]]
<<elseif $planet4type == 'wild2'>>\
[[Visit the market|wild2market]]
<<elseif $planet4type == 'wild3'>>\
[[Visit the market|wild3market]]
<<elseif $planet4type == 'wild4'>>\
[[Visit the market|wild4market]]
<<elseif $planet4type == 'wild5'>>\
[[Visit the market|wild5market]]
<<else>>\
[[Visit the market|wild6market]]
<</if>><<if $artefactplace=='planet4' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet4discovered to true>><<set $randomenemy to random(1,5)>>\
<span class = 'biggish'><center>$planet4name</center></span>
$planet4name is a dangerous $planet4terrain world, where the native $planet4race <<if $planet4type == 'war1' && $war1done>> used to wage wars against raiding pirates. Since you have defeated the pirate captain, times are more peaceful, but remnants of the pirate clan still cause trouble from time to time.<<elseif $planet4type == 'war2' && $war2done>> used to wage wars against vicious beasts. Since you have defeated the beastmaster controlling these creatures, times are more peaceful, but lone beasts still cause trouble from time to time.<<elseif $planet4type == 'war3' && $war3done>> used to wage wars against an alien warlord and his ruthless army. Since you have defeated the warlord in single combat, times are more peaceful, but remnants of the alien army still cause trouble from time to time.<<elseif $planet4type == 'war1'>> wage endless wars against raiding pirates, who established their base <<if $planet4terrain=='desert'>>in the windswept desert<<elseif $planet4terrain=='rocky'>>in the rocky mountains<<elseif $planet4terrain=='crystal'>>in the deep crystal caves<<elseif $planet4terrain=='jungle'>>in the deepest jungles<<elseif $planet4terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet4terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<<elseif $planet4type == 'war2'>> wage endless wars against cruel and wild beasts that live <<if $planet4terrain=='desert'>>in the windswept desert<<elseif $planet4terrain=='rocky'>>in the rocky mountains<<elseif $planet4terrain=='crystal'>>in the deep crystal caves<<elseif $planet4terrain=='jungle'>>in the deepest jungles<<elseif $planet4terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet4terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<<elseif $planet4type == 'war3'>> wage endless wars against soldiers of an alien warlord who strike from their base <<if $planet4terrain=='desert'>>in the windswept desert<<elseif $planet4terrain=='rocky'>>in the rocky mountains<<elseif $planet4terrain=='crystal'>>in the deep crystal caves<<elseif $planet4terrain=='jungle'>>in the deepest jungles<<elseif $planet4terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet4terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<</if>>
<<if $planet4type == 'war1'>>\
<<if $war1done>>\
[[Fight off the pirate troublemakers|piratesafterfight]]
<<else>>\
[[Fight the pirates in their base|war1redirect]]
<</if>>\
<<elseif $planet4type == 'war2'>>\
<<if $war2done>>\
[[Fight off the troublesome beasts|beastsafterfight]]
<<else>>\
[[Explore the area the beasts come from|war2redirect]]
<</if>>\
<<elseif $planet4type == 'war3'>>\
<<if $war3done>>\
[[Fight off the alien troublemakers|aliensafterfight]]
<<else>>\
[[Attack the invaders in their HQ|war3redirect]]
<</if>>\
<<else>>\<</if>>\
<<if $artefactplace=='planet4' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet5discovered to true>>\
<span class = 'biggish'><center>$planet5name</center></span>
$planet5name is an important trade world, home to a race of $planet5race, who build their towns and cities <<if $planet5terrain=='desert'>>in the irrigated oases of green on the otherwise desert and barren surface.<<elseif $planet5terrain=='rocky'>>on top of soaring mountains and rocky plateaus.<<elseif $planet5terrain=='crystal'>>out of glowing crystals, which they sculpt into beautiful and intricate shapes.<<elseif $planet5terrain=='jungle'>>on giant home-trees and on clearings surrounded by the sprawling jungle.<<elseif $planet5terrain=='volcanic'>>on grey plains of ash and surround them with obsidian walls to shield them from the elements.<<elseif $planet5terrain=='icy'>>on icy plains, under forcefield domes that keep the harsh elements outside.<<else>>on natural islands or on giant floating platforms that travel from place to place.<</if>>
<<if $planet5type == 'civilised1'>>$planet5name is also home to the Galactic Geographic Society, which gathers knowledge about different planets and their inhabitants.
<<elseif $planet5type == 'civilised2'>>$planet5name is also home to the most important orbital shipyards in the Galaxy.
<<elseif $planet5type == 'civilised3'>>$planet5name is also home to a bionic centre where experimental therapies are being developed. There are also rumours about an underground black market, where all sorts of illegal goods can be sold... <<if $gameobjective == 'tyrant'||$gameobjective=='slavers'>>Last but not least, a famous mercenary guild has its headquarters on $planet5name.<</if>>
<<else>>\<</if>>
<<if $notenoughmoney>><<set $notenoughmoney to false>>\
You don't have enough credits!
<<else>><</if>>\
[[Visit the general market|generalmarket]]
<<if $playerhp < $playermaxhp>>\
<<if $credits >=30>>\
[[Visit the hospital to restore your HP for 30 credits|planet5civilised][$playerhp to $playermaxhp; $credits-=30]]
<<else>>\
[[Visit the hospital to restore your HP for 30 credits|planet5civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $shiphp < $shipmaxhp>>\
<<if $credits >=50>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet5civilised][$shiphp to $shipmaxhp; $credits-=50]]
<<else>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet5civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $planet5type == 'civilised1'>>\
[[Visit the wholesale market|wholesalemarket1]]
[[Visit the Galactic Geographic Society|galgeo]]
<<if $mine1remainsexamined && $mine1medalionnotreturned>>\
[['Return the medallion of ' + $mine1remainsname + ' the explorer to the family'->remains1return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint1]]
<</if>>\
<</if>>\
<<if $planet5type == 'civilised2'>>\
[[Visit the wholesale market|wholesalemarket2]]
[[Visit the shipyards|shipyards]]
<<if $mine2remainsexamined && $mine2diarynotreturned>>\
[['Return the diary of ' + $mine2remainsname + ' the prospector to the family'->remains2return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint2]]
<</if>>\
<<if $gameobjective=='slavers'>>\
[[Visit the scientist working on the distortion field suppression device|scientist]]
<</if>>\
<</if>>\
<<if $planet5type == 'civilised3'>>\
[[Visit the wholesale market|wholesalemarket3]]
[[Visit the bionics centre|bionics]]
[[Visit the black market|blackmarket]]
<<if $dungeon2remainsexamined && $dungeon2locketnotreturned>>\
[['Return the locket of ' + $dungeon2remainsname + ' to the family'->remains3return][$renown+=1]]
<</if>>\
<<if $gameobjective == 'tyrant'>>\
[[Visit the mercenary guild|mercenaryguild]]
<</if>>\
<<if $gameobjective == 'slavers'>>\
[[Visit the mercenary guild|mercenaryguildslavers]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint3]]
<</if>>\<</if>>\
<<if $artefactplace=='planet5' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet5discovered to true>>\
<span class = 'biggish'><center>$planet5name</center></span>
<<if $tyrantworld=='planet5'>>\
$planet5name is a resource rich $planet5terrain world with numerous mines. It is ruled by the evil tyrant $tyrantname $tyrantnickname, who enslaved most of the populace, including your family, and forces them to work in the mines.
$tyrantname $tyrantnickname rules the planet from a grim fortress, guarded by a well-trained army.
Most of the mines on the planet are controlled by the tyrant's forces, apart from one old, abandoned mine in the wilderness. You can explore the abandoned mine to see if there are any star crystals left there.
<<else>>\
$planet5name is a relatively unexplored $planet5terrain world. There are rumours about star crystal deposits hidden beneath its surface, but only a couple of mining operations were ever started here, and they were quickly abandoned. Still, there might be deposits somewhere <<if $planet5terrain=='desert'>>in the unwelcoming dune seas.<<elseif $planet5terrain=='rocky'>>among the rugged, rocky hills.<<elseif $planet5terrain=='crystal'>>in the valleys of glowing stones.<<elseif $planet5terrain=='jungle'>>in the deepest, darkest jungles.<<elseif $planet5terrain=='volcanic'>>in the ash-covered volcanic mountain ranges.<<elseif $planet5terrain=='icy'>>beneath the mighty glaciers.<<else>>in the dark sea caves.<</if>>
<</if>>\
<<if $planet5type=='resource1'>>\
[[Explore the mines|mine1level1]]
<<elseif $planet5type=='resource2'>>\
[[Explore the mines|mine2level1]]
<<elseif $planet5type=='resource3'>>\
[[Explore the mines|mine3level1]]
<<else>>\
[[Explore the mines|mine4level1]]
<</if>>\
<<if $tyrantworld=='planet5'>>\
[[Try to find a way of defeating the tyrant|tyrantfortress]]
<</if>>\
<<if $artefactplace=='planet5' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet5discovered to true>>\
<span class = 'biggish'><center>$planet5name</center></span>
This $planet5terrain world is settled by an ancient race of $planet5race. The natives are few in numbers and most of the terrain remains wild and uncharted. <<if $planet5terrain=='desert'>>The endless sandy deserts and sandstone plateaus<<elseif $planet5terrain=='rocky'>>The rugged, rocky highlands and valleys<<elseif $planet5terrain=='crystal'>>The strange crystal forests and plains<<elseif $planet5terrain=='jungle'>>The alien jungles, teeming with wildlife<<elseif $planet5terrain=='volcanic'>>The basalt plains and valleys of solidified lava<<elseif $planet5terrain=='icy'>>The frozen tundra and icy wastes<<else>>The countless islands<</if>>, full of danger and adventure, are waiting to be explored.
<<if $renown>=10>>\
You're famous and many locals hold you in high respect, showing you their friendship!
<<if$playerhp<$playermaxhp>><<set $playerhp to $playermaxhp>>\
When you arrive and they notice you're wounded, they immediately fetch a doctor who heals you.
Your HP was restored!
<</if>>\
<<if $renown>=10 && $shiphp<$shipmaxhp>><<set $shiphp to $shipmaxhp>>\
When the locals notice your ship is damaged, they immediately fetch a mechanic, who repairs it.
Your ship's HP was restored!
<</if>><</if>>\
[[Look for adventure|planet5quest]]
[[Explore the wilderness|planet5explore]]
<<if $planet5storylearned>>\
<<else>><<if $charisma>>\
[[(Charisma) Talk to the natives and record their stories|planet5story]]
<<else>><</if>><</if>>\
<<if $planet5type=='wild1'>>\
[[Visit the market|wild1market]]
<<elseif $planet5type == 'wild2'>>\
[[Visit the market|wild2market]]
<<elseif $planet5type == 'wild3'>>\
[[Visit the market|wild3market]]
<<elseif $planet5type == 'wild4'>>\
[[Visit the market|wild4market]]
<<elseif $planet5type == 'wild5'>>\
[[Visit the market|wild5market]]
<<else>>\
[[Visit the market|wild6market]]
<</if>><<if $artefactplace=='planet5' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet5discovered to true>><<set $randomenemy to random(1,5)>>\
<span class = 'biggish'><center>$planet5name</center></span>
$planet5name is a dangerous $planet5terrain world, where the native $planet5race <<if $planet5type == 'war1' && $war1done>> used to wage wars against raiding pirates. Since you have defeated the pirate captain, times are more peaceful, but remnants of the pirate clan still cause trouble from time to time.<<elseif $planet5type == 'war2' && $war2done>> used to wage wars against vicious beasts. Since you have defeated the beastmaster controlling these creatures, times are more peaceful, but lone beasts still cause trouble from time to time.<<elseif $planet5type == 'war3' && $war3done>> used to wage wars against an alien warlord and his ruthless army. Since you have defeated the warlord in single combat, times are more peaceful, but remnants of the alien army still cause trouble from time to time.<<elseif $planet5type == 'war1'>> wage endless wars against raiding pirates, who established their base <<if $planet5terrain=='desert'>>in the windswept desert<<elseif $planet5terrain=='rocky'>>in the rocky mountains<<elseif $planet5terrain=='crystal'>>in the deep crystal caves<<elseif $planet5terrain=='jungle'>>in the deepest jungles<<elseif $planet5terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet5terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<<elseif $planet5type == 'war2'>> wage endless wars against cruel and wild beasts that live <<if $planet5terrain=='desert'>>in the windswept desert<<elseif $planet5terrain=='rocky'>>in the rocky mountains<<elseif $planet5terrain=='crystal'>>in the deep crystal caves<<elseif $planet5terrain=='jungle'>>in the deepest jungles<<elseif $planet5terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet5terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<<elseif $planet5type == 'war3'>> wage endless wars against soldiers of an alien warlord who strike from their base <<if $planet5terrain=='desert'>>in the windswept desert<<elseif $planet5terrain=='rocky'>>in the rocky mountains<<elseif $planet5terrain=='crystal'>>in the deep crystal caves<<elseif $planet5terrain=='jungle'>>in the deepest jungles<<elseif $planet5terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet5terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<</if>>
<<if $planet5type == 'war1'>>\
<<if $war1done>>\
[[Fight off the pirate troublemakers|piratesafterfight]]
<<else>>\
[[Fight the pirates in their base|war1redirect]]
<</if>>\
<<elseif $planet5type == 'war2'>>\
<<if $war2done>>\
[[Fight off the troublesome beasts|beastsafterfight]]
<<else>>\
[[Explore the area the beasts come from|war2redirect]]
<</if>>\
<<elseif $planet5type == 'war3'>>\
<<if $war3done>>\
[[Fight off the alien troublemakers|aliensafterfight]]
<<else>>\
[[Attack the invaders in their HQ|war3redirect]]
<</if>>\
<<else>>\<</if>>\
<<if $artefactplace=='planet5' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet6discovered to true>>\
<span class = 'biggish'><center>$planet6name</center></span>
$planet6name is a civilised world with bustling metropolises and busy spaceports, <<if $planet6terrain=='desert'>>built in irrigated oases of green on the otherwise barren and desert surface.<<elseif $planet6terrain=='rocky'>>built on top of soaring mountains and rocky plateaus.<<elseif $planet6terrain=='crystal'>>where beautiful, intricate buildings are sculpted out of glowing crystals.<<elseif $planet1terrain=='jungle'>>surrounded by ancient jungle that is no less teeming with life, plant and animal.<<elseif $planet6terrain=='volcanic'>>which sprawl across grey plains of ash and are shielded from elements by obsidian walls.<<elseif $planet6terrain=='icy'>>protected from the harsh climate by forcefield domes that keep the icy winds outside.<<else>>built on natural islands or on giant floating platforms that travel from place to place.<</if>> Trade and culture flourish on the planet, which is inhabited by a race of $planet6race.
<<if $planet6type == 'civilised1'>>$planet6name is also home to the Galactic Geographic Society, which gathers knowledge about different planets and their inhabitants.
<<elseif $planet6type == 'civilised2'>>$planet6name is also home to the most important orbital shipyards in the Galaxy.
<<elseif $planet6type == 'civilised3'>>$planet6name is also home to a bionic centre where experimental therapies are being developed. There are also rumours about an underground black market, where all sorts of illegal goods can be sold... <<if $gameobjective == 'tyrant'||$gameobjective=='slavers'>>Last but not least, a famous mercenary guild has its headquarters on $planet6name.<</if>>
<<else>>\<</if>>
<<if $notenoughmoney>><<set $notenoughmoney to false>>\
You don't have enough credits!
<<else>><</if>>\
[[Visit the general market|generalmarket]]
<<if $playerhp < $playermaxhp>>\
<<if $credits >=30>>\
[[Visit the hospital to restore your HP for 30 credits|planet6civilised][$playerhp to $playermaxhp; $credits-=30]]
<<else>>\
[[Visit the hospital to restore your HP for 30 credits|planet6civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $shiphp < $shipmaxhp>>\
<<if $credits >=50>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet6civilised][$shiphp to $shipmaxhp; $credits-=50]]
<<else>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet6civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $planet6type == 'civilised1'>>\
[[Visit the wholesale market|wholesalemarket1]]
[[Visit the Galactic Geographic Society|galgeo]]
<<if $mine1remainsexamined && $mine1medalionnotreturned>>\
[['Return the medallion of ' + $mine1remainsname + ' the explorer to the family'->remains1return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint1]]
<</if>>\
<</if>>\
<<if $planet6type == 'civilised2'>>\
[[Visit the wholesale market|wholesalemarket2]]
[[Visit the shipyards|shipyards]]
<<if $mine2remainsexamined && $mine2diarynotreturned>>\
[['Return the diary of ' + $mine2remainsname + ' the prospector to the family'->remains2return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint2]]
<</if>>\
<<if $gameobjective=='slavers'>>\
[[Visit the scientist working on the distortion field suppression device|scientist]]
<</if>>\
<</if>>\
<<if $planet6type == 'civilised3'>>\
[[Visit the wholesale market|wholesalemarket3]]
[[Visit the bionics centre|bionics]]
[[Visit the black market|blackmarket]]
<<if $dungeon2remainsexamined && $dungeon2locketnotreturned>>\
[['Return the locket of ' + $dungeon2remainsname + ' to the family'->remains3return][$renown+=1]]
<</if>>\
<<if $gameobjective == 'tyrant'>>\
[[Visit the mercenary guild|mercenaryguild]]
<</if>>\
<<if $gameobjective == 'slavers'>>\
[[Visit the mercenary guild|mercenaryguildslavers]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint3]]
<</if>>\<</if>>\
<<if $artefactplace=='planet6' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet6discovered to true>>\
<span class = 'biggish'><center>$planet6name</center></span>
<<if $tyrantworld=='planet6'>>\
$planet6name is a resource rich $planet6terrain world with numerous mines. It is ruled by the evil tyrant $tyrantname $tyrantnickname, who enslaved most of the populace, including your family, and forces them to work in the mines.
$tyrantname $tyrantnickname rules the planet from a grim fortress, guarded by a well-trained army.
Most of the mines on the planet are controlled by the tyrant's forces, apart from one old, abandoned mine in the wilderness. You can explore the abandoned mine to see if there are any star crystals left there.
<<else>>\
$planet6name is a half-forgotten $planet6terrain world that once used to be resource-rich, but has been almost completely exploited. There are no permanent settlements on the planet, but adventurers visit it sometimes, their curiosity piqued by rumours of mines with surviving star crystal deposits, hidden in the <<if $planet6terrain=='desert'>>unwelcoming dune seas.<<elseif $planet6terrain=='rocky'>>rugged, rocky hills.<<elseif $planet6terrain=='crystal'>>valleys of glowing stones.<<elseif $planet6terrain=='jungle'>>deepest, darkest jungles.<<elseif $planet6terrain=='volcanic'>>ash-covered volcanic mountain ranges.<<elseif $planet6terrain=='icy'>>mighty glaciers.<<else>>dark sea caves.<</if>>
<</if>>\
<<if $planet6type=='resource1'>>\
[[Explore the mines|mine1level1]]
<<elseif $planet6type=='resource2'>>\
[[Explore the mines|mine2level1]]
<<elseif $planet6type=='resource3'>>\
[[Explore the mines|mine3level1]]
<<else>>\
[[Explore the mines|mine4level1]]
<</if>>\
<<if $tyrantworld=='planet6'>>\
[[Try to find a way of defeating the tyrant|tyrantfortress]]
<</if>>\
<<if $artefactplace=='planet6' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet6discovered to true>>\
<span class = 'biggish'><center>$planet6name</center></span>
$planet6name is inhabited by a race of $planet6race living in small, isolated settlements. This $planet6terrain planet was settled quite recently and is still being colonised. Worlds like this are often rife with adventure; danger lurks <<if $planet6terrain=='desert'>>on the sun-bleached sands,<<elseif $planet6terrain=='rocky'>>in the rocky mountains and valleys,<<elseif $planet6terrain=='crystal'>>in the crystal caves and mountains,<<elseif $planet6terrain=='jungle'>>in the strange, alien jungles,<<elseif $planet6terrain=='volcanic'>>on the volcanic plains and ridges,<<elseif $planet6terrain=='icy'>>in the frozen wastes,<<else>>on the many uncharted islands,<</if>> but where danger is, there may be treasure.
<<if $renown>=10>>\
You're famous and many locals hold you in high respect, showing you their friendship!
<<if$playerhp<$playermaxhp>><<set $playerhp to $playermaxhp>>\
When you arrive and they notice you're wounded, they immediately fetch a doctor who heals you.
Your HP was restored!
<</if>>\
<<if $renown>=10 && $shiphp<$shipmaxhp>><<set $shiphp to $shipmaxhp>>\
When the locals notice your ship is damaged, they immediately fetch a mechanic, who repairs it.
Your ship's HP was restored!
<</if>><</if>>\
[[Look for adventure|planet6quest]]
[[Explore the wilderness|planet6explore]]
<<if $planet6storylearned>>\
<<else>><<if $charisma>>\
[[(Charisma) Talk to the natives and record their stories|planet6story]]
<<else>><</if>><</if>>\
<<if $planet6type=='wild1'>>\
[[Visit the market|wild1market]]
<<elseif $planet6type == 'wild2'>>\
[[Visit the market|wild2market]]
<<elseif $planet6type == 'wild3'>>\
[[Visit the market|wild3market]]
<<elseif $planet6type == 'wild4'>>\
[[Visit the market|wild4market]]
<<elseif $planet6type == 'wild5'>>\
[[Visit the market|wild5market]]
<<else>>\
[[Visit the market|wild6market]]
<</if>><<if $artefactplace=='planet6' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet6discovered to true>><<set $randomenemy to random(1,5)>>\
<span class = 'biggish'><center>$planet6name</center></span>
$planet6name is a world torn by conflict. The native $planet6race, living <<if $planet6terrain=='desert'>>in the few hospitable oases,<<elseif $planet6terrain=='rocky'>>in fortified mountain villages,<<elseif $planet6terrain=='crystal'>>in giant hollow crystals,<<elseif $planet6terrain=='jungle'>>in the untamed jungles,<<elseif $planet6terrain=='volcanic'>>in villages built on basalt plains,<<elseif $planet6terrain=='icy'>>in ice grottoes and tiny villages of snow huts,<<else>>on islands and on giant houseboats,<</if>> <<if $planet6type == 'war1'>><<if $war1done>> used to be harassed by bloodthirsty pirates. Since you have defeated the pirate captain, times are more peaceful, but remnants of the pirate clan still cause trouble from time to time.<<else>> are harassed by raiding pirates, who established their base on this $planet6terrain world.<</if>><<elseif $planet6type == 'war2'>><<if $war2done>> used to be harassed by wild and vicious beasts. Since you have defeated the beastmaster controlling these creatures, times are more peaceful, but lone beasts still cause trouble from time to time.<<else>> are harassed by bloodthirsty beasts, whose relentless attacks suggest a level of intelligence.<</if>><<elseif $planet6type == 'war3'>><<if $war3done>> were harassed by an alien warlord and his ruthless army. Since you have defeated the warlord in single combat, times are more peaceful, but remnants of the alien army still cause trouble from time to time.<<else>> are harassed by the conquering army of a ruthless alien warlord.<</if>><</if>>
<<if $planet6type == 'war1'>>\
<<if $war1done>>\
[[Fight off the pirate troublemakers|piratesafterfight]]
<<else>>\
[[Fight the pirates in their base|war1redirect]]
<</if>>\
<<elseif $planet6type == 'war2'>>\
<<if $war2done>>\
[[Fight off the troublesome beasts|beastsafterfight]]
<<else>>\
[[Explore the area the beasts come from|war2redirect]]
<</if>>\
<<elseif $planet6type == 'war3'>>\
<<if $war3done>>\
[[Fight off the alien troublemakers|aliensafterfight]]
<<else>>\
[[Attack the invaders in their HQ|war3redirect]]
<</if>>\
<<else>>\<</if>>\
<<if $artefactplace=='planet6' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet7discovered to true>>\
<span class = 'biggish'><center>$planet7name</center></span>
$planet7name is an important trade world, home to a race of $planet7race, who build their towns and cities <<if $planet7terrain=='desert'>>in the irrigated oases of green on the otherwise desert and barren surface.<<elseif $planet7terrain=='rocky'>>on top of soaring mountains and rocky plateaus.<<elseif $planet7terrain=='crystal'>>out of glowing crystals, which they sculpt into beautiful and intricate shapes.<<elseif $planet7terrain=='jungle'>>on giant home-trees and on clearings surrounded by the sprawling jungle.<<elseif $planet7terrain=='volcanic'>>on grey plains of ash and surround them with obsidian walls to shield them from the elements.<<elseif $planet7terrain=='icy'>>on icy plains, under forcefield domes that keep the harsh elements outside.<<else>>on natural islands or on giant floating platforms that travel from place to place.<</if>>
<<if $planet7type == 'civilised1'>>$planet7name is also home to the Galactic Geographic Society, which gathers knowledge about different planets and their inhabitants.
<<elseif $planet7type == 'civilised2'>>$planet7name is also home to the most important orbital shipyards in the Galaxy.
<<elseif $planet7type == 'civilised3'>>$planet7name is also home to a bionic centre where experimental therapies are being developed. There are also rumours about an underground black market, where all sorts of illegal goods can be sold... <<if $gameobjective == 'tyrant'||$gameobjective=='slavers'>>Last but not least, a famous mercenary guild has its headquarters on $planet7name.<</if>>
<<else>>\<</if>>
<<if $notenoughmoney>><<set $notenoughmoney to false>>\
You don't have enough credits!
<<else>><</if>>\
[[Visit the general market|generalmarket]]
<<if $playerhp < $playermaxhp>>\
<<if $credits >=30>>\
[[Visit the hospital to restore your HP for 30 credits|planet7civilised][$playerhp to $playermaxhp; $credits-=30]]
<<else>>\
[[Visit the hospital to restore your HP for 30 credits|planet7civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $shiphp < $shipmaxhp>>\
<<if $credits >=50>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet7civilised][$shiphp to $shipmaxhp; $credits-=50]]
<<else>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet7civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $planet7type == 'civilised1'>>\
[[Visit the wholesale market|wholesalemarket1]]
[[Visit the Galactic Geographic Society|galgeo]]
<<if $mine1remainsexamined && $mine1medalionnotreturned>>\
[['Return the medallion of ' + $mine1remainsname + ' the explorer to the family'->remains1return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint1]]
<</if>>\
<</if>>\
<<if $planet7type == 'civilised2'>>\
[[Visit the wholesale market|wholesalemarket2]]
[[Visit the shipyards|shipyards]]
<<if $mine2remainsexamined && $mine2diarynotreturned>>\
[['Return the diary of ' + $mine2remainsname + ' the prospector to the family'->remains2return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint2]]
<</if>>\
<<if $gameobjective=='slavers'>>\
[[Visit the scientist working on the distortion field suppression device|scientist]]
<</if>>\
<</if>>\
<<if $planet7type == 'civilised3'>>\
[[Visit the wholesale market|wholesalemarket3]]
[[Visit the bionics centre|bionics]]
[[Visit the black market|blackmarket]]
<<if $dungeon2remainsexamined && $dungeon2locketnotreturned>>\
[['Return the locket of ' + $dungeon2remainsname + ' to the family'->remains3return][$renown+=1]]
<</if>>\
<<if $gameobjective == 'tyrant'>>\
[[Visit the mercenary guild|mercenaryguild]]
<</if>>\
<<if $gameobjective == 'slavers'>>\
[[Visit the mercenary guild|mercenaryguildslavers]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint3]]
<</if>>\<</if>>\
<<if $artefactplace=='planet7' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet7discovered to true>>\
<span class = 'biggish'><center>$planet7name</center></span>
<<if $tyrantworld=='planet7'>>\
$planet7name is a resource rich $planet7terrain world with numerous mines. It is ruled by the evil tyrant $tyrantname $tyrantnickname, who enslaved most of the populace, including your family, and forces them to work in the mines.
$tyrantname $tyrantnickname rules the planet from a grim fortress, guarded by a well-trained army.
Most of the mines on the planet are controlled by the tyrant's forces, apart from one old, abandoned mine in the wilderness. You can explore the abandoned mine to see if there are any star crystals left there.
<<else>>\
$planet7name is a relatively unexplored $planet7terrain world. There are rumours about star crystal deposits hidden beneath its surface, but only a couple of mining operations were ever started here, and they were quickly abandoned. Still, there might be deposits somewhere <<if $planet7terrain=='desert'>>in the unwelcoming dune seas.<<elseif $planet7terrain=='rocky'>>among the rugged, rocky hills.<<elseif $planet7terrain=='crystal'>>in the valleys of glowing stones.<<elseif $planet7terrain=='jungle'>>in the deepest, darkest jungles.<<elseif $planet7terrain=='volcanic'>>in the ash-covered volcanic mountain ranges.<<elseif $planet7terrain=='icy'>>beneath the mighty glaciers.<<else>>in the dark sea caves.<</if>>
<</if>>\
<<if $planet7type=='resource1'>>\
[[Explore the mines|mine1level1]]
<<elseif $planet7type=='resource2'>>\
[[Explore the mines|mine2level1]]
<<elseif $planet7type=='resource3'>>\
[[Explore the mines|mine3level1]]
<<else>>\
[[Explore the mines|mine4level1]]
<</if>>\
<<if $tyrantworld=='planet7'>>\
[[Try to find a way of defeating the tyrant|tyrantfortress]]
<</if>>\
<<if $artefactplace=='planet7' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet7discovered to true>>\
<span class = 'biggish'><center>$planet7name</center></span>
This $planet7terrain world is settled by an ancient race of $planet7race. The natives are few in numbers and most of the terrain remains wild and uncharted. <<if $planet7terrain=='desert'>>The endless sandy deserts and sandstone plateaus<<elseif $planet7terrain=='rocky'>>The rugged, rocky highlands and valleys<<elseif $planet7terrain=='crystal'>>The strange crystal forests and plains<<elseif $planet7terrain=='jungle'>>The alien jungles, teeming with wildlife<<elseif $planet7terrain=='volcanic'>>The basalt plains and valleys of solidified lava<<elseif $planet7terrain=='icy'>>The frozen tundra and icy wastes<<else>>The countless islands<</if>>, full of danger and adventure, are waiting to be explored.
<<if $renown>=10>>\
You're famous and many locals hold you in high respect, showing you their friendship!
<<if$playerhp<$playermaxhp>><<set $playerhp to $playermaxhp>>\
When you arrive and they notice you're wounded, they immediately fetch a doctor who heals you.
Your HP was restored!
<</if>>\
<<if $renown>=10 && $shiphp<$shipmaxhp>><<set $shiphp to $shipmaxhp>>\
When the locals notice your ship is damaged, they immediately fetch a mechanic, who repairs it.
Your ship's HP was restored!
<</if>><</if>>\
[[Look for adventure|planet7quest]]
[[Explore the wilderness|planet7explore]]
<<if $planet7storylearned>>\
<<else>><<if $charisma>>\
[[(Charisma) Talk to the natives and record their stories|planet7story]]
<<else>><</if>><</if>>\
<<if $planet7type=='wild1'>>\
[[Visit the market|wild1market]]
<<elseif $planet7type == 'wild2'>>\
[[Visit the market|wild2market]]
<<elseif $planet7type == 'wild3'>>\
[[Visit the market|wild3market]]
<<elseif $planet7type == 'wild4'>>\
[[Visit the market|wild4market]]
<<elseif $planet7type == 'wild5'>>\
[[Visit the market|wild5market]]
<<else>>\
[[Visit the market|wild6market]]
<</if>><<if $artefactplace=='planet7' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet7discovered to true>><<set $randomenemy to random(1,5)>>\
<span class = 'biggish'><center>$planet7name</center></span>
$planet7name is a dangerous $planet7terrain world, where the native $planet7race <<if $planet7type == 'war1' && $war1done>> used to wage wars against raiding pirates. Since you have defeated the pirate captain, times are more peaceful, but remnants of the pirate clan still cause trouble from time to time.<<elseif $planet7type == 'war2' && $war2done>> used to wage wars against vicious beasts. Since you have defeated the beastmaster controlling these creatures, times are more peaceful, but lone beasts still cause trouble from time to time.<<elseif $planet7type == 'war3' && $war3done>> used to wage wars against an alien warlord and his ruthless army. Since you have defeated the warlord in single combat, times are more peaceful, but remnants of the alien army still cause trouble from time to time.<<elseif $planet7type == 'war1'>> wage endless wars against raiding pirates, who established their base <<if $planet7terrain=='desert'>>in the windswept desert<<elseif $planet7terrain=='rocky'>>in the rocky mountains<<elseif $planet7terrain=='crystal'>>in the deep crystal caves<<elseif $planet7terrain=='jungle'>>in the deepest jungles<<elseif $planet7terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet7terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<<elseif $planet7type == 'war2'>> wage endless wars against cruel and wild beasts that live <<if $planet7terrain=='desert'>>in the windswept desert<<elseif $planet7terrain=='rocky'>>in the rocky mountains<<elseif $planet7terrain=='crystal'>>in the deep crystal caves<<elseif $planet7terrain=='jungle'>>in the deepest jungles<<elseif $planet7terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet7terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<<elseif $planet7type == 'war3'>> wage endless wars against soldiers of an alien warlord who strike from their base <<if $planet7terrain=='desert'>>in the windswept desert<<elseif $planet7terrain=='rocky'>>in the rocky mountains<<elseif $planet7terrain=='crystal'>>in the deep crystal caves<<elseif $planet7terrain=='jungle'>>in the deepest jungles<<elseif $planet7terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet7terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<</if>>
<<if $planet7type == 'war1'>>\
<<if $war1done>>\
[[Fight off the pirate troublemakers|piratesafterfight]]
<<else>>\
[[Fight the pirates in their base|war1redirect]]
<</if>>\
<<elseif $planet7type == 'war2'>>\
<<if $war2done>>\
[[Fight off the troublesome beasts|beastsafterfight]]
<<else>>\
[[Explore the area the beasts come from|war2redirect]]
<</if>>\
<<elseif $planet7type == 'war3'>>\
<<if $war3done>>\
[[Fight off the alien troublemakers|aliensafterfight]]
<<else>>\
[[Attack the invaders in their HQ|war3redirect]]
<</if>>\
<<else>>\<</if>>\
<<if $artefactplace=='planet7' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet8discovered to true>>\
<span class = 'biggish'><center>$planet8name</center></span>
$planet8name is a civilised world with bustling metropolises and busy spaceports, <<if $planet8terrain=='desert'>>built in irrigated oases of green on the otherwise barren and desert surface.<<elseif $planet8terrain=='rocky'>>built on top of soaring mountains and rocky plateaus.<<elseif $planet8terrain=='crystal'>>where beautiful, intricate buildings are sculpted out of glowing crystals.<<elseif $planet8terrain=='jungle'>>surrounded by ancient jungle that is no less teeming with life, plant and animal.<<elseif $planet8terrain=='volcanic'>>which sprawl across grey plains of ash and are shielded from elements by obsidian walls.<<elseif $planet8terrain=='icy'>>protected from the harsh climate by forcefield domes that keep the icy winds outside.<<else>>built on natural islands or on giant floating platforms that travel from place to place.<</if>> Trade and culture flourish on the planet, which is inhabited by a race of $planet8race.
<<if $planet8type == 'civilised1'>>$planet8name is also home to the Galactic Geographic Society, which gathers knowledge about different planets and their inhabitants.
<<elseif $planet8type == 'civilised2'>>$planet8name is also home to the most important orbital shipyards in the Galaxy.
<<elseif $planet8type == 'civilised3'>>$planet8name is also home to a bionic centre where experimental therapies are being developed. There are also rumours about an underground black market, where all sorts of illegal goods can be sold... <<if $gameobjective == 'tyrant'||$gameobjective=='slavers'>>Last but not least, a famous mercenary guild has its headquarters on $planet8name.<</if>>
<<else>>\<</if>>
<<if $notenoughmoney>><<set $notenoughmoney to false>>\
You don't have enough credits!
<<else>><</if>>\
[[Visit the general market|generalmarket]]
<<if $playerhp < $playermaxhp>>\
<<if $credits >=30>>\
[[Visit the hospital to restore your HP for 30 credits|planet8civilised][$playerhp to $playermaxhp; $credits-=30]]
<<else>>\
[[Visit the hospital to restore your HP for 30 credits|planet8civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $shiphp < $shipmaxhp>>\
<<if $credits >=50>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet8civilised][$shiphp to $shipmaxhp; $credits-=50]]
<<else>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet8civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $planet8type == 'civilised1'>>\
[[Visit the wholesale market|wholesalemarket1]]
[[Visit the Galactic Geographic Society|galgeo]]
<<if $mine1remainsexamined && $mine1medalionnotreturned>>\
[['Return the medallion of ' + $mine1remainsname + ' the explorer to the family'->remains1return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint1]]
<</if>>\
<</if>>\
<<if $planet8type == 'civilised2'>>\
[[Visit the wholesale market|wholesalemarket2]]
[[Visit the shipyards|shipyards]]
<<if $mine2remainsexamined && $mine2diarynotreturned>>\
[['Return the diary of ' + $mine2remainsname + ' the prospector to the family'->remains2return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint2]]
<</if>>\
<<if $gameobjective=='slavers'>>\
[[Visit the scientist working on the distortion field suppression device|scientist]]
<</if>>\
<</if>>\
<<if $planet8type == 'civilised3'>>\
[[Visit the wholesale market|wholesalemarket3]]
[[Visit the bionics centre|bionics]]
[[Visit the black market|blackmarket]]
<<if $dungeon2remainsexamined && $dungeon2locketnotreturned>>\
[['Return the locket of ' + $dungeon2remainsname + ' to the family'->remains3return][$renown+=1]]
<</if>>\
<<if $gameobjective == 'tyrant'>>\
[[Visit the mercenary guild|mercenaryguild]]
<</if>>\
<<if $gameobjective == 'slavers'>>\
[[Visit the mercenary guild|mercenaryguildslavers]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint3]]
<</if>>\<</if>>\
<<if $artefactplace=='planet8' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet8discovered to true>>\
<span class = 'biggish'><center>$planet8name</center></span>
<<if $tyrantworld=='planet8'>>\
$planet8name is a resource rich $planet8terrain world with numerous mines. It is ruled by the evil tyrant $tyrantname $tyrantnickname, who enslaved most of the populace, including your family, and forces them to work in the mines.
$tyrantname $tyrantnickname rules the planet from a grim fortress, guarded by a well-trained army.
Most of the mines on the planet are controlled by the tyrant's forces, apart from one old, abandoned mine in the wilderness. You can explore the abandoned mine to see if there are any star crystals left there.
<<else>>\
$planet8name is a half-forgotten $planet8terrain world that once used to be resource-rich, but has been almost completely exploited. There are no permanent settlements on the planet, but adventurers visit it sometimes, their curiosity piqued by rumours of mines with surviving star crystal deposits, hidden in the <<if $planet8terrain=='desert'>>unwelcoming dune seas.<<elseif $planet8terrain=='rocky'>>rugged, rocky hills.<<elseif $planet8terrain=='crystal'>>valleys of glowing stones.<<elseif $planet8terrain=='jungle'>>deepest, darkest jungles.<<elseif $planet8terrain=='volcanic'>>ash-covered volcanic mountain ranges.<<elseif $planet8terrain=='icy'>>mighty glaciers.<<else>>dark sea caves.<</if>>
<</if>>\
<<if $planet8type=='resource1'>>\
[[Explore the mines|mine1level1]]
<<elseif $planet8type=='resource2'>>\
[[Explore the mines|mine2level1]]
<<elseif $planet8type=='resource3'>>\
[[Explore the mines|mine3level1]]
<<else>>\
[[Explore the mines|mine4level1]]
<</if>>\
<<if $tyrantworld=='planet8'>>\
[[Try to find a way of defeating the tyrant|tyrantfortress]]
<</if>>\
<<if $artefactplace=='planet8' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet8discovered to true>>\
<span class = 'biggish'><center>$planet8name</center></span>
$planet8name is inhabited by a race of $planet8race living in small, isolated settlements. This $planet8terrain planet was settled quite recently and is still being colonised. Worlds like this are often rife with adventure; danger lurks <<if $planet8terrain=='desert'>>on the sun-bleached sands,<<elseif $planet8terrain=='rocky'>>in the rocky mountains and valleys,<<elseif $planet8terrain=='crystal'>>in the crystal caves and mountains,<<elseif $planet8terrain=='jungle'>>in the strange, alien jungles,<<elseif $planet8terrain=='volcanic'>>on the volcanic plains and ridges,<<elseif $planet8terrain=='icy'>>in the frozen wastes,<<else>>on the many uncharted islands,<</if>> but where danger is, there may be treasure.
<<if $renown>=10>>\
You're famous and many locals hold you in high respect, showing you their friendship!
<<if$playerhp<$playermaxhp>><<set $playerhp to $playermaxhp>>\
When you arrive and they notice you're wounded, they immediately fetch a doctor who heals you.
Your HP was restored!
<</if>>\
<<if $renown>=10 && $shiphp<$shipmaxhp>><<set $shiphp to $shipmaxhp>>\
When the locals notice your ship is damaged, they immediately fetch a mechanic, who repairs it.
Your ship's HP was restored!
<</if>><</if>>\
[[Look for adventure|planet8quest]]
[[Explore the wilderness|planet8explore]]
<<if $planet8storylearned>>\
<<else>><<if $charisma>>\
[[(Charisma) Talk to the natives and record their stories|planet8story]]
<<else>><</if>><</if>>\
<<if $planet8type=='wild1'>>\
[[Visit the market|wild1market]]
<<elseif $planet8type == 'wild2'>>\
[[Visit the market|wild2market]]
<<elseif $planet8type == 'wild3'>>\
[[Visit the market|wild3market]]
<<elseif $planet8type == 'wild4'>>\
[[Visit the market|wild4market]]
<<elseif $planet8type == 'wild5'>>\
[[Visit the market|wild5market]]
<<else>>\
[[Visit the market|wild6market]]
<</if>><<if $artefactplace=='planet8' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet8discovered to true>><<set $randomenemy to random(1,5)>>\
<span class = 'biggish'><center>$planet8name</center></span>
$planet8name is a world torn by conflict. The native $planet8race, living <<if $planet8terrain=='desert'>>in the few hospitable oases,<<elseif $planet8terrain=='rocky'>>in fortified mountain villages,<<elseif $planet8terrain=='crystal'>>in giant hollow crystals,<<elseif $planet8terrain=='jungle'>>in the untamed jungles,<<elseif $planet8terrain=='volcanic'>>in villages built on basalt plains,<<elseif $planet8terrain=='icy'>>in ice grottoes and tiny villages of snow huts,<<else>>on islands and on giant houseboats,<</if>> <<if $planet8type == 'war1'>><<if $war1done>> used to be harassed by bloodthirsty pirates. Since you have defeated the pirate captain, times are more peaceful, but remnants of the pirate clan still cause trouble from time to time.<<else>> are harassed by raiding pirates, who established their base on this $planet8terrain world.<</if>><<elseif $planet8type == 'war2'>><<if $war2done>> used to be harassed by wild and vicious beasts. Since you have defeated the beastmaster controlling these creatures, times are more peaceful, but lone beasts still cause trouble from time to time.<<else>> are harassed by bloodthirsty beasts, whose relentless attacks suggest a level of intelligence.<</if>><<elseif $planet8type == 'war3'>><<if $war3done>> were harassed by an alien warlord and his ruthless army. Since you have defeated the warlord in single combat, times are more peaceful, but remnants of the alien army still cause trouble from time to time.<<else>> are harassed by the conquering army of a ruthless alien warlord.<</if>><</if>>
<<if $planet8type == 'war1'>>\
<<if $war1done>>\
[[Fight off the pirate troublemakers|piratesafterfight]]
<<else>>\
[[Fight the pirates in their base|war1redirect]]
<</if>>\
<<elseif $planet8type == 'war2'>>\
<<if $war2done>>\
[[Fight off the troublesome beasts|beastsafterfight]]
<<else>>\
[[Explore the area the beasts come from|war2redirect]]
<</if>>\
<<elseif $planet8type == 'war3'>>\
<<if $war3done>>\
[[Fight off the alien troublemakers|aliensafterfight]]
<<else>>\
[[Attack the invaders in their HQ|war3redirect]]
<</if>>\
<<else>>\<</if>>\
<<if $artefactplace=='planet8' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet9discovered to true>>\
<span class = 'biggish'><center>$planet9name</center></span>
$planet9name is a civilised world with bustling metropolises and busy spaceports, <<if $planet9terrain=='desert'>>built in irrigated oases of green on the otherwise barren and desert surface.<<elseif $planet9terrain=='rocky'>>built on top of soaring mountains and rocky plateaus.<<elseif $planet9terrain=='crystal'>>where beautiful, intricate buildings are sculpted out of glowing crystals.<<elseif $planet9terrain=='jungle'>>surrounded by ancient jungle that is no less teeming with life, plant and animal.<<elseif $planet9terrain=='volcanic'>>which sprawl across grey plains of ash and are shielded from elements by obsidian walls.<<elseif $planet9terrain=='icy'>>protected from the harsh climate by forcefield domes that keep the icy winds outside.<<else>>built on natural islands or on giant floating platforms that travel from place to place.<</if>> Trade and culture flourish on the planet, which is inhabited by a race of $planet9race.
<<if $planet9type == 'civilised1'>>$planet9name is also home to the Galactic Geographic Society, which gathers knowledge about different planets and their inhabitants.
<<elseif $planet9type == 'civilised2'>>$planet9name is also home to the most important orbital shipyards in the Galaxy.
<<elseif $planet9type == 'civilised3'>>$planet9name is also home to a bionic centre where experimental therapies are being developed. There are also rumours about an underground black market, where all sorts of illegal goods can be sold... <<if $gameobjective == 'tyrant'||$gameobjective=='slavers'>>Last but not least, a famous mercenary guild has its headquarters on $planet9name.<</if>>
<<else>>\<</if>>
<<if $notenoughmoney>><<set $notenoughmoney to false>>\
You don't have enough credits!
<<else>><</if>>\
[[Visit the general market|generalmarket]]
<<if $playerhp < $playermaxhp>>\
<<if $credits >=30>>\
[[Visit the hospital to restore your HP for 30 credits|planet9civilised][$playerhp to $playermaxhp; $credits-=30]]
<<else>>\
[[Visit the hospital to restore your HP for 30 credits|planet9civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $shiphp < $shipmaxhp>>\
<<if $credits >=50>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet9civilised][$shiphp to $shipmaxhp; $credits-=50]]
<<else>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet9civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $planet9type == 'civilised1'>>\
[[Visit the wholesale market|wholesalemarket1]]
[[Visit the Galactic Geographic Society|galgeo]]
<<if $mine1remainsexamined && $mine1medalionnotreturned>>\
[['Return the medallion of ' + $mine1remainsname + ' the explorer to the family'->remains1return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint1]]
<</if>>\
<</if>>\
<<if $planet9type == 'civilised2'>>\
[[Visit the wholesale market|wholesalemarket2]]
[[Visit the shipyards|shipyards]]
<<if $mine2remainsexamined && $mine2diarynotreturned>>\
[['Return the diary of ' + $mine2remainsname + ' the prospector to the family'->remains2return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint2]]
<</if>>\
<<if $gameobjective=='slavers'>>\
[[Visit the scientist working on the distortion field suppression device|scientist]]
<</if>>\
<</if>>\
<<if $planet9type == 'civilised3'>>\
[[Visit the wholesale market|wholesalemarket3]]
[[Visit the bionics centre|bionics]]
[[Visit the black market|blackmarket]]
<<if $dungeon2remainsexamined && $dungeon2locketnotreturned>>\
[['Return the locket of ' + $dungeon2remainsname + ' to the family'->remains3return][$renown+=1]]
<</if>>\
<<if $gameobjective == 'tyrant'>>\
[[Visit the mercenary guild|mercenaryguild]]
<</if>>\
<<if $gameobjective == 'slavers'>>\
[[Visit the mercenary guild|mercenaryguildslavers]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint3]]
<</if>>\<</if>>\
<<if $artefactplace=='planet9' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet9discovered to true>>\
<span class = 'biggish'><center>$planet9name</center></span>
<<if $tyrantworld=='planet9'>>\
$planet9name is a resource rich $planet9terrain world with numerous mines. It is ruled by the evil tyrant $tyrantname $tyrantnickname, who enslaved most of the populace, including your family, and forces them to work in the mines.
$tyrantname $tyrantnickname rules the planet from a grim fortress, guarded by a well-trained army.
Most of the mines on the planet are controlled by the tyrant's forces, apart from one old, abandoned mine in the wilderness. You can explore the abandoned mine to see if there are any star crystals left there.
<<else>>\
$planet9name is a half-forgotten $planet9terrain world that once used to be resource-rich, but has been almost completely exploited. There are no permanent settlements on the planet, but adventurers visit it sometimes, their curiosity piqued by rumours of mines with surviving star crystal deposits, hidden in the <<if $planet9terrain=='desert'>>unwelcoming dune seas.<<elseif $planet9terrain=='rocky'>>rugged, rocky hills.<<elseif $planet9terrain=='crystal'>>valleys of glowing stones.<<elseif $planet9terrain=='jungle'>>deepest, darkest jungles.<<elseif $planet9terrain=='volcanic'>>ash-covered volcanic mountain ranges.<<elseif $planet9terrain=='icy'>>mighty glaciers.<<else>>dark sea caves.<</if>>
<</if>>\
<<if $planet9type=='resource1'>>\
[[Explore the mines|mine1level1]]
<<elseif $planet9type=='resource2'>>\
[[Explore the mines|mine2level1]]
<<elseif $planet9type=='resource3'>>\
[[Explore the mines|mine3level1]]
<<else>>\
[[Explore the mines|mine4level1]]
<</if>>\
<<if $tyrantworld=='planet9'>>\
[[Try to find a way of defeating the tyrant|tyrantfortress]]
<</if>>\
<<if $artefactplace=='planet9' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet9discovered to true>>\
<span class = 'biggish'><center>$planet9name</center></span>
$planet9name is inhabited by a race of $planet9race living in small, isolated settlements. This $planet9terrain planet was settled quite recently and is still being colonised. Worlds like this are often rife with adventure; danger lurks <<if $planet9terrain=='desert'>>on the sun-bleached sands,<<elseif $planet9terrain=='rocky'>>in the rocky mountains and valleys,<<elseif $planet9terrain=='crystal'>>in the crystal caves and mountains,<<elseif $planet9terrain=='jungle'>>in the strange, alien jungles,<<elseif $planet9terrain=='volcanic'>>on the volcanic plains and ridges,<<elseif $planet9terrain=='icy'>>in the frozen wastes,<<else>>on the many uncharted islands,<</if>> but where danger is, there may be treasure.
<<if $renown>=10>>\
You're famous and many locals hold you in high respect, showing you their friendship!
<<if$playerhp<$playermaxhp>><<set $playerhp to $playermaxhp>>\
When you arrive and they notice you're wounded, they immediately fetch a doctor who heals you.
Your HP was restored!
<</if>>\
<<if $renown>=10 && $shiphp<$shipmaxhp>><<set $shiphp to $shipmaxhp>>\
When the locals notice your ship is damaged, they immediately fetch a mechanic, who repairs it.
Your ship's HP was restored!
<</if>><</if>>\
[[Look for adventure|planet9quest]]
[[Explore the wilderness|planet9explore]]
<<if $planet9storylearned>>\
<<else>><<if $charisma>>\
[[(Charisma) Talk to the natives and record their stories|planet9story]]
<<else>><</if>><</if>>\
<<if $planet9type=='wild1'>>\
[[Visit the market|wild1market]]
<<elseif $planet9type == 'wild2'>>\
[[Visit the market|wild2market]]
<<elseif $planet9type == 'wild3'>>\
[[Visit the market|wild3market]]
<<elseif $planet9type == 'wild4'>>\
[[Visit the market|wild4market]]
<<elseif $planet9type == 'wild5'>>\
[[Visit the market|wild5market]]
<<else>>\
[[Visit the market|wild6market]]
<</if>><<if $artefactplace=='planet9' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet9discovered to true>><<set $randomenemy to random(1,5)>>\
<span class = 'biggish'><center>$planet9name</center></span>
$planet9name is a world torn by conflict. The native $planet9race, living <<if $planet9terrain=='desert'>>in the few hospitable oases,<<elseif $planet9terrain=='rocky'>>in fortified mountain villages,<<elseif $planet9terrain=='crystal'>>in giant hollow crystals,<<elseif $planet9terrain=='jungle'>>in the untamed jungles,<<elseif $planet9terrain=='volcanic'>>in villages built on basalt plains,<<elseif $planet9terrain=='icy'>>in ice grottoes and tiny villages of snow huts,<<else>>on islands and on giant houseboats,<</if>> <<if $planet9type == 'war1'>><<if $war1done>> used to be harassed by bloodthirsty pirates. Since you have defeated the pirate captain, times are more peaceful, but remnants of the pirate clan still cause trouble from time to time.<<else>> are harassed by raiding pirates, who established their base on this $planet9terrain world.<</if>><<elseif $planet9type == 'war2'>><<if $war2done>> used to be harassed by wild and vicious beasts. Since you have defeated the beastmaster controlling these creatures, times are more peaceful, but lone beasts still cause trouble from time to time.<<else>> are harassed by bloodthirsty beasts, whose relentless attacks suggest a level of intelligence.<</if>><<elseif $planet9type == 'war3'>><<if $war3done>> were harassed by an alien warlord and his ruthless army. Since you have defeated the warlord in single combat, times are more peaceful, but remnants of the alien army still cause trouble from time to time.<<else>> are harassed by the conquering army of a ruthless alien warlord.<</if>><</if>>
<<if $planet9type == 'war1'>>\
<<if $war1done>>\
[[Fight off the pirate troublemakers|piratesafterfight]]
<<else>>\
[[Fight the pirates in their base|war1redirect]]
<</if>>\
<<elseif $planet9type == 'war2'>>\
<<if $war2done>>\
[[Fight off the troublesome beasts|beastsafterfight]]
<<else>>\
[[Explore the area the beasts come from|war2redirect]]
<</if>>\
<<elseif $planet9type == 'war3'>>\
<<if $war3done>>\
[[Fight off the alien troublemakers|aliensafterfight]]
<<else>>\
[[Attack the invaders in their HQ|war3redirect]]
<</if>>\
<<else>>\<</if>>\
<<if $artefactplace=='planet9' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet10discovered to true>>\
<span class = 'biggish'><center>$planet10name</center></span>
$planet10name is an important trade world, home to a race of $planet10race, who build their towns and cities <<if $planet10terrain=='desert'>>in the irrigated oases of green on the otherwise desert and barren surface.<<elseif $planet10terrain=='rocky'>>on top of soaring mountains and rocky plateaus.<<elseif $planet10terrain=='crystal'>>out of glowing crystals, which they sculpt into beautiful and intricate shapes.<<elseif $planet10terrain=='jungle'>>on giant home-trees and on clearings surrounded by the sprawling jungle.<<elseif $planet10terrain=='volcanic'>>on grey plains of ash and surround them with obsidian walls to shield them from the elements.<<elseif $planet10terrain=='icy'>>on icy plains, under forcefield domes that keep the harsh elements outside.<<else>>on natural islands or on giant floating platforms that travel from place to place.<</if>>
<<if $planet10type == 'civilised1'>>$planet10name is also home to the Galactic Geographic Society, which gathers knowledge about different planets and their inhabitants.
<<elseif $planet10type == 'civilised2'>>$planet10name is also home to the most important orbital shipyards in the Galaxy.
<<elseif $planet10type == 'civilised3'>>$planet10name is also home to a bionic centre where experimental therapies are being developed. There are also rumours about an underground black market, where all sorts of illegal goods can be sold... <<if $gameobjective == 'tyrant'||$gameobjective=='slavers'>>Last but not least, a famous mercenary guild has its headquarters on $planet10name.<</if>>
<<else>>\<</if>>
<<if $notenoughmoney>><<set $notenoughmoney to false>>\
You don't have enough credits!
<<else>><</if>>\
[[Visit the general market|generalmarket]]
<<if $playerhp < $playermaxhp>>\
<<if $credits >=30>>\
[[Visit the hospital to restore your HP for 30 credits|planet10civilised][$playerhp to $playermaxhp; $credits-=30]]
<<else>>\
[[Visit the hospital to restore your HP for 30 credits|planet10civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $shiphp < $shipmaxhp>>\
<<if $credits >=50>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet10civilised][$shiphp to $shipmaxhp; $credits-=50]]
<<else>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet10civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $planet10type == 'civilised1'>>\
[[Visit the wholesale market|wholesalemarket1]]
[[Visit the Galactic Geographic Society|galgeo]]
<<if $mine1remainsexamined && $mine1medalionnotreturned>>\
[['Return the medallion of ' + $mine1remainsname + ' the explorer to the family'->remains1return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint1]]
<</if>>\
<</if>>\
<<if $planet10type == 'civilised2'>>\
[[Visit the wholesale market|wholesalemarket2]]
[[Visit the shipyards|shipyards]]
<<if $mine2remainsexamined && $mine2diarynotreturned>>\
[['Return the diary of ' + $mine2remainsname + ' the prospector to the family'->remains2return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint2]]
<</if>>\
<<if $gameobjective=='slavers'>>\
[[Visit the scientist working on the distortion field suppression device|scientist]]
<</if>>\
<</if>>\
<<if $planet10type == 'civilised3'>>\
[[Visit the wholesale market|wholesalemarket3]]
[[Visit the bionics centre|bionics]]
[[Visit the black market|blackmarket]]
<<if $dungeon2remainsexamined && $dungeon2locketnotreturned>>\
[['Return the locket of ' + $dungeon2remainsname + ' to the family'->remains3return][$renown+=1]]
<</if>>\
<<if $gameobjective == 'tyrant'>>\
[[Visit the mercenary guild|mercenaryguild]]
<</if>>\
<<if $gameobjective == 'slavers'>>\
[[Visit the mercenary guild|mercenaryguildslavers]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint3]]
<</if>>\<</if>>\
<<if $artefactplace=='planet10' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet10discovered to true>>\
<span class = 'biggish'><center>$planet10name</center></span>
<<if $tyrantworld=='planet10'>>\
$planet10name is a resource rich $planet10terrain world with numerous mines. It is ruled by the evil tyrant $tyrantname $tyrantnickname, who enslaved most of the populace, including your family, and forces them to work in the mines.
$tyrantname $tyrantnickname rules the planet from a grim fortress, guarded by a well-trained army.
Most of the mines on the planet are controlled by the tyrant's forces, apart from one old, abandoned mine in the wilderness. You can explore the abandoned mine to see if there are any star crystals left there.
<<else>>\
$planet10name is a relatively unexplored $planet10terrain world. There are rumours about star crystal deposits hidden beneath its surface, but only a couple of mining operations were ever started here, and they were quickly abandoned. Still, there might be deposits somewhere <<if $planet10terrain=='desert'>>in the unwelcoming dune seas.<<elseif $planet10terrain=='rocky'>>among the rugged, rocky hills.<<elseif $planet10terrain=='crystal'>>in the valleys of glowing stones.<<elseif $planet10terrain=='jungle'>>in the deepest, darkest jungles.<<elseif $planet10terrain=='volcanic'>>in the ash-covered volcanic mountain ranges.<<elseif $planet10terrain=='icy'>>beneath the mighty glaciers.<<else>>in the dark sea caves.<</if>>
<</if>>\
<<if $planet10type=='resource1'>>\
[[Explore the mines|mine1level1]]
<<elseif $planet10type=='resource2'>>\
[[Explore the mines|mine2level1]]
<<elseif $planet10type=='resource3'>>\
[[Explore the mines|mine3level1]]
<<else>>\
[[Explore the mines|mine4level1]]
<</if>>\
<<if $tyrantworld=='planet10'>>\
[[Try to find a way of defeating the tyrant|tyrantfortress]]
<</if>>\
<<if $artefactplace=='planet10' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet10discovered to true>>\
<span class = 'biggish'><center>$planet10name</center></span>
This $planet10terrain world is settled by an ancient race of $planet10race. The natives are few in numbers and most of the terrain remains wild and uncharted. <<if $planet10terrain=='desert'>>The endless sandy deserts and sandstone plateaus<<elseif $planet10terrain=='rocky'>>The rugged, rocky highlands and valleys<<elseif $planet10terrain=='crystal'>>The strange crystal forests and plains<<elseif $planet10terrain=='jungle'>>The alien jungles, teeming with wildlife<<elseif $planet10terrain=='volcanic'>>The basalt plains and valleys of solidified lava<<elseif $planet10terrain=='icy'>>The frozen tundra and icy wastes<<else>>The countless islands<</if>>, full of danger and adventure, are waiting to be explored.
<<if $renown>=10>>\
You're famous and many locals hold you in high respect, showing you their friendship!
<<if$playerhp<$playermaxhp>><<set $playerhp to $playermaxhp>>\
When you arrive and they notice you're wounded, they immediately fetch a doctor who heals you.
Your HP was restored!
<</if>>\
<<if $renown>=10 && $shiphp<$shipmaxhp>><<set $shiphp to $shipmaxhp>>\
When the locals notice your ship is damaged, they immediately fetch a mechanic, who repairs it.
Your ship's HP was restored!
<</if>><</if>>\
[[Look for adventure|planet10quest]]
[[Explore the wilderness|planet10explore]]
<<if $planet10storylearned>>\
<<else>><<if $charisma>>\
[[(Charisma) Talk to the natives and record their stories|planet10story]]
<<else>><</if>><</if>>\
<<if $planet10type=='wild1'>>\
[[Visit the market|wild1market]]
<<elseif $planet10type == 'wild2'>>\
[[Visit the market|wild2market]]
<<elseif $planet10type == 'wild3'>>\
[[Visit the market|wild3market]]
<<elseif $planet10type == 'wild4'>>\
[[Visit the market|wild4market]]
<<elseif $planet10type == 'wild5'>>\
[[Visit the market|wild5market]]
<<else>>\
[[Visit the market|wild6market]]
<</if>><<if $artefactplace=='planet10' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet10discovered to true>><<set $randomenemy to random(1,5)>>\
<span class = 'biggish'><center>$planet10name</center></span>
$planet10name is a dangerous $planet10terrain world, where the native $planet10race <<if $planet10type == 'war1' && $war1done>> used to wage wars against raiding pirates. Since you have defeated the pirate captain, times are more peaceful, but remnants of the pirate clan still cause trouble from time to time.<<elseif $planet10type == 'war2' && $war2done>> used to wage wars against vicious beasts. Since you have defeated the beastmaster controlling these creatures, times are more peaceful, but lone beasts still cause trouble from time to time.<<elseif $planet10type == 'war3' && $war3done>> used to wage wars against an alien warlord and his ruthless army. Since you have defeated the warlord in single combat, times are more peaceful, but remnants of the alien army still cause trouble from time to time.<<elseif $planet10type == 'war1'>> wage endless wars against raiding pirates, who established their base <<if $planet10terrain=='desert'>>in the windswept desert<<elseif $planet10terrain=='rocky'>>in the rocky mountains<<elseif $planet10terrain=='crystal'>>in the deep crystal caves<<elseif $planet10terrain=='jungle'>>in the deepest jungles<<elseif $planet10terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet10terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<<elseif $planet10type == 'war2'>> wage endless wars against cruel and wild beasts that live <<if $planet10terrain=='desert'>>in the windswept desert<<elseif $planet10terrain=='rocky'>>in the rocky mountains<<elseif $planet10terrain=='crystal'>>in the deep crystal caves<<elseif $planet10terrain=='jungle'>>in the deepest jungles<<elseif $planet10terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet10terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<<elseif $planet10type == 'war3'>> wage endless wars against soldiers of an alien warlord who strike from their base <<if $planet10terrain=='desert'>>in the windswept desert<<elseif $planet10terrain=='rocky'>>in the rocky mountains<<elseif $planet10terrain=='crystal'>>in the deep crystal caves<<elseif $planet10terrain=='jungle'>>in the deepest jungles<<elseif $planet10terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet10terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<</if>>
<<if $planet10type == 'war1'>>\
<<if $war1done>>\
[[Fight off the pirate troublemakers|piratesafterfight]]
<<else>>\
[[Fight the pirates in their base|war1redirect]]
<</if>>\
<<elseif $planet10type == 'war2'>>\
<<if $war2done>>\
[[Fight off the troublesome beasts|beastsafterfight]]
<<else>>\
[[Explore the area the beasts come from|war2redirect]]
<</if>>\
<<elseif $planet10type == 'war3'>>\
<<if $war3done>>\
[[Fight off the alien troublemakers|aliensafterfight]]
<<else>>\
[[Attack the invaders in their HQ|war3redirect]]
<</if>>\
<<else>>\<</if>>\
<<if $artefactplace=='planet10' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet11discovered to true>>\
<span class = 'biggish'><center>$planet11name</center></span>
$planet11name is a civilised world with bustling metropolises and busy spaceports, <<if $planet11terrain=='desert'>>built in irrigated oases of green on the otherwise barren and desert surface.<<elseif $planet11terrain=='rocky'>>built on top of soaring mountains and rocky plateaus.<<elseif $planet11terrain=='crystal'>>where beautiful, intricate buildings are sculpted out of glowing crystals.<<elseif $planet11terrain=='jungle'>>surrounded by ancient jungle that is no less teeming with life, plant and animal.<<elseif $planet11terrain=='volcanic'>>which sprawl across grey plains of ash and are shielded from elements by obsidian walls.<<elseif $planet11terrain=='icy'>>protected from the harsh climate by forcefield domes that keep the icy winds outside.<<else>>built on natural islands or on giant floating platforms that travel from place to place.<</if>> Trade and culture flourish on the planet, which is inhabited by a race of $planet11race.
<<if $planet11type == 'civilised1'>>$planet11name is also home to the Galactic Geographic Society, which gathers knowledge about different planets and their inhabitants.
<<elseif $planet11type == 'civilised2'>>$planet11name is also home to the most important orbital shipyards in the Galaxy.
<<elseif $planet11type == 'civilised3'>>$planet11name is also home to a bionic centre where experimental therapies are being developed. There are also rumours about an underground black market, where all sorts of illegal goods can be sold... <<if $gameobjective == 'tyrant'||$gameobjective=='slavers'>>Last but not least, a famous mercenary guild has its headquarters on $planet11name.<</if>>
<<else>>\<</if>>
<<if $notenoughmoney>><<set $notenoughmoney to false>>\
You don't have enough credits!
<<else>><</if>>\
[[Visit the general market|generalmarket]]
<<if $playerhp < $playermaxhp>>\
<<if $credits >=30>>\
[[Visit the hospital to restore your HP for 30 credits|planet11civilised][$playerhp to $playermaxhp; $credits-=30]]
<<else>>\
[[Visit the hospital to restore your HP for 30 credits|planet11civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $shiphp < $shipmaxhp>>\
<<if $credits >=50>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet11civilised][$shiphp to $shipmaxhp; $credits-=50]]
<<else>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet11civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $planet11type == 'civilised1'>>\
[[Visit the wholesale market|wholesalemarket1]]
[[Visit the Galactic Geographic Society|galgeo]]
<<if $mine1remainsexamined && $mine1medalionnotreturned>>\
[['Return the medallion of ' + $mine1remainsname + ' the explorer to the family'->remains1return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint1]]
<</if>>\
<</if>>\
<<if $planet11type == 'civilised2'>>\
[[Visit the wholesale market|wholesalemarket2]]
[[Visit the shipyards|shipyards]]
<<if $mine2remainsexamined && $mine2diarynotreturned>>\
[['Return the diary of ' + $mine2remainsname + ' the prospector to the family'->remains2return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint2]]
<</if>>\
<<if $gameobjective=='slavers'>>\
[[Visit the scientist working on the distortion field suppression device|scientist]]
<</if>>\
<</if>>\
<<if $planet11type == 'civilised3'>>\
[[Visit the wholesale market|wholesalemarket3]]
[[Visit the bionics centre|bionics]]
[[Visit the black market|blackmarket]]
<<if $dungeon2remainsexamined && $dungeon2locketnotreturned>>\
[['Return the locket of ' + $dungeon2remainsname + ' to the family'->remains3return][$renown+=1]]
<</if>>\
<<if $gameobjective == 'tyrant'>>\
[[Visit the mercenary guild|mercenaryguild]]
<</if>>\
<<if $gameobjective == 'slavers'>>\
[[Visit the mercenary guild|mercenaryguildslavers]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint3]]
<</if>>\<</if>>\
<<if $artefactplace=='planet11' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet11discovered to true>>\
<span class = 'biggish'><center>$planet11name</center></span>
<<if $tyrantworld=='planet11'>>\
$planet11name is a resource rich $planet11terrain world with numerous mines. It is ruled by the evil tyrant $tyrantname $tyrantnickname, who enslaved most of the populace, including your family, and forces them to work in the mines.
$tyrantname $tyrantnickname rules the planet from a grim fortress, guarded by a well-trained army.
Most of the mines on the planet are controlled by the tyrant's forces, apart from one old, abandoned mine in the wilderness. You can explore the abandoned mine to see if there are any star crystals left there.
<<else>>\
$planet11name is a half-forgotten $planet11terrain world that once used to be resource-rich, but has been almost completely exploited. There are no permanent settlements on the planet, but adventurers visit it sometimes, their curiosity piqued by rumours of mines with surviving star crystal deposits, hidden in the <<if $planet11terrain=='desert'>>unwelcoming dune seas.<<elseif $planet11terrain=='rocky'>>rugged, rocky hills.<<elseif $planet11terrain=='crystal'>>valleys of glowing stones.<<elseif $planet11terrain=='jungle'>>deepest, darkest jungles.<<elseif $planet11terrain=='volcanic'>>ash-covered volcanic mountain ranges.<<elseif $planet11terrain=='icy'>>mighty glaciers.<<else>>dark sea caves.<</if>>
<</if>>\
<<if $planet11type=='resource1'>>\
[[Explore the mines|mine1level1]]
<<elseif $planet11type=='resource2'>>\
[[Explore the mines|mine2level1]]
<<elseif $planet11type=='resource3'>>\
[[Explore the mines|mine3level1]]
<<else>>\
[[Explore the mines|mine4level1]]
<</if>>\
<<if $tyrantworld=='planet11'>>\
[[Try to find a way of defeating the tyrant|tyrantfortress]]
<</if>>\
<<if $artefactplace=='planet11' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet11discovered to true>>\
<span class = 'biggish'><center>$planet11name</center></span>
$planet11name is inhabited by a race of $planet11race living in small, isolated settlements. This $planet11terrain planet was settled quite recently and is still being colonised. Worlds like this are often rife with adventure; danger lurks <<if $planet11terrain=='desert'>>on the sun-bleached sands,<<elseif $planet11terrain=='rocky'>>in the rocky mountains and valleys,<<elseif $planet11terrain=='crystal'>>in the crystal caves and mountains,<<elseif $planet11terrain=='jungle'>>in the strange, alien jungles,<<elseif $planet11terrain=='volcanic'>>on the volcanic plains and ridges,<<elseif $planet11terrain=='icy'>>in the frozen wastes,<<else>>on the many uncharted islands,<</if>> but where danger is, there may be treasure.
<<if $renown>=10>>\
You're famous and many locals hold you in high respect, showing you their friendship!
<<if$playerhp<$playermaxhp>><<set $playerhp to $playermaxhp>>\
When you arrive and they notice you're wounded, they immediately fetch a doctor who heals you.
Your HP was restored!
<</if>>\
<<if $renown>=10 && $shiphp<$shipmaxhp>><<set $shiphp to $shipmaxhp>>\
When the locals notice your ship is damaged, they immediately fetch a mechanic, who repairs it.
Your ship's HP was restored!
<</if>><</if>>\
[[Look for adventure|planet11quest]]
[[Explore the wilderness|planet11explore]]
<<if $planet11storylearned>>\
<<else>><<if $charisma>>\
[[(Charisma) Talk to the natives and record their stories|planet11story]]
<<else>><</if>><</if>>\
<<if $planet11type=='wild1'>>\
[[Visit the market|wild1market]]
<<elseif $planet11type == 'wild2'>>\
[[Visit the market|wild2market]]
<<elseif $planet11type == 'wild3'>>\
[[Visit the market|wild3market]]
<<elseif $planet11type == 'wild4'>>\
[[Visit the market|wild4market]]
<<elseif $planet11type == 'wild5'>>\
[[Visit the market|wild5market]]
<<else>>\
[[Visit the market|wild6market]]
<</if>><<if $artefactplace=='planet11' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet11discovered to true>><<set $randomenemy to random(1,5)>>\
<span class = 'biggish'><center>$planet11name</center></span>
$planet11name is a world torn by conflict. The native $planet11race, living <<if $planet11terrain=='desert'>>in the few hospitable oases,<<elseif $planet11terrain=='rocky'>>in fortified mountain villages,<<elseif $planet11terrain=='crystal'>>in giant hollow crystals,<<elseif $planet11terrain=='jungle'>>in the untamed jungles,<<elseif $planet11terrain=='volcanic'>>in villages built on basalt plains,<<elseif $planet11terrain=='icy'>>in ice grottoes and tiny villages of snow huts,<<else>>on islands and on giant houseboats,<</if>> <<if $planet11type == 'war1'>><<if $war1done>> used to be harassed by bloodthirsty pirates. Since you have defeated the pirate captain, times are more peaceful, but remnants of the pirate clan still cause trouble from time to time.<<else>> are harassed by raiding pirates, who established their base on this $planet11terrain world.<</if>><<elseif $planet11type == 'war2'>><<if $war2done>> used to be harassed by wild and vicious beasts. Since you have defeated the beastmaster controlling these creatures, times are more peaceful, but lone beasts still cause trouble from time to time.<<else>> are harassed by bloodthirsty beasts, whose relentless attacks suggest a level of intelligence.<</if>><<elseif $planet11type == 'war3'>><<if $war3done>> were harassed by an alien warlord and his ruthless army. Since you have defeated the warlord in single combat, times are more peaceful, but remnants of the alien army still cause trouble from time to time.<<else>> are harassed by the conquering army of a ruthless alien warlord.<</if>><</if>>
<<if $planet11type == 'war1'>>\
<<if $war1done>>\
[[Fight off the pirate troublemakers|piratesafterfight]]
<<else>>\
[[Fight the pirates in their base|war1redirect]]
<</if>>\
<<elseif $planet11type == 'war2'>>\
<<if $war2done>>\
[[Fight off the troublesome beasts|beastsafterfight]]
<<else>>\
[[Explore the area the beasts come from|war2redirect]]
<</if>>\
<<elseif $planet11type == 'war3'>>\
<<if $war3done>>\
[[Fight off the alien troublemakers|aliensafterfight]]
<<else>>\
[[Attack the invaders in their HQ|war3redirect]]
<</if>>\
<<else>>\<</if>>\
<<if $artefactplace=='planet11' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet12discovered to true>>\
<span class = 'biggish'><center>$planet12name</center></span>
$planet12name is an important trade world, home to a race of $planet12race, who build their towns and cities <<if $planet12terrain=='desert'>>in the irrigated oases of green on the otherwise desert and barren surface.<<elseif $planet12terrain=='rocky'>>on top of soaring mountains and rocky plateaus.<<elseif $planet12terrain=='crystal'>>out of glowing crystals, which they sculpt into beautiful and intricate shapes.<<elseif $planet12terrain=='jungle'>>on giant home-trees and on clearings surrounded by the sprawling jungle.<<elseif $planet12terrain=='volcanic'>>on grey plains of ash and surround them with obsidian walls to shield them from the elements.<<elseif $planet12terrain=='icy'>>on icy plains, under forcefield domes that keep the harsh elements outside.<<else>>on natural islands or on giant floating platforms that travel from place to place.<</if>>
<<if $planet12type == 'civilised1'>>$planet12name is also home to the Galactic Geographic Society, which gathers knowledge about different planets and their inhabitants.
<<elseif $planet12type == 'civilised2'>>$planet12name is also home to the most important orbital shipyards in the Galaxy.
<<elseif $planet12type == 'civilised3'>>$planet12name is also home to a bionic centre where experimental therapies are being developed. There are also rumours about an underground black market, where all sorts of illegal goods can be sold... <<if $gameobjective == 'tyrant'||$gameobjective=='slavers'>>Last but not least, a famous mercenary guild has its headquarters on $planet12name.<</if>>
<<else>>\<</if>>
<<if $notenoughmoney>><<set $notenoughmoney to false>>\
You don't have enough credits!
<<else>><</if>>\
[[Visit the general market|generalmarket]]
<<if $playerhp < $playermaxhp>>\
<<if $credits >=30>>\
[[Visit the hospital to restore your HP for 30 credits|planet12civilised][$playerhp to $playermaxhp; $credits-=30]]
<<else>>\
[[Visit the hospital to restore your HP for 30 credits|planet12civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $shiphp < $shipmaxhp>>\
<<if $credits >=50>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet12civilised][$shiphp to $shipmaxhp; $credits-=50]]
<<else>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet12civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $planet12type == 'civilised1'>>\
[[Visit the wholesale market|wholesalemarket1]]
[[Visit the Galactic Geographic Society|galgeo]]
<<if $mine1remainsexamined && $mine1medalionnotreturned>>\
[['Return the medallion of ' + $mine1remainsname + ' the explorer to the family'->remains1return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint1]]
<</if>>\
<</if>>\
<<if $planet12type == 'civilised2'>>\
[[Visit the wholesale market|wholesalemarket2]]
[[Visit the shipyards|shipyards]]
<<if $mine2remainsexamined && $mine2diarynotreturned>>\
[['Return the diary of ' + $mine2remainsname + ' the prospector to the family'->remains2return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint2]]
<</if>>\
<<if $gameobjective=='slavers'>>\
[[Visit the scientist working on the distortion field suppression device|scientist]]
<</if>>\
<</if>>\
<<if $planet12type == 'civilised3'>>\
[[Visit the wholesale market|wholesalemarket3]]
[[Visit the bionics centre|bionics]]
[[Visit the black market|blackmarket]]
<<if $dungeon2remainsexamined && $dungeon2locketnotreturned>>\
[['Return the locket of ' + $dungeon2remainsname + ' to the family'->remains3return][$renown+=1]]
<</if>>\
<<if $gameobjective == 'tyrant'>>\
[[Visit the mercenary guild|mercenaryguild]]
<</if>>\
<<if $gameobjective == 'slavers'>>\
[[Visit the mercenary guild|mercenaryguildslavers]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint3]]
<</if>>\<</if>>\
<<if $artefactplace=='planet12' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet12discovered to true>>\
<span class = 'biggish'><center>$planet12name</center></span>
<<if $tyrantworld=='planet12'>>\
$planet12name is a resource rich $planet12terrain world with numerous mines. It is ruled by the evil tyrant $tyrantname $tyrantnickname, who enslaved most of the populace, including your family, and forces them to work in the mines.
$tyrantname $tyrantnickname rules the planet from a grim fortress, guarded by a well-trained army.
Most of the mines on the planet are controlled by the tyrant's forces, apart from one old, abandoned mine in the wilderness. You can explore the abandoned mine to see if there are any star crystals left there.
<<else>>\
$planet12name is a relatively unexplored $planet12terrain world. There are rumours about star crystal deposits hidden beneath its surface, but only a couple of mining operations were ever started here, and they were quickly abandoned. Still, there might be deposits somewhere <<if $planet12terrain=='desert'>>in the unwelcoming dune seas.<<elseif $planet12terrain=='rocky'>>among the rugged, rocky hills.<<elseif $planet12terrain=='crystal'>>in the valleys of glowing stones.<<elseif $planet12terrain=='jungle'>>in the deepest, darkest jungles.<<elseif $planet12terrain=='volcanic'>>in the ash-covered volcanic mountain ranges.<<elseif $planet12terrain=='icy'>>beneath the mighty glaciers.<<else>>in the dark sea caves.<</if>>
<</if>>\
<<if $planet12type=='resource1'>>\
[[Explore the mines|mine1level1]]
<<elseif $planet12type=='resource2'>>\
[[Explore the mines|mine2level1]]
<<elseif $planet12type=='resource3'>>\
[[Explore the mines|mine3level1]]
<<else>>\
[[Explore the mines|mine4level1]]
<</if>>\
<<if $tyrantworld=='planet12'>>\
[[Try to find a way of defeating the tyrant|tyrantfortress]]
<</if>>\
<<if $artefactplace=='planet12' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet12discovered to true>>\
<span class = 'biggish'><center>$planet12name</center></span>
This $planet12terrain world is settled by an ancient race of $planet12race. The natives are few in numbers and most of the terrain remains wild and uncharted. <<if $planet12terrain=='desert'>>The endless sandy deserts and sandstone plateaus<<elseif $planet12terrain=='rocky'>>The rugged, rocky highlands and valleys<<elseif $planet12terrain=='crystal'>>The strange crystal forests and plains<<elseif $planet12terrain=='jungle'>>The alien jungles, teeming with wildlife<<elseif $planet12terrain=='volcanic'>>The basalt plains and valleys of solidified lava<<elseif $planet12terrain=='icy'>>The frozen tundra and icy wastes<<else>>The countless islands<</if>>, full of danger and adventure, are waiting to be explored.
<<if $renown>=10>>\
You're famous and many locals hold you in high respect, showing you their friendship!
<<if$playerhp<$playermaxhp>><<set $playerhp to $playermaxhp>>\
When you arrive and they notice you're wounded, they immediately fetch a doctor who heals you.
Your HP was restored!
<</if>>\
<<if $renown>=10 && $shiphp<$shipmaxhp>><<set $shiphp to $shipmaxhp>>\
When the locals notice your ship is damaged, they immediately fetch a mechanic, who repairs it.
Your ship's HP was restored!
<</if>><</if>>\
[[Look for adventure|planet12quest]]
[[Explore the wilderness|planet12explore]]
<<if $planet12storylearned>>\
<<else>><<if $charisma>>\
[[(Charisma) Talk to the natives and record their stories|planet12story]]
<<else>><</if>><</if>>\
<<if $planet12type=='wild1'>>\
[[Visit the market|wild1market]]
<<elseif $planet12type == 'wild2'>>\
[[Visit the market|wild2market]]
<<elseif $planet12type == 'wild3'>>\
[[Visit the market|wild3market]]
<<elseif $planet12type == 'wild4'>>\
[[Visit the market|wild4market]]
<<elseif $planet12type == 'wild5'>>\
[[Visit the market|wild5market]]
<<else>>\
[[Visit the market|wild6market]]
<</if>><<if $artefactplace=='planet12' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet12discovered to true>><<set $randomenemy to random(1,5)>>\
<span class = 'biggish'><center>$planet12name</center></span>
$planet12name is a dangerous $planet12terrain world, where the native $planet12race <<if $planet12type == 'war1' && $war1done>> used to wage wars against raiding pirates. Since you have defeated the pirate captain, times are more peaceful, but remnants of the pirate clan still cause trouble from time to time.<<elseif $planet12type == 'war2' && $war2done>> used to wage wars against vicious beasts. Since you have defeated the beastmaster controlling these creatures, times are more peaceful, but lone beasts still cause trouble from time to time.<<elseif $planet12type == 'war3' && $war3done>> used to wage wars against an alien warlord and his ruthless army. Since you have defeated the warlord in single combat, times are more peaceful, but remnants of the alien army still cause trouble from time to time.<<elseif $planet12type == 'war1'>> wage endless wars against raiding pirates, who established their base <<if $planet12terrain=='desert'>>in the windswept desert<<elseif $planet12terrain=='rocky'>>in the rocky mountains<<elseif $planet12terrain=='crystal'>>in the deep crystal caves<<elseif $planet12terrain=='jungle'>>in the deepest jungles<<elseif $planet12terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet12terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<<elseif $planet12type == 'war2'>> wage endless wars against cruel and wild beasts that live <<if $planet12terrain=='desert'>>in the windswept desert<<elseif $planet12terrain=='rocky'>>in the rocky mountains<<elseif $planet12terrain=='crystal'>>in the deep crystal caves<<elseif $planet12terrain=='jungle'>>in the deepest jungles<<elseif $planet12terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet12terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<<elseif $planet12type == 'war3'>> wage endless wars against soldiers of an alien warlord who strike from their base <<if $planet12terrain=='desert'>>in the windswept desert<<elseif $planet12terrain=='rocky'>>in the rocky mountains<<elseif $planet12terrain=='crystal'>>in the deep crystal caves<<elseif $planet12terrain=='jungle'>>in the deepest jungles<<elseif $planet12terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet12terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<</if>>
<<if $planet12type == 'war1'>>\
<<if $war1done>>\
[[Fight off the pirate troublemakers|piratesafterfight]]
<<else>>\
[[Fight the pirates in their base|war1redirect]]
<</if>>\
<<elseif $planet12type == 'war2'>>\
<<if $war2done>>\
[[Fight off the troublesome beasts|beastsafterfight]]
<<else>>\
[[Explore the area the beasts come from|war2redirect]]
<</if>>\
<<elseif $planet12type == 'war3'>>\
<<if $war3done>>\
[[Fight off the alien troublemakers|aliensafterfight]]
<<else>>\
[[Attack the invaders in their HQ|war3redirect]]
<</if>>\
<<else>>\<</if>>\
<<if $artefactplace=='planet12' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet13discovered to true>>\
<span class = 'biggish'><center>$planet13name</center></span>
$planet13name is an important trade world, home to a race of $planet13race, who build their towns and cities <<if $planet13terrain=='desert'>>in the irrigated oases of green on the otherwise desert and barren surface.<<elseif $planet13terrain=='rocky'>>on top of soaring mountains and rocky plateaus.<<elseif $planet13terrain=='crystal'>>out of glowing crystals, which they sculpt into beautiful and intricate shapes.<<elseif $planet13terrain=='jungle'>>on giant home-trees and on clearings surrounded by the sprawling jungle.<<elseif $planet13terrain=='volcanic'>>on grey plains of ash and surround them with obsidian walls to shield them from the elements.<<elseif $planet13terrain=='icy'>>on icy plains, under forcefield domes that keep the harsh elements outside.<<else>>on natural islands or on giant floating platforms that travel from place to place.<</if>>
<<if $planet13type == 'civilised1'>>$planet13name is also home to the Galactic Geographic Society, which gathers knowledge about different planets and their inhabitants.
<<elseif $planet13type == 'civilised2'>>$planet13name is also home to the most important orbital shipyards in the Galaxy.
<<elseif $planet13type == 'civilised3'>>$planet13name is also home to a bionic centre where experimental therapies are being developed. There are also rumours about an underground black market, where all sorts of illegal goods can be sold... <<if $gameobjective == 'tyrant'||$gameobjective=='slavers'>>Last but not least, a famous mercenary guild has its headquarters on $planet13name.<</if>>
<<else>>\<</if>>
<<if $notenoughmoney>><<set $notenoughmoney to false>>\
You don't have enough credits!
<<else>><</if>>\
[[Visit the general market|generalmarket]]
<<if $playerhp < $playermaxhp>>\
<<if $credits >=30>>\
[[Visit the hospital to restore your HP for 30 credits|planet13civilised][$playerhp to $playermaxhp; $credits-=30]]
<<else>>\
[[Visit the hospital to restore your HP for 30 credits|planet13civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $shiphp < $shipmaxhp>>\
<<if $credits >=50>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet13civilised][$shiphp to $shipmaxhp; $credits-=50]]
<<else>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet13civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $planet13type == 'civilised1'>>\
[[Visit the wholesale market|wholesalemarket1]]
[[Visit the Galactic Geographic Society|galgeo]]
<<if $mine1remainsexamined && $mine1medalionnotreturned>>\
[['Return the medallion of ' + $mine1remainsname + ' the explorer to the family'->remains1return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint1]]
<</if>>\
<</if>>\
<<if $planet13type == 'civilised2'>>\
[[Visit the wholesale market|wholesalemarket2]]
[[Visit the shipyards|shipyards]]
<<if $mine2remainsexamined && $mine2diarynotreturned>>\
[['Return the diary of ' + $mine2remainsname + ' the prospector to the family'->remains2return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint2]]
<</if>>\
<<if $gameobjective=='slavers'>>\
[[Visit the scientist working on the distortion field suppression device|scientist]]
<</if>>\
<</if>>\
<<if $planet13type == 'civilised3'>>\
[[Visit the wholesale market|wholesalemarket3]]
[[Visit the bionics centre|bionics]]
[[Visit the black market|blackmarket]]
<<if $dungeon2remainsexamined && $dungeon2locketnotreturned>>\
[['Return the locket of ' + $dungeon2remainsname + ' to the family'->remains3return][$renown+=1]]
<</if>>\
<<if $gameobjective == 'tyrant'>>\
[[Visit the mercenary guild|mercenaryguild]]
<</if>>\
<<if $gameobjective == 'slavers'>>\
[[Visit the mercenary guild|mercenaryguildslavers]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint3]]
<</if>>\<</if>>\
<<if $artefactplace=='planet13' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet13discovered to true>>\
<span class = 'biggish'><center>$planet13name</center></span>
<<if $tyrantworld=='planet13'>>\
$planet13name is a resource rich $planet13terrain world with numerous mines. It is ruled by the evil tyrant $tyrantname $tyrantnickname, who enslaved most of the populace, including your family, and forces them to work in the mines.
$tyrantname $tyrantnickname rules the planet from a grim fortress, guarded by a well-trained army.
Most of the mines on the planet are controlled by the tyrant's forces, apart from one old, abandoned mine in the wilderness. You can explore the abandoned mine to see if there are any star crystals left there.
<<else>>\
$planet13name is a relatively unexplored $planet13terrain world. There are rumours about star crystal deposits hidden beneath its surface, but only a couple of mining operations were ever started here, and they were quickly abandoned. Still, there might be deposits somewhere <<if $planet13terrain=='desert'>>in the unwelcoming dune seas.<<elseif $planet13terrain=='rocky'>>among the rugged, rocky hills.<<elseif $planet13terrain=='crystal'>>in the valleys of glowing stones.<<elseif $planet13terrain=='jungle'>>in the deepest, darkest jungles.<<elseif $planet13terrain=='volcanic'>>in the ash-covered volcanic mountain ranges.<<elseif $planet13terrain=='icy'>>beneath the mighty glaciers.<<else>>in the dark sea caves.<</if>>
<</if>>\
<<if $planet13type=='resource1'>>\
[[Explore the mines|mine1level1]]
<<elseif $planet13type=='resource2'>>\
[[Explore the mines|mine2level1]]
<<elseif $planet13type=='resource3'>>\
[[Explore the mines|mine3level1]]
<<else>>\
[[Explore the mines|mine4level1]]
<</if>>\
<<if $tyrantworld=='planet13'>>\
[[Try to find a way of defeating the tyrant|tyrantfortress]]
<</if>>\
<<if $artefactplace=='planet13' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet13discovered to true>>\
<span class = 'biggish'><center>$planet13name</center></span>
This $planet13terrain world is settled by an ancient race of $planet13race. The natives are few in numbers and most of the terrain remains wild and uncharted. <<if $planet13terrain=='desert'>>The endless sandy deserts and sandstone plateaus<<elseif $planet13terrain=='rocky'>>The rugged, rocky highlands and valleys<<elseif $planet13terrain=='crystal'>>The strange crystal forests and plains<<elseif $planet13terrain=='jungle'>>The alien jungles, teeming with wildlife<<elseif $planet13terrain=='volcanic'>>The basalt plains and valleys of solidified lava<<elseif $planet13terrain=='icy'>>The frozen tundra and icy wastes<<else>>The countless islands<</if>>, full of danger and adventure, are waiting to be explored.
<<if $renown>=10>>\
You're famous and many locals hold you in high respect, showing you their friendship!
<<if$playerhp<$playermaxhp>><<set $playerhp to $playermaxhp>>\
When you arrive and they notice you're wounded, they immediately fetch a doctor who heals you.
Your HP was restored!
<</if>>\
<<if $renown>=10 && $shiphp<$shipmaxhp>><<set $shiphp to $shipmaxhp>>\
When the locals notice your ship is damaged, they immediately fetch a mechanic, who repairs it.
Your ship's HP was restored!
<</if>><</if>>\
[[Look for adventure|planet13quest]]
[[Explore the wilderness|planet13explore]]
<<if $planet13storylearned>>\
<<else>><<if $charisma>>\
[[(Charisma) Talk to the natives and record their stories|planet13story]]
<<else>><</if>><</if>>\
<<if $planet13type=='wild1'>>\
[[Visit the market|wild1market]]
<<elseif $planet13type == 'wild2'>>\
[[Visit the market|wild2market]]
<<elseif $planet13type == 'wild3'>>\
[[Visit the market|wild3market]]
<<elseif $planet13type == 'wild4'>>\
[[Visit the market|wild4market]]
<<elseif $planet13type == 'wild5'>>\
[[Visit the market|wild5market]]
<<else>>\
[[Visit the market|wild6market]]
<</if>><<if $artefactplace=='planet13' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet13discovered to true>><<set $randomenemy to random(1,5)>>\
<span class = 'biggish'><center>$planet13name</center></span>
$planet13name is a dangerous $planet13terrain world, where the native $planet13race <<if $planet13type == 'war1' && $war1done>> used to wage wars against raiding pirates. Since you have defeated the pirate captain, times are more peaceful, but remnants of the pirate clan still cause trouble from time to time.<<elseif $planet13type == 'war2' && $war2done>> used to wage wars against vicious beasts. Since you have defeated the beastmaster controlling these creatures, times are more peaceful, but lone beasts still cause trouble from time to time.<<elseif $planet13type == 'war3' && $war3done>> used to wage wars against an alien warlord and his ruthless army. Since you have defeated the warlord in single combat, times are more peaceful, but remnants of the alien army still cause trouble from time to time.<<elseif $planet13type == 'war1'>> wage endless wars against raiding pirates, who established their base <<if $planet13terrain=='desert'>>in the windswept desert<<elseif $planet13terrain=='rocky'>>in the rocky mountains<<elseif $planet13terrain=='crystal'>>in the deep crystal caves<<elseif $planet13terrain=='jungle'>>in the deepest jungles<<elseif $planet13terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet13terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<<elseif $planet13type == 'war2'>> wage endless wars against cruel and wild beasts that live <<if $planet13terrain=='desert'>>in the windswept desert<<elseif $planet13terrain=='rocky'>>in the rocky mountains<<elseif $planet13terrain=='crystal'>>in the deep crystal caves<<elseif $planet13terrain=='jungle'>>in the deepest jungles<<elseif $planet13terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet13terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<<elseif $planet13type == 'war3'>> wage endless wars against soldiers of an alien warlord who strike from their base <<if $planet13terrain=='desert'>>in the windswept desert<<elseif $planet13terrain=='rocky'>>in the rocky mountains<<elseif $planet13terrain=='crystal'>>in the deep crystal caves<<elseif $planet13terrain=='jungle'>>in the deepest jungles<<elseif $planet13terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet13terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<</if>>
<<if $planet13type == 'war1'>>\
<<if $war1done>>\
[[Fight off the pirate troublemakers|piratesafterfight]]
<<else>>\
[[Fight the pirates in their base|war1redirect]]
<</if>>\
<<elseif $planet13type == 'war2'>>\
<<if $war2done>>\
[[Fight off the troublesome beasts|beastsafterfight]]
<<else>>\
[[Explore the area the beasts come from|war2redirect]]
<</if>>\
<<elseif $planet13type == 'war3'>>\
<<if $war3done>>\
[[Fight off the alien troublemakers|aliensafterfight]]
<<else>>\
[[Attack the invaders in their HQ|war3redirect]]
<</if>>\
<<else>>\<</if>>\
<<if $artefactplace=='planet13' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet14discovered to true>>\
<span class = 'biggish'><center>$planet14name</center></span>
$planet14name is an important trade world, home to a race of $planet14race, who build their towns and cities <<if $planet14terrain=='desert'>>in the irrigated oases of green on the otherwise desert and barren surface.<<elseif $planet14terrain=='rocky'>>on top of soaring mountains and rocky plateaus.<<elseif $planet14terrain=='crystal'>>out of glowing crystals, which they sculpt into beautiful and intricate shapes.<<elseif $planet14terrain=='jungle'>>on giant home-trees and on clearings surrounded by the sprawling jungle.<<elseif $planet14terrain=='volcanic'>>on grey plains of ash and surround them with obsidian walls to shield them from the elements.<<elseif $planet14terrain=='icy'>>on icy plains, under forcefield domes that keep the harsh elements outside.<<else>>on natural islands or on giant floating platforms that travel from place to place.<</if>>
<<if $planet14type == 'civilised1'>>$planet14name is also home to the Galactic Geographic Society, which gathers knowledge about different planets and their inhabitants.
<<elseif $planet14type == 'civilised2'>>$planet14name is also home to the most important orbital shipyards in the Galaxy.
<<elseif $planet14type == 'civilised3'>>$planet14name is also home to a bionic centre where experimental therapies are being developed. There are also rumours about an underground black market, where all sorts of illegal goods can be sold... <<if $gameobjective == 'tyrant'||$gameobjective=='slavers'>>Last but not least, a famous mercenary guild has its headquarters on $planet14name.<</if>>
<<else>>\<</if>>
<<if $notenoughmoney>><<set $notenoughmoney to false>>\
You don't have enough credits!
<<else>><</if>>\
[[Visit the general market|generalmarket]]
<<if $playerhp < $playermaxhp>>\
<<if $credits >=30>>\
[[Visit the hospital to restore your HP for 30 credits|planet14civilised][$playerhp to $playermaxhp; $credits-=30]]
<<else>>\
[[Visit the hospital to restore your HP for 30 credits|planet14civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $shiphp < $shipmaxhp>>\
<<if $credits >=50>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet14civilised][$shiphp to $shipmaxhp; $credits-=50]]
<<else>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet14civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $planet14type == 'civilised1'>>\
[[Visit the wholesale market|wholesalemarket1]]
[[Visit the Galactic Geographic Society|galgeo]]
<<if $mine1remainsexamined && $mine1medalionnotreturned>>\
[['Return the medallion of ' + $mine1remainsname + ' the explorer to the family'->remains1return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint1]]
<</if>>\
<</if>>\
<<if $planet14type == 'civilised2'>>\
[[Visit the wholesale market|wholesalemarket2]]
[[Visit the shipyards|shipyards]]
<<if $mine2remainsexamined && $mine2diarynotreturned>>\
[['Return the diary of ' + $mine2remainsname + ' the prospector to the family'->remains2return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint2]]
<</if>>\
<<if $gameobjective=='slavers'>>\
[[Visit the scientist working on the distortion field suppression device|scientist]]
<</if>>\
<</if>>\
<<if $planet14type == 'civilised3'>>\
[[Visit the wholesale market|wholesalemarket3]]
[[Visit the bionics centre|bionics]]
[[Visit the black market|blackmarket]]
<<if $dungeon2remainsexamined && $dungeon2locketnotreturned>>\
[['Return the locket of ' + $dungeon2remainsname + ' to the family'->remains3return][$renown+=1]]
<</if>>\
<<if $gameobjective == 'tyrant'>>\
[[Visit the mercenary guild|mercenaryguild]]
<</if>>\
<<if $gameobjective == 'slavers'>>\
[[Visit the mercenary guild|mercenaryguildslavers]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint3]]
<</if>>\<</if>>\
<<if $artefactplace=='planet14' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet14discovered to true>>\
<span class = 'biggish'><center>$planet14name</center></span>
<<if $tyrantworld=='planet14'>>\
$planet14name is a resource rich $planet14terrain world with numerous mines. It is ruled by the evil tyrant $tyrantname $tyrantnickname, who enslaved most of the populace, including your family, and forces them to work in the mines.
$tyrantname $tyrantnickname rules the planet from a grim fortress, guarded by a well-trained army.
Most of the mines on the planet are controlled by the tyrant's forces, apart from one old, abandoned mine in the wilderness. You can explore the abandoned mine to see if there are any star crystals left there.
<<else>>\
$planet14name is a relatively unexplored $planet14terrain world. There are rumours about star crystal deposits hidden beneath its surface, but only a couple of mining operations were ever started here, and they were quickly abandoned. Still, there might be deposits somewhere <<if $planet14terrain=='desert'>>in the unwelcoming dune seas.<<elseif $planet14terrain=='rocky'>>among the rugged, rocky hills.<<elseif $planet14terrain=='crystal'>>in the valleys of glowing stones.<<elseif $planet14terrain=='jungle'>>in the deepest, darkest jungles.<<elseif $planet14terrain=='volcanic'>>in the ash-covered volcanic mountain ranges.<<elseif $planet14terrain=='icy'>>beneath the mighty glaciers.<<else>>in the dark sea caves.<</if>>
<</if>>\
<<if $planet14type=='resource1'>>\
[[Explore the mines|mine1level1]]
<<elseif $planet14type=='resource2'>>\
[[Explore the mines|mine2level1]]
<<elseif $planet14type=='resource3'>>\
[[Explore the mines|mine3level1]]
<<else>>\
[[Explore the mines|mine4level1]]
<</if>>\
<<if $tyrantworld=='planet14'>>\
[[Try to find a way of defeating the tyrant|tyrantfortress]]
<</if>>\
<<if $artefactplace=='planet14' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet14discovered to true>>\
<span class = 'biggish'><center>$planet14name</center></span>
This $planet14terrain world is settled by an ancient race of $planet14race. The natives are few in numbers and most of the terrain remains wild and uncharted. <<if $planet14terrain=='desert'>>The endless sandy deserts and sandstone plateaus<<elseif $planet14terrain=='rocky'>>The rugged, rocky highlands and valleys<<elseif $planet14terrain=='crystal'>>The strange crystal forests and plains<<elseif $planet14terrain=='jungle'>>The alien jungles, teeming with wildlife<<elseif $planet14terrain=='volcanic'>>The basalt plains and valleys of solidified lava<<elseif $planet14terrain=='icy'>>The frozen tundra and icy wastes<<else>>The countless islands<</if>>, full of danger and adventure, are waiting to be explored.
<<if $renown>=10>>\
You're famous and many locals hold you in high respect, showing you their friendship!
<<if$playerhp<$playermaxhp>><<set $playerhp to $playermaxhp>>\
When you arrive and they notice you're wounded, they immediately fetch a doctor who heals you.
Your HP was restored!
<</if>>\
<<if $renown>=10 && $shiphp<$shipmaxhp>><<set $shiphp to $shipmaxhp>>\
When the locals notice your ship is damaged, they immediately fetch a mechanic, who repairs it.
Your ship's HP was restored!
<</if>><</if>>\
[[Look for adventure|planet14quest]]
[[Explore the wilderness|planet14explore]]
<<if $planet14storylearned>>\
<<else>><<if $charisma>>\
[[(Charisma) Talk to the natives and record their stories|planet14story]]
<<else>><</if>><</if>>\
<<if $planet14type=='wild1'>>\
[[Visit the market|wild1market]]
<<elseif $planet14type == 'wild2'>>\
[[Visit the market|wild2market]]
<<elseif $planet14type == 'wild3'>>\
[[Visit the market|wild3market]]
<<elseif $planet14type == 'wild4'>>\
[[Visit the market|wild4market]]
<<elseif $planet14type == 'wild5'>>\
[[Visit the market|wild5market]]
<<else>>\
[[Visit the market|wild6market]]
<</if>><<if $artefactplace=='planet14' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet14discovered to true>><<set $randomenemy to random(1,5)>>\
<span class = 'biggish'><center>$planet14name</center></span>
$planet14name is a dangerous $planet14terrain world, where the native $planet14race <<if $planet14type == 'war1' && $war1done>> used to wage wars against raiding pirates. Since you have defeated the pirate captain, times are more peaceful, but remnants of the pirate clan still cause trouble from time to time.<<elseif $planet14type == 'war2' && $war2done>> used to wage wars against vicious beasts. Since you have defeated the beastmaster controlling these creatures, times are more peaceful, but lone beasts still cause trouble from time to time.<<elseif $planet14type == 'war3' && $war3done>> used to wage wars against an alien warlord and his ruthless army. Since you have defeated the warlord in single combat, times are more peaceful, but remnants of the alien army still cause trouble from time to time.<<elseif $planet14type == 'war1'>> wage endless wars against raiding pirates, who established their base <<if $planet14terrain=='desert'>>in the windswept desert<<elseif $planet14terrain=='rocky'>>in the rocky mountains<<elseif $planet14terrain=='crystal'>>in the deep crystal caves<<elseif $planet14terrain=='jungle'>>in the deepest jungles<<elseif $planet14terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet14terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<<elseif $planet14type == 'war2'>> wage endless wars against cruel and wild beasts that live <<if $planet14terrain=='desert'>>in the windswept desert<<elseif $planet14terrain=='rocky'>>in the rocky mountains<<elseif $planet14terrain=='crystal'>>in the deep crystal caves<<elseif $planet14terrain=='jungle'>>in the deepest jungles<<elseif $planet14terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet14terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<<elseif $planet14type == 'war3'>> wage endless wars against soldiers of an alien warlord who strike from their base <<if $planet14terrain=='desert'>>in the windswept desert<<elseif $planet14terrain=='rocky'>>in the rocky mountains<<elseif $planet14terrain=='crystal'>>in the deep crystal caves<<elseif $planet14terrain=='jungle'>>in the deepest jungles<<elseif $planet14terrain=='volcanic'>>in a giant extinct volcano<<elseif $planet14terrain=='icy'>>in the cold and inhospitable tundra<<else>>on an island surrounded by perpetual mist<</if>>.<</if>>
<<if $planet14type == 'war1'>>\
<<if $war1done>>\
[[Fight off the pirate troublemakers|piratesafterfight]]
<<else>>\
[[Fight the pirates in their base|war1redirect]]
<</if>>\
<<elseif $planet14type == 'war2'>>\
<<if $war2done>>\
[[Fight off the troublesome beasts|beastsafterfight]]
<<else>>\
[[Explore the area the beasts come from|war2redirect]]
<</if>>\
<<elseif $planet14type == 'war3'>>\
<<if $war3done>>\
[[Fight off the alien troublemakers|aliensafterfight]]
<<else>>\
[[Attack the invaders in their HQ|war3redirect]]
<</if>>\
<<else>>\<</if>>\
<<if $artefactplace=='planet14' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet15discovered to true>>\
<span class = 'biggish'><center>$planet15name</center></span>
$planet15name is a civilised world with bustling metropolises and busy spaceports, <<if $planet15terrain=='desert'>>built in irrigated oases of green on the otherwise barren and desert surface.<<elseif $planet15terrain=='rocky'>>built on top of soaring mountains and rocky plateaus.<<elseif $planet15terrain=='crystal'>>where beautiful, intricate buildings are sculpted out of glowing crystals.<<elseif $planet15terrain=='jungle'>>surrounded by ancient jungle that is no less teeming with life, plant and animal.<<elseif $planet15terrain=='volcanic'>>which sprawl across grey plains of ash and are shielded from elements by obsidian walls.<<elseif $planet15terrain=='icy'>>protected from the harsh climate by forcefield domes that keep the icy winds outside.<<else>>built on natural islands or on giant floating platforms that travel from place to place.<</if>> Trade and culture flourish on the planet, which is inhabited by a race of $planet15race.
<<if $planet15type == 'civilised1'>>$planet15name is also home to the Galactic Geographic Society, which gathers knowledge about different planets and their inhabitants.
<<elseif $planet15type == 'civilised2'>>$planet15name is also home to the most important orbital shipyards in the Galaxy.
<<elseif $planet15type == 'civilised3'>>$planet15name is also home to a bionic centre where experimental therapies are being developed. There are also rumours about an underground black market, where all sorts of illegal goods can be sold... <<if $gameobjective == 'tyrant'||$gameobjective=='slavers'>>Last but not least, a famous mercenary guild has its headquarters on $planet15name.<</if>>
<<else>>\<</if>>
<<if $notenoughmoney>><<set $notenoughmoney to false>>\
You don't have enough credits!
<<else>><</if>>\
[[Visit the general market|generalmarket]]
<<if $playerhp < $playermaxhp>>\
<<if $credits >=30>>\
[[Visit the hospital to restore your HP for 30 credits|planet15civilised][$playerhp to $playermaxhp; $credits-=30]]
<<else>>\
[[Visit the hospital to restore your HP for 30 credits|planet15civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $shiphp < $shipmaxhp>>\
<<if $credits >=50>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet15civilised][$shiphp to $shipmaxhp; $credits-=50]]
<<else>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet15civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $planet15type == 'civilised1'>>\
[[Visit the wholesale market|wholesalemarket1]]
[[Visit the Galactic Geographic Society|galgeo]]
<<if $mine1remainsexamined && $mine1medalionnotreturned>>\
[['Return the medallion of ' + $mine1remainsname + ' the explorer to the family'->remains1return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint1]]
<</if>>\
<</if>>\
<<if $planet15type == 'civilised2'>>\
[[Visit the wholesale market|wholesalemarket2]]
[[Visit the shipyards|shipyards]]
<<if $mine2remainsexamined && $mine2diarynotreturned>>\
[['Return the diary of ' + $mine2remainsname + ' the prospector to the family'->remains2return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint2]]
<</if>>\
<<if $gameobjective=='slavers'>>\
[[Visit the scientist working on the distortion field suppression device|scientist]]
<</if>>\
<</if>>\
<<if $planet15type == 'civilised3'>>\
[[Visit the wholesale market|wholesalemarket3]]
[[Visit the bionics centre|bionics]]
[[Visit the black market|blackmarket]]
<<if $dungeon2remainsexamined && $dungeon2locketnotreturned>>\
[['Return the locket of ' + $dungeon2remainsname + ' to the family'->remains3return][$renown+=1]]
<</if>>\
<<if $gameobjective == 'tyrant'>>\
[[Visit the mercenary guild|mercenaryguild]]
<</if>>\
<<if $gameobjective == 'slavers'>>\
[[Visit the mercenary guild|mercenaryguildslavers]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint3]]
<</if>>\<</if>>\
<<if $artefactplace=='planet15' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet15discovered to true>>\
<span class = 'biggish'><center>$planet15name</center></span>
<<if $tyrantworld=='planet15'>>\
$planet15name is a resource rich $planet15terrain world with numerous mines. It is ruled by the evil tyrant $tyrantname $tyrantnickname, who enslaved most of the populace, including your family, and forces them to work in the mines.
$tyrantname $tyrantnickname rules the planet from a grim fortress, guarded by a well-trained army.
Most of the mines on the planet are controlled by the tyrant's forces, apart from one old, abandoned mine in the wilderness. You can explore the abandoned mine to see if there are any star crystals left there.
<<else>>\
$planet15name is a half-forgotten $planet15terrain world that once used to be resource-rich, but has been almost completely exploited. There are no permanent settlements on the planet, but adventurers visit it sometimes, their curiosity piqued by rumours of mines with surviving star crystal deposits, hidden in the <<if $planet15terrain=='desert'>>unwelcoming dune seas.<<elseif $planet15terrain=='rocky'>>rugged, rocky hills.<<elseif $planet15terrain=='crystal'>>valleys of glowing stones.<<elseif $planet15terrain=='jungle'>>deepest, darkest jungles.<<elseif $planet15terrain=='volcanic'>>ash-covered volcanic mountain ranges.<<elseif $planet15terrain=='icy'>>mighty glaciers.<<else>>dark sea caves.<</if>>
<</if>>\
<<if $planet15type=='resource1'>>\
[[Explore the mines|mine1level1]]
<<elseif $planet15type=='resource2'>>\
[[Explore the mines|mine2level1]]
<<elseif $planet15type=='resource3'>>\
[[Explore the mines|mine3level1]]
<<else>>\
[[Explore the mines|mine4level1]]
<</if>>\
<<if $tyrantworld=='planet15'>>\
[[Try to find a way of defeating the tyrant|tyrantfortress]]
<</if>>\
<<if $artefactplace=='planet15' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet15discovered to true>>\
<span class = 'biggish'><center>$planet15name</center></span>
$planet15name is inhabited by a race of $planet15race living in small, isolated settlements. This $planet15terrain planet was settled quite recently and is still being colonised. Worlds like this are often rife with adventure; danger lurks <<if $planet15terrain=='desert'>>on the sun-bleached sands,<<elseif $planet15terrain=='rocky'>>in the rocky mountains and valleys,<<elseif $planet15terrain=='crystal'>>in the crystal caves and mountains,<<elseif $planet15terrain=='jungle'>>in the strange, alien jungles,<<elseif $planet15terrain=='volcanic'>>on the volcanic plains and ridges,<<elseif $planet15terrain=='icy'>>in the frozen wastes,<<else>>on the many uncharted islands,<</if>> but where danger is, there may be treasure.
<<if $renown>=10>>\
You're famous and many locals hold you in high respect, showing you their friendship!
<<if$playerhp<$playermaxhp>><<set $playerhp to $playermaxhp>>\
When you arrive and they notice you're wounded, they immediately fetch a doctor who heals you.
Your HP was restored!
<</if>>\
<<if $renown>=10 && $shiphp<$shipmaxhp>><<set $shiphp to $shipmaxhp>>\
When the locals notice your ship is damaged, they immediately fetch a mechanic, who repairs it.
Your ship's HP was restored!
<</if>><</if>>\
[[Look for adventure|planet15quest]]
[[Explore the wilderness|planet15explore]]
<<if $planet15storylearned>>\
<<else>><<if $charisma>>\
[[(Charisma) Talk to the natives and record their stories|planet15story]]
<<else>><</if>><</if>>\
<<if $planet15type=='wild1'>>\
[[Visit the market|wild1market]]
<<elseif $planet15type == 'wild2'>>\
[[Visit the market|wild2market]]
<<elseif $planet15type == 'wild3'>>\
[[Visit the market|wild3market]]
<<elseif $planet15type == 'wild4'>>\
[[Visit the market|wild4market]]
<<elseif $planet15type == 'wild5'>>\
[[Visit the market|wild5market]]
<<else>>\
[[Visit the market|wild6market]]
<</if>><<if $artefactplace=='planet15' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet15discovered to true>><<set $randomenemy to random(1,5)>>\
<span class = 'biggish'><center>$planet15name</center></span>
$planet15name is a world torn by conflict. The native $planet15race, living <<if $planet15terrain=='desert'>>in the few hospitable oases,<<elseif $planet15terrain=='rocky'>>in fortified mountain villages,<<elseif $planet15terrain=='crystal'>>in giant hollow crystals,<<elseif $planet15terrain=='jungle'>>in the untamed jungles,<<elseif $planet15terrain=='volcanic'>>in villages built on basalt plains,<<elseif $planet15terrain=='icy'>>in ice grottoes and tiny villages of snow huts,<<else>>on islands and on giant houseboats,<</if>> <<if $planet15type == 'war1'>><<if $war1done>> used to be harassed by bloodthirsty pirates. Since you have defeated the pirate captain, times are more peaceful, but remnants of the pirate clan still cause trouble from time to time.<<else>> are harassed by raiding pirates, who established their base on this $planet15terrain world.<</if>><<elseif $planet15type == 'war2'>><<if $war2done>> used to be harassed by wild and vicious beasts. Since you have defeated the beastmaster controlling these creatures, times are more peaceful, but lone beasts still cause trouble from time to time.<<else>> are harassed by bloodthirsty beasts, whose relentless attacks suggest a level of intelligence.<</if>><<elseif $planet15type == 'war3'>><<if $war3done>> were harassed by an alien warlord and his ruthless army. Since you have defeated the warlord in single combat, times are more peaceful, but remnants of the alien army still cause trouble from time to time.<<else>> are harassed by the conquering army of a ruthless alien warlord.<</if>><</if>>
<<if $planet15type == 'war1'>>\
<<if $war1done>>\
[[Fight off the pirate troublemakers|piratesafterfight]]
<<else>>\
[[Fight the pirates in their base|war1redirect]]
<</if>>\
<<elseif $planet15type == 'war2'>>\
<<if $war2done>>\
[[Fight off the troublesome beasts|beastsafterfight]]
<<else>>\
[[Explore the area the beasts come from|war2redirect]]
<</if>>\
<<elseif $planet15type == 'war3'>>\
<<if $war3done>>\
[[Fight off the alien troublemakers|aliensafterfight]]
<<else>>\
[[Attack the invaders in their HQ|war3redirect]]
<</if>>\
<<else>>\<</if>>\
<<if $artefactplace=='planet15' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet16discovered to true>>\
<span class = 'biggish'><center>$planet16name</center></span>
$planet16name is a civilised world with bustling metropolises and busy spaceports, <<if $planet16terrain=='desert'>>built in irrigated oases of green on the otherwise barren and desert surface.<<elseif $planet16terrain=='rocky'>>built on top of soaring mountains and rocky plateaus.<<elseif $planet16terrain=='crystal'>>where beautiful, intricate buildings are sculpted out of glowing crystals.<<elseif $planet16terrain=='jungle'>>surrounded by ancient jungle that is no less teeming with life, plant and animal.<<elseif $planet16terrain=='volcanic'>>which sprawl across grey plains of ash and are shielded from elements by obsidian walls.<<elseif $planet16terrain=='icy'>>protected from the harsh climate by forcefield domes that keep the icy winds outside.<<else>>built on natural islands or on giant floating platforms that travel from place to place.<</if>> Trade and culture flourish on the planet, which is inhabited by a race of $planet16race.
<<if $planet16type == 'civilised1'>>$planet16name is also home to the Galactic Geographic Society, which gathers knowledge about different planets and their inhabitants.
<<elseif $planet16type == 'civilised2'>>$planet16name is also home to the most important orbital shipyards in the Galaxy.
<<elseif $planet16type == 'civilised3'>>$planet16name is also home to a bionic centre where experimental therapies are being developed. There are also rumours about an underground black market, where all sorts of illegal goods can be sold... <<if $gameobjective == 'tyrant'||$gameobjective=='slavers'>>Last but not least, a famous mercenary guild has its headquarters on $planet16name.<</if>>
<<else>>\<</if>>
<<if $notenoughmoney>><<set $notenoughmoney to false>>\
You don't have enough credits!
<<else>><</if>>\
[[Visit the general market|generalmarket]]
<<if $playerhp < $playermaxhp>>\
<<if $credits >=30>>\
[[Visit the hospital to restore your HP for 30 credits|planet16civilised][$playerhp to $playermaxhp; $credits-=30]]
<<else>>\
[[Visit the hospital to restore your HP for 30 credits|planet16civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $shiphp < $shipmaxhp>>\
<<if $credits >=50>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet16civilised][$shiphp to $shipmaxhp; $credits-=50]]
<<else>>\
[[Visit the repair shop to restore your ship's HP for 50 credits|planet16civilised][$notenoughmoney to true]]
<</if>><</if>>\
<<if $planet16type == 'civilised1'>>\
[[Visit the wholesale market|wholesalemarket1]]
[[Visit the Galactic Geographic Society|galgeo]]
<<if $mine1remainsexamined && $mine1medalionnotreturned>>\
[['Return the medallion of ' + $mine1remainsname + ' the explorer to the family'->remains1return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint1]]
<</if>>\
<</if>>\
<<if $planet16type == 'civilised2'>>\
[[Visit the wholesale market|wholesalemarket2]]
[[Visit the shipyards|shipyards]]
<<if $mine2remainsexamined && $mine2diarynotreturned>>\
[['Return the diary of ' + $mine2remainsname + ' the prospector to the family'->remains2return][$renown+=1]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint2]]
<</if>>\
<<if $gameobjective=='slavers'>>\
[[Visit the scientist working on the distortion field suppression device|scientist]]
<</if>>\
<</if>>\
<<if $planet16type == 'civilised3'>>\
[[Visit the wholesale market|wholesalemarket3]]
[[Visit the bionics centre|bionics]]
[[Visit the black market|blackmarket]]
<<if $dungeon2remainsexamined && $dungeon2locketnotreturned>>\
[['Return the locket of ' + $dungeon2remainsname + ' to the family'->remains3return][$renown+=1]]
<</if>>\
<<if $gameobjective == 'tyrant'>>\
[[Visit the mercenary guild|mercenaryguild]]
<</if>>\
<<if $gameobjective == 'slavers'>>\
[[Visit the mercenary guild|mercenaryguildslavers]]
<</if>>\
<<if $gameobjective=='artefact'>>\
[['Ask around about the ' + $artefactname + ' ' + $artefactname2|artefacthint3]]
<</if>>\<</if>>\
<<if $artefactplace=='planet16' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet16discovered to true>>\
<span class = 'biggish'><center>$planet16name</center></span>
<<if $tyrantworld=='planet16'>>\
$planet16name is a resource rich $planet16terrain world with numerous mines. It is ruled by the evil tyrant $tyrantname $tyrantnickname, who enslaved most of the populace, including your family, and forces them to work in the mines.
$tyrantname $tyrantnickname rules the planet from a grim fortress, guarded by a well-trained army.
Most of the mines on the planet are controlled by the tyrant's forces, apart from one old, abandoned mine in the wilderness. You can explore the abandoned mine to see if there are any star crystals left there.
<<else>>\
$planet16name is a half-forgotten $planet16terrain world that once used to be resource-rich, but has been almost completely exploited. There are no permanent settlements on the planet, but adventurers visit it sometimes, their curiosity piqued by rumours of mines with surviving star crystal deposits, hidden in the <<if $planet16terrain=='desert'>>unwelcoming dune seas.<<elseif $planet16terrain=='rocky'>>rugged, rocky hills.<<elseif $planet16terrain=='crystal'>>valleys of glowing stones.<<elseif $planet16terrain=='jungle'>>deepest, darkest jungles.<<elseif $planet16terrain=='volcanic'>>ash-covered volcanic mountain ranges.<<elseif $planet16terrain=='icy'>>mighty glaciers.<<else>>dark sea caves.<</if>>
<</if>>\
<<if $planet16type=='resource1'>>\
[[Explore the mines|mine1level1]]
<<elseif $planet16type=='resource2'>>\
[[Explore the mines|mine2level1]]
<<elseif $planet16type=='resource3'>>\
[[Explore the mines|mine3level1]]
<<else>>\
[[Explore the mines|mine4level1]]
<</if>>\
<<if $tyrantworld=='planet16'>>\
[[Try to find a way of defeating the tyrant|tyrantfortress]]
<</if>>\
<<if $artefactplace=='planet16' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet16discovered to true>>\
<span class = 'biggish'><center>$planet16name</center></span>
$planet16name is inhabited by a race of $planet16race living in small, isolated settlements. This $planet16terrain planet was settled quite recently and is still being colonised. Worlds like this are often rife with adventure; danger lurks <<if $planet16terrain=='desert'>>on the sun-bleached sands,<<elseif $planet16terrain=='rocky'>>in the rocky mountains and valleys,<<elseif $planet16terrain=='crystal'>>in the crystal caves and mountains,<<elseif $planet16terrain=='jungle'>>in the strange, alien jungles,<<elseif $planet16terrain=='volcanic'>>on the volcanic plains and ridges,<<elseif $planet16terrain=='icy'>>in the frozen wastes,<<else>>on the many uncharted islands,<</if>> but where danger is, there may be treasure.
<<if $renown>=10>>\
You're famous and many locals hold you in high respect, showing you their friendship!
<<if$playerhp<$playermaxhp>><<set $playerhp to $playermaxhp>>\
When you arrive and they notice you're wounded, they immediately fetch a doctor who heals you.
Your HP was restored!
<</if>>\
<<if $renown>=10 && $shiphp<$shipmaxhp>><<set $shiphp to $shipmaxhp>>\
When the locals notice your ship is damaged, they immediately fetch a mechanic, who repairs it.
Your ship's HP was restored!
<</if>><</if>>\
[[Look for adventure|planet16quest]]
[[Explore the wilderness|planet16explore]]
<<if $planet16storylearned>>\
<<else>><<if $charisma>>\
[[(Charisma) Talk to the natives and record their stories|planet16story]]
<<else>><</if>><</if>>\
<<if $planet16type=='wild1'>>\
[[Visit the market|wild1market]]
<<elseif $planet16type == 'wild2'>>\
[[Visit the market|wild2market]]
<<elseif $planet16type == 'wild3'>>\
[[Visit the market|wild3market]]
<<elseif $planet16type == 'wild4'>>\
[[Visit the market|wild4market]]
<<elseif $planet16type == 'wild5'>>\
[[Visit the market|wild5market]]
<<else>>\
[[Visit the market|wild6market]]
<</if>><<if $artefactplace=='planet16' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $planet16discovered to true>><<set $randomenemy to random(1,5)>>\
<span class = 'biggish'><center>$planet16name</center></span>
$planet16name is a world torn by conflict. The native $planet16race, living <<if $planet16terrain=='desert'>>in the few hospitable oases,<<elseif $planet16terrain=='rocky'>>in fortified mountain villages,<<elseif $planet16terrain=='crystal'>>in giant hollow crystals,<<elseif $planet16terrain=='jungle'>>in the untamed jungles,<<elseif $planet16terrain=='volcanic'>>in villages built on basalt plains,<<elseif $planet16terrain=='icy'>>in ice grottoes and tiny villages of snow huts,<<else>>on islands and on giant houseboats,<</if>> <<if $planet16type == 'war1'>><<if $war1done>> used to be harassed by bloodthirsty pirates. Since you have defeated the pirate captain, times are more peaceful, but remnants of the pirate clan still cause trouble from time to time.<<else>> are harassed by raiding pirates, who established their base on this $planet16terrain world.<</if>><<elseif $planet16type == 'war2'>><<if $war2done>> used to be harassed by wild and vicious beasts. Since you have defeated the beastmaster controlling these creatures, times are more peaceful, but lone beasts still cause trouble from time to time.<<else>> are harassed by bloodthirsty beasts, whose relentless attacks suggest a level of intelligence.<</if>><<elseif $planet16type == 'war3'>><<if $war3done>> were harassed by an alien warlord and his ruthless army. Since you have defeated the warlord in single combat, times are more peaceful, but remnants of the alien army still cause trouble from time to time.<<else>> are harassed by the conquering army of a ruthless alien warlord.<</if>><</if>>
<<if $planet16type == 'war1'>>\
<<if $war1done>>\
[[Fight off the pirate troublemakers|piratesafterfight]]
<<else>>\
[[Fight the pirates in their base|war1redirect]]
<</if>>\
<<elseif $planet16type == 'war2'>>\
<<if $war2done>>\
[[Fight off the troublesome beasts|beastsafterfight]]
<<else>>\
[[Explore the area the beasts come from|war2redirect]]
<</if>>\
<<elseif $planet16type == 'war3'>>\
<<if $war3done>>\
[[Fight off the alien troublemakers|aliensafterfight]]
<<else>>\
[[Attack the invaders in their HQ|war3redirect]]
<</if>>\
<<else>>\<</if>>\
<<if $artefactplace=='planet16' && $map == true>>\
[[Go to the location shown on the ancient map|findartefact]]
<</if>>\
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span><<set $traveldestination to 'planet1'>>
<<if $currentplanetname == $planet1name>><<goto 'planet1'>>\
<<else>>\
<<set $wild1explore-=1>><<set $wild2explore-=1>><<set $wild3explore-=1>><<set $wild4explore-=1>><<set $wild5explore-=1>><<set $wild6explore-=1>><<set $war1timer-=1>><<set $war2timer-=1>><<set $war3timer-=1>><<set $restock-=1>><<if $restock == 0>><<set $civilised1commongoods to 5>><<set $civilised2commongoods to 5>><<set $civilised3commongoods to 5>><<set $wild1exoticgoods to 2>><<set $wild1illicitgoods to 3>><<set $wild2exoticgoods to 2>><<set $wild3exoticgoods to 2>><<set $wild4exoticgoods to 2>><<set $wild5exoticgoods to 3>><<set $wild6exoticgoods to 3>><<set $restock to 50>><</if>>\
<<set $initialisecombat to true>>\
<<set $encounter to random(1, 10)>>\
<<if $encounter <3>><<goto alienwarship>>\
<<elseif $encounter <4>><<goto droneswarm>>\
<<elseif $encounter < 6>><<goto piratecruiser>>\
<<elseif $encounter < 8>><<goto spacethreat>>\
<<elseif $encounter < 9>><<goto shipwreck>>\
<<else>><<if $illicitgoods >0>><<goto customs>><<else>><<goto uneventful>><</if>><</if>>\
<</if>><span class = 'biggish'><center>Alien warship</center></span>
<<if $initialisecombat>>\
<<set $enemydesc to random(1, 3)>>\
<<if $enemydesc == 1>>You're nearing your destination when you encounter a massive alien warship. There can be no doubt the aliens are hostile: they power up their weapons as soon as they spot you!<<elseif $enemydesc == 2>>You're blasting through space when your radar signals danger. A strange alien ship – giant, bulbous in shape and heavily armed – appears and aims its weapons at you!<<else>>On the last leg of your journey you encounter an alien warship – a heavily armed and armoured colossus. The warship powers up its cannons!<</if>>\
<<set $initiative to true>>\
<<set $spoils to random(1,3)>>\
<<set $enemyhp to 300>>\
<<set $enemydamage to 70>>\
<<set $bribe to 2000>>\
<<set $evadechance to 5>>\
<<set $hitchance to 6>>\
<<if $piloting>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 5>>
<<if $piloting>><<set $enemyhitchance -=2>><</if>>\
<<set $initialisecombat to false>>\
<<set $charismaused to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $evaderoll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>><<set $charismaroll to random(1,2)>>\
Warship: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/300 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>>You fire your laser cannon, but the beam is absorbed by the warship's powerful shields!<<elseif $playermiss == 2>>You shoot at the enemy, but your attack is deflected by the warship's armour.<<else>>You open fire, but you miss your target.<</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>>Your well-timed shot penetrates the warship's plating!<<elseif $playerhit == 2>>You fire a barrage of laser beams which damage the warship's armour!<<else>>You open fire, piercing through the warship's shields and dealing damage!<</if>>\
<<if $enemyhp <=0>>\
Your final attack destroys the warship. The giant alien craft explodes into thousands of pieces!
<<else>>\<</if>><</if>>\
<<if $evadefail>><<set $evadefail to 0>><<set $evadefailmessage to random (1,2)>>
<<if $evadefailmessage ==1>>You try to escape from combat, but you fail to outmanoeuvre the enemy!<<else>>You are unable to escape!<</if>><</if>>
<<if $diplomacyfail>><<set $diplomacyfail to 0>><<set $charismaused to true>>You open communication with the warship and try to convince the aliens to cease fire, but to no avail. The alien commander laughs at you and orders the crew to attack!
<</if>><<if $bribefail>><<set $bribefail to false>>You don't have enough money to bribe the alien commander!
<</if>>\
<<if $messagetorpedo>><<set $messagetorpedo to false>>You launch an energy torpedo. It hits the alien warship and explodes in a blinding ball of light!
<<if $enemyhp <=0>>\
The torpedo's explosion obliterates the warship!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>\
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The warship fires at you, but the glancing blow is absorbed by your shields, dealing no damage.<<elseif $enemymissdesc == 2>>The warship fires a salvo, but you manage to dodge at the very last moment!<<else>>The enemy shoots laser beams, but they all miss your ship!<</if>>\
<<else>><<set $shiphp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>The warship shoots at you, dealing serious damage to your ship!<<elseif $enemyhitdesc == 2>>A shot from the enemy's laser cannon hits you, damaging your ship!<<else>>The warship fires a perfectly aimed salvo, damaging your ship!<</if>>\
<<if $shiphp <=0>><<set $shiphp to 0>><<set $dead to true>>\
Your ship was destroyed!
[[Game over!|shipgameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0>><<if $attackroll > $hitchance>>\
[[Attack!|alienwarship][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|alienwarship][$enemyhp -= $shipdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0>><<if $evaderoll > $evadechance>>\
[[Try to escape|alienwarship][$evadefail to 1; $initiative to false]]
<<else>>\
[[Try to escape|warshipescaped]]
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0 && $charisma && $charismaused == false>>\
<<if $charismaroll ==2>>\
[[(Charisma) Try to convince the enemy to cease hostilities|alienwarship][$diplomacyfail to true; $initiative to false]]
<<else>>\
[[(Charisma) Try to convince the enemy to cease hostilities|warshipdiplomacysuccess]]
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0 && $trading && $credits>= $bribe>>\
[[(Trading) Offer the alien commander 2000 credits to let you go|warshipbribed][$credits-=2000]]
<<elseif $enemyhp >0 && $shiphp >0 && $trading && $credits < $bribe>>\
[[(Trading) Offer the alien commander 2000 credits to let you go|alienwarship][$bribefail to true; $initiative to false]]
<<else>><</if>>\
<<if $enemyhp >0 && $shiphp >0 && $torpedo >0>>\
[[Launch an energy torpedo at the enemy|alienwarship][$enemyhp -= 150; $messagetorpedo to 1; $torpedo-=1; $initiative to false]]
<</if>>\
<<if $enemyhp >0 && $shiphp >0 && $cloaking >0>>\
[[Set off a cloaking charge to escape|warshipcloak][$cloaking-=1]]
<</if>>\
<<if $enemyhp <=0>>\
<<if $spoils<3>>\
[[Continue|alienwarshipwin][$repairkit+=5; $renown+=1]]
<<else>>\
[[Continue|alienwarshipwin][$commongoods+=2; $renown+=1]]
<</if>><</if>><span class = 'biggish'><center>Drone swarm</center></span>
<<if $initialisecombat>>\
<<set $enemydesc to random(1, 3)>>\
<<if $enemydesc == 1>>You're nearing your destination when a swarm of small objects appears on your radar. They are closing in on you fast! Soon your ship is under attack from battle drones!<<elseif $enemydesc == 2>>On the way to your destination, you're attacked by a swarm of combat drones. You don't know why they are hostile, but there's no doubt they aim to destroy your ship!<<else>>You're travelling through space at full speed when a swarm of attack drones appears and gives chase. They soon catch up with you and open fire!<</if>>\
<<set $initiative to true>>\
<<set $spoils to random(1,5)>>\
<<set $enemyhp to 200>>\
<<set $enemydamage to 35>>\
<<set $evadechance to 4>>\
<<set $hitchance to 3>>\
<<if $piloting>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 7>>
<<if $piloting>><<set $enemyhitchance -=2>><</if>>\
<<set $initialisecombat to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $evaderoll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>>\
Drone swarm: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/200 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>>You open fire, but the drones scatter, evading the laser beams!<<elseif $playermiss == 2>>You shoot at the drones, but they evade your attacks with blinding speed.<<else>>You fire your laser cannon, but you miss!<</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>>You fire a quick barrage, damaging several drones.<<elseif $playerhit == 2>>You hit one of the drones, which explodes!<<else>>You fire lasers at the drones, crippling several of them!<</if>>\
<<if $enemyhp <=0>>\
Your final attack destroys the few remaining drones. You have defeated the swarm!
<<else>>\<</if>><</if>>\
<<if $evadefail>><<set $evadefail to 0>><<set $evadefailmessage to random (1,2)>>
<<if $evadefailmessage ==1>>You try to escape from combat, but you fail to outmanoeuvre the enemy!<<else>>You are unable to escape!<</if>><</if>>
<<if $messagetorpedo>><<set $messagetorpedo to false>>You launch an energy torpedo. The drones scatter, but before they can get to a safe distance, the torpedo explodes, enveloping them in a cloud of fire!
<<if $enemyhp <=0>>\
The torpedo's explosion destroys all the drones!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>\
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The drones launch a coordinated attack, but you manage to evade!<<elseif $enemymissdesc == 2>>The drones' attacks harmlessly bounce off your ship's plating.<<else>>The drones shoot lasers at you, but your ship's shields absorb the attack.<</if>>\
<<else>><<set $shiphp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>The drones attack from every side, damaging your ship's plating.<<elseif $enemyhitdesc == 2>>The drones fire at your ship, dealing damage.<<else>>The drones attack swiftly and in perfect coordination, dealing damage to your ship.<</if>>\
<<if $shiphp <=0>><<set $shiphp to 0>><<set $dead to true>>\
Your ship was destroyed!
[[Game over!|shipgameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0>><<if $attackroll > $hitchance>>\
[[Attack!|droneswarm][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|droneswarm][$enemyhp -= $shipdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0>><<if $evaderoll > $evadechance>>\
[[Try to escape|droneswarm][$evadefail to 1; $initiative to false]]
<<else>>\
[[Try to escape|droneswarmescaped]]
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0 && $torpedo >0>>\
[[Launch an energy torpedo at the enemy|droneswarm][$enemyhp -= 150; $messagetorpedo to 1; $torpedo-=1; $initiative to false]]
<</if>>\
<<if $enemyhp >0 && $shiphp >0 && $cloaking >0>>\
[[Set off a cloaking charge to escape|droneswarmcloak][$cloaking-=1]]
<</if>>\
<<if $enemyhp <=0>>\
<<if $spoils<3>>\
[[Continue|droneswarmwin][$cloaking+=2]]
<<elseif $spoils<5>>\
[[Continue|droneswarmwin][$starcrystals+=15]]
<<else>>\
[[Continue|droneswarmwin][$commongoods+=1]]
<</if>><</if>>\<span class = 'biggish'><center>Pirate cruiser</center></span>
<<if $initialisecombat>>\
<<set $enemydesc to random(1, 3)>>\
<<if $enemydesc == 1>>On your way you are ambushed by a pirate cruiser, which immediately opens fire with the intention of destroying your ship!<<elseif $enemydesc == 2>>You're nearing your destination when an old, battered cruiser approaches you. You immediately notice it's very well armed, and it opens fire without warning. It's space pirates!<<else>>On the last leg of your journey you encounter a hostile cruiser – an old, but well-armed craft which belongs to pirates. They attack you on sight!<</if>>\
<<set $initiative to true>>\
<<set $spoils to random(1,7)>>\
<<set $enemyhp to 200>>\
<<set $enemydamage to 45>>\
<<set $bribe to 1000>>\
<<set $evadechance to 5>>\
<<set $hitchance to 5>>\
<<if $piloting>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 6>>
<<if $piloting>><<set $enemyhitchance -=2>><</if>>\
<<set $initialisecombat to false>>\
<<set $charismaused to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $evaderoll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>><<set $charismaroll to random(1,3)>>\
Pirate cruiser: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/200 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>>You fire your laser cannon, but the cruiser's durable plating deflects the attack!<<elseif $playermiss == 2>>You shoot a barrage of laser beams, but they are absorbed by the cruiser's shields.<<else>>You open fire, but you miss!<</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>>Your precise shot penetrates the cruiser's plating!<<elseif $playerhit == 2>>You fire your laser cannon, damaging the pirate's armour!<<else>>You open fire, piercing through the cruiser's shields and dealing damage!<</if>>\
<<if $enemyhp <=0>>\
Your final attack destroys the cruiser. The huge craft breaks in half before exploding in a blinding ball of light!
<<else>>\<</if>><</if>>\
<<if $evadefail>><<set $evadefail to 0>><<set $evadefailmessage to random (1,2)>>
<<if $evadefailmessage ==1>>You try to escape from combat, but you fail to outmanoeuvre the enemy!<<else>>You are unable to escape!<</if>><</if>>
<<if $diplomacyfail>><<set $diplomacyfail to 0>><<set $charismaused to true>>You open communication with the pirates and try to convince them to cease fire, but to no avail. The pirate captain laughs at you and orders the crew to attack!
<</if>><<if $bribefail>><<set $bribefail to false>>You don't have enough money to bribe the pirate captain!
<</if>>\
<<if $messagetorpedo>><<set $messagetorpedo to false>>You launch an energy torpedo. It hits the cruiser and explodes in a blinding ball of light!
<<if $enemyhp <=0>>\
The torpedo's explosion obliterates the pirate cruiser!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>\
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The pirate fires at you, but the attack is absorbed by your shields, dealing no damage.<<elseif $enemymissdesc == 2>>The enemy fires a salvo, but you dodge with a quick manoeuvre!<<else>>The cruiser fires laser cannons, but misses!<</if>>\
<<else>><<set $shiphp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>The cruiser shoots at you, dealing damage to your ship!<<elseif $enemyhitdesc == 2>>A shot from the pirate's laser cannon hits you, damaging your ship!<<else>>The cruiser fires a barrage of laser beams, damaging your plating!<</if>>\
<<if $shiphp <=0>><<set $shiphp to 0>><<set $dead to true>>\
Your ship was destroyed!
[[Game over!|shipgameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0>><<if $attackroll > $hitchance>>\
[[Attack!|piratecruiser][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|piratecruiser][$enemyhp -= $shipdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0>><<if $evaderoll > $evadechance>>\
[[Try to escape|piratecruiser][$evadefail to 1; $initiative to false]]
<<else>>\
[[Try to escape|piratecruiserescaped]]
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0 && $charisma && $charismaused == false>>\
<<if $charismaroll ==3>>\
[[(Charisma) Try to convince the enemy to cease hostilities|piratecruiser][$diplomacyfail to true; $initiative to false]]
<<else>>\
[[(Charisma) Try to convince the enemy to cease hostilities|piratecruiserdiplomacysuccess]]
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0 && $trading && $credits>= $bribe>>\
[[(Trading) Offer the pirate captain 1000 credits to let you go|piratecruiserbribed][$credits-=1000]]
<<elseif $enemyhp >0 && $shiphp >0 && $trading && $credits < $bribe>>\
[[(Trading) Offer the pirate captain 1000 credits to let you go|piratecruiser][$bribefail to true; $initiative to false]]
<<else>><</if>>\
<<if $enemyhp >0 && $shiphp >0 && $torpedo >0>>\
[[Launch an energy torpedo at the enemy|piratecruiser][$enemyhp -= 150; $messagetorpedo to 1; $torpedo-=1; $initiative to false]]
<</if>>\
<<if $enemyhp >0 && $shiphp >0 && $cloaking >0>>\
[[Set off a cloaking charge to escape|piratecruisercloak][$cloaking-=1]]
<</if>>\
<<if $enemyhp<=0>>\
<<if $spoils<4>>\
[[Continue|piratecruiserwin][$exoticgoods+=1]]
<<elseif $spoils<7>>\
[[Continue|piratecruiserwin][$cloaking+=1; $repairkit+=2]]
<<else>>\
[[Continue|piratecruiserwin]]
<</if>><</if>><<set $threat to random(1,5)>>\
Your peaceful journey is interrupted by an unexpected event!
<<if $threat==1>>\
[[Continue|asteroidbelt]]
<<elseif $threat==2>>\
[[Continue|lostinspace]]
<<elseif $threat==3>>\
[[Continue|crystalasteroid]]
<<elseif $threat==4>>\
[[Continue|lostcargo]]
<<elseif $threat==5>>\
[[Continue|spacerocks]]
<</if>>
<<set $shipwrecktype to random(1,5)>>\
On your journey you stumble upon a wreck of a cargo ship, drifting in space.
<<if $shipwrecktype ==1>>\
[[Examine the shipwreck|wreckpirateplunderer]]
<<elseif $shipwrecktype ==2>>\
[[Examine the shipwreck|wreckpiratefighter]]
<<elseif $shipwrecktype ==3>>\
[[Examine the shipwreck|wreckrepairkits]]
<<elseif $shipwrecktype ==4>>\
[[Examine the shipwreck|wreckmedkits]]
<<else>>
[[Examine the shipwreck|wrecktreasure]]
<</if>>\
[[Ignore the shipwreck and travel to your destination|$traveldestination]]<center>Game over! You can restart the game or go to the main menu to load a saved game.
<span class = 'biggish'><<click "Restart game">><<script>>UI.restart()<</script>><</click>>
[[Main menu|menu2]]</span></center>You've achieved something almost impossible – single-handedly destroyed a warship. Your renown goes up by 1!
There isn't much left of the alien warship – just a giant cloud of debris. Still, by scanning the pieces of wreckage you manage to recover some useful items.
<<if $spoils <3>>\
You obtained 5 repair kits!
<<if $device==false && $mysteriouspart==0 && $scientistmet==true>><<set $mysteriouspart to 1>>\
You also discover a strange, translucent, pear-shaped part floating among the debris. This must be the component the mad scientist needs!
You received the mysterious component!
<</if>>\
[[Travel to your destination|$traveldestination]]
<<else>>\
You obtained 2 common goods!
<<if $device==false && $mysteriouspart==0 && $scientistmet==true>><<set $mysteriouspart to 1>>\
You also discover a strange, translucent, pear-shaped part floating among the debris. This must be the component the mad scientist needs!
You received the mysterious component!
<</if>>\
[[Travel to your destination|$traveldestination]]
<</if>>You safely got away!
[[Travel to your destination|$traveldestination]]<<set $traveldestination to 'planet4'>>
<<if $currentplanetname == $planet4name>><<goto 'planet4'>>\
<<else>>\
<<set $wild1explore-=1>><<set $wild2explore-=1>><<set $wild3explore-=1>><<set $wild4explore-=1>><<set $wild5explore-=1>><<set $wild6explore-=1>><<set $war1timer-=1>><<set $war2timer-=1>><<set $war3timer-=1>><<set $restock-=1>><<if $restock == 0>><<set $civilised1commongoods to 5>><<set $civilised2commongoods to 5>><<set $civilised3commongoods to 5>><<set $wild1exoticgoods to 2>><<set $wild1illicitgoods to 3>><<set $wild2exoticgoods to 2>><<set $wild3exoticgoods to 2>><<set $wild4exoticgoods to 2>><<set $wild5exoticgoods to 3>><<set $wild6exoticgoods to 3>><<set $restock to 50>><</if>>\
<<set $initialisecombat to true>>\
<<set $encounter to random(1, 10)>>\
<<if $encounter <3>><<goto alienwarship>>\
<<elseif $encounter < 4>><<goto droneswarm>>\
<<elseif $encounter < 6>><<goto piratecruiser>>\
<<elseif $encounter < 8>><<goto spacethreat>>\
<<elseif $encounter < 9>><<goto shipwreck>>\
<<else>><<if $illicitgoods >0>><<goto customs>><<else>><<goto uneventful>><</if>><</if>>\
<</if>>You open communication with the warship. Using your diplomatic skills, you manage to persuade the alien commander to let you leave. You safely get away and continue your journey without further disturbances.
[[Travel to your destination|$traveldestination]]You offer the aliens a significant sum of money if they let you go. The alien commander agrees to your offer. You send them 2000 credits and are allowed to leave.
You continue your journey without further disturbances.
[[Travel to your destination|$traveldestination]]You set off a cloaking charge to camouflage your ship. Invisible to the warship's radars, you escape the battle.
You continue your journey without further disturbances.
[[Travel to your destination|$traveldestination]]<<set $traveldestination to 'planet2'>>
<<if $currentplanetname == $planet2name>><<goto 'planet2'>>\
<<else>>\
<<set $wild1explore-=1>><<set $wild2explore-=1>><<set $wild3explore-=1>><<set $wild4explore-=1>><<set $wild5explore-=1>><<set $wild6explore-=1>><<set $war1timer-=1>><<set $war2timer-=1>><<set $war3timer-=1>><<set $restock-=1>><<if $restock == 0>><<set $civilised1commongoods to 5>><<set $civilised2commongoods to 5>><<set $civilised3commongoods to 5>><<set $wild1exoticgoods to 2>><<set $wild1illicitgoods to 3>><<set $wild2exoticgoods to 2>><<set $wild3exoticgoods to 2>><<set $wild4exoticgoods to 2>><<set $wild5exoticgoods to 3>><<set $wild6exoticgoods to 3>><<set $restock to 50>><</if>>\
<<set $initialisecombat to true>>\
<<set $encounter to random(1, 10)>>\
<<if $encounter <2>><<goto droneswarm>>\
<<elseif $encounter < 4>><<goto spacethreat>>\
<<elseif $encounter < 5>><<goto piratecruiser>>\
<<elseif $encounter < 7>><<goto piratefighter>>\
<<elseif $encounter < 8>><<goto shipwreck>>\
<<elseif $encounter < 9>><<goto uneventful>>
<<else>><<if $illicitgoods >0>><<goto customs>><<else>><<goto uneventful>><</if>><</if>>\
<</if>><<set $traveldestination to 'planet13'>>
<<if $currentplanetname == $planet13name>><<goto 'planet13'>>\
<<else>>\
<<set $wild1explore-=1>><<set $wild2explore-=1>><<set $wild3explore-=1>><<set $wild4explore-=1>><<set $wild5explore-=1>><<set $wild6explore-=1>><<set $war1timer-=1>><<set $war2timer-=1>><<set $war3timer-=1>><<set $restock-=1>><<if $restock == 0>><<set $civilised1commongoods to 5>><<set $civilised2commongoods to 5>><<set $civilised3commongoods to 5>><<set $wild1exoticgoods to 2>><<set $wild1illicitgoods to 3>><<set $wild2exoticgoods to 2>><<set $wild3exoticgoods to 2>><<set $wild4exoticgoods to 2>><<set $wild5exoticgoods to 3>><<set $wild6exoticgoods to 3>><<set $restock to 50>><</if>>\
<<set $initialisecombat to true>>\
<<set $encounter to random(1, 10)>>\
<<if $encounter <3>><<goto alienwarship>>\
<<elseif $encounter < 4>><<goto droneswarm>>\
<<elseif $encounter < 6>><<goto piratecruiser>>\
<<elseif $encounter < 8>><<goto spacethreat>>\
<<elseif $encounter < 9>><<goto shipwreck>>\
<<else>><<if $illicitgoods >0>><<goto customs>><<else>><<goto uneventful>><</if>><</if>>\
<</if>><<set $traveldestination to 'planet16'>>
<<if $currentplanetname == $planet16name>><<goto 'planet16'>>\
<<else>>\
<<set $initialisecombat to true>>\
<<set $wild1explore-=1>><<set $wild2explore-=1>><<set $wild3explore-=1>><<set $wild4explore-=1>><<set $wild5explore-=1>><<set $wild6explore-=1>><<set $war1timer-=1>><<set $war2timer-=1>><<set $war3timer-=1>><<set $restock-=1>><<if $restock == 0>><<set $civilised1commongoods to 5>><<set $civilised2commongoods to 5>><<set $civilised3commongoods to 5>><<set $wild1exoticgoods to 2>><<set $wild1illicitgoods to 3>><<set $wild2exoticgoods to 2>><<set $wild3exoticgoods to 2>><<set $wild4exoticgoods to 2>><<set $wild5exoticgoods to 3>><<set $wild6exoticgoods to 3>><<set $restock to 50>><</if>>\
<<set $encounter to random(1, 10)>>\
<<if $encounter <3>><<goto alienwarship>>\
<<elseif $encounter < 4>><<goto droneswarm>>\
<<elseif $encounter < 6>><<goto piratecruiser>>\
<<elseif $encounter < 8>><<goto spacethreat>>\
<<elseif $encounter < 9>><<goto shipwreck>>\
<<else>><<if $illicitgoods >0>><<goto customs>><<else>><<goto uneventful>><</if>><</if>>\
<</if>><span class = 'biggish'><center>Pirate starfighter</center></span>
<<if $initialisecombat>>\
<<set $enemydesc to random(1, 3)>>\
<<if $enemydesc == 1>>During your travel you are attacked by a single starfighter – a pirate who must have taken you for an easy prey.<<elseif $enemydesc == 2>>You're nearing your destination when a lone pirate starfighter, shoddy-looking, but well armed, attacks you! <<else>>You're travelling through space at full speed when you're ambushed by a single well-armed fighter – a space pirate!<</if>>\
<<set $initiative to true>>\
<<set $spoils to random(1,7)>>\
<<set $enemyhp to 80>>\
<<set $enemydamage to 20>>\
<<set $evadechance to 4>>\
<<set $hitchance to 5>>\
<<if $piloting>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 5>>
<<if $piloting>><<set $enemyhitchance -=2>><</if>>\
<<set $initialisecombat to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $evaderoll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>>\
Pirate starfighter: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/80 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>>You open fire, but the pirate fighter evades your attack!<<elseif $playermiss == 2>>You shoot at the pirate fighter, but its shield deflects the attack.<<else>>You fire your laser cannon, but you narrowly miss your target!<</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>>You open fire and hit the pirate fighter, damaging its plating.<<elseif $playerhit == 2>>You hit the enemy fighter, dealing some damage.<<else>>You shoot a laser barrage, damaging the pirate fighter!<</if>>\
<<if $enemyhp <=0>>\
Your final attack hits the enemy dead centre. The pirate fighter spins out of control, then explodes into pieces!
<<else>>\<</if>><</if>>\
<<if $evadefail>><<set $evadefail to 0>><<set $evadefailmessage to random (1,2)>>
<<if $evadefailmessage ==1>>You try to escape from combat, but you fail to outmanoeuvre the enemy!<<else>>You are unable to escape!<</if>><</if>>
<<if $messagetorpedo>><<set $messagetorpedo to false>>You launch an energy torpedo. It hits the pirate fighter and explodes in a blinding ball of light!
<<if $enemyhp <=0>>\
The torpedo's explosion destroys the enemy fighter!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>\
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The enemy fighter shoots at you, but you evade the attack.<<elseif $enemymissdesc == 2>>The pirate fires laser cannons, but the attack is absorbed by your shields.<<else>>The pirate shoots at you, but misses.<</if>>\
<<else>><<set $shiphp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>The pirate fires a small rocket, damaging your ship's plating.<<elseif $enemyhitdesc == 2>>The enemy fighter shoots at your ship, dealing some damage.<<else>>The pirate fires a salvo, damaging your ship.<</if>>\
<<if $shiphp <=0>><<set $shiphp to 0>><<set $dead to true>>\
Your ship was destroyed!
[[Game over!|shipgameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0>><<if $attackroll > $hitchance>>\
[[Attack!|piratefighter][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|piratefighter][$enemyhp -= $shipdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0>><<if $evaderoll > $evadechance>>\
[[Try to escape|piratefighter][$evadefail to 1; $initiative to false]]
<<else>>\
[[Try to escape|piratefighterescaped]]
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0 && $torpedo >0>>\
[[Launch an energy torpedo at the enemy|piratefighter][$enemyhp -= 150; $messagetorpedo to 1; $torpedo-=1; $initiative to false]]
<</if>>\
<<if $enemyhp >0 && $shiphp >0 && $cloaking >0>>\
[[Set off a cloaking charge to escape|piratefightercloak][$cloaking-=1]]
<</if>>\
<<if $enemyhp<=0>>\
<<if $spoils<4>>\
[[Continue|piratefighterwin][$repairkit+=1]]
<<elseif $spoils<7>>\
[[Continue|piratefighterwin][$starcrystals+=5]]
<<else>>\
[[Continue|piratefighterwin][$exoticgoods+=1]]
<</if>><</if>>\
<span class = 'biggish'><center>Old drone</center></span>
<<if $initialisecombat>>\
<<set $enemydesc to random(1, 3)>>\
<<if $enemydesc == 1>>During your travel you are attacked by an old, rusty, military drone. The piece of junk must be malfunctioning and thinks you are an enemy.<<elseif $enemydesc == 2>>You're nearing your destination when a military drone – a model that was decommissioned decades ago – starts chasing you and firing at you!<<else>>You're travelling through space at full speed when you're attacked by a small craft. It's a rusty drone – probably a malfunctioning piece of old military equipment.<</if>>\
<<set $initiative to true>>\
<<set $spoils to random(1,4)>>\
<<set $enemyhp to 45>>\
<<set $enemydamage to 10>>\
<<set $evadechance to 6>>\
<<set $hitchance to 6>>\
<<if $piloting>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 4>>
<<if $piloting>><<set $enemyhitchance -=2>><</if>>\
<<set $initialisecombat to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $evaderoll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>>\
Drone: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/45 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>>You open fire, but miss the drone!<<elseif $playermiss == 2>>You shoot at the drone, but its rusty plating deflects the attack.<<else>>You fire your laser cannon, but the drone evades the attack!<</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>>You open fire and hit the drone, ripping off part of its plating.<<elseif $playerhit == 2>>You hit the drone, damaging its wing.<<else>>You fire lasers at the drone, hitting it and dealing serious damage!<</if>>\
<<if $enemyhp <=0>>\
Your final attack hits the enemy dead centre. The drone explodes into pieces!
<<else>>\<</if>><</if>>\
<<if $evadefail>><<set $evadefail to 0>><<set $evadefailmessage to random (1,2)>>
<<if $evadefailmessage ==1>>You try to escape from combat, but you fail to outmanoeuvre the enemy!<<else>>You are unable to escape!<</if>><</if>>
<<if $messagetorpedo>><<set $messagetorpedo to false>>You launch an energy torpedo. It hits the drone and explodes in a blinding ball of light!
<<if $enemyhp <=0>>\
The torpedo's explosion obliterates the drone!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>\
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The drone fires a laser beam, but it's absorbed by your ship's shields.<<elseif $enemymissdesc == 2>>The drone's attack harmlessly bounces off your ship's plating.<<else>>The drone shoots at you, but misses.<</if>>\
<<else>><<set $shiphp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>The drone fires a blue laser beam, damaging your ship's plating.<<elseif $enemyhitdesc == 2>>The drone shoots at your ship, dealing some damage.<<else>>The drone zooms past, firing its guns and damaging your ship.<</if>>\
<<if $shiphp <=0>><<set $shiphp to 0>><<set $dead to true>>\
Your ship was destroyed!
[[Game over!|shipgameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0>><<if $attackroll > $hitchance>>\
[[Attack!|olddrone][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|olddrone][$enemyhp -= $shipdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0>><<if $evaderoll > $evadechance>>\
[[Try to escape|olddrone][$evadefail to 1; $initiative to false]]
<<else>>\
[[Try to escape|olddroneescaped]]
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0 && $torpedo >0>>\
[[Launch an energy torpedo at the enemy|olddrone][$enemyhp -= 150; $messagetorpedo to 1; $torpedo-=1; $initiative to false]]
<</if>>\
<<if $enemyhp >0 && $shiphp >0 && $cloaking >0>>\
[[Set off a cloaking charge to escape|olddronecloak][$cloaking-=1]]
<</if>>\
<<if $enemyhp<=0>>\
<<if $spoils==4>>\
[[Continue|olddronewin][$starcrystals+=1]]
<<else>>\
[[Continue|olddronewin]]
<</if>><</if>>\On your journey, you encounter space merchants flying an old cargo ship. They offer to sell you some of their goods. You can purchase any of the items shown for the listed price, or just ignore the offer and travel to your destination right away.
<<if $messagebought>><<set $messagebought to false>>Purchased!<<elseif $notenoughmoney>><<set $notenoughmoney to false>>You don't have enough credits!<<else>><</if>>
<<if $item1bought>>\<<else>>Repair kit<<if $trading>><<if $credits>=120>><span id = 'tab'>[[Buy for 120 credits|merchants][$repairkit+=1; $credits-=120; $messagebought to true; $item1bought to true]]</span><<else>><span id = 'tab'>[[Buy for 120 credits|merchants][$notenoughmoney to true]]</span><</if>>\
<<else>><<if $credits>=160>><span id = 'tab'>[[Buy for 160 credits|merchants][$repairkit+=1; $credits-=160; $messagebought to true; $item1bought to true]]</span><<else>><span id = 'tab'>[[Buy for 160 credits|merchants][$notenoughmoney to true]]</span><</if>><</if>><</if>>
<<if $item2bought>>\<<else>>Cloaking charge<<if $trading>><<if $credits>=160>><span id = 'tab'>[[Buy for 160 credits|merchants][$cloaking+=1; $credits-=160; $messagebought to true; $item2bought to true]]</span><<else>><span id = 'tab'>[[Buy for 160 credits|merchants][$notenoughmoney to true]]</span><</if>>\
<<else>><<if $credits>=200>><span id = 'tab'>[[Buy for 200 credits|merchants][$cloaking+=1; $credits-=200; $messagebought to true; $item2bought to true]]</span><<else>><span id = 'tab'>[[Buy for 200 credits|merchants][$notenoughmoney to true]]</span><</if>><</if>><</if>>
<<if $item3bought>>\<<else>>Mining equipment<<if $trading>><<if $credits>=640>><span id = 'tab'>[[Buy for 640 credits|merchants][$miningequipment+=1; $credits-=640; $messagebought to true; $item3bought to true]]</span><<else>><span id = 'tab'>[[Buy for 640 credits|merchants][$notenoughmoney to true]]</span><</if>>\
<<else>><<if $credits>=800>><span id = 'tab'>[[Buy for 800 credits|merchants][$miningequipment+=1; $credits-=800; $messagebought to true; $item3bought to true]]</span><<else>><span id = 'tab'>[[Buy for 800 credits|merchants][$notenoughmoney to true]]</span><</if>><</if>><</if>>
<<if $item4bought>>\<<else>>Common goods<<if $trading>><<if $credits>=160>><span id = 'tab'>[[Buy for 160 credits|merchants][$commongoods+=1; $credits-=160; $messagebought to true; $item4bought to true]]</span><<else>><span id = 'tab'>[[Buy for 160 credits|merchants][$notenoughmoney to true]]</span><</if>>\
<<else>><<if $credits>=200>><span id = 'tab'>[[Buy for 200 credits|merchants][$commongoods+=1; $credits-=200; $messagebought to true; $item4bought to true]]</span><<else>><span id = 'tab'>[[Buy for 200 credits|merchants][$notenoughmoney to true]]</span><</if>><</if>><</if>>
<<if $item5bought>>\<<else>>Exotic goods<<if $trading>><<if $credits>=160>><span id = 'tab'>[[Buy for 160 credits|merchants][$exoticgoods+=1; $credits-=160; $messagebought to true; $item5bought to true]]</span><<else>><span id = 'tab'>[[Buy for 160 credits|merchants][$notenoughmoney to true]]</span><</if>>\
<<else>><<if $credits>=200>><span id = 'tab'>[[Buy for 200 credits|merchants][$exoticgoods+=1; $credits-=200; $messagebought to true; $item5bought to true]]</span><<else>><span id = 'tab'>[[Buy for 200 credits|merchants][$notenoughmoney to true]]</span><</if>><</if>><</if>>
[[Travel to your destination|$traveldestination][$item1bought to false; $item2bought to false; $item3bought to false; $item4bought to false; $item5bought to false]]<<set $traveldestination to 'planet3'>>
<<if $currentplanetname == $planet3name>><<goto 'planet3'>>\
<<else>>\
<<set $wild1explore-=1>><<set $wild2explore-=1>><<set $wild3explore-=1>><<set $wild4explore-=1>><<set $wild5explore-=1>><<set $wild6explore-=1>><<set $war1timer-=1>><<set $war2timer-=1>><<set $war3timer-=1>><<set $restock-=1>><<if $restock == 0>><<set $civilised1commongoods to 5>><<set $civilised2commongoods to 5>><<set $civilised3commongoods to 5>><<set $wild1exoticgoods to 2>><<set $wild1illicitgoods to 3>><<set $wild2exoticgoods to 2>><<set $wild3exoticgoods to 2>><<set $wild4exoticgoods to 2>><<set $wild5exoticgoods to 3>><<set $wild6exoticgoods to 3>><<set $restock to 50>><</if>>\
<<set $initialisecombat to true>>\
<<set $encounter to random(1, 10)>>\
<<if $encounter <2>><<goto droneswarm>>\
<<elseif $encounter < 4>><<goto spacethreat>>\
<<elseif $encounter < 5>><<goto piratecruiser>>\
<<elseif $encounter < 7>><<goto piratefighter>>\
<<elseif $encounter < 8>><<goto shipwreck>>\
<<elseif $encounter < 9>><<goto uneventful>>
<<else>><<if $illicitgoods >0>><<goto customs>><<else>><<goto uneventful>><</if>><</if>>\
<</if>><<set $traveldestination to 'planet5'>>
<<if $currentplanetname == $planet5name>><<goto 'planet5'>>\
<<else>>\
<<set $wild1explore-=1>><<set $wild2explore-=1>><<set $wild3explore-=1>><<set $wild4explore-=1>><<set $wild5explore-=1>><<set $wild6explore-=1>><<set $war1timer-=1>><<set $war2timer-=1>><<set $war3timer-=1>><<set $restock-=1>><<if $restock == 0>><<set $civilised1commongoods to 5>><<set $civilised2commongoods to 5>><<set $civilised3commongoods to 5>><<set $wild1exoticgoods to 2>><<set $wild1illicitgoods to 3>><<set $wild2exoticgoods to 2>><<set $wild3exoticgoods to 2>><<set $wild4exoticgoods to 2>><<set $wild5exoticgoods to 3>><<set $wild6exoticgoods to 3>><<set $restock to 50>><</if>>\
<<set $initialisecombat to true>>\
<<set $encounter to random(1, 10)>>\
<<if $encounter <2>><<goto droneswarm>>\
<<elseif $encounter < 4>><<goto spacethreat>>\
<<elseif $encounter < 5>><<goto piratecruiser>>\
<<elseif $encounter < 7>><<goto piratefighter>>\
<<elseif $encounter < 8>><<goto shipwreck>>\
<<elseif $encounter < 9>><<goto uneventful>>
<<else>><<if $illicitgoods >0>><<goto customs>><<else>><<goto uneventful>><</if>><</if>>\
<</if>><<set $traveldestination to 'planet8'>>
<<if $currentplanetname == $planet8name>><<goto 'planet8'>>\
<<else>>\
<<set $wild1explore-=1>><<set $wild2explore-=1>><<set $wild3explore-=1>><<set $wild4explore-=1>><<set $wild5explore-=1>><<set $wild6explore-=1>><<set $war1timer-=1>><<set $war2timer-=1>><<set $war3timer-=1>>\
<<set $initialisecombat to true>><<set $restock-=1>><<if $restock == 0>><<set $civilised1commongoods to 5>><<set $civilised2commongoods to 5>><<set $civilised3commongoods to 5>><<set $wild1exoticgoods to 2>><<set $wild1illicitgoods to 3>><<set $wild2exoticgoods to 2>><<set $wild3exoticgoods to 2>><<set $wild4exoticgoods to 2>><<set $wild5exoticgoods to 3>><<set $wild6exoticgoods to 3>><<set $restock to 50>><</if>>\
<<set $encounter to random(1, 10)>>\
<<if $encounter <2>><<goto droneswarm>>\
<<elseif $encounter < 4>><<goto spacethreat>>\
<<elseif $encounter < 5>><<goto piratecruiser>>\
<<elseif $encounter < 7>><<goto piratefighter>>\
<<elseif $encounter < 8>><<goto shipwreck>>\
<<elseif $encounter < 9>><<goto uneventful>>
<<else>><<if $illicitgoods >0>><<goto customs>><<else>><<goto uneventful>><</if>><</if>>\
<</if>><<set $traveldestination to 'planet9'>>
<<if $currentplanetname == $planet9name>><<goto 'planet9'>>\
<<else>>\
<<set $wild1explore-=1>><<set $wild2explore-=1>><<set $wild3explore-=1>><<set $wild4explore-=1>><<set $wild5explore-=1>><<set $wild6explore-=1>><<set $war1timer-=1>><<set $war2timer-=1>><<set $war3timer-=1>>\
<<set $initialisecombat to true>><<set $restock-=1>><<if $restock == 0>><<set $civilised1commongoods to 5>><<set $civilised2commongoods to 5>><<set $civilised3commongoods to 5>><<set $wild1exoticgoods to 2>><<set $wild1illicitgoods to 3>><<set $wild2exoticgoods to 2>><<set $wild3exoticgoods to 2>><<set $wild4exoticgoods to 2>><<set $wild5exoticgoods to 3>><<set $wild6exoticgoods to 3>><<set $restock to 50>><</if>>\
<<set $encounter to random(1, 10)>>\
<<if $encounter <2>><<goto droneswarm>>\
<<elseif $encounter < 4>><<goto spacethreat>>\
<<elseif $encounter < 5>><<goto piratecruiser>>\
<<elseif $encounter < 7>><<goto piratefighter>>\
<<elseif $encounter < 8>><<goto shipwreck>>\
<<elseif $encounter < 9>><<goto uneventful>>
<<else>><<if $illicitgoods >0>><<goto customs>><<else>><<goto uneventful>><</if>><</if>>\
<</if>><<set $traveldestination to 'planet12'>>
<<if $currentplanetname == $planet12name>><<goto 'planet12'>>\
<<else>>\
<<set $wild1explore-=1>><<set $wild2explore-=1>><<set $wild3explore-=1>><<set $wild4explore-=1>><<set $wild5explore-=1>><<set $wild6explore-=1>><<set $war1timer-=1>><<set $war2timer-=1>><<set $war3timer-=1>><<set $restock-=1>><<if $restock == 0>><<set $civilised1commongoods to 5>><<set $civilised2commongoods to 5>><<set $civilised3commongoods to 5>><<set $wild1exoticgoods to 2>><<set $wild1illicitgoods to 3>><<set $wild2exoticgoods to 2>><<set $wild3exoticgoods to 2>><<set $wild4exoticgoods to 2>><<set $wild5exoticgoods to 3>><<set $wild6exoticgoods to 3>><<set $restock to 50>><</if>>\
<<set $initialisecombat to true>>\
<<set $encounter to random(1, 10)>>\
<<if $encounter <2>><<goto droneswarm>>\
<<elseif $encounter < 4>><<goto spacethreat>>\
<<elseif $encounter < 5>><<goto piratecruiser>>\
<<elseif $encounter < 7>><<goto piratefighter>>\
<<elseif $encounter < 8>><<goto shipwreck>>\
<<elseif $encounter < 9>><<goto uneventful>>
<<else>><<if $illicitgoods >0>><<goto customs>><<else>><<goto uneventful>><</if>><</if>>\
<</if>><<set $traveldestination to 'planet14'>>
<<if $currentplanetname == $planet14name>><<goto 'planet14'>>\
<<else>>\
<<set $wild1explore-=1>><<set $wild2explore-=1>><<set $wild3explore-=1>><<set $wild4explore-=1>><<set $wild5explore-=1>><<set $wild6explore-=1>><<set $war1timer-=1>><<set $war2timer-=1>><<set $war3timer-=1>><<set $restock-=1>><<if $restock == 0>><<set $civilised1commongoods to 5>><<set $civilised2commongoods to 5>><<set $civilised3commongoods to 5>><<set $wild1exoticgoods to 2>><<set $wild1illicitgoods to 3>><<set $wild2exoticgoods to 2>><<set $wild3exoticgoods to 2>><<set $wild4exoticgoods to 2>><<set $wild5exoticgoods to 3>><<set $wild6exoticgoods to 3>><<set $restock to 50>><</if>>\
<<set $initialisecombat to true>>\
<<set $encounter to random(1, 10)>>\
<<if $encounter <2>><<goto droneswarm>>\
<<elseif $encounter < 4>><<goto spacethreat>>\
<<elseif $encounter < 5>><<goto piratecruiser>>\
<<elseif $encounter < 7>><<goto piratefighter>>\
<<elseif $encounter < 8>><<goto shipwreck>>\
<<elseif $encounter < 9>><<goto uneventful>>
<<else>><<if $illicitgoods >0>><<goto customs>><<else>><<goto uneventful>><</if>><</if>>\
<</if>><<set $traveldestination to 'planet15'>>
<<if $currentplanetname == $planet15name>><<goto 'planet15'>>\
<<else>>\
<<set $wild1explore-=1>><<set $wild2explore-=1>><<set $wild3explore-=1>><<set $wild4explore-=1>><<set $wild5explore-=1>><<set $wild6explore-=1>><<set $war1timer-=1>><<set $war2timer-=1>><<set $war3timer-=1>><<set $restock-=1>><<if $restock == 0>><<set $civilised1commongoods to 5>><<set $civilised2commongoods to 5>><<set $civilised3commongoods to 5>><<set $wild1exoticgoods to 2>><<set $wild1illicitgoods to 3>><<set $wild2exoticgoods to 2>><<set $wild3exoticgoods to 2>><<set $wild4exoticgoods to 2>><<set $wild5exoticgoods to 3>><<set $wild6exoticgoods to 3>><<set $restock to 50>><</if>>\
<<set $initialisecombat to true>>\
<<set $encounter to random(1, 10)>>\
<<if $encounter <2>><<goto droneswarm>>\
<<elseif $encounter < 4>><<goto spacethreat>>\
<<elseif $encounter < 5>><<goto piratecruiser>>\
<<elseif $encounter < 7>><<goto piratefighter>>\
<<elseif $encounter < 8>><<goto shipwreck>>\
<<elseif $encounter < 9>><<goto uneventful>>
<<else>><<if $illicitgoods >0>><<goto customs>><<else>><<goto uneventful>><</if>><</if>>\
<</if>><<set $traveldestination to 'planet6'>>
<<if $currentplanetname == $planet6name>><<goto 'planet6'>>\
<<else>>\
<<set $wild1explore-=1>><<set $wild2explore-=1>><<set $wild3explore-=1>><<set $wild4explore-=1>><<set $wild5explore-=1>><<set $wild6explore-=1>><<set $war1timer-=1>><<set $war2timer-=1>><<set $war3timer-=1>><<set $restock-=1>><<if $restock == 0>><<set $civilised1commongoods to 5>><<set $civilised2commongoods to 5>><<set $civilised3commongoods to 5>><<set $wild1exoticgoods to 2>><<set $wild1illicitgoods to 3>><<set $wild2exoticgoods to 2>><<set $wild3exoticgoods to 2>><<set $wild4exoticgoods to 2>><<set $wild5exoticgoods to 3>><<set $wild6exoticgoods to 3>><<set $restock to 50>><</if>>\
<<set $initialisecombat to true>>\
<<set $encounter to random(1,10)>>\
<<if $encounter <1>><<goto olddrone>>\
<<elseif $encounter < 10>><<goto piratefighter>>\
<<elseif $encounter < 5>><<goto merchants>>\
<<elseif $encounter < 6>><<goto spacethreat>>\
<<elseif $encounter < 8>><<goto uneventful>>
<<else>>\<<if $illicitgoods >0>><<goto customs>><<else>><<goto uneventful>><</if>>\<</if>>
<</if>><<set $traveldestination to 'planet7'>>
<<if $currentplanetname == $planet7name>><<goto 'planet7'>>\
<<else>>\
<<set $wild1explore-=1>><<set $wild2explore-=1>><<set $wild3explore-=1>><<set $wild4explore-=1>><<set $wild5explore-=1>><<set $wild6explore-=1>><<set $war1timer-=1>><<set $war2timer-=1>><<set $war3timer-=1>>\
<<set $initialisecombat to true>><<set $restock-=1>><<if $restock == 0>><<set $civilised1commongoods to 5>><<set $civilised2commongoods to 5>><<set $civilised3commongoods to 5>><<set $wild1exoticgoods to 2>><<set $wild1illicitgoods to 3>><<set $wild2exoticgoods to 2>><<set $wild3exoticgoods to 2>><<set $wild4exoticgoods to 2>><<set $wild5exoticgoods to 3>><<set $wild6exoticgoods to 3>><<set $restock to 50>><</if>>\
<<set $encounter to random(1, 10)>>\
<<if $encounter <3>><<goto olddrone>>\
<<elseif $encounter < 4>><<goto piratefighter>>\
<<elseif $encounter < 5>><<goto merchants>>\
<<elseif $encounter < 6>><<goto spacethreat>>\
<<elseif $encounter < 8>><<goto uneventful>>
<<else>>\<<if $illicitgoods >0>><<goto customs>><<else>><<goto uneventful>><</if>>\<</if>>
<</if>><<set $traveldestination to 'planet10'>>
<<if $currentplanetname == $planet10name>><<goto 'planet10'>>\
<<else>>\
<<set $wild1explore-=1>><<set $wild2explore-=1>><<set $wild3explore-=1>><<set $wild4explore-=1>><<set $wild5explore-=1>><<set $wild6explore-=1>><<set $war1timer-=1>><<set $war2timer-=1>><<set $war3timer-=1>>\
<<set $initialisecombat to true>><<set $restock-=1>><<if $restock == 0>><<set $civilised1commongoods to 5>><<set $civilised2commongoods to 5>><<set $civilised3commongoods to 5>><<set $wild1exoticgoods to 2>><<set $wild1illicitgoods to 3>><<set $wild2exoticgoods to 2>><<set $wild3exoticgoods to 2>><<set $wild4exoticgoods to 2>><<set $wild5exoticgoods to 3>><<set $wild6exoticgoods to 3>><<set $restock to 50>><</if>>\
<<set $encounter to random(1, 10)>>\
<<if $encounter <3>><<goto olddrone>>\
<<elseif $encounter < 4>><<goto piratefighter>>\
<<elseif $encounter < 5>><<goto merchants>>\
<<elseif $encounter < 6>><<goto spacethreat>>\
<<elseif $encounter < 8>><<goto uneventful>>
<<else>>\<<if $illicitgoods >0>><<goto customs>><<else>><<goto uneventful>><</if>>\<</if>>
<</if>><<set $traveldestination to 'planet11'>>
<<if $currentplanetname == $planet11name>><<goto 'planet11'>>\
<<else>>\
<<set $wild1explore-=1>><<set $wild2explore-=1>><<set $wild3explore-=1>><<set $wild4explore-=1>><<set $wild5explore-=1>><<set $wild6explore-=1>><<set $war1timer-=1>><<set $war2timer-=1>><<set $war3timer-=1>>\
<<set $initialisecombat to true>><<set $restock-=1>><<if $restock == 0>><<set $civilised1commongoods to 5>><<set $civilised2commongoods to 5>><<set $civilised3commongoods to 5>><<set $wild1exoticgoods to 2>><<set $wild1illicitgoods to 3>><<set $wild2exoticgoods to 2>><<set $wild3exoticgoods to 2>><<set $wild4exoticgoods to 2>><<set $wild5exoticgoods to 3>><<set $wild6exoticgoods to 3>><<set $restock to 50>><</if>>\
<<set $encounter to random(1, 10)>>\
<<if $encounter <3>><<goto olddrone>>\
<<elseif $encounter < 4>><<goto piratefighter>>\
<<elseif $encounter < 5>><<goto merchants>>\
<<elseif $encounter < 6>><<goto spacethreat>>\
<<elseif $encounter < 8>><<goto uneventful>>
<<else>>\<<if $illicitgoods >0>><<goto customs>><<else>><<goto uneventful>><</if>>\<</if>>
<</if>><<if $spoils==4>>\
There isn't much left of the drone, but you manage to recover a single star crystal that was its power source.
You gained 1 star crystal!
<<else>>Having defeated the drone, you continue your journey without further disturbances.
<</if>>\
[[Travel to your destination|$traveldestination]]You set off a cloaking charge to camouflage your ship. Invisible to the drone's targeting systems, you slip away.
You continue your journey without further disturbances.
[[Travel to your destination|$traveldestination]]You safely got away!
[[Travel to your destination|$traveldestination]]<span class = 'biggish'><center>Customs inspection</center></span>
<<set $bribecustoms to 500 * $illicitgoods>><<set $fine to 300 * $illicitgoods>>\
You're nearing your destination when you are approached by a group of well-armed customs ships. Someone must have tipped off the authorities about the illicit cargo you're transporting!
The officer in charge of the formation demands that you surrender your illegal cargo and pay a fine of $fine.
[[Do as they say|surrenderillicitcargo]]
[[Try to escape|escapeillicitcargo]]
<<if $charisma>>[[(Charisma) Surrender the illegal cargo, but attempt to convince the customs officer to let you go without the fine|customscharisma]]
<</if>>\
<<if $trading && $credits >= $bribecustoms>>[['(Trading) Offer the officer in charge a bribe of ' + $bribecustoms + ' to just let you go'->illicitcargotrading]]
<</if>>
<<set $illicitgoods to 0>><<set $credits -= $fine>>
<<if $credits < 0>><<set $credits to 0>><<goto 'surrenderpoor'>>
<<else>><<goto 'surrenderrich'>><</if>>
<<set $escapecustoms to random(1,4)>><<if $piloting>><<set $escapecustoms +=1>><</if>>The custom officers order you to stop, but you start speeding up instead. With a bit of luck, and enough piloting skills, maybe you can outrun them...
<<if $escapecustoms >=4>>[[Continue|escapesuccess]]
<<else>>[[Continue|escapefail]]
<</if>>
The customs ships immediately give chase. Some are following you, several are trying to cut off your escape route. Still picking up speed, you manage to evade them with a dangerous manoeuvre. The pursuing ships have to slow down sharply to avoid colliding with each other, and soon you leave them in the distance. You've escaped!
[[Travel to your destination|$traveldestination]]<<set $fine2 to $fine *2>>\
<<set $illicitgoods to 0>><<set $credits -= $fine2>>\
<<if $credits < 0>><<set $credits to 0>><<goto 'escapefailpoor'>>
<<else>><<goto 'escapefailrich'>>
<</if>><<set $currentroom to 'mine1level1'>>\
You locate the entrance to the mines of $currentplanetname. <<if $currentterrain == 'desert'>>It's in an unassuming sandstone cave, located deep in a sea of dunes.
<<elseif $currentterrain == 'jungle'>>It's located underneath the roots of a colossal tree and leads to tunnels overgrown with fern and moss.
<<elseif $currentterrain == 'ice'>>It's a glacial crevasse, leading deep into the ice covering the planet.
<<elseif $currentterrain == 'volcanic'>>It's a dark tunnel formed by lava, which solidified into strange black shapes.
<<elseif $currentterrain == 'rocky'>>It's a cave with jagged walls, located amidst the unending, rocky hills.
<<elseif $currentterrain == 'crystal'>>It's a tunnel cut ages ago in strange, opalescent rock, lined with crystal deposits.
<<else>>It's a limestone cave by the seashore, with countless shell imprints on the walls.
<</if>>\
You are standing by the mine entrance, on the first level.
[[Go down|mine1level2]]
[[Return to your ship|$currentplanet]]<<set $currentroom to 'mine1level2'>>\
<<if $mine1level2again>>\<<else>><<set $mine1level2again to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,3)>>\
<</if>>\
You're in the upper mine tunnels, on the second level.
<<if $mine1level2 == 'crystals1' || $mine1level2 == 'crystals2'>><<if $mine1level2empty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine1level2crystalmessage>><<set $mine1level2empty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine1level2][$mine1level2crystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine1level2][$mine1level2crystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine1level2 == 'crystals3' || $mine1level2 == 'crystals4'>><<if $mine1level2empty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine1level2crystalmessage>><<set $mine1level2empty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine1level2][$mine1level2crystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine1level2][$mine1level2crystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine1level2 == 'danger1' || $mine1level2 == 'danger2' || $mine1level2 == 'danger3'>>\
<<if $mine1level2dangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine1level2dangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<elseif $minedanger == 3>><<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine1level2 == 'treasure'>>\
<<if $mine1level2treasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine1level2treasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $knife += 1>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot a fine knife.
You obtain a combat knife!
<<else>>\<</if>>\<</if>>\
<<else>>\
Walking down the corridor, you notice the skeletal remains of some unfortunate soul.
<<if $mine1remainsexamined>>You've already examined the remains.
<<else>>\
[[Examine the remains|mine1remains]]<</if>>\
<</if>>\
<<if $dead == false>>\
[[Go down|mine1level3]]
[[Exit the mine|mine1level1]]
<</if>><<set $currentroom to 'mine1level3'>>\
<<if $mine1level3again>>\<<else>><<set $mine1level3again to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,3)>>\
<</if>>\
You're in the upper mine tunnels, on the third level.
<<if $mine1level3 == 'crystals1' || $mine1level3 == 'crystals2'>><<if $mine1level3empty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine1level3crystalmessage>><<set $mine1level3empty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine1level3][$mine1level3crystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine1level3][$mine1level3crystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine1level3 == 'crystals3' || $mine1level3 == 'crystals4'>><<if $mine1level3empty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine1level3crystalmessage>><<set $mine1level3empty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine1level3][$mine1level3crystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine1level3][$mine1level3crystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine1level3 == 'danger1' || $mine1level3 == 'danger2' || $mine1level3 == 'danger3'>>\
<<if $mine1level3dangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine1level3dangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<elseif $minedanger == 3>><<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine1level3 == 'treasure'>>\
<<if $mine1level3treasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine1level3treasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $knife += 1>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot a fine knife.
You obtain a combat knife!
<<else>>\<</if>>\<</if>>\
<<else>>\
Walking down the corridor, you notice the skeletal remains of some unfortunate soul.
<<if $mine1remainsexamined>>You've already examined the remains.
<<else>>\
[[Examine the remains|mine1remains]]<</if>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine1level2]]
[[Go down|mine1level4]]
[[Exit the mine|mine1level1]]
<</if>><<if $mine1level4again>>\<<else>><<set $mine1level4again to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,3)>>\
<</if>>\
You're in the lower mine tunnels, on the fourth level.
<<set $currentroom to 'mine1level4'>>\
<<if $mine1level4 == 'crystals1' || $mine1level4 == 'crystals2'>><<if $mine1level4empty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine1level4crystalmessage>><<set $mine1level4empty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine1level4][$mine1level4crystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine1level4][$mine1level4crystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine1level4 == 'crystals3' || $mine1level4 == 'crystals4'>><<if $mine1level4empty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine1level4crystalmessage>><<set $mine1level4empty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine1level4][$mine1level4crystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine1level4][$mine1level4crystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine1level4 == 'danger1' || $mine1level4 == 'danger2' || $mine1level4 == 'danger3'>>\
<<if $mine1level4dangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine1level4dangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<elseif $minedanger == 3>><<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine1level4 == 'treasure'>>\
<<if $mine1level4treasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine1level4treasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $knife += 1>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot a fine knife.
You obtain a combat knife!
<<else>>\<</if>>\<</if>>\
<<else>>\
Walking down the corridor, you notice the skeletal remains of some unfortunate soul.
<<if $mine1remainsexamined>>You've already examined the remains.
<<else>>\
[[Examine the remains|mine1remains]]<</if>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine1level3]]
[[Go down|mine1level5]]
[[Exit the mine|mine1level1]]
<</if>><<set $currentroom to 'mine1level5'>>\
<<if $mine1level5again>>\<<else>><<set $mine1level5again to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,3)>>\
<</if>>\
You're in the lower mine tunnels, on the fifth level.
<<if $mine1level5 == 'crystals1' || $mine1level5 == 'crystals2'>><<if $mine1level5empty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine1level5crystalmessage>><<set $mine1level5empty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine1level5][$mine1level5crystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine1level5][$mine1level5crystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine1level5 == 'crystals3' || $mine1level5 == 'crystals4'>><<if $mine1level5empty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine1level5crystalmessage>><<set $mine1level5empty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine1level5][$mine1level5crystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine1level5][$mine1level5crystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine1level5 == 'danger1' || $mine1level5 == 'danger2' || $mine1level5 == 'danger3'>>\
<<if $mine1level5dangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine1level5dangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<elseif $minedanger == 3>><<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine1level5 == 'treasure'>>\
<<if $mine1level5treasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine1level5treasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $knife += 1>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot a fine knife.
You obtain a combat knife!
<<else>>\<</if>>\<</if>>\
<<else>>\
Walking down the corridor, you notice the skeletal remains of some unfortunate soul.
<<if $mine1remainsexamined>>You've already examined the remains.
<<else>>\
[[Examine the remains|mine1remains]]<</if>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine1level4]]
[[Go down|mine1level6]]
[[Exit the mine|mine1level1]]
<</if>><<set $currentroom to 'mine1level6'>>\
<<if $mine1level6again>>\<<else>><<set $mine1level6again to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,3)>>\
<</if>>\
You're in the lower mine tunnels, on the sixth level.
<<if $mine1level6 == 'crystals1' || $mine1level6 == 'crystals2'>><<if $mine1level6empty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine1level6crystalmessage>><<set $mine1level6empty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine1level6][$mine1level6crystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine1level6][$mine1level6crystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine1level6 == 'crystals3' || $mine1level6 == 'crystals4'>><<if $mine1level6empty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine1level6crystalmessage>><<set $mine1level6empty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine1level6][$mine1level6crystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine1level6][$mine1level6crystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine1level6 == 'danger1' || $mine1level6 == 'danger2' || $mine1level6 == 'danger3'>>\
<<if $mine1level6dangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine1level6dangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<elseif $minedanger == 3>><<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine1level6 == 'treasure'>>\
<<if $mine1level6treasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine1level6treasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $knife += 1>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot a fine knife.
You obtain a combat knife!
<<else>>\<</if>>\<</if>>\
<<else>>\
Walking down the corridor, you notice the skeletal remains of some unfortunate soul.
<<if $mine1remainsexamined>>You've already examined the remains.
<<else>>\
[[Examine the remains|mine1remains]]<</if>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine1level5]]
[[Go down|mine1level7]]
[[Exit the mine|mine1level1]]
<</if>><<set $currentroom to 'mine1level7'>>\
<<if $mine1level7again>>\<<else>><<set $mine1level7again to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,3)>>\
<</if>>\
You're in the deepest mine tunnels, on the seventh level.
<<if $mine1level7 == 'crystals1' || $mine1level7 == 'crystals2'>><<if $mine1level7empty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine1level7crystalmessage>><<set $mine1level7empty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine1level7][$mine1level7crystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine1level7][$mine1level7crystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine1level7 == 'crystals3' || $mine1level7 == 'crystals4'>><<if $mine1level7empty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine1level7crystalmessage>><<set $mine1level7empty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine1level7][$mine1level7crystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine1level7][$mine1level7crystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine1level7 == 'danger1' || $mine1level7 == 'danger2' || $mine1level7 == 'danger3'>>\
<<if $mine1level7dangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine1level7dangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<elseif $minedanger == 3>><<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine1level7 == 'treasure'>>\
<<if $mine1level7treasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine1level7treasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $knife += 1>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot a fine knife.
You obtain a combat knife!
<<else>>\<</if>>\<</if>>\
<<else>>\
Walking down the corridor, you notice the skeletal remains of some unfortunate soul.
<<if $mine1remainsexamined>>You've already examined the remains.
<<else>>\
[[Examine the remains|mine1remains]]<</if>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine1level6]]
[[Go down|mine1level8]]
[[Exit the mine|mine1level1]]
<</if>><<set $currentroom to 'mine1level8'>>\
<<if $mine1level8again>>\<<else>><<set $mine1level8again to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,3)>>\
<</if>>\
You're in the deepest mine tunnels, on the eighth level.
<<if $mine1level8 == 'crystals1' || $mine1level8 == 'crystals2'>><<if $mine1level8empty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine1level8crystalmessage>><<set $mine1level8empty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine1level8][$mine1level8crystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine1level8][$mine1level8crystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine1level8 == 'crystals3' || $mine1level8 == 'crystals4'>><<if $mine1level8empty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine1level8crystalmessage>><<set $mine1level8empty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine1level8][$mine1level8crystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine1level8][$mine1level8crystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine1level8 == 'danger1' || $mine1level8 == 'danger2' || $mine1level8 == 'danger3'>>\
<<if $mine1level8dangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine1level8dangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<elseif $minedanger == 3>><<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine1level8 == 'treasure'>>\
<<if $mine1level8treasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine1level8treasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $knife += 1>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot a fine knife.
You obtain a combat knife!
<<else>>\<</if>>\<</if>>\
<<else>>\
Walking down the corridor, you notice the skeletal remains of some unfortunate soul.
<<if $mine1remainsexamined>>You've already examined the remains.
<<else>>\
[[Examine the remains|mine1remains]]<</if>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine1level7]]
[[Go down|mine1level9]]
[[Exit the mine|mine1level1]]
<</if>><<set $currentroom to 'mine1level9'>>\
<<if $mine1level9again>>\<<else>><<set $mine1level9again to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,3)>>\
<</if>>\
You're in the deepest mine tunnels, on the ninth level.
<<if $mine1excavated>>
There's a narrow downwards corridor here that you cleared of debris with your mining equipment.<<else>>
There's a narrow downwards corridor here, but it's blocked by a cave-in. With proper mining equipment and some hard work, you could clear the debris.
<</if>>\
<<if $messagedebriscleared>><<set $messagedebriscleared to false>>
Using your mining equipment, you manage to clear the debris and open the downward passage!
<</if>>\
<<if $mine1level9 == 'crystals1' || $mine1level9 == 'crystals2'>><<if $mine1level9empty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine1level9crystalmessage>><<set $mine1level9empty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine1level9][$mine1level9crystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine1level9][$mine1level9crystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine1level9 == 'crystals3' || $mine1level9 == 'crystals4'>><<if $mine1level9empty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine1level9crystalmessage>><<set $mine1level9empty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine1level9][$mine1level9crystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine1level9][$mine1level9crystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine1level9 == 'danger1' || $mine1level9 == 'danger2' || $mine1level9 == 'danger3'>>\
<<if $mine1level9dangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine1level9dangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<elseif $minedanger == 3>><<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine1level9 == 'treasure'>>\
<<if $mine1level9treasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine1level9treasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $knife += 1>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot a fine knife.
You obtain a combat knife!
<<else>>\<</if>>\<</if>>\
<<else>>\
Walking down the corridor, you notice the skeletal remains of some unfortunate soul.
<<if $mine1remainsexamined>>You've already examined the remains.
<<else>>\
[[Examine the remains|mine1remains]]<</if>>\
<</if>>\
<<if $dead == false>>\
<<if $miningequipment>>\
<<if $mine1excavated>>\
<<else>>
[[Clear the debris|mine1level9][$mine1excavated to true; $messagedebriscleared to true]]
<</if>><</if>>
[[Go up|mine1level8]]
<<if $mine1excavated>>\
[[Go down|mine1level10]]
<<else>><</if>>\
[[Exit the mine|mine1level1]]
<</if>>You descend a steep <<if $currentterrain == 'desert'>>sandstone corridor<<elseif $currentterrain == 'jungle'>>corridor overgrown with strange mushrooms<<elseif $currentterrain == 'ice'>>and slippery ice corridor<<elseif $currentterrain == 'volcanic'>>and hot basalt corridor<<elseif $currentterrain == 'rocky'>>and uneven rocky corridor
<<elseif $currentterrain == 'crystal'>>corridor dimly lit by glowing rocks<<else>>corridor with walls formed by dead coral<</if>> and find yourself on the deepest level of the mine.
<<if $mine1level10empty>>There used to be large star crystal deposits here, but you've already mined them.
<<elseif $mine1level10crystalmessage>><<set $mine1level10empty to true>>You gained <<if $miningequipment>>45<<else>>30<</if>> star crystals!
<<else>>There, you find rich star crystal deposits that have barely been mined!
<<if $gameobjective == 'artefact' && $mappiece1 == 'resource1' && $mappiece1found == false>><<set $mappiece1found to true>><<set $mappieces+=1>><<set $maphint1 to false>>In the deepest mine shaft, you discover a piece of old parchment. It's part of the map showing the location of the $artefactname $artefactname2!
<</if>>
<<if $miningequipment>>\
[[Mine the deposits|mine1level10][$mine1level10crystalmessage to true; $starcrystals += 45]]
<<else>>[[Mine the deposits|mine1level10][$mine1level10crystalmessage to true; $starcrystals += 30]]
<</if>><</if>>\
[[Go up|mine1level9]]
[[Exit the mine|mine1level1]]<center>Game over! You can restart the game or go to the main menu to load a saved game.
<span class = 'biggish'><<click "Restart game">><<script>>UI.restart()<</script>><</click>>
[[Main menu|menu2]]</span></center><<set $mine1remainsexamined to true>>\
<<set $mine1medalionnotreturned to true>>\
<<if $planet1type == 'civilised1'>><<set $mine1remainsplanet to 'planet1'>><<set $mine1remainsplanetname to $planet1name>>\
<<elseif $planet2type == 'civilised1'>><<set $mine1remainsplanet to 'planet2'>><<set $mine1remainsplanetname to $planet2name>>\
<<elseif $planet3type == 'civilised1'>><<set $mine1remainsplanet to 'planet3'>><<set $mine1remainsplanetname to $planet3name>>\
<<elseif $planet4type == 'civilised1'>><<set $mine1remainsplanet to 'planet4'>><<set $mine1remainsplanetname to $planet4name>>\
<<elseif $planet5type == 'civilised1'>><<set $mine1remainsplanet to 'planet5'>><<set $mine1remainsplanetname to $planet5name>>\
<<elseif $planet6type == 'civilised1'>><<set $mine1remainsplanet to 'planet6'>><<set $mine1remainsplanetname to $planet6name>>\
<<elseif $planet7type == 'civilised1'>><<set $mine1remainsplanet to 'planet7'>><<set $mine1remainsplanetname to $planet7name>>\
<<elseif $planet8type == 'civilised1'>><<set $mine1remainsplanet to 'planet8'>><<set $mine1remainsplanetname to $planet8name>>\
<<elseif $planet9type == 'civilised1'>><<set $mine1remainsplanet to 'planet9'>><<set $mine1remainsplanetname to $planet9name>>\
<<elseif $planet10type == 'civilised1'>><<set $mine1remainsplanet to 'planet10'>><<set $mine1remainsplanetname to $planet10name>>\
<<elseif $planet11type == 'civilised1'>><<set $mine1remainsplanet to 'planet11'>><<set $mine1remainsplanetname to $planet11name>>\
<<elseif $planet12type == 'civilised1'>><<set $mine1remainsplanet to 'planet12'>><<set $mine1remainsplanetname to $planet12name>>\
<<elseif $planet13type == 'civilised1'>><<set $mine1remainsplanet to 'planet13'>><<set $mine1remainsplanetname to $planet13name>>\
<<elseif $planet14type == 'civilised1'>><<set $mine1remainsplanet to 'planet14'>><<set $mine1remainsplanetname to $planet14name>>\
<<elseif $planet15type == 'civilised1'>><<set $mine1remainsplanet to 'planet15'>><<set $mine1remainsplanetname to $planet15name>>\
<<elseif $planet16type == 'civilised1'>><<set $mine1remainsplanet to 'planet16'>><<set $mine1remainsplanetname to $planet16name>>\
<<else>><</if>>\
The skeletal remains belong to a human and are still dressed in a tattered adventurer's outfit.
In its hand, the skeleton is clutching a small medallion and a note, written in faded ink – or... is it ink?
The note reads:
"I broke both my legs and can't get out. To whoever finds my remains, I beg you to deliver my medallion and the news of my fate to my family on $mine1remainsplanetname. $mine1remainsname, an unfortunate explorer."
You obtained $mine1remainsname's medallion.
[[Back|$currentroom]]
<<if $planet1type == 'wild1'>><<goto 'hermit'>>
<<elseif $planet1type == 'wild2'>><<goto $wild2quest>>
<<elseif $planet1type == 'wild3'>><<goto $wild3quest>>
<<elseif $planet1type == 'wild4'>><<goto $wild4quest>>
<<elseif $planet1type == 'wild5'>><<goto $wild5quest>>
<<elseif $planet1type == 'wild6'>><<goto $wild6quest>>
<</if>><<if $hermitcomplete>>This planet is home to a mysterious hermit. You have already helped the hermit, so there's no reason to visit again.
[[Back|$currentplanet]]
<<else>>\
<<if $hermitmet>>As you remember, this planet is home to a mysterious hermit.
<<else>>While exploring $currentplanetname, you learn from the locals about a mysterious hermit living in the wilderness.
<</if>>\
<<if $hermitmet>>\
[[Visit the hermit|hermithutshort]]
<<else>>\
[[Visit the hermit|hermithut]]
<</if>>\
[[Don't visit the hermit|$currentplanet]]
<</if>>After a long search you locate the hermit’s abode, a <<if $currentterrain == 'desert'>>clay brick house in a small oasis, shaded by trees.<<elseif $currentterrain == 'rocky'>>house on a rocky ledge, with only a rickety rope bridge leading to it.<<elseif $currentterrain == 'crystal'>>giant, hollow crystal geode turned into a cosy dwelling.<<elseif $currentterrain == 'jungle'>>a small hut under the roots of a giant tree, masked by overgrowth.<<elseif $currentterrain == 'volcanic'>>small hut on the ash plains, protected from the howling winds by an obsidian wall.<<elseif $currentterrain == 'ice'>>surprisingly cosy homestead in a remote glacier cave.<<else>>crumbling lighthouse on a windy clifftop by the sea.<</if>>
<<if $hermitclass == 'charisma'>>\
The hermit is a diminutive old lady. She's very ugly, but seems to be the kindest, most lovable person ever. You can't help but immediately like her.
[[Talk to the hermit|hermitcharisma]]
<<elseif $hermitclass == 'combat'>>\
The hermit is a tall, muscular man with a chiselled jawline and a stern air about him. He's dressed like a martial artist.
[[Talk to the hermit|hermitcombat]]
<<elseif $hermitclass == 'trading'>>\
To your surprise, the hermit is an old and slightly rusty vending robot with long arms and short legs.
[[Talk to the hermit|hermittrading]]
<<elseif $hermitclass == 'piloting'>>\
To your surprise, the hermit is a young woman of small stature, wearing blue overalls stained with grease. She's working on a dismantled jetbike.
[[Talk to the hermit|hermitpiloting]]
<<elseif $hermitclass == 'survival'>>\
The hermit is a sinewy middle-aged man, who looks like he's spent his entire life in the wilderness.
[[Talk to the hermit|hermitsurvival]]
<<else>>\<</if>>
<<if $hermitmet>>The old lady seems happy to see you again.
"Say, darling, did you bring me those repair kits?"
<<if $repairkit <2>>You tell the old lady you don't have the repair kits with you.
"Oh, that's nothing, darling!", she exclaims. "I'll just wait here, patiently, until you get them. But please, don't take <i>too</i> long!"
[[Say goodbye to the hermit|hermitleave]]
<<else>>\
[[Give the lady 2 repair kits|hermitcharismacomplete][$repairkit-=2]]
[[Say goodbye to the hermit|hermitleave]]
<</if>>
<<else>>The old lady invites you in and shares her story over tea.
"I was born so ugly even my parents didn't want to look at me. It broke my heart, so I decided to become the most charismatic and lovable person that ever lived. I spent years learning how to achieve that, and I succeeded spectacularly! Everyone I met loved me despite my looks. I was overjoyed. But then, trouble started. People I used my charms on became obsessed with me. They didn't want to part from me even for a second. Soon, my house and porch were filled with people who wouldn't leave and fought for my attention!
It was horrible. They were driving me crazy! I realised I made a terrible mistake. The only way to find peace was to escape from my house – and my home planet. I decided to become a hermit and settled here. It's a nice place – quiet and remote. I sometimes get visitors, but, to tell you the truth, watching TV gives me all the human contact I need! Although recently a disaster happened – my TV set broke."
The lady makes a sad face and you immediately feel you want to help her!
You ask if she's using her charm on you.
"Oh, just a meagre bit,' she replies. 'And only because I really need my TV fixed! So... can you help me? I need 2 repair kits – one would probably be enough, but I want to be prepared if that thing breaks again. In return, I will teach you how to improve your charisma, and, believe me, you could use that!"
<<if $repairkit <2>>You tell the old lady you don't have the repair kits with you.
"Oh, that's nothing, darling!", she exclaims. "I'll just wait here, patiently, until you get them. But please, don't take <i>too</i> long!"
[[Say goodbye to the hermit|hermitleave][$hermitmet to true]]
<<else>>\
[[Give the lady 2 repair kits|hermitcharismacomplete][$hermitmet to true; $repairkit-=2]]
[[Say goodbye to the hermit|hermitleave][$hermitmet to true]]
<</if>><</if>><<if $hermitmet>>The martial artist looks angered by your return, but says his offer still stands.
"You want to be my student? Let me hit you once. If you survive, I will teach you!""
[[Let the hermit punch you|hermitattack]]
[[Refuse and leave|hermitleave]]
<<else>>The hermit doesn't seem too happy to see you, but he invites you in. After a while, he opens up and tells you his story.
"I was a great warrior, master of martial arts. I could fell trees with a single punch. Boulder Fist, they called me. I was rash and proud, easy to provoke. I conquered countless opponents and because of that, I thought myself better than everyone else. But one fateful day, in my arrogance I did a horrible thing. A man from my village didn't show me respect, or so I thought, so I decided to push him aside. Alas! Forgetting my strength, I hit him so hard he dropped down dead! Everyone screamed in terror and fled from me. Horrified and ashamed, I left my home planet to become a hermit. I will never practice my martial arts again!"
You realise the hermit could teach you a lot about combat, so you try to convince him to train you. He is strongly opposed to that idea.
"Knowledge of martial arts only leads to destruction and suffering!", he exclaims. 'Don't ask me to teach you; nothing good can come out of this!"
You insist, and that angers him. Finally, he says:
"Foolish traveller! Did you come to provoke me and mock my resolve? Very well! I will give you one chance to become my student. Let me hit you once. If you survive, I swear I shall teach you!"
[[Let the hermit punch you|hermitattack][$hermitmet to true]]
[[Refuse and leave|hermitleave][$hermitmet to true]]
<</if>><<if $hermitmet>>The vending robot jumps excitedly when it sees you.
"My best friend!", it exclaims. "Tell me, did you bring me 1 common goods and 1 illicit goods?"
<<if $commongoods >0 && $illicitgoods >0>>\
[[Give the vending robot 1 common and 1 illicit goods|hermittradingcomplete][$illicitgoods-=1; $commongoods-=1; $exoticgoods+=1]]
[[Say goodbye to the hermit|hermitleave]]
<<else>>\
You explain you haven't found the wares yet.
"Oh, bummer!", the robot exclaims. "Looks like my dream will have to wait a while longer. But please, when you find these goods, bring them to me!"
[[Say goodbye to the hermit|hermitleave]]
<</if>><<else>>\
"Hello!", exclaims the robot excitedly when it sees you. "Would you like to buy some of my wares?"
You ask the robot what it sells.
The robot admits that, currently, it has nothing interesting to offer. "Just <<if $currentterrain == 'desert'>>pieces of desert glass<<elseif $currentterrain == 'jungle'>>glow mushrooms<<elseif $currentterrain == 'rocky'>>mountain crystals<<elseif $currentterrain == 'volcanic'>>pieces of volcanic glass<<elseif $currentterrain == 'crystal'>>rainbow geodes<<elseif $currentterrain == 'icy'>>pieces of unmelting ice<<else>>golden seashells<</if>>", it admits sadly. "Everyone on this planet sells them. My starship crashed here a long time ago. Stranded, I decided to make the best of my situation and establish a fabulous store, but no one has bought anything from me for the last 50 years, because I can't get good supplies! No one even comes here anymore. I am a seventh generation vending android with advanced trade protocols, but all my programming can't help when there is no supply!"
The robot hangs its head low with a loud creaking noise. Then, it jumps in sudden excitement.
"You!", it says. "You're an offworlder. Surely you must have access to wares that would sell like hot cakes on this godforsaken planet! Please, could you supply me with one transport of common goods and – just to spice things up – one transport of something, ummm, less legal? In return, I will give you all the <<if $currentterrain == 'desert'>>pieces of desert glass<<elseif $currentterrain == 'jungle'>>glow mushrooms<<elseif $currentterrain == 'rocky'>>mountain crystals<<elseif $currentterrain == 'volcanic'>>pieces of volcanic glass<<elseif $currentterrain == 'crystal'>>rainbow geodes<<elseif $currentterrain == 'icy'>>pieces of unmelting ice<<else>>golden seashells<</if>> I own, and teach you something about trading!"
<<if $commongoods >0 && $illicitgoods >0>>\
[[Give the vending robot 1 common and 1 illicit goods|hermittradingcomplete][$illicitgoods-=1; $commongoods-=1; $exoticgoods+=1]]
[[Say goodbye to the hermit|hermitleave][$hermitmet to true]]
<<else>>\
You tell the robot you don't have the required goods with you.
"Oh, bummer!", it exclaims. "Looks like my dream will have to wait a while longer. But please, when you find these goods, bring them to me!"
[[Say goodbye to the hermit|hermitleave][$hermitmet to true]]
<</if>><</if>><<if $hermitmet>>The woman is still working on a jetbike. She doesn't even turn to look at you.
"Do you have the crystals?", she asks.
<<if $repairkit <2>>You tell the woman you don't have 20 star crystals yet.
"Then hurry up and find some!", she says. "What are you waiting for?!"
[[Say goodbye to the hermit|hermitleave]]
<<else>>\
[[Give the woman 20 star crystals|hermitpilotingcomplete][$starcrystals-=20]]
[[Say goodbye to the hermit|hermitleave]]
<</if>>
<<else>>The woman turns to look at you, then goes back to her work. She seems extremely focused.
You ask her if she's the hermit.
"Hermit!", she snorts. "I just don't like people. Prefer my machine here. If that makes me a hermit, I guess you can call me that."
She doesn't seem very friendly, but doesn't chase you away either. In fact, she seems worried, so you ask her what her problem is.
"The problem", she says, "is I'm out of star crystals to power my bike. How can I race without star crystals? I miss flying! I miss the freedom, and the wind on my face when I zip <<if $currentterrain=='desert'>>through the wide, open desert<<elseif $currentterrain=='rocky'>>through mountain canyons<<elseif $currentterrain=='crystal'>>through fields of crystal grass<<elseif $currentterrain=='jungle'>>through dark, dense forests<<elseif $currentterrain=='volcanic'>>through volcanic canyons!<<elseif $currentterrain=='icy'>>through ice canyons<<else>>over the stormy sea<</if>>! Tell you what, if you bring me 20 star crystals to power my baby, I will tolerate your presence here... Oh, okay, and I can teach you something about piloting too, I guess."
<<if $starcrystals<20>>You tell the woman you don't have that many star crystals.
"Then hurry up and find some!", she says. "What are you waiting for?!"
[[Say goodbye to the hermit|hermitleave][$hermitmet to true]]
<<else>>\
[[Give the woman 20 star crystals|hermitpilotingcomplete][$hermitmet to true; $starcrystals-=20]]
[[Say goodbye to the hermit|hermitleave][$hermitmet to true]]
<</if>><</if>><<if $hermitmet>>The hermit is waiting in front of his house, sewing a pair of trousers with a bone needle.
"Did you bring me the knife?", he asks.
<<if $knife <1>>You tell the hermit you don't have the knife with you.
"In that case, I'll wait until you've found one".
[[Say goodbye to the hermit|hermitleave]]
<<else>>\
[[Give the man a knife|hermitsurvivalcomplete][$knife-=1]]
[[Say goodbye to the hermit|hermitleave]]
<</if>>
<<else>>The hermit is sitting in front of his hut, making a pair of shoes out of pieces of sturdy leather. Around the hut skins of strange beasts are drying on racks. Some of the skins are really large.
You ask the man if he hunted all these beasts himself.
"Oh, yes", he replies. "I need skins and meat, so when beasts attack me, I kill them. It was easier when I had my knife, but I can still manage."
You learn that the hermit has been killing beasts with his bare hands since his trusty knife broke in the jaws of a particularly huge monster.
The hermit doesn't seem much bothered by his lack of a weapon, though, he admits, having a knife just in case would be nice.
"Who knows", he says philosophically. "One day I might get old and weak, and I'll need a knife. Tell you what. If you bring me one, I'll teach you a thing or two about surviving in the wilderness. How does that sound for you?"
<<if $knife <1>>You tell the hermit you don't have a knife with you.
"In that case, I'll wait until you've found one".
[[Say goodbye to the hermit|hermitleave][$hermitmet to true]]
<<else>>\
[[Give the man a knife|hermitsurvivalcomplete][$hermitmet to true; $knife-=1]]
[[Say goodbye to the hermit|hermitleave][$hermitmet to true]]
<</if>><</if>>You say goodbye and leave the hermit's abode.
[[Continue|$currentplanet]]<<set $charisma to true>><<set $hermitcomplete to true>>\
"Thank you so much!", the hermit exclaims. "Now I can finally catch up on my soap operas! Now, as promised, I will teach you a thing or two about being charismatic!"
You gained the Charisma skill!
[[Say goodbye to the hermit|hermitleave]]You return to the <<if $currentterrain == 'desert'>>clay brick house in a small oasis, shaded by trees.<<elseif $currentterrain == 'rocky'>>house on a rocky ledge, with only a rickety rope bridge leading to it.<<elseif $currentterrain == 'crystal'>>giant, hollow crystal geode turned into a cosy dwelling.<<elseif $currentterrain == 'jungle'>>a small hut under the roots of a giant tree, masked by overgrowth.<<elseif $currentterrain == 'volcanic'>>small hut on the ash plains, protected from the howling winds by an obsidian wall.<<elseif $currentterrain == 'ice'>>surprisingly cosy homestead in a remote glacier cave.<<else>>crumbling lighthouse on a windy clifftop by the sea.<</if>>
<<if $hermitclass == 'charisma'>>\
[[Talk to the hermit|hermitcharisma]]
<<elseif $hermitclass == 'combat'>>\
[[Talk to the hermit|hermitcombat]]
<<elseif $hermitclass == 'trading'>>\
[[Talk to the hermit|hermittrading]]
<<elseif $hermitclass == 'piloting'>>\
[[Talk to the hermit|hermitpiloting]]
<<elseif $hermitclass == 'survival'>>\
[[Talk to the hermit|hermitsurvival]]
<<else>>\<</if>><<set $playerhp-=9>>
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>><<goto 'hermitkill'>>
<<else>>
<<set $combat to true>><<goto 'hermitcombatcomplete'>>
<</if>>You agree to the proposal and stand still. The martial artist swings his fist and hits you with force that could smash a rock!
You lose 9 HP.
The blow kills you on the spot.
[[Game over!|chargameover]]<<set $hermitcomplete to true>>The blow knocks you down. You hear the martial artist cry:
"No! Please! Not again! What was I thinking?!"
You slowly get up, staggering and bruised.
"My God... you're alive?!", the hermit gasps. "I thought... I thought I've done it again. Thank goodness! I admit, you are incredibly tough, if foolish! You might make a fine martial artist... All right, I shall teach you, as promised. Make better use of these skills than I did, you hear me?"
You spend some time with the hermit, studying martial arts.
You gained the Combat skill!
[[Say goodbye to the hermit|hermitleave]]<<set $bribechance to random(1,2)>>\
<<if $bribechance == 1>><<set $credits -= $bribecustoms>><<goto 'bribesuccess'>>
<<else>><<set $illicitgoods to 0>><<set $credits -= $fine>><<goto 'bribefail'>><</if>>
You tell the customs officer they got the wrong person, and offer a generous 'gift' to show you harbour no hard feelings.
The officer in charge is outraged by your offer. Too bad you chanced upon an honest one...
You have your illicit cargo confiscated and are charged with a hefty fine before they finally let you go.
[[Travel to your destination|$traveldestination]]You tell the customs officer they got the wrong person, and offer a generous 'gift' to show you harbour no hard feelings.
You manage to convince the officer in charge, who tells their subordinates you're not the smuggler they were looking for. You discreetly transfer $bribecustoms to the officer's personal account and fly off, free.
[[Travel to your destination|$traveldestination]]<<set $charismachance to random(1,4)>>
<<if $charismachance <4>><<set $illicitgoods to 0>><<goto 'customscharismasuccess'>>
<<else>><<set $illicitgoods to 0>><<set $credits -= $fine>>
<<if $credits < 0>><<set $credits to 0>><<goto 'customscharismafailpoor'>>
<<else>><<goto 'customscharismafail'>>
<</if>><</if>>Trying to sound repentant, you agree to hand over your illegal cargo. You promise you'll never smuggle illicit goods again and attempt to convince the officer in charge to let you go without the fine.
Your persuasion works – the customs officers confiscate your illicit cargo, but they don't fine you and let you leave.
[[Travel to your destination|$traveldestination]]Trying to sound repentant, you agree to hand over your illegal cargo. You promise you'll never smuggle illicit goods again and attempt to convince the officer in charge to let you go without the fine.
Sadly, this officer wants to follow the law to the letter and interrupts you as soon as you mention cancelling the fine. You have your illegal cargo confiscated and must pay $fine credits.
When the customs officers realise you don't even have that much money, they take everything you had and call you 'lucky'.
You disagree, but you keep that to yourself. The only good thing is, they finally let you go.
[[Travel to your destination|$traveldestination]]Trying to sound repentant, you agree to hand over your illegal cargo. You promise you'll never smuggle illicit goods again and attempt to convince the officer in charge to let you go without the fine.
Sadly, this officer wants to follow the law to the letter and interrupts you as soon as you mention cancelling the fine. You have your illegal cargo confiscated and must pay $fine credits.
Then, they finally let you go.
[[Travel to your destination|$traveldestination]]Seeing resistance could only make things worse, you agree to the officer's demands.
You have your illegal cargo confiscated and must pay $fine credits.
When the customs officers realise you don't even have that much money, they take everything you had and call you 'lucky'.
You disagree, but you keep that to yourself. The only good thing is, they finally let you go.
[[Travel to your destination|$traveldestination]]Seeing resistance could only make things worse, you agree to the officer's demands.
You have your illegal cargo confiscated and must pay $fine credits.
Then, they finally let you go.
[[Travel to your destination|$traveldestination]]The customs ships immediately give chase. Some are following you, several are trying to cut off your escape route. You try to outmanoeuvre them, but they surround you from all sides. You realise you have no chance of getting away.
The officer in charge is furious at your attempt to escape and doubles your fine. You have your illicit cargo confiscated and are forced to pay $fine2 credits.
When the customs officers realise you don't even have that much money, they take everything you had and call you 'lucky'.
You disagree, but you keep that to yourself. The only good thing is, they finally let you go.
[[Travel to your destination|$traveldestination]]The customs ships immediately give chase. Some are following you, several are trying to cut off your escape route. You try to outmanoeuvre them, but they surround you from all sides. You realise you have no chance of getting away.
The officer in charge is furious at your attempt to escape and doubles your fine. You have your illicit cargo confiscated and are forced to pay $fine2 credits.
Then, they finally let you go.
[[Travel to your destination|$traveldestination]]Your journey is uneventful.
[[Continue|$traveldestination]]There isn't much left of the pirate starfighter, but you manage to recover some useful items from the floating debris.
<<if $spoils <4>>\
You obtained 1 repair kit!
<<elseif $spoils <7>>\
You gained 5 star crystals!
<<else>>\
You obtained 1 exotic goods!
<</if>>\
[[Travel to your destination|$traveldestination]]You safely got away!
[[Travel to your destination|$traveldestination]]You set off a cloaking charge to camouflage your ship. Invisible to the pirate's targeting systems, you slip away.
You continue your journey without further disturbances.
[[Travel to your destination|$traveldestination]]The market on $currentplanetname sells various useful goods. You take a look at the items for sale.
<<if $messagebought>><<set $messagebought to false>>Purchased!<<elseif $notenoughmoney>><<set $notenoughmoney to false>>You don't have enough credits!<<elseif $messagesold>><<set $messagesold to false>>Sold!<<else>>\<</if>>\
Repair kit<span id = 'tab'>[[INFO|repairkitinfo]]</span>
<<if $trading>><<if $credits>=160>>[[Buy for 160 credits|generalmarket][$repairkit+=1; $credits-=160; $messagebought to true]]<<else>>[[Buy for 160 credits|generalmarket][$notenoughmoney to true]]<</if>>\
<<else>><<if $credits>=200>>[[Buy for 200 credits|generalmarket][$repairkit+=1; $credits-=200; $messagebought to true]]<<else>>[[Buy for 500 credits|generalmarket][$notenoughmoney to true]]<</if>><</if>><span id = 'tab'><<if $trading>><<if $repairkit >0>>[[Sell for 100 credits|generalmarket][$repairkit-=1; $credits+=100; $messagesold to true]]<<else>><</if>><<else>><<if $repairkit >0>>[[Sell for 60 credits|generalmarket][$repairkit-=1; $credits+=60; $messagesold to true]]<<else>><</if>>\<</if>></span>
Medkit<span id = 'tab'>[[INFO|medkitinfo]]</span>
<<if $trading>><<if $credits>=160>>[[Buy for 160 credits|generalmarket][$medkit+=1; $credits-=160; $messagebought to true]]<<else>>[[Buy for 160 credits|generalmarket][$notenoughmoney to true]]<</if>>\
<<else>><<if $credits>=200>>[[Buy for 200 credits|generalmarket][$medkit+=1; $credits-=200; $messagebought to true]]<<else>>[[Buy for 200 credits|generalmarket][$notenoughmoney to true]]<</if>><</if>><span id = 'tab'><<if $trading>><<if $medkit >0>>[[Sell for 100 credits|generalmarket][$medkit-=1; $credits+=100; $messagesold to true]]<<else>><</if>><<else>><<if $medkit >0>>[[Sell for 60 credits|generalmarket][$medkit-=1; $credits+=60; $messagesold to true]]<<else>><</if>>\<</if>></span>
Cloaking charge<span id = 'tab'>[[INFO|cloakinginfo]]</span>
<<if $trading>><<if $credits>=240>>[[Buy for 240 credits|generalmarket][$cloaking+=1; $credits-=240; $messagebought to true]]<<else>>[[Buy for 240 credits|generalmarket][$notenoughmoney to true]]<</if>>\
<<else>><<if $credits>=300>>[[Buy for 300 credits|generalmarket][$cloaking+=1; $credits-=300; $messagebought to true]]<<else>>[[Buy for 300 credits|generalmarket][$notenoughmoney to true]]<</if>><</if>><span id = 'tab'><<if $trading>><<if $cloaking >0>>[[Sell for 120 credits|generalmarket][$cloaking-=1; $credits+=120; $messagesold to true]]<<else>><</if>><<else>><<if $cloaking >0>>[[Sell for 80 credits|generalmarket][$cloaking-=1; $credits+=80; $messagesold to true]]<<else>><</if>>\<</if>></span>
Smoke bomb<span id = 'tab'>[[INFO|smokebombinfo]]</span>
<<if $trading>><<if $credits>=240>>[[Buy for 240 credits|generalmarket][$smokebomb+=1; $credits-=240; $messagebought to true]]<<else>>[[Buy for 240 credits|generalmarket][$notenoughmoney to true]]<</if>>\
<<else>><<if $credits>=300>>[[Buy for 300 credits|generalmarket][$smokebomb+=1; $credits-=300; $messagebought to true]]<<else>>[[Buy for 300 credits|generalmarket][$notenoughmoney to true]]<</if>><</if>><span id = 'tab'><<if $trading>><<if $smokebomb >0>>[[Sell for 120 credits|generalmarket][$smokebomb-=1; $credits+=120; $messagesold to true]]<<else>><</if>><<else>><<if $smokebomb >0>>[[Sell for 80 credits|generalmarket][$smokebomb-=1; $credits+=80; $messagesold to true]]<<else>><</if>>\<</if>></span>
Mining equipment<span id = 'tab'>[[INFO|miningeqinfo]]</span>
<<if $trading>><<if $credits>=800>>[[Buy for 800 credits|generalmarket][$miningequipment+=1; $credits-=800; $messagebought to true]]<<else>>[[Buy for 800 credits|generalmarket][$notenoughmoney to true]]<</if>>\
<<else>><<if $credits>=1000>>[[Buy for 1000 credits|generalmarket][$miningequipment+=1; $credits-=1000; $messagebought to true]]<<else>>[[Buy for 1000 credits|generalmarket][$notenoughmoney to true]]<</if>><</if>><span id = 'tab'><<if $trading>><<if $miningequipment >0>>[[Sell for 400 credits|generalmarket][$miningequipment-=1; $credits+=400; $messagesold to true]]<<else>><</if>><<else>><<if $miningequipment >0>>[[Sell for 300 credits|generalmarket][$miningequipment-=1; $credits+=300; $messagesold to true]]<<else>><</if>>\<</if>></span>
Combat knife<span id = 'tab'>[[INFO|knifeinfo]]</span>
<<if $trading>><<if $credits>=1000>>[[Buy for 1000 credits|generalmarket][$knife+=1; $credits-=1000; $messagebought to true]]<<else>>[[Buy for 800 credits|generalmarket][$notenoughmoney to true]]<</if>>\
<<else>><<if $credits>=1000>>[[Buy for 1500 credits|generalmarket][$knife+=1; $credits-=1500; $messagebought to true]]<<else>>[[Buy for 1500 credits|generalmarket][$notenoughmoney to true]]<</if>><</if>><span id = 'tab'><<if $trading>><<if $knife >0>>[[Sell for 600 credits|generalmarket][$knife-=1; $credits+=600; $messagesold to true]]<<else>><</if>><<else>><<if $knife >0>>[[Sell for 500 credits|generalmarket][$knife-=1; $credits+=500; $messagesold to true]]<<else>><</if>>\<</if>></span>
Laser pistol<span id = 'tab'>[[INFO|pistolinfo]]</span>
<<if $trading>><<if $credits>=2000>>[[Buy for 2000 credits|generalmarket][$pistol+=1; $credits-=2000; $messagebought to true]]<<else>>[[Buy for 2000 credits|generalmarket][$notenoughmoney to true]]<</if>>\
<<else>><<if $credits>=3000>>[[Buy for 3000 credits|generalmarket][$pistol+=1; $credits-=3000; $messagebought to true]]<<else>>[[Buy for 3000 credits|generalmarket][$notenoughmoney to true]]<</if>><</if>><span id = 'tab'><<if $trading>><<if $pistol >0>>[[Sell for 1200 credits|generalmarket][$pistol-=1; $credits+=1200; $messagesold to true]]<<else>><</if>><<else>><<if $pistol >0>>[[Sell for 1000 credits|generalmarket][$pistol-=1; $credits+=1000; $messagesold to true]]<<else>><</if>>\<</if>></span>
[[Leave the general market|$currentplanet]]
This kit contains advanced repair drones. When the kit is activated, the drones search for any damaged machinery and integrate themselves with it, patching up the damage.
The repair kit is a one-use item which instantly restores your ship's HP by 50 points.
[[Back|generalmarket]]A first-aid kit containing advanced nanodrones which can patch up even serious wounds.
The medkit is a one-use item which instantly restores your HP by 5 points.
[[Back|generalmarket]]A portable charge which creates a signal distortion field when set off. The field interferes with starships' sensors, making the user of the charge invisible to them for a short while.
The cloaking charge is a one-use item which can be used to automatically escape from any starship combat.
[[Back|generalmarket]]A bomb which generates thick smoke when set off.
The smoke bomb is a one-use item which can be used to automatically escape from any ground combat.
[[Back|generalmarket]]A portable set of mining tools. The tools are very durable and were designed specifically for the mining of star crystals.
If you own mining equipment, you will get more star crystals from mining deposits. Bonuses from multiple copies of this item do not stack.
Mining equipment also allows you to access areas of caves and mines blocked by cave-ins.
[[Back|generalmarket]]An advanced combat knife, designed using modern technology. It cuts with ease through almost any material.
If you own a combat knife, you deal +1 damage in ground combat. Bonuses from multiple knives do not stack. The +2 damage bonus from laser pistol doesn't stack with the combat knife bonus, replacing it instead.
[[Back|generalmarket]]A very powerful personal weapon. Shooting laser beams can give you an edge in any combat.
If you own a laser pistol, you deal +2 damage in ground combat. Bonuses from multiple pistols do not stack. The bonus from laser pistol doesn't stack with the +1 combat knife bonus, replacing it instead.
[[Back|generalmarket]]At the $currentplanetname orbital shipyards you can order any ship you could dream of – if you can pay the astronomic prices. The waitlists for new ships are very long, though.
Instead of ordering something you wouldn't get in years, you take a look at the offer of a small upgrade workshop in the less glamorous part of the shipyards.
<<if $messagebought>><<set $messagebought to false>>Purchased!<<elseif $notenoughmoney>><<set $notenoughmoney to false>>You don't have enough credits!<<elseif $upgraded>><<set $upgraded to false>>Upgraded!<<else>>\<</if>>
<<if $trading==true && $platingupgraded==false>><<if $credits >=4000>>[[Upgrade your ship's plating, increasing its max HP (4000 credits)|shipyards][$credits-=4000; $shipmaxhp +=50; $shiphp+=50; $upgraded to true; $platingupgraded to true]]
<<else>>[[Upgrade your ship's plating, increasing its max HP (4000 credits)|shipyards][$notenoughmoney to true]]
<</if>>\
<<elseif $platingupgraded==false>><<if $credits >=5000>>[[Upgrade your ship's plating, increasing its max HP (5000 credits)|shipyards][$credits-=5000; $shipmaxhp +=50; $shiphp+=50; $upgraded to true; $platingupgraded to true]]
<<else>>[[Upgrade your ship's plating, increasing its max HP (5000 credits)|shipyards][$notenoughmoney to true]]
<</if>>\
<</if>>\
<<if $trading==true && $weaponsupgraded == false>><<if $credits >=4000>>[[Upgrade your ship's weapons, increasing their damage (4000 credits)|shipyards][$credits-=4000; $shipdamage+=15; $upgraded to true; $weaponsupgraded to true]]
<<else>>[[Upgrade your ship's weapons, increasing their damage (4000 credits)|shipyards][$notenoughmoney to true]]
<</if>>\
<<elseif $weaponsupgraded == false>><<if $credits >=5000>>[[Upgrade your ship's weapons, increasing their damage (5000 credits)|shipyards][$credits-=5000; $shipdamage+=15; $upgraded to true; $weaponsupgraded to true]]
<<else>>[[Upgrade your ship's weapons, increasing their damage (5000 credits)|shipyards][$notenoughmoney to true]]
<</if>>\
<</if>>\
<<if $trading>><<if $credits >=2400>>[[Buy an energy torpedo for 2400 credits|shipyards][$messagebought to true; $torpedo +=1; $credits-=2400]]<<else>>[[Buy an energy torpedo for 2400 credits|shipyards][$notenoughmoney to true]]<</if>><<else>><<if $credits >=3000>>[[Buy an energy torpedo for 3000 credits|shipyards][$messagebought to true; $torpedo +=1; $credits-=3000]]<<else>>[[Buy an energy torpedo for 3000 credits|shipyards][$notenoughmoney to true]]<</if>><</if>><span id = 'tab'>[[INFO|torpedoinfo]]</span>
[[Leave the shipyards|$currentplanet]]Energy torpedoes are the most powerful weapons that can be carried by a small starship, and they come with a price that matches. Just one of these homing missiles can tear apart a medium-sized craft or seriously damage a warship.
[[Back|shipyards]]<<set $currentroom to 'wholesalemarket1'>>\
You visit the wholesale market on $currentplanetname.
If you have any exotic goods, you can sell them here at a good price – rare goods from distant planets are sought after on civilised worlds like $currentplanetname.
<<if $messagebought && $civilised1commongoods ==0>><<set $messagebought to false>>Purchased! You've bought up all the common goods the $currentplanetname market had to offer.<<elseif $messagebought>><<set $messagebought to false>>Purchased!<<elseif $notenoughmoney>><<set $notenoughmoney to false>>You don't have enough credits!<<elseif $messagesold>><<set $messagesold to false>>Sold!<<else>>\<</if>>\
<<if $civilised1commongoods >0>>\
<<if $trading>><<if $credits >=240>>[[Buy common goods for 240 credits|wholesalemarket1][$credits-=240; $commongoods+=1; $messagebought to true; $civilised1commongoods-=1]]<<else>>[[Buy common goods for 240 credits|wholesalemarket1][$notenoughmoney to true]]<</if>>\
<<else>><<if $credits >=300>>[[Buy common goods for 300 credits|wholesalemarket1][$credits-=300; $commongoods+=1; $messagebought to true; $civilised1commongoods-=1]]<<else>>[[Buy common goods for 300 credits|wholesalemarket1][$notenoughmoney to true]]<</if>>\
<</if>><span id = 'tab'>[[INFO|commongoodsinfo]]</span>
<<else>><</if>>\
<<if $exoticgoods >0>>\
<<if $trading>>[[Sell exotic goods for 600 credits|wholesalemarket1][$credits+=600; $exoticgoods-=1; $messagesold to true]]<<else>>[[Sell exotic goods for 500 credits|wholesalemarket1][$credits+=500; $exoticgoods-=1; $messagesold to true]]<</if>>\
<span id = 'tab'>[[INFO|exoticgoodsinfo]]</span>
<</if>>\
<<if $trading>><<if $starcrystals >0>>
[[Sell star crystals for 60 credits|wholesalemarket1][$credits+=60; $starcrystals-=1; $messagesold to true]]<span id = 'tab'>[[Sell all|wholesalemarket1][$credits+=($starcrystals * 60); $starcrystals to 0; $messagesold to true]]</span><span id = 'tab'>[[INFO|starcrystalsinfo]]</span>
<</if>><<else>><<if $starcrystals >0>>
[[Sell star crystals for 50 credits|wholesalemarket1][$credits+=50; $starcrystals-=1; $messagesold to true]]<span id = 'tab'>[[Sell all|wholesalemarket1][$credits+=($starcrystals * 50); $starcrystals to 0; $messagesold to true]]</span><span id = 'tab'>[[INFO|starcrystalsinfo]]</span>
<</if>>\
<</if>>
[[Leave the wholesale market|$currentplanet]]<<set $currentroom to 'wholesalemarket2'>>\
You visit the wholesale market on $currentplanetname.
If you have any exotic goods, you can sell them here at a good price – rare goods from distant planets are sought after on civilised worlds like $currentplanetname.
<<if $messagebought && $civilised2commongoods ==0>><<set $messagebought to false>>Purchased! You've bought up all the common goods the $currentplanetname market had to offer.<<elseif $messagebought>><<set $messagebought to false>>Purchased!<<elseif $notenoughmoney>><<set $notenoughmoney to false>>You don't have enough credits!<<elseif $messagesold>><<set $messagesold to false>>Sold!<<else>>\<</if>>\
<<if $civilised2commongoods >0>>\
<<if $trading>><<if $credits >=240>>[[Buy common goods for 240 credits|wholesalemarket2][$credits-=240; $commongoods+=1; $messagebought to true; $civilised2commongoods-=1]]<<else>>[[Buy common goods for 240 credits|wholesalemarket2][$notenoughmoney to true]]<</if>>\
<<else>><<if $credits >=500>>[[Buy common goods for 300 credits|wholesalemarket2][$credits-=300; $commongoods+=1; $messagebought to true; $civilised2commongoods-=1]]<<else>>[[Buy common goods for 300 credits|wholesalemarket2][$notenoughmoney to true]]<</if>>\
<</if>><span id = 'tab'>[[INFO|commongoodsinfo]]</span>
<<else>><</if>>\
<<if $exoticgoods >0>>\
<<if $trading>>[[Sell exotic goods for 600 credits|wholesalemarket2][$credits+=600; $exoticgoods-=1; $messagesold to true]]<<else>>[[Sell exotic goods for 500 credits|wholesalemarket2][$credits+=500; $exoticgoods-=1; $messagesold to true]]<</if>>\
<span id = 'tab'>[[INFO|exoticgoodsinfo]]</span>
<</if>>\
<<if $trading>><<if $starcrystals >0>>
[[Sell star crystals for 60 credits|wholesalemarket2][$credits+=60; $starcrystals-=1; $messagesold to true]]<span id = 'tab'>[[Sell all|wholesalemarket2][$credits+=($starcrystals * 60); $starcrystals to 0; $messagesold to true]]</span><span id = 'tab'>[[INFO|starcrystalsinfo]]</span>
<</if>><<else>><<if $starcrystals >0>>
[[Sell star crystals for 50 credits|wholesalemarket2][$credits+=50; $starcrystals-=1; $messagesold to true]]<span id = 'tab'>[[Sell all|wholesalemarket2][$credits+=($starcrystals * 50); $starcrystals to 0; $messagesold to true]]</span><span id = 'tab'>[[INFO|starcrystalsinfo]]</span>
<</if>>\
<</if>>
[[Leave the wholesale market|$currentplanet]]<<set $currentroom to 'wholesalemarket3'>>\
You visit the wholesale market on $currentplanetname.
If you have any exotic goods, you can sell them here at a good price – rare goods from distant planets are sought after on civilised worlds like $currentplanetname.
<<if $messagebought && $civilised3commongoods ==0>><<set $messagebought to false>>Purchased! You've bought up all the common goods the $currentplanetname market had to offer.<<elseif $messagebought>><<set $messagebought to false>>Purchased!<<elseif $notenoughmoney>><<set $notenoughmoney to false>>You don't have enough credits!<<elseif $messagesold>><<set $messagesold to false>>Sold!<<else>>\<</if>>\
<<if $civilised3commongoods >0>>\
<<if $trading>><<if $credits >=240>>[[Buy common goods for 240 credits|wholesalemarket3][$credits-=240; $commongoods+=1; $messagebought to true; $civilised3commongoods-=1]]<<else>>[[Buy common goods for 240 credits|wholesalemarket3][$notenoughmoney to true]]<</if>>\
<<else>><<if $credits >=300>>[[Buy common goods for 300 credits|wholesalemarket3][$credits-=300; $commongoods+=1; $messagebought to true; $civilised3commongoods-=1]]<<else>>[[Buy common goods for 300 credits|wholesalemarket3][$notenoughmoney to true]]<</if>>\
<</if>><span id = 'tab'>[[INFO|commongoodsinfo]]</span>
<<else>><</if>>\
<<if $exoticgoods >0>>\
<<if $trading>>[[Sell exotic goods for 600 credits|wholesalemarket3][$credits+=600; $exoticgoods-=1; $messagesold to true]]<<else>>[[Sell exotic goods for 500 credits|wholesalemarket3][$credits+=500; $exoticgoods-=1; $messagesold to true]]<</if>>\
<span id = 'tab'>[[INFO|exoticgoodsinfo]]</span>
<</if>>\
<<if $trading>><<if $starcrystals >0>>
[[Sell star crystals for 60 credits|wholesalemarket3][$credits+=60; $starcrystals-=1; $messagesold to true]]<span id = 'tab'>[[Sell all|wholesalemarket3][$credits+=($starcrystals * 60); $starcrystals to 0; $messagesold to true]]</span><span id = 'tab'>[[INFO|starcrystalsinfo]]</span>
<</if>><<else>><<if $starcrystals >0>>
[[Sell star crystals for 50 credits|wholesalemarket3][$credits+=50; $starcrystals-=1; $messagesold to true]]<span id = 'tab'>[[Sell all|wholesalemarket3][$credits+=($starcrystals * 50); $starcrystals to 0; $messagesold to true]]</span><span id = 'tab'>[[INFO|starcrystalsinfo]]</span>
<</if>>\
<</if>>
[[Leave the wholesale market|$currentplanet]]Common goods are everyday items (like tools, cooking utensils, home appliances, canned food etc.) that are cheap on civilised worlds, but may be rare and sought after on wild and recently colonised planets.
[[Back|$currentroom]] Exotic goods are items from distant, wild planets, that are difficult to find on civilised worlds. Exotic goods may include all kinds of wares: rare fabrics, jewellery, crystals, alien plants and animals, works of art, and many more.
[[Back|$currentroom]] You visit the seat of the Galactic Geographic Society, or GalGeo, on $currentplanetname. The society is devoted to the exploration of the Universe and the spreading and preservation of knowledge. You'd have to be a professor at least to be accepted as member, but you don't need a degree to make some money here. The Society pays for stories from distant planets they later add to their library.
You're in the main hall of the GalGeo Tower. You see people of different races: rich nobles and absent-mined scientists, but also haggard explorers and tough-looking mercenaries. Those latter types mostly drop by to sell a story to the library robot standing behind a counter in the corner.
<<if $galgeojoined==true>>\
As an honorary member of the GalGeo, you are recognised and welcomed by many people in the main hall, who ask you about your adventures!
<</if>>\
<<if $renown>=10 && $galgeojoined==false>>\
Your fame has reached the members of the Galactic Geographic Society, who ask you to join them as an honorary member! The membership is mostly about prestige, but you'll receive money and an upgrade for your ship as well!
[[Join the Society|galgeojoined][$shipmaxhp+=50; $shiphp+=50; $credits+=10000]]
<</if>>\
<<if $planet1storylearned>>\
<<if $story1sold>>\<<else>>\
[['Present the story from ' + $planet1name + ' to the Society'->story1]]
<</if>><</if>>\
<<if $planet2storylearned>>\
<<if $story2sold>>\<<else>>\
[['Present the story from ' + $planet2name + ' to the Society'->story2]]
<</if>><</if>>\
<<if $planet3storylearned>>\
<<if $story3sold>>\<<else>>\
[['Present the story from ' + $planet3name + ' to the Society'->story3]]
<</if>><</if>>\
<<if $planet4storylearned>>\
<<if $story4sold>>\<<else>>\
[['Present the story from ' + $planet4name + ' to the Society'->story4]]
<</if>><</if>>\
<<if $planet5storylearned>>\
<<if $story5sold>>\<<else>>\
[['Present the story from ' + $planet5name + ' to the Society'->story5]]
<</if>><</if>>\
<<if $planet6storylearned>>\
<<if $story6sold>>\<<else>>\
[['Present the story from ' + $planet6name + ' to the Society'->story6]]
<</if>><</if>>\
<<if $planet7storylearned>>\
<<if $story7sold>>\<<else>>\
[['Present the story from ' + $planet7name + ' to the Society'->story7]]
<</if>><</if>>\
<<if $planet8storylearned>>\
<<if $story8sold>>\<<else>>\
[['Present the story from ' + $planet8name + ' to the Society'->story8]]
<</if>><</if>>\
<<if $planet9storylearned>>\
<<if $story9sold>>\<<else>>\
[['Present the story from ' + $planet9name + ' to the Society'->story9]]
<</if>><</if>>\
<<if $planet10storylearned>>\
<<if $story10sold>>\<<else>>\
[['Present the story from ' + $planet10name + ' to the Society'->story10]]
<</if>><</if>>\
<<if $planet11storylearned>>\
<<if $story11sold>>\<<else>>\
[['Present the story from ' + $planet11name + ' to the Society'->story11]]
<</if>><</if>>\
<<if $planet12storylearned>>\
<<if $story12sold>>\<<else>>\
[['Present the story from ' + $planet12name + ' to the Society'->story12]]
<</if>><</if>>\
<<if $planet13storylearned>>\
<<if $story13sold>>\<<else>>\
[['Present the story from ' + $planet13name + ' to the Society'->story13]]
<</if>><</if>>\
<<if $planet14storylearned>>\
<<if $story14sold>>\<<else>>\
[['Present the story from ' + $planet14name + ' to the Society'->story14]]
<</if>><</if>>\
<<if $planet15storylearned>>\
<<if $story15sold>>\<<else>>\
[['Present the story from ' + $planet15name + ' to the Society'->story15]]
<</if>><</if>>\
<<if $planet16storylearned>>\
<<if $story16sold>>\<<else>>\
[['Present the story from ' + $planet16name + ' to the Society'->story16]]
<</if>><</if>>\
<<if $mine2remainsexamined && $mine2diarynotreturned>>\
[['Sell the diary of ' + $mine2remainsname + ' the prospector to the Galactic Geographic society'->selldiary]]
<</if>>\
[[Leave the GalGeo Tower|$currentplanet]]
You visit the bionics centre on $currentplanetname.
<<if $upgraded>><<set $upgraded to false>>Your max HP increased!
<<elseif $bionicsdone>>You've already paid the bionics experts to improve your vitality and toughness. You can't undergo the treatment again.
<<else>>\
For a hefty price, the bionics experts can strengthen your body with experimental technology which will increase your vitality and toughness.
<</if>>\
<<if $notenoughmoney>><<set $notenoughmoney to false>>You don't have enough credits!
<</if>>\
<<if $bionicsdone>><<else>><<if $trading>><<if $credits >=4000>>[[Undergo the bionic treatment (4000 credits)|bionics][$credits-=4000; $playermaxhp +=5; $playerhp+= 5; $upgraded to true; $bionicsdone to true]]
<<else>>[[Undergo the bionic treatment (4000 credits)|bionics][$notenoughmoney to true]]
<</if>><<else>><<if $credits >=5000>>
[[Undergo the bionic treatment (5000 credits)|bionics][$credits-=5000; $playermaxhp +=5; $playerhp+= 5; $upgraded to true; $bionicsdone to true]]
<<else>>[[Undergo the bionic treatment (5000 credits)|bionics][$notenoughmoney to true]]
<</if>><</if>><</if>>\
[[Leave the bionics centre|$currentplanet]]<<set $currentroom to 'blackmarket'>>\
You visit the black market on $currentplanetname.
Here, you can sell any illicit goods, no questions asked.
There's also a shady weapons shop here, which sells military grade energy grenades.
<<if $messagesold>><<set $messagesold to false>>Sold!
<<elseif $messagebought>><<set $messagebought to false>>Purchased!
<<elseif $notenoughmoney>><<set $notenoughmoney to false>>You don't have enough credits!
<<else>>\<</if>>\
<<if $illicitgoods == 0>>\
<<else>>\
<<if $trading>>\
[[Sell illicit goods for 1440 credits|blackmarket][$credits+=1440; $illicitgoods-=1; $messagesold to true]]<<else>>[[Sell illicit goods for 1200 credits|blackmarket][$credits+=1200; $illicitgoods-=1; $messagesold to true]]<</if>>\
<span id = 'tab'>[[INFO|illicitgoodsinfo]]</span>
<</if>>
Energy grenade<span id = 'tab'>[[INFO|energygrenadeinfo]]</span>
<<if $trading>><<if $credits>=1600>>[[Buy for 1600 credits|blackmarket][$energygrenade+=1; $credits-=1600; $messagebought to true]]<<else>>[[Buy for 1600 credits|blackmarket][$notenoughmoney to true]]<</if>>\
<<else>><<if $credits>=2000>>[[Buy for 2000 credits|blackmarket][$energygrenade+=1; $credits-=2000; $messagebought to true]]<<else>>[[Buy for 2000 credits|blackmarket][$notenoughmoney to true]]<</if>><</if>>
<<if $gameobjective == 'artefact' && $mappiece3found == false>>\
Old map piece
<<if $credits>=10000>>[[Buy for 10000 credits|mapbought][$credits-=10000; $mappieces+=1; $mappiece3found to true]]<<else>>[[Buy for 10000 credits|blackmarket][$notenoughmoney to true]]
<</if>>\<</if>>
<<if $mine1remainsexamined && $mine1medalionnotreturned>>\
[['Sell the medallion of ' + $mine1remainsname + ' the explorer'->sellmedallion]]
<</if>>\
<<if $dungeon2remainsexamined && $dungeon2locketnotreturned>>\
[['Sell the locket of ' + $dungeon2remainsname ->selllocket]]
<</if>>\
<<if $renown>=10 && $blackmarketupgrade==false>>\
Looks like your fame precedes you even here. As you enter the black market, an alien weapons dealer approaches you and offers to install experimental weapory in your ship.
[[Agree to this proposition|blackmarketupgrade][$shipdamage+=15]]
<</if>>\
[[Leave the black market|$currentplanet]]
There are many smugglers in the Galaxy who transport and sell illicit goods, like protected plants and animals, alien drugs and rare materials. This can be very profitable, but is also risky, as customs officers are always on the watch for those transporting illegal cargo.
[[Back|$currentroom]]<<if $planet1type == 'wild1'>>\
<<if $wild1explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet1]]
<<else>><<goto wild1explore>><</if>>
<<elseif $planet1type == 'wild2'>>\
<<if $wild2explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet1]]
<<else>><<goto wild2explore>><</if>>
<<elseif $planet1type == 'wild3'>>\
<<if $wild3explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet1]]
<<else>><<goto wild3explore>><</if>>
<<elseif $planet1type == 'wild4'>>\
<<if $wild4explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet1]]
<<else>><<goto wild4explore>><</if>>
<<elseif $planet1type == 'wild5'>>\
<<if $wild5explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet1]]
<<else>><<goto wild5explore>><</if>>
<<elseif $planet1type == 'wild6'>>\
<<if $wild6explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet1]]
<<else>><<goto wild6explore>><</if>>
<<else>><</if>><<set $exploretype to random(1,6)>>\
$currentplanetname certainly has many places worth seeing. Who knows what you may discover in the wilderness?
<<if $exploretype==1>>\
<<if $survival>>[[Explore the wilderness|findexoticgoods][$exoticgoods+=2; $wild1explore to 8]]
<<else>>[[Explore the wilderness|findexoticgoods][$exoticgoods+=1; $wild1explore to 8]]
<</if>>\
<<elseif $exploretype==2>>\
<<if $survival>>[[Explore the wilderness|goodsandbeast][$exoticgoods+=2; $wild1explore to 8]]
<<else>>[[Explore the wilderness|goodsandbeast][$exoticgoods+=1; $wild1explore to 8]]
<</if>>\
<<elseif $exploretype==3>>[[Explore the wilderness|nativetraders][ $wild1explore to 8]]
<<elseif $exploretype==4>>[[Explore the wilderness|unfriendlynatives][ $wild1explore to 8]]
<<elseif $exploretype==5>>[[Explore the wilderness|planetdangergoods][ $wild1explore to 8]]
<<elseif $exploretype==6>>[[Explore the wilderness|planetdangeritems][ $wild1explore to 8]]
<</if>>\
[[Return to your ship|$currentplanet]]<<set $exploretype to random(1,6)>>\
$currentplanetname certainly has many places worth seeing. Who knows what you may discover in the wilderness?
<<if $exploretype==1>>\
<<if $survival>>[[Explore the wilderness|findexoticgoods][$exoticgoods+=2; $wild2explore to 8]]
<<else>>[[Explore the wilderness|findexoticgoods][$exoticgoods+=1; $wild2explore to 8]]
<</if>>\
<<elseif $exploretype==2>>\
<<if $survival>>[[Explore the wilderness|goodsandbeast][$exoticgoods+=2; $wild2explore to 8]]
<<else>>[[Explore the wilderness|goodsandbeast][$exoticgoods+=1; $wild2explore to 8]]
<</if>>\
<<elseif $exploretype==3>>[[Explore the wilderness|nativetraders][ $wild2explore to 8]]
<<elseif $exploretype==4>>[[Explore the wilderness|unfriendlynatives][ $wild2explore to 8]]
<<elseif $exploretype==5>>[[Explore the wilderness|planetdangergoods][ $wild2explore to 8]]
<<elseif $exploretype==6>>[[Explore the wilderness|planetdangeritems][ $wild2explore to 8]]
<</if>>\
[[Return to your ship|$currentplanet]]<<set $exploretype to random(1,6)>>\
$currentplanetname certainly has many places worth seeing. Who knows what you may discover in the wilderness?
<<if $exploretype==1>>\
<<if $survival>>[[Explore the wilderness|findexoticgoods][$exoticgoods+=2; $wild3explore to 8]]
<<else>>[[Explore the wilderness|findexoticgoods][$exoticgoods+=1; $wild3explore to 8]]
<</if>>\
<<elseif $exploretype==2>>\
<<if $survival>>[[Explore the wilderness|goodsandbeast][$exoticgoods+=2; $wild3explore to 8]]
<<else>>[[Explore the wilderness|goodsandbeast][$exoticgoods+=1; $wild3explore to 8]]
<</if>>\
<<elseif $exploretype==3>>[[Explore the wilderness|nativetraders][ $wild3explore to 8]]
<<elseif $exploretype==4>>[[Explore the wilderness|unfriendlynatives][ $wild3explore to 8]]
<<elseif $exploretype==5>>[[Explore the wilderness|planetdangergoods][ $wild3explore to 8]]
<<elseif $exploretype==6>>[[Explore the wilderness|planetdangeritems][ $wild3explore to 8]]
<</if>>\
[[Return to your ship|$currentplanet]]<<set $exploretype to random(1,6)>>\
$currentplanetname certainly has many places worth seeing. Who knows what you may discover in the wilderness?
<<if $exploretype==1>>\
<<if $survival>>[[Explore the wilderness|findexoticgoods][$exoticgoods+=2; $wild4explore to 8]]
<<else>>[[Explore the wilderness|findexoticgoods][$exoticgoods+=1; $wild4explore to 8]]
<</if>>\
<<elseif $exploretype==2>>\
<<if $survival>>[[Explore the wilderness|goodsandbeast][$exoticgoods+=2; $wild4explore to 8]]
<<else>>[[Explore the wilderness|goodsandbeast][$exoticgoods+=1; $wild4explore to 8]]
<</if>>\
<<elseif $exploretype==3>>[[Explore the wilderness|nativetraders][ $wild4explore to 8]]
<<elseif $exploretype==4>>[[Explore the wilderness|unfriendlynatives][ $wild4explore to 8]]
<<elseif $exploretype==5>>[[Explore the wilderness|planetdangergoods][ $wild4explore to 8]]
<<elseif $exploretype==6>>[[Explore the wilderness|planetdangeritems][ $wild4explore to 8]]
<</if>>\
[[Return to your ship|$currentplanet]]<<set $exploretype to random(1,7)>>\
$currentplanetname certainly has many places worth seeing. Who knows what you may discover in the wilderness?
<<if $exploretype==1>>\
<<if $survival>>[[Explore the wilderness|findexoticgoods][$exoticgoods+=2; $wild5explore to 8]]
<<else>>[[Explore the wilderness|findexoticgoods][$exoticgoods+=1; $wild5explore to 8]]
<</if>>\
<<elseif $exploretype==2>>\
<<if $survival>>[[Explore the wilderness|goodsandbeast][$exoticgoods+=2; $wild5explore to 8]]
<<else>>[[Explore the wilderness|goodsandbeast][$exoticgoods+=1; $wild5explore to 8]]
<</if>>\
<<elseif $exploretype==3>>[[Explore the wilderness|nativetraders][$wild5explore to 8]]
<<elseif $exploretype==4>>[[Explore the wilderness|unfriendlynatives][$wild5explore to 8]]
<<elseif $exploretype==5>>[[Explore the wilderness|savingnative][$wild5explore to 8]]
<<elseif $exploretype==6>>[[Explore the wilderness|planetdangergoods][$wild5explore to 8]]
<<elseif $exploretype==7>>[[Explore the wilderness|planetdangeritems][$wild5explore to 8]]
<</if>>\
[[Return to your ship|$currentplanet]]<<set $exploretype to random(1,7)>>\
$currentplanetname certainly has many places worth seeing. Who knows what you may discover in the wilderness?
<<if $exploretype==1>>\
<<if $survival>>[[Explore the wilderness|findexoticgoods][$exoticgoods+=2; $wild6explore to 8]]
<<else>>[[Explore the wilderness|findexoticgoods][$exoticgoods+=1; $wild6explore to 8]]
<</if>>\
<<elseif $exploretype==2>>\
<<if $survival>>[[Explore the wilderness|goodsandbeast][$exoticgoods+=2; $wild6explore to 8]]
<<else>>[[Explore the wilderness|goodsandbeast][$exoticgoods+=1; $wild6explore to 8]]
<</if>>\
<<elseif $exploretype==3>>[[Explore the wilderness|nativetraders][$wild6explore to 8]]
<<elseif $exploretype==4>>[[Explore the wilderness|unfriendlynatives][$wild6explore to 8]]
<<elseif $exploretype==5>>[[Explore the wilderness|savingnative][$wild6explore to 8]]
<<elseif $exploretype==6>>[[Explore the wilderness|planetdangergoods][$wild6explore to 8]]
<<elseif $exploretype==7>>[[Explore the wilderness|planetdangeritems][$wild6explore to 8]]
<</if>>\
[[Return to your ship|$currentplanet]]<<set $trading to true>><<set $hermitcomplete to true>>\
You give the robot the wares you brought. The old automaton is overcome with joy.
"Finally!" it exclaims, browsing through pots, pans, hammers, work clothing, self-help guides and bottles of suspicious green liquid. "This is it! The locals will fight among themselves to buy these! Friend, you've just saved my enterprise! I know it's inadequate, but please, take these <<if $currentterrain == 'desert'>>pieces of desert glass<<elseif $currentterrain == 'jungle'>>glow mushrooms<<elseif $currentterrain == 'rocky'>>mountain crystals<<elseif $currentterrain == 'volcanic'>>pieces of volcanic glass<<elseif $currentterrain == 'crystal'>>rainbow geodes<<elseif $currentterrain == 'icy'>>pieces of unmelting ice<<else>>golden seashells<</if>>!"
You received 1 exotic goods!
"In addition, I will share my merchant tips and tricks with you!", it says.
You gained the Trading skill!
[[Say goodbye to the hermit|hermitleave]]<<set $planet1storylearned to true>>\
You start talking with the people of $planet1name, asking them about their culture and habits. At first, they treat you with reserve, but when they notice your genuine interest, they warm towards you and tell you their legend about $planet1story. You meticulously record their tale.
[[Back|planet1wild]]<<set $credits+=400>><<set $story1sold to true>>\
You recorded the story the inhabitants of $planet1name told you about $planet1story. You brought a copy with you; you hand it to the GalGeo robotic librarian.
"Excellent!", the robot exclaims. "This makes a wonderful addition to our collection. You've made a worthy contribution to the preservation of knowledge. Here is your payment."
You received 400 credits.
[[Back|galgeo]]<<if $planet2type == 'wild1'>><<goto 'hermit'>>
<<elseif $planet2type == 'wild2'>><<goto $wild2quest>>
<<elseif $planet2type == 'wild3'>><<goto $wild3quest>>
<<elseif $planet2type == 'wild4'>><<goto $wild4quest>>
<<elseif $planet2type == 'wild5'>><<goto $wild5quest>>
<<elseif $planet2type == 'wild6'>><<goto $wild6quest>>
<</if>><<if $planet2type == 'wild1'>>\
<<if $wild1explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet2]]
<<else>><<goto wild1explore>><</if>>
<<elseif $planet2type == 'wild2'>>\
<<if $wild2explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet2]]
<<else>><<goto wild2explore>><</if>>
<<elseif $planet2type == 'wild3'>>\
<<if $wild3explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet2]]
<<else>><<goto wild3explore>><</if>>
<<elseif $planet2type == 'wild4'>>\
<<if $wild4explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet2]]
<<else>><<goto wild4explore>><</if>>
<<elseif $planet2type == 'wild5'>>\
<<if $wild5explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet2]]
<<else>><<goto wild5explore>><</if>>
<<elseif $planet2type == 'wild6'>>\
<<if $wild6explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet2]]
<<else>><<goto wild6explore>><</if>>
<<else>><</if>><<set $planet2storylearned to true>>\
You start talking with the people of $planet2name, asking them about their culture and habits. At first, they treat you with reserve, but when they notice your genuine interest, they warm towards you and tell you their legend about $planet2story. You meticulously record their tale.
[[Back|planet2wild]]<<if $planet3type == 'wild1'>><<goto 'hermit'>>
<<elseif $planet3type == 'wild2'>><<goto $wild2quest>>
<<elseif $planet3type == 'wild3'>><<goto $wild3quest>>
<<elseif $planet3type == 'wild4'>><<goto $wild4quest>>
<<elseif $planet3type == 'wild5'>><<goto $wild5quest>>
<<elseif $planet3type == 'wild6'>><<goto $wild6quest>>
<</if>><<if $planet3type == 'wild1'>>\
<<if $wild1explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet3]]
<<else>><<goto wild1explore>><</if>>
<<elseif $planet3type == 'wild2'>>\
<<if $wild2explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet3]]
<<else>><<goto wild2explore>><</if>>
<<elseif $planet3type == 'wild3'>>\
<<if $wild3explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet3]]
<<else>><<goto wild3explore>><</if>>
<<elseif $planet3type == 'wild4'>>\
<<if $wild4explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet3]]
<<else>><<goto wild4explore>><</if>>
<<elseif $planet3type == 'wild5'>>\
<<if $wild5explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet3]]
<<else>><<goto wild5explore>><</if>>
<<elseif $planet3type == 'wild6'>>\
<<if $wild6explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet3]]
<<else>><<goto wild6explore>><</if>>
<<else>><</if>><<set $planet3storylearned to true>>\
You start talking with the people of $planet3name, asking them about their culture and habits. At first, they treat you with reserve, but when they notice your genuine interest, they warm towards you and tell you their legend about $planet3story. You meticulously record their tale.
[[Back|planet3wild]]<<if $planet4type == 'wild1'>><<goto 'hermit'>>
<<elseif $planet4type == 'wild2'>><<goto $wild2quest>>
<<elseif $planet4type == 'wild3'>><<goto $wild3quest>>
<<elseif $planet4type == 'wild4'>><<goto $wild4quest>>
<<elseif $planet4type == 'wild5'>><<goto $wild5quest>>
<<elseif $planet4type == 'wild6'>><<goto $wild6quest>>
<</if>><<if $planet4type == 'wild1'>>\
<<if $wild1explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet4]]
<<else>><<goto wild1explore>><</if>>
<<elseif $planet4type == 'wild2'>>\
<<if $wild2explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet4]]
<<else>><<goto wild2explore>><</if>>
<<elseif $planet4type == 'wild3'>>\
<<if $wild3explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet4]]
<<else>><<goto wild3explore>><</if>>
<<elseif $planet4type == 'wild4'>>\
<<if $wild4explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet4]]
<<else>><<goto wild4explore>><</if>>
<<elseif $planet4type == 'wild5'>>\
<<if $wild5explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet4]]
<<else>><<goto wild5explore>><</if>>
<<elseif $planet4type == 'wild6'>>\
<<if $wild6explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet4]]
<<else>><<goto wild6explore>><</if>>
<<else>><</if>><<set $planet4storylearned to true>>\
You start talking with the people of $planet4name, asking them about their culture and habits. At first, they treat you with reserve, but when they notice your genuine interest, they warm towards you and tell you their legend about $planet4story. You meticulously record their tale.
[[Back|planet4wild]]<<if $planet5type == 'wild1'>><<goto 'hermit'>>
<<elseif $planet5type == 'wild2'>><<goto $wild2quest>>
<<elseif $planet5type == 'wild3'>><<goto $wild3quest>>
<<elseif $planet5type == 'wild4'>><<goto $wild4quest>>
<<elseif $planet5type == 'wild5'>><<goto $wild5quest>>
<<elseif $planet5type == 'wild6'>><<goto $wild6quest>>
<</if>><<if $planet5type == 'wild1'>>\
<<if $wild1explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet5]]
<<else>><<goto wild1explore>><</if>>
<<elseif $planet5type == 'wild2'>>\
<<if $wild2explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet5]]
<<else>><<goto wild2explore>><</if>>
<<elseif $planet5type == 'wild3'>>\
<<if $wild3explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet5]]
<<else>><<goto wild3explore>><</if>>
<<elseif $planet5type == 'wild4'>>\
<<if $wild4explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet5]]
<<else>><<goto wild4explore>><</if>>
<<elseif $planet5type == 'wild5'>>\
<<if $wild5explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet5]]
<<else>><<goto wild5explore>><</if>>
<<elseif $planet5type == 'wild6'>>\
<<if $wild6explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet5]]
<<else>><<goto wild6explore>><</if>>
<<else>><</if>><<set $planet5storylearned to true>>\
You start talking with the people of $planet5name, asking them about their culture and habits. At first, they treat you with reserve, but when they notice your genuine interest, they warm towards you and tell you their legend about $planet5story. You meticulously record their tale.
[[Back|planet5wild]]<<if $planet6type == 'wild1'>><<goto 'hermit'>>
<<elseif $planet6type == 'wild2'>><<goto $wild2quest>>
<<elseif $planet6type == 'wild3'>><<goto $wild3quest>>
<<elseif $planet6type == 'wild4'>><<goto $wild4quest>>
<<elseif $planet6type == 'wild5'>><<goto $wild5quest>>
<<elseif $planet6type == 'wild6'>><<goto $wild6quest>>
<</if>><<if $planet6type == 'wild1'>>\
<<if $wild1explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet6]]
<<else>><<goto wild1explore>><</if>>
<<elseif $planet6type == 'wild2'>>\
<<if $wild2explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet6]]
<<else>><<goto wild2explore>><</if>>
<<elseif $planet6type == 'wild3'>>\
<<if $wild3explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet6]]
<<else>><<goto wild3explore>><</if>>
<<elseif $planet6type == 'wild4'>>\
<<if $wild4explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet6]]
<<else>><<goto wild4explore>><</if>>
<<elseif $planet6type == 'wild5'>>\
<<if $wild5explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet6]]
<<else>><<goto wild5explore>><</if>>
<<elseif $planet6type == 'wild6'>>\
<<if $wild6explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet6]]
<<else>><<goto wild6explore>><</if>>
<<else>><</if>><<set $planet6storylearned to true>>\
You start talking with the people of $planet6name, asking them about their culture and habits. At first, they treat you with reserve, but when they notice your genuine interest, they warm towards you and tell you their legend about $planet6story. You meticulously record their tale.
[[Back|planet6wild]]<<if $planet7type == 'wild1'>><<goto 'hermit'>>
<<elseif $planet7type == 'wild2'>><<goto $wild2quest>>
<<elseif $planet7type == 'wild3'>><<goto $wild3quest>>
<<elseif $planet7type == 'wild4'>><<goto $wild4quest>>
<<elseif $planet7type == 'wild5'>><<goto $wild5quest>>
<<elseif $planet7type == 'wild6'>><<goto $wild6quest>>
<</if>><<if $planet7type == 'wild1'>>\
<<if $wild1explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet7]]
<<else>><<goto wild1explore>><</if>>
<<elseif $planet7type == 'wild2'>>\
<<if $wild2explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet7]]
<<else>><<goto wild2explore>><</if>>
<<elseif $planet7type == 'wild3'>>\
<<if $wild3explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet7]]
<<else>><<goto wild3explore>><</if>>
<<elseif $planet7type == 'wild4'>>\
<<if $wild4explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet7]]
<<else>><<goto wild4explore>><</if>>
<<elseif $planet7type == 'wild5'>>\
<<if $wild5explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet7]]
<<else>><<goto wild5explore>><</if>>
<<elseif $planet7type == 'wild6'>>\
<<if $wild6explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet7]]
<<else>><<goto wild6explore>><</if>>
<<else>><</if>><<set $planet7storylearned to true>>\
You start talking with the people of $planet7name, asking them about their culture and habits. At first, they treat you with reserve, but when they notice your genuine interest, they warm towards you and tell you their legend about $planet7story. You meticulously record their tale.
[[Back|planet7wild]]<<if $planet8type == 'wild1'>><<goto 'hermit'>>
<<elseif $planet8type == 'wild2'>><<goto $wild2quest>>
<<elseif $planet8type == 'wild3'>><<goto $wild3quest>>
<<elseif $planet8type == 'wild4'>><<goto $wild4quest>>
<<elseif $planet8type == 'wild5'>><<goto $wild5quest>>
<<elseif $planet8type == 'wild6'>><<goto $wild6quest>>
<</if>>
<<if $planet8type == 'wild1'>>\
<<if $wild1explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet8]]
<<else>><<goto wild1explore>><</if>>
<<elseif $planet8type == 'wild2'>>\
<<if $wild2explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet8]]
<<else>><<goto wild2explore>><</if>>
<<elseif $planet8type == 'wild3'>>\
<<if $wild3explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet8]]
<<else>><<goto wild3explore>><</if>>
<<elseif $planet8type == 'wild4'>>\
<<if $wild4explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet8]]
<<else>><<goto wild4explore>><</if>>
<<elseif $planet8type == 'wild5'>>\
<<if $wild5explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet8]]
<<else>><<goto wild5explore>><</if>>
<<elseif $planet8type == 'wild6'>>\
<<if $wild6explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet8]]
<<else>><<goto wild6explore>><</if>>
<<else>><</if>><<set $planet8storylearned to true>>\
You start talking with the people of $planet8name, asking them about their culture and habits. At first, they treat you with reserve, but when they notice your genuine interest, they warm towards you and tell you their legend about $planet8story. You meticulously record their tale.
[[Back|planet8wild]]<<if $planet9type == 'wild1'>><<goto 'hermit'>>
<<elseif $planet9type == 'wild2'>><<goto $wild2quest>>
<<elseif $planet9type == 'wild3'>><<goto $wild3quest>>
<<elseif $planet9type == 'wild4'>><<goto $wild4quest>>
<<elseif $planet9type == 'wild5'>><<goto $wild5quest>>
<<elseif $planet9type == 'wild6'>><<goto $wild6quest>>
<</if>><<if $planet9type == 'wild1'>>\
<<if $wild1explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet9]]
<<else>><<goto wild1explore>><</if>>
<<elseif $planet9type == 'wild2'>>\
<<if $wild2explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet9]]
<<else>><<goto wild2explore>><</if>>
<<elseif $planet9type == 'wild3'>>\
<<if $wild3explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet9]]
<<else>><<goto wild3explore>><</if>>
<<elseif $planet9type == 'wild4'>>\
<<if $wild4explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet9]]
<<else>><<goto wild4explore>><</if>>
<<elseif $planet9type == 'wild5'>>\
<<if $wild5explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet9]]
<<else>><<goto wild5explore>><</if>>
<<elseif $planet9type == 'wild6'>>\
<<if $wild6explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet9]]
<<else>><<goto wild6explore>><</if>>
<<else>><</if>><<set $planet9storylearned to true>>\
You start talking with the people of $planet9name, asking them about their culture and habits. At first, they treat you with reserve, but when they notice your genuine interest, they warm towards you and tell you their legend about $planet9story. You meticulously record their tale.
[[Back|planet9wild]]<<if $planet10type == 'wild1'>><<goto 'hermit'>>
<<elseif $planet10type == 'wild2'>><<goto $wild2quest>>
<<elseif $planet10type == 'wild3'>><<goto $wild3quest>>
<<elseif $planet10type == 'wild4'>><<goto $wild4quest>>
<<elseif $planet10type == 'wild5'>><<goto $wild5quest>>
<<elseif $planet10type == 'wild6'>><<goto $wild6quest>>
<</if>><<if $planet10type == 'wild1'>>\
<<if $wild1explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet10]]
<<else>><<goto wild1explore>><</if>>
<<elseif $planet10type == 'wild2'>>\
<<if $wild2explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet10]]
<<else>><<goto wild2explore>><</if>>
<<elseif $planet10type == 'wild3'>>\
<<if $wild3explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet10]]
<<else>><<goto wild3explore>><</if>>
<<elseif $planet10type == 'wild4'>>\
<<if $wild4explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet10]]
<<else>><<goto wild4explore>><</if>>
<<elseif $planet10type == 'wild5'>>\
<<if $wild5explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet10]]
<<else>><<goto wild5explore>><</if>>
<<elseif $planet10type == 'wild6'>>\
<<if $wild6explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet10]]
<<else>><<goto wild6explore>><</if>>
<<else>><</if>><<set $planet10storylearned to true>>\
You start talking with the people of $planet10name, asking them about their culture and habits. At first, they treat you with reserve, but when they notice your genuine interest, they warm towards you and tell you their legend about $planet10story. You meticulously record their tale.
[[Back|planet10wild]]<<if $planet11type == 'wild1'>><<goto 'hermit'>>
<<elseif $planet11type == 'wild2'>><<goto $wild2quest>>
<<elseif $planet11type == 'wild3'>><<goto $wild3quest>>
<<elseif $planet11type == 'wild4'>><<goto $wild4quest>>
<<elseif $planet11type == 'wild5'>><<goto $wild5quest>>
<<elseif $planet11type == 'wild6'>><<goto $wild6quest>>
<</if>><<if $planet11type == 'wild1'>>\
<<if $wild1explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet11]]
<<else>><<goto wild1explore>><</if>>
<<elseif $planet11type == 'wild2'>>\
<<if $wild2explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet11]]
<<else>><<goto wild2explore>><</if>>
<<elseif $planet11type == 'wild3'>>\
<<if $wild3explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet11]]
<<else>><<goto wild3explore>><</if>>
<<elseif $planet11type == 'wild4'>>\
<<if $wild4explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet11]]
<<else>><<goto wild4explore>><</if>>
<<elseif $planet11type == 'wild5'>>\
<<if $wild5explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet11]]
<<else>><<goto wild5explore>><</if>>
<<elseif $planet11type == 'wild6'>>\
<<if $wild6explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet11]]
<<else>><<goto wild6explore>><</if>>
<<else>><</if>><<set $planet11storylearned to true>>\
You start talking with the people of $planet11name, asking them about their culture and habits. At first, they treat you with reserve, but when they notice your genuine interest, they warm towards you and tell you their legend about $planet11story. You meticulously record their tale.
[[Back|planet11wild]]<<if $planet12type == 'wild1'>><<goto 'hermit'>>
<<elseif $planet12type == 'wild2'>><<goto $wild2quest>>
<<elseif $planet12type == 'wild3'>><<goto $wild3quest>>
<<elseif $planet12type == 'wild4'>><<goto $wild4quest>>
<<elseif $planet12type == 'wild5'>><<goto $wild5quest>>
<<elseif $planet12type == 'wild6'>><<goto $wild6quest>>
<</if>><<if $planet12type == 'wild1'>>\
<<if $wild1explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet12]]
<<else>><<goto wild1explore>><</if>>
<<elseif $planet12type == 'wild2'>>\
<<if $wild2explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet12]]
<<else>><<goto wild2explore>><</if>>
<<elseif $planet12type == 'wild3'>>\
<<if $wild3explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet12]]
<<else>><<goto wild3explore>><</if>>
<<elseif $planet12type == 'wild4'>>\
<<if $wild4explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet12]]
<<else>><<goto wild4explore>><</if>>
<<elseif $planet12type == 'wild5'>>\
<<if $wild5explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet12]]
<<else>><<goto wild5explore>><</if>>
<<elseif $planet12type == 'wild6'>>\
<<if $wild6explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet12]]
<<else>><<goto wild6explore>><</if>>
<<else>><</if>><<set $planet12storylearned to true>>\
You start talking with the people of $planet12name, asking them about their culture and habits. At first, they treat you with reserve, but when they notice your genuine interest, they warm towards you and tell you their legend about $planet12story. You meticulously record their tale.
[[Back|planet12wild]]<<if $planet13type == 'wild1'>><<goto 'hermit'>>
<<elseif $planet13type == 'wild2'>><<goto $wild2quest>>
<<elseif $planet13type == 'wild3'>><<goto $wild3quest>>
<<elseif $planet13type == 'wild4'>><<goto $wild4quest>>
<<elseif $planet13type == 'wild5'>><<goto $wild5quest>>
<<elseif $planet13type == 'wild6'>><<goto $wild6quest>>
<</if>><<if $planet13type == 'wild1'>>\
<<if $wild1explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet13]]
<<else>><<goto wild1explore>><</if>>
<<elseif $planet13type == 'wild2'>>\
<<if $wild2explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet13]]
<<else>><<goto wild2explore>><</if>>
<<elseif $planet13type == 'wild3'>>\
<<if $wild3explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet13]]
<<else>><<goto wild3explore>><</if>>
<<elseif $planet13type == 'wild4'>>\
<<if $wild4explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet13]]
<<else>><<goto wild4explore>><</if>>
<<elseif $planet13type == 'wild5'>>\
<<if $wild5explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet13]]
<<else>><<goto wild5explore>><</if>>
<<elseif $planet13type == 'wild6'>>\
<<if $wild6explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet13]]
<<else>><<goto wild6explore>><</if>>
<<else>><</if>><<set $planet13storylearned to true>>\
You start talking with the people of $planet13name, asking them about their culture and habits. At first, they treat you with reserve, but when they notice your genuine interest, they warm towards you and tell you their legend about $planet13story. You meticulously record their tale.
[[Back|planet13wild]]<<if $planet14type == 'wild1'>><<goto 'hermit'>>
<<elseif $planet14type == 'wild2'>><<goto $wild2quest>>
<<elseif $planet14type == 'wild3'>><<goto $wild3quest>>
<<elseif $planet14type == 'wild4'>><<goto $wild4quest>>
<<elseif $planet14type == 'wild5'>><<goto $wild5quest>>
<<elseif $planet14type == 'wild6'>><<goto $wild6quest>>
<</if>><<if $planet14type == 'wild1'>>\
<<if $wild1explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet14]]
<<else>><<goto wild1explore>><</if>>
<<elseif $planet14type == 'wild2'>>\
<<if $wild2explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet14]]
<<else>><<goto wild2explore>><</if>>
<<elseif $planet14type == 'wild3'>>\
<<if $wild3explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet14]]
<<else>><<goto wild3explore>><</if>>
<<elseif $planet14type == 'wild4'>>\
<<if $wild4explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet14]]
<<else>><<goto wild4explore>><</if>>
<<elseif $planet14type == 'wild5'>>\
<<if $wild5explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet14]]
<<else>><<goto wild5explore>><</if>>
<<elseif $planet14type == 'wild6'>>\
<<if $wild6explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet14]]
<<else>><<goto wild6explore>><</if>>
<<else>><</if>><<set $planet14storylearned to true>>\
You start talking with the people of $planet14name, asking them about their culture and habits. At first, they treat you with reserve, but when they notice your genuine interest, they warm towards you and tell you their legend about $planet14story. You meticulously record their tale.
[[Back|planet14wild]]<if $planet15type == 'wild1'>><<goto 'hermit'>>
<<elseif $planet15type == 'wild2'>><<goto $wild2quest>>
<<elseif $planet15type == 'wild3'>><<goto $wild3quest>>
<<elseif $planet15type == 'wild4'>><<goto $wild4quest>>
<<elseif $planet15type == 'wild5'>><<goto $wild5quest>>
<<elseif $planet15type == 'wild6'>><<goto $wild6quest>>
<</if>><<if $planet15type == 'wild1'>>\
<<if $wild1explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet15]]
<<else>><<goto wild1explore>><</if>>
<<elseif $planet15type == 'wild2'>>\
<<if $wild2explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet15]]
<<else>><<goto wild2explore>><</if>>
<<elseif $planet15type == 'wild3'>>\
<<if $wild3explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet15]]
<<else>><<goto wild3explore>><</if>>
<<elseif $planet15type == 'wild4'>>\
<<if $wild4explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet15]]
<<else>><<goto wild4explore>><</if>>
<<elseif $planet15type == 'wild5'>>\
<<if $wild5explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet15]]
<<else>><<goto wild5explore>><</if>>
<<elseif $planet15type == 'wild6'>>\
<<if $wild6explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet15]]
<<else>><<goto wild6explore>><</if>>
<<else>><</if>><<set $planet15storylearned to true>>\
You start talking with the people of $planet15name, asking them about their culture and habits. At first, they treat you with reserve, but when they notice your genuine interest, they warm towards you and tell you their legend about $planet15story. You meticulously record their tale.
[[Back|planet15wild]]<<if $planet16type == 'wild1'>><<goto 'hermit'>>
<<elseif $planet16type == 'wild2'>><<goto $wild2quest>>
<<elseif $planet16type == 'wild3'>><<goto $wild3quest>>
<<elseif $planet16type == 'wild4'>><<goto $wild4quest>>
<<elseif $planet16type == 'wild5'>><<goto $wild5quest>>
<<elseif $planet16type == 'wild6'>><<goto $wild6quest>>
<</if>><<if $planet16type == 'wild1'>>\
<<if $wild1explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet16]]
<<else>><<goto wild1explore>><</if>>
<<elseif $planet16type == 'wild2'>>\
<<if $wild2explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet16]]
<<else>><<goto wild2explore>><</if>>
<<elseif $planet16type == 'wild3'>>\
<<if $wild3explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet16]]
<<else>><<goto wild3explore>><</if>>
<<elseif $planet16type == 'wild4'>>\
<<if $wild4explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet16]]
<<else>><<goto wild4explore>><</if>>
<<elseif $planet16type == 'wild5'>>\
<<if $wild5explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet16]]
<<else>><<goto wild5explore>><</if>>
<<elseif $planet16type == 'wild6'>>\
<<if $wild6explore > 0>>You have explored this planet recently; there's nothing here to discover right now. Maybe you should come back later...
[[Back|planet16]]
<<else>><<goto wild6explore>><</if>>
<<else>><</if>><<set $planet16storylearned to true>>\
You start talking with the people of $planet16name, asking them about their culture and habits. At first, they treat you with reserve, but when they notice your genuine interest, they warm towards you and tell you their legend about $planet16story. You meticulously record their tale.
[[Back|planet16wild]]<<set $credits+=400>><<set $story2sold to true>>\
You recorded the story the inhabitants of $planet2name told you about $planet2story. You brought a copy with you; you hand it to the GalGeo robotic librarian.
"Excellent!", the robot exclaims. "This makes a wonderful addition to our collection. You've made a worthy contribution to the preservation of knowledge. Here is your payment."
You received 400 credits.
[[Back|galgeo]]<<set $credits+=400>><<set $story3sold to true>>\
You recorded the story the inhabitants of $planet3name told you about $planet3story. You brought a copy with you; you hand it to the GalGeo robotic librarian.
"Excellent!", the robot exclaims. "This makes a wonderful addition to our collection. You've made a worthy contribution to the preservation of knowledge. Here is your payment."
You received 400 credits.
[[Back|galgeo]]<<set $credits+=400>><<set $story4sold to true>>\
You recorded the story the inhabitants of $planet4name told you about $planet4story. You brought a copy with you; you hand it to the GalGeo robotic librarian.
"Excellent!", the robot exclaims. "This makes a wonderful addition to our collection. You've made a worthy contribution to the preservation of knowledge. Here is your payment."
You received 400 credits.
[[Back|galgeo]]<<set $credits+=400>><<set $story5sold to true>>\
You recorded the story the inhabitants of $planet5name told you about $planet5story. You brought a copy with you; you hand it to the GalGeo robotic librarian.
"Excellent!", the robot exclaims. "This makes a wonderful addition to our collection. You've made a worthy contribution to the preservation of knowledge. Here is your payment."
You received 400 credits.
[[Back|galgeo]]<<set $credits+=400>><<set $story6sold to true>>\
You recorded the story the inhabitants of $planet6name told you about $planet6story. You brought a copy with you; you hand it to the GalGeo robotic librarian.
"Excellent!", the robot exclaims. "This makes a wonderful addition to our collection. You've made a worthy contribution to the preservation of knowledge. Here is your payment."
You received 400 credits.
[[Back|galgeo]]<<set $credits+=400>><<set $story7sold to true>>\
You recorded the story the inhabitants of $planet7name told you about $planet7story. You brought a copy with you; you hand it to the GalGeo robotic librarian.
"Excellent!", the robot exclaims. "This makes a wonderful addition to our collection. You've made a worthy contribution to the preservation of knowledge. Here is your payment."
You received 400 credits.
[[Back|galgeo]]<<set $credits+=400>><<set $story8sold to true>>\
You recorded the story the inhabitants of $planet8name told you about $planet8story. You brought a copy with you; you hand it to the GalGeo robotic librarian.
"Excellent!", the robot exclaims. "This makes a wonderful addition to our collection. You've made a worthy contribution to the preservation of knowledge. Here is your payment."
You received 400 credits.
[[Back|galgeo]]<<set $credits+=400>><<set $story9sold to true>>\
You recorded the story the inhabitants of $planet9name told you about $planet9story. You brought a copy with you; you hand it to the GalGeo robotic librarian.
"Excellent!", the robot exclaims. "This makes a wonderful addition to our collection. You've made a worthy contribution to the preservation of knowledge. Here is your payment."
You received 400 credits.
[[Back|galgeo]]<<set $credits+=400>><<set $story10sold to true>>\
You recorded the story the inhabitants of $planet10name told you about $planet10story. You brought a copy with you; you hand it to the GalGeo robotic librarian.
"Excellent!", the robot exclaims. "This makes a wonderful addition to our collection. You've made a worthy contribution to the preservation of knowledge. Here is your payment."
You received 400 credits.
[[Back|galgeo]]<<set $credits+=400>><<set $story11sold to true>>\
You recorded the story the inhabitants of $planet11name told you about $planet11story. You brought a copy with you; you hand it to the GalGeo robotic librarian.
"Excellent!", the robot exclaims. "This makes a wonderful addition to our collection. You've made a worthy contribution to the preservation of knowledge. Here is your payment."
You received 400 credits.
[[Back|galgeo]]<<set $credits+=400>><<set $story12sold to true>>\
You recorded the story the inhabitants of $planet12name told you about $planet12story. You brought a copy with you; you hand it to the GalGeo robotic librarian.
"Excellent!", the robot exclaims. "This makes a wonderful addition to our collection. You've made a worthy contribution to the preservation of knowledge. Here is your payment."
You received 400 credits.
[[Back|galgeo]]<<set $credits+=400>><<set $story13sold to true>>\
You recorded the story the inhabitants of $planet13name told you about $planet13story. You brought a copy with you; you hand it to the GalGeo robotic librarian.
"Excellent!", the robot exclaims. "This makes a wonderful addition to our collection. You've made a worthy contribution to the preservation of knowledge. Here is your payment."
You received 400 credits.
[[Back|galgeo]]<<set $credits+=400>><<set $story14sold to true>>\
You recorded the story the inhabitants of $planet14name told you about $planet14story. You brought a copy with you; you hand it to the GalGeo robotic librarian.
"Excellent!", the robot exclaims. "This makes a wonderful addition to our collection. You've made a worthy contribution to the preservation of knowledge. Here is your payment."
You received 400 credits.
[[Back|galgeo]]<<set $credits+=400>><<set $story15sold to true>>\
You recorded the story the inhabitants of $planet15name told you about $planet15story. You brought a copy with you; you hand it to the GalGeo robotic librarian.
"Excellent!", the robot exclaims. "This makes a wonderful addition to our collection. You've made a worthy contribution to the preservation of knowledge. Here is your payment."
You received 400 credits.
[[Back|galgeo]]<<set $credits+=400>><<set $story16sold to true>>\
You recorded the story the inhabitants of $planet16name told you about $planet16story. You brought a copy with you; you hand it to the GalGeo robotic librarian.
"Excellent!", the robot exclaims. "This makes a wonderful addition to our collection. You've made a worthy contribution to the preservation of knowledge. Here is your payment."
You received 400 credits.
[[Back|galgeo]]<<set $mine1medalionnotreturned to false>>\
You locate $mine1remainsname's family, who still live on $currentplanetname. You return the medallion and tell them what happened to $mine1remainsname.
The explorer's family are moved by your selfless act. They are grateful you came such a long way to bring them the news, which, while sad, at least give them some closure. They are also glad they now have a memento of $mine1remainsname to cherish.
They tell everyone they know about your kindness.
You gained 1 renown!
[[Back|$currentplanet]]
Star crystals are essential in many advanced industries – first and foremost, in starship construction. They have a dull reddish hue and are warm to the touch.
These rare crystals are found on distant planets, in different environments. No one has yet explained how and in what conditions they form. Mining companies are constantly searching for star crystals, but many deposits on backwater planets are first discovered by bold adventurers.
[[Back|$currentroom]] The drones were reduced to little more than floating debris and bent metal, but you manage to recover a few useful items from the most complete remains.
<<if $spoils <3>>\
You obtained 2 cloaking charges!
<<elseif $spoils <5>>\
You gained 15 star crystals!
<<else>>\
You obtained 1 common goods!
<</if>>\
[[Travel to your destination|$traveldestination]]You safely got away!
[[Travel to your destination|$traveldestination]]You set off a cloaking charge to camouflage your ship. Invisible to the drones' targeting systems, you slip away.
You continue your journey without further disturbances.
[[Travel to your destination|$traveldestination]]There isn't much left of the pirate cruiser, but you scan the pieces of wreckage and manage to recover some items.
<<if $spoils <4>>\
You obtained 1 exotic goods!
[[Travel to your destination|$traveldestination]]
<<elseif $spoils <7>>\
You obtained 1 cloaking charge and 2 repair kits!
[[Travel to your destination|$traveldestination]]
<<else>>\
You discover a cargo container floating among the wreckage. A quick scan reveals the container is full of illicit cargo. On one hand, it's worth a nice sum on the black market; on the other, if you take it, you could get in trouble with customs officers...
[[Leave the illicit cargo and travel to your destination|$traveldestination]]
[[Take the illicit cargo and travel to your destination|$traveldestination][$illicitgoods+=1]]
<</if>>\
You safely got away!
[[Travel to your destination|$traveldestination]]You open communication with the cruiser. You manage to convince the pirate captain you're not worth attacking, as there are no valuables on your ship. The pirates let you go.
You continue your journey without further disturbances.
[[Travel to your destination|$traveldestination]]You offer the pirates a significant sum of money if they let you go. They immediately accept, choosing easy money over a fight. You send them 1000 credits and are allowed to leave.
You continue your journey without further disturbances.
[[Travel to your destination|$traveldestination]]You set off a cloaking charge to camouflage your ship. Invisible to the pirate's radars, you escape the battle.
You continue your journey without further disturbances.
[[Travel to your destination|$traveldestination]]You locate the entrance to the mines of $currentplanetname. <<if $currentterrain == 'desert'>>It's located on a mountainside, overlooking a parched gravel desert. The entrance leads to a sprawling cave complex.
<<elseif $currentterrain == 'jungle'>>It's located behind a waterfall, in an open cavern overgrown by fern and small trees. The entrance leads to a sprawling cave complex.
<<elseif $currentterrain == 'ice'>>It's located amidst the old, eroded hills in the windy tundra. The entrance leads to a sprawling cave complex.
<<elseif $currentterrain == 'volcanic'>>It's a dark crevice at the foot of a long extinct volcano. The entrance leads to a sprawling cave complex.
<<elseif $currentterrain == 'rocky'>>It's located in a forest of dwarf conifers clinging to a rocky mountainside. The entrance leads to a sprawling cave complex.
<<elseif $currentterrain == 'crystal'>>It's a crack in the opalescent crystal cliffside, surrounded by glowing stalactites and stalagmites. The entrance leads to a sprawling cave complex.
<<else>>It's located in a forest of wind-bent trees on cliffs overlooking the sea. The entrance leads to a sprawling cave complex.
<</if>>\
You are standing by the mine entrance, on the first level.
[[Go down|mine2level2B]]
[[Return to your ship|$currentplanet]]<<set $currentroom to 'mine2level2A'>>\
<<if $mine2level2Aagain>>\<<else>><<set $mine2level2Aagain to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,2)>>\
<</if>>\
You're in the western upper mine tunnels, on the second level.
<<if $mine2level2A == 'crystals1'>><<if $mine2level2Aempty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine2level2Acrystalmessage>><<set $mine2level2Aempty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine2level2A][$mine2level2Acrystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine2level2A][$mine2level2Acrystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine2level2A == 'danger1' || $mine2level2A == 'danger2'>>\
<<if $mine2level2Adangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine2level2Adangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<</if>>\
<<if $dead == false>>
[[Go east|mine2level2B]]
[[Go down|mine2level3A]]
[[Exit the mines|mine2level1]]
<</if>><<set $currentroom to 'mine2level2B'>>\
<<if $mine2level2Bagain>>\<<else>><<set $mine2level2Bagain to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,2)>>\
<</if>>\
You're in the central upper mine tunnels, on the second level.
<<if $mine2level2B == 'crystals1'>><<if $mine2level2Bempty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine2level2Bcrystalmessage>><<set $mine2level2Bempty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine2level2B][$mine2level2Bcrystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine2level2B][$mine2level2Bcrystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine2level2B == 'danger1' || $mine2level2B == 'danger2'>>\
<<if $mine2level2Bdangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine2level2Bdangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<</if>>\
<<if $dead == false>>
[[Go west|mine2level2A]]
[[Go east|mine2level2C]]
[[Go down|mine2level3B]]
[[Exit the mines|mine2level1]]
<</if>>
<<set $currentroom to 'mine2level2C'>>\
<<if $mine2level2Cagain>>\<<else>><<set $mine2level2Cagain to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,2)>>\
<</if>>\
You're in the eastern upper mine tunnels, on the second level.
<<if $mine2level2C == 'crystals1'>><<if $mine2level2Cempty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine2level2Ccrystalmessage>><<set $mine2level2Cempty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine2level2C][$mine2level2Ccrystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine2level2C][$mine2level2Ccrystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine2level2C == 'danger1' || $mine2level2C == 'danger2'>>\
<<if $mine2level2Cdangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine2level2Cdangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<</if>>\
<<if $dead == false>>
[[Go west|mine2level2B]]
[[Go down|mine2level3C]]
[[Exit the mines|mine2level1]]
<</if>><<set $currentroom to 'mine2level3A'>>\
<<if $mine2level3Aagain>>\<<else>><<set $mine2level3Aagain to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,2)>>\
<</if>>\
You're in the western mine tunnels, on the third level.
<<if $mine2level3A == 'crystals1'>><<if $mine2level3Aempty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine2level3Acrystalmessage>><<set $mine2level3Aempty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine2level3A][$mine2level3Acrystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine2level3A][$mine2level3Acrystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine2level3A == 'danger1' || $mine2level3A == 'danger2'>>\
<<if $mine2level3Adangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine2level3Adangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine2level3A == 'treasure'>>\
<<if $mine2level3Atreasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine2level3Atreasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $repairkit += 2>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot two repair kits that still look usable.
You obtain two repair kits!
<<else>>\<</if>>\<</if>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine2level2A]]
[[Go east|mine2level3B]]
[[Go down|mine2level4A]]
[[Exit the mines|mine2level1]]
<</if>><<set $currentroom to 'mine2level3B'>>\
<<if $mine2level3Bagain>>\<<else>><<set $mine2level3Bagain to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,2)>>\
<</if>>\
You're in the central mine tunnels, on the third level.
<<if $mine2level3B == 'crystals1'>><<if $mine2level3Bempty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine2level3Bcrystalmessage>><<set $mine2level3Bempty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine2level3B][$mine2level3Bcrystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine2level3B][$mine2level3Bcrystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine2level3B == 'danger1' || $mine2level3B == 'danger2'>>\
<<if $mine2level3Bdangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine2level3Bdangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine2level3B == 'treasure'>>\
<<if $mine2level3Btreasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine2level3Btreasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $repairkit += 2>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot two repair kits that still look usable.
You obtain two repair kits!
<<else>>\<</if>>\<</if>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine2level2B]]
[[Go west|mine2level3A]]
[[Go east|mine2level3C]]
[[Go down|mine2level4B]]
[[Exit the mines|mine2level1]]
<</if>><<set $currentroom to 'mine2level3C'>>\
<<if $mine2level3Cagain>>\<<else>><<set $mine2level3Cagain to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,2)>>\
<</if>>\
You're in the eastern mine tunnels, on the third level.
<<if $mine2level3C == 'crystals1'>><<if $mine2level3Cempty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine2level3Ccrystalmessage>><<set $mine2level3Cempty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine2level3C][$mine2level3Ccrystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine2level3C][$mine2level3Ccrystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine2level3C == 'danger1' || $mine2level3C == 'danger2'>>\
<<if $mine2level3Cdangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine2level3Cdangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine2level3C == 'treasure'>>\
<<if $mine2level3Ctreasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine2level3Ctreasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $repairkit += 2>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot two repair kits that still look usable.
You obtain two repair kits!
<<else>>\<</if>>\<</if>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine2level2C]]
[[Go west|mine2level3B]]
[[Go down|mine2level4C]]
[[Exit the mines|mine2level1]]
<</if>><<set $currentroom to 'mine2level4A'>>\
<<if $mine2level4Aagain>>\<<else>><<set $mine2level4Aagain to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<</if>>\
You're in the western lower mine tunnels, on the fourth level.
<<if $mine2level4A == 'crystals1' || $mine2level4A == 'crystals2'>><<if $mine2level4Aempty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine2level4Acrystalmessage>><<set $mine2level4Aempty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine2level4A][$mine2level4Acrystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine2level4A][$mine2level4Acrystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine2level4A == 'danger1'>>\
<<if $mine2level4Adangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine2level4Adangercleared to true>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<</if>>\
<<else>>\
Walking down the corridor, you notice the skeletal remains of some unfortunate soul.
<<if $mine2remainsexamined>>You've already examined the remains.
<<else>>\
[[Examine the remains|mine2remains]]<</if>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine2level3A]]
[[Exit the mines|mine2level1]]
<</if>><<set $currentroom to 'mine2level4B'>>\
<<if $mine2level4Bagain>>\<<else>><<set $mine2level4Bagain to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<</if>>\
You're in the central lower mine tunnels, on the fourth level.<<if $mine2excavated>>
There's a narrow downwards corridor here that you cleared of debris with your mining equipment.
<<else>>
There's a narrow downwards corridor here, but it's blocked by a cave-in. With proper mining equipment and some hard work, you could clear the debris.
<</if>>\
<<if $messagedebriscleared>><<set $messagedebriscleared to false>>
Using your mining equipment, you manage to clear the debris and open the downward passage!
<</if>>\
<<if $mine2level4B == 'crystals1' || $mine2level4B == 'crystals2'>><<if $mine2level4Bempty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine2level4Bcrystalmessage>><<set $mine2level4Bempty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine2level4B][$mine2level4Bcrystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine2level4B][$mine2level4Bcrystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine2level4B == 'danger1'>>\
<<if $mine2level4Bdangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine2level4Bdangercleared to true>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<</if>>\
<<else>>\
Walking down the corridor, you notice the skeletal remains of some unfortunate soul.
<<if $mine2remainsexamined>>You've already examined the remains.
<<else>>\
[[Examine the remains|mine2remains]]<</if>>\
<</if>>\
<<if $dead == false>>\
<<if $miningequipment>>\
<<if $mine2excavated>>\
<<else>>
[[Clear the debris|mine2level4B][$mine2excavated to true; $messagedebriscleared to true]]
<</if>><</if>>
[[Go up|mine2level3B]]
<<if $mine2excavated>>\
[[Go down|mine2level5]]
<<else>>\<</if>>\
[[Exit the mines|mine2level1]]
<</if>><<set $currentroom to 'mine2level4C'>>\
<<if $mine2level4Cagain>>\<<else>><<set $mine2level4Cagain to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<</if>>\
You're in the eastern lower mine tunnels, on the fourth level.
<<if $mine2level4C == 'crystals1' || $mine2level4C == 'crystals2'>><<if $mine2level4Cempty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine2level4Ccrystalmessage>><<set $mine2level4Cempty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine2level4C][$mine2level4Ccrystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine2level4C][$mine2level4Ccrystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine2level4C == 'danger1'>>\
<<if $mine2level4Cdangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine2level4Cdangercleared to true>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<</if>>\
<<else>>\
Walking down the corridor, you notice the skeletal remains of some unfortunate soul.
<<if $mine2remainsexamined>>You've already examined the remains.
<<else>>\
[[Examine the remains|mine2remains]]<</if>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine2level3C]]
[[Exit the mines|mine2level1]]
<</if>>You descend a steep <<if $currentterrain == 'desert'>>corridor crawling with scorpions<<elseif $currentterrain == 'jungle'>>corridor overgrown with pale roots<<elseif $currentterrain == 'ice'>>corridor burrowed in the permafrost<<elseif $currentterrain == 'volcanic'>>obsidian corridor<<elseif $currentterrain == 'rocky'>>and uneven corridor<<elseif $currentterrain == 'crystal'>>and slippery crystal corridor<<else>>corridor in sedimentary limestone<</if>> and find yourself on the deepest level of the mine.
<<if $mine2level5empty>>There used to be large star crystal deposits here, but you've already mined them.
<<elseif $mine2level5crystalmessage>><<set $mine2level5empty to true>>You gained <<if $miningequipment>>45<<else>>30<</if>> star crystals!
<<else>>There, you find rich star crystal deposits that have barely been mined!
<<if $gameobjective == 'artefact' && $mappiece1 == 'resource2' && $mappiece1found == false>><<set $mappiece1found to true>><<set $maphint1 to false>><<set $mappieces+=1>>In the deepest mine shaft, you discover a piece of old parchment. It's part of the map showing the location of the $artefactname $artefactname2!
<</if>>
<<if $miningequipment>>\
[[Mine the deposits|mine2level5][$mine2level5crystalmessage to true; $starcrystals += 45]]
<<else>>[[Mine the deposits|mine2level5][$mine2level5crystalmessage to true; $starcrystals += 30]]
<</if>><</if>>\
[[Go up|mine2level4B]]
[[Exit the mines|mine2level1]]<<set $mine2remainsexamined to true>>\
<<set $mine2diarynotreturned to true>>\
<<if $planet1type == 'civilised2'>><<set $mine2remainsplanet to 'planet1'>><<set $mine2remainsplanetname to $planet1name>>\
<<elseif $planet2type == 'civilised2'>><<set $mine2remainsplanet to 'planet2'>><<set $mine2remainsplanetname to $planet2name>>\
<<elseif $planet3type == 'civilised2'>><<set $mine2remainsplanet to 'planet3'>><<set $mine2remainsplanetname to $planet3name>>\
<<elseif $planet4type == 'civilised2'>><<set $mine2remainsplanet to 'planet4'>><<set $mine2remainsplanetname to $planet4name>>\
<<elseif $planet5type == 'civilised2'>><<set $mine2remainsplanet to 'planet5'>><<set $mine2remainsplanetname to $planet5name>>\
<<elseif $planet6type == 'civilised2'>><<set $mine2remainsplanet to 'planet6'>><<set $mine2remainsplanetname to $planet6name>>\
<<elseif $planet7type == 'civilised2'>><<set $mine2remainsplanet to 'planet7'>><<set $mine2remainsplanetname to $planet7name>>\
<<elseif $planet8type == 'civilised2'>><<set $mine2remainsplanet to 'planet8'>><<set $mine2remainsplanetname to $planet8name>>\
<<elseif $planet9type == 'civilised2'>><<set $mine2remainsplanet to 'planet9'>><<set $mine2remainsplanetname to $planet9name>>\
<<elseif $planet10type == 'civilised2'>><<set $mine2remainsplanet to 'planet10'>><<set $mine2remainsplanetname to $planet10name>>\
<<elseif $planet11type == 'civilised2'>><<set $mine2remainsplanet to 'planet11'>><<set $mine2remainsplanetname to $planet11name>>\
<<elseif $planet12type == 'civilised2'>><<set $mine2remainsplanet to 'planet12'>><<set $mine2remainsplanetname to $planet12name>>\
<<elseif $planet13type == 'civilised2'>><<set $mine2remainsplanet to 'planet13'>><<set $mine2remainsplanetname to $planet13name>>\
<<elseif $planet14type == 'civilised2'>><<set $mine2remainsplanet to 'planet14'>><<set $mine2remainsplanetname to $planet14name>>\
<<elseif $planet15type == 'civilised2'>><<set $mine2remainsplanet to 'planet15'>><<set $mine2remainsplanetname to $planet15name>>\
<<elseif $planet16type == 'civilised2'>><<set $mine2remainsplanet to 'planet16'>><<set $mine2remainsplanetname to $planet16name>>\
<<else>><</if>>\
The skeletal remains are lying in a pit, in a narrow side corridor. Next to the remains you see some broken mining equipment. Looks like you've found an unfortunate prospector.
Using a long pole, you manage to recover an old leather-bound book from the pit. It turns out to be a diary.
From the diary you learn the prospector was named $mine2remainsname and came from $mine2remainsplanetname. The diary includes some interesting observations on the mines of $currentplanetname.
The last entry in the diary reads:
"The mines are filled with danger, but I know there is a giant star crystal deposit somewhere here! If I can find it, I'm going to be rich! But if something bad happens to me... I hope someone will find me and return my diary to my family on $mine2remainsplanetname."
You obtained $mine2remainsname's diary.
[[Back|$currentroom]]
<<set $mine2diarynotreturned to false>>\
You locate $mine2remainsname's family. You inform them about what happened to $mine2remainsname and return the old diary.
The prospector's family are greatly saddened by the news, but the returning of the diary gives them some small comfort. They thank you for your kindness and tell everyone about your selfless act.
You gained 1 renown!
[[Back|$currentplanet]]
Energy grenades are miniature but powerful military grade explosives that deal devastating damage when thrown at a target. Their sale is highly restricted.
[[Back|blackmarket]]You show $mine2remainsname's diary to the robot librarian. The robot is most interested in your find. It says the observations recorded by $mine2remainsname would be a priceless addition to the Society's library and offers to buy the diary from you. You negotiate a price of <<if $trading>>1800<<else>>1500<</if>> credits.
<<if $trading>>\
[[Sell the diary for 1800 credits|galgeo][$credits+=1800; $mine2diarynotreturned to false]]
<<else>>\
[[Sell the diary for 1500 credits|galgeo][$credits+=1500; $mine2diarynotreturned to false]]
<</if>>\
[[Keep the diary|galgeo]]The black market is full of people interested in curious antiques and jewellery, so you quickly find a potential buyer for $mine1remainsname's medallion. You negotiate a price of <<if $trading>>1800<<else>>1500<</if>> credits.
<<if $trading>>\
[[Sell the medallion for 1800 credits|blackmarket][$credits+=1800; $mine1medalionnotreturned to false]]
<<else>>\
[[Sell the medallion for 1500 credits|blackmarket][$credits+=1500; $mine1medalionnotreturned to false]]
<</if>>\
[[Keep the medallion|blackmarket]]<span class = 'biggish'><center>Alien warlord</center></span>
<<if $initialisecombat>>\
The alien warlord, terror of $currentplanetname, stands before you. Clad in shining powered armour, the warlord seems colossal and intimidating.
"You'll pay for killing my soldiers, worm!", the alien shouts and rushes into combat!
<<if $pistol>><<set $playerdamage to 4>><<elseif $knife>><<set $playerdamage to 3>><<else>><<set $playerdamage to 2>><</if>>\
<<set $initiative to true>>\
<<set $enemyhp to 30>>\
<<set $enemydamage to 7>>\
<<set $evadechance to 5>>\
<<set $hitchance to 5>>\
<<if $combat>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 7>>
<<if $combat>><<set $enemyhitchance -=2>><</if>>\
<<set $initialisecombat to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $evaderoll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>>\
Alien warlord: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/30 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>><<if $pistol>>You aim your laser pistol and shoot, but the beam bounces off the warlord's armour!<<elseif $knife>>You slash with your combat knife, but the warlord deflects your attack with an armguard.<<else>>You swing with all your might, but your attack doesn't even dent the alien warlord's armour.<</if>><<elseif $playermiss == 2>><<if $pistol>>You fire a quick series, but the warlord's powered armour absorbs the attack.<<elseif $knife>>You stab with your knife, but the blade bounces off your opponent's armour.<<else>>You take a swing, but the warlord's armour absorbs the attack.<</if>><<else>><<if $pistol>>You fire your laser pistol, but you miss.<<elseif $knife>>You attack with a series of quick slashes, but the alien warlord dodges.<<else>>You strike, but the alien warlord evades your attack.<</if>><</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>><<if $pistol>>You fire a well-aimed shot, finding a weak spot in the warlord's armour and dealing damage!<<elseif $knife>>You slash with your combat knife, aiming for a weak spot in your opponent's armour, and deal damage!<<else>>You swing with all your might, punching your opponent in a weakly guarded spot and dealing damage!<</if>><<elseif $playerhit == 2>><<if $pistol>>You fire shots in rapid succession, penetrating your opponent's armour.<<elseif $knife>>You stab with the knife, piercing through the warlord's armour! <<else>>You grab and punch the alien warlord, dealing some damage.<</if>><<else>><<if $pistol>>You attack with your laser pistol, dealing damage.<<elseif $knife>>You attack with your combat knife, dealing damage.<<else>>You attack the alien warlord with your bare hands, but you still do some damage!<</if>><</if>>\
<<if $enemyhp <=0>>\
With a look of sheer surprise the alien warlords stumbles, then slowly collapses, hitting the ground with a loud thud.
You have won!
<<else>>\<</if>><</if>>\
<<if $evadefail>><<set $evadefail to 0>>You are unable to escape!<</if>>
<<if $messageenergygrenade>><<set $messageenergygrenade to false>>You lob an energy grenade. It hits the alien warlord and explodes in a blinding ball of light!
<<if $enemyhp <=0>>\
The grenade's explosion kills the warlord, who stumbles and collapses to the ground!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>\
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The warlord swings a giant armoured fist at you, but you dodge!<<elseif $enemymissdesc == 2>>The alien warlord tries to grab you, but you roll to the side!<<else>>The alien warlord swings at you, but you block the attack!<</if>>\
<<else>><<set $playerhp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>The warlord punches you with an armoured fist, dealing serious damage!<<elseif $enemyhitdesc == 2>>The alien warlord grabs you and throws you to the ground, seriously hurting you!<<else>>The warlord feints an attack, then smashes you in the chest, dealing damage!<</if>>\
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
The attack kills you on the spot!
[[Game over!|chargameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $attackroll > $hitchance>>\
[[Attack!|alienwarlord][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|alienwarlord][$enemyhp -= $playerdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $evaderoll > $evadechance>>\
[[Try to escape from combat|alienwarlord][$evadefail to 1; $initiative to false]]
<<else>>\
[[Try to escape from combat|warlordescaped]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0 && $energygrenade >0>>\
[[Throw an energy grenade at the enemy|alienwarlord][$enemyhp -= 10; $messageenergygrenade to 1; $energygrenade-=1; $initiative to false]]
<</if>>\
<<if $enemyhp >0 && $playerhp >0 && $smokebomb >0>>\
[[Set off a smoke bomb to escape|warlordsmokebomb][$smokebomb-=1]]
<</if>>\
<<if $enemyhp<=0>>\
[[Continue|alienwarlordwin][$playermaxhp+=5; $playerhp+=5; $renown+=2; $credits+=2000]]
<</if>>The alien warlord is dead! The warlord's powered armour was damaged in combat, but you manage to salvage some parts. They're incredibly tough, but lightweight, and increase your durability in combat.
Your max HP goes up by 5 points!
By defeating the alien warlord, you have eliminated the greatest threat looming over the inhabitants of $currentplanetname. News of your victory spread quickly. The remaining alien soldiers lose morale and flee. The locals are incredibly grateful to you, saying you saved them from certain doom!
Your renown goes up by 2 points!
<<if $gameobjective == 'artefact' && $mappiece2 == 'war3' && $mappiece2found == false>><<set $mappiece2found to true>><<set $maphint2 to false>><<set $mappieces+=1>>The warlord was also in possession of an old map piece. It's part of the map showing the location of the $artefactname $artefactname2!
<</if>>\
<<if $indungeon1>>\
[[Leave the town|$currentplanet][$war3done to true; $indungeon1 to false; $war3timer to 8]]
<<else>>\
[[Leave the alien HQ|$currentplanet][$war3done to true; $war3timer to 8]]
<</if>>You managed to escape from the alien warlord!
<<if $indungeon1>>\
[[Continue|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>The bomb explodes in a cloud of thick, black smoke. You hear the warlord stumble around, shouting curses. You use your chance and escape from combat!
<<if $indungeon1>>\
[[Continue|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>You're outside the alien warlord's chambers,
[[alienwarlord][$initialisecombat to true]] <span class = 'biggish'><center>Alien sergeant</center></span>
<<if $initialisecombat>>\
<<set $enemydesc to random(1, 3)>>\
<<if $enemydesc == 1>>You're attacked by a tough-looking sergeant of the alien army!<<elseif $enemydesc == 2>>A sergeant of the alien army appears and challenges you to a fight!<<else>>An alien sergeant, armed to the teeth, appears and charges at you!<</if>>\
<<if $pistol>><<set $playerdamage to 4>><<elseif $knife>><<set $playerdamage to 3>><<else>><<set $playerdamage to 2>><</if>>\
<<set $initiative to true>>\
<<set $spoils to random(1,2)>>
<<set $enemyhp to 10>>\
<<set $enemydamage to 4>>\
<<set $evadechance to 4>>\
<<set $hitchance to 5>>\
<<if $combat>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 7>>
<<if $combat>><<set $enemyhitchance -=2>><</if>>\
<<set $initialisecombat to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $evaderoll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>>\
Alien sergeant: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/10 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>><<if $pistol>>You aim your laser pistol and shoot, but the beam bounces off the alien sergeant's armour!<<elseif $knife>>You slash with your combat knife, but the blade bounces off your opponent's armour.<<else>>You swing with all your might, but your attack is blocked by the alien's armour.<</if>><<elseif $playermiss == 2>><<if $pistol>>You fire a quick series, but the alien sergeant dodges!<<elseif $knife>>You stab with your knife, but the alien sergeant dodges!<<else>>You take a swing, but the alien sergeant dodges!<</if>><<else>><<if $pistol>>You fire your laser pistol, but you miss.<<elseif $knife>>You attack with a series of quick slashes, but the alien jumps out of your reach.<<else>>You strike, but the alien sergeant blocks your punch.<</if>><</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>><<if $pistol>>You fire a well-aimed shot, dealing damage!<<elseif $knife>>You slash with your combat knife, dealing damage!<<else>>You swing with all your might, punching your opponent in a weakly guarded spot and dealing damage!<</if>><<elseif $playerhit == 2>><<if $pistol>>You fire shots in rapid succession, piercing your opponent's armour.<<elseif $knife>>You stab with the knife, piercing through the alien's armour. <<else>>You deliver a mighty kick, dealing damage.<</if>><<else>><<if $pistol>>You attack with your laser pistol, dealing damage.<<elseif $knife>>You attack with your combat knife, dealing damage.<<else>>You attack the alien sergeant with your bare hands, but you still do damage!<</if>><</if>>\
<<if $enemyhp <=0>>\
The alien sergeant stumbles and collapses to the ground.
<<else>>\<</if>><</if>>\
<<if $evadefail>><<set $evadefail to 0>>You are unable to escape!<</if>>
<<if $messageenergygrenade>><<set $messageenergygrenade to false>>You lob an energy grenade. It hits the alien sergeant and explodes in a blinding ball of light!
<<if $enemyhp <=0>>\
The grenade's explosion kills the alien!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>\
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The alien delivers a mighty swing, but you block the attack!<<elseif $enemymissdesc == 2>>The alien sergeant shoots at you, but you evade the attack!<<else>>The alien sergeant tries to grab you, but you dodge!<</if>>\
<<else>><<set $playerhp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>The alien sergeant aims and shoots at you, dealing damage!<<elseif $enemyhitdesc == 2>>The alien sergeant punches you, dealing damage.<<else>>The alien attacks with fury, dealing damage!<</if>>\
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
The attack kills you on the spot!
[[Game over!|chargameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $attackroll > $hitchance>>\
[[Attack!|aliensergeant][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|aliensergeant][$enemyhp -= $playerdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $evaderoll > $evadechance>>\
[[Try to escape from combat|aliensergeant][$evadefail to 1; $initiative to false]]
<<else>>\
[[Try to escape from combat|aliensergeantescaped]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0 && $energygrenade >0>>\
[[Throw an energy grenade at the enemy|aliensergeant][$enemyhp -= 10; $messageenergygrenade to 1; $energygrenade-=1; $initiative to false]]
<</if>>\
<<if $enemyhp >0 && $playerhp >0 && $smokebomb >0>>\
[[Set off a smoke bomb to escape|aliensergeantsmokebomb][$smokebomb-=1]]
<</if>>\
<<if $enemyhp<=0>>\
<<if $indungeon1>>\
<<if $spoils==1>>\
[[Continue|aliensergeantwin][$credits+=400; $dungeon1points +=3]]
<<else>>\
[[Continue|aliensergeantwin][$medkit+=2; $dungeon1points +=3]]
<</if>>\
<<else>>\
<<if $spoils==1>>\
[[Continue|aliensergeantwin][$credits+=400]]
<<else>>\
[[Continue|aliensergeantwin][$medkit+=2]]
<</if>><</if>><</if>>[[aliensergeant][$initialisecombat to true]] <<if $spoils==1>>
You search your fallen opponent and find some credit chips.
You gained 400 credits!
<<else>>\
You search your fallen opponent and find some useful items.
You found 2 medkits!
<</if>>\
<<if $indungeon1>>\
[[Continue looking around the village|dungeon1A]]
[[Leave the village|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>You safely got away!
<<if $indungeon1>>\
[[Continue looking around the village|dungeon1A]]
[[Leave the village|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>The bomb explodes in a cloud of thick, black smoke, blinding the alien. You use your chance to escape!
<<if $indungeon1>>\
[[Continue looking around the village|dungeon1A]]
[[Leave the village|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>><span class = 'biggish'><center>Alien soldier</center></span>
<<if $initialisecombat>>\
<<set $enemydesc to random(1, 3)>>\
<<if $enemydesc == 1>>You're attacked by a rank and file soldier of the alien army.<<elseif $enemydesc == 2>>A soldier of the alien army spots you and attacks!<<else>>A well-armed alien soldier appears and attacks you!<</if>>\
<<if $pistol>><<set $playerdamage to 4>><<elseif $knife>><<set $playerdamage to 3>><<else>><<set $playerdamage to 2>><</if>>\
<<set $initiative to true>>\
<<set $spoils to random(1,2)>>
<<set $enemyhp to 8>>\
<<set $enemydamage to 2>>\
<<set $evadechance to 5>>\
<<set $hitchance to 6>>\
<<if $combat>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 6>>
<<if $combat>><<set $enemyhitchance -=2>><</if>>\
<<set $initialisecombat to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $evaderoll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>>\
Alien soldier: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/8 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>><<if $pistol>>You aim your laser pistol and shoot, but the beam bounces off the alien's combat suit!<<elseif $knife>>You slash with your combat knife, but the blade bounces off the alien's combat suit!<<else>>You swing with all your might, but the attack bounces off the alien's combat suit! <</if>><<elseif $playermiss == 2>><<if $pistol>>You fire a quick series, but the alien soldier dodges!<<elseif $knife>>You stab with your knife, but the alien soldier dodges!<<else>>You take a swing, but the alien soldier dodges!<</if>><<else>><<if $pistol>>You fire your laser pistol, but you miss.<<elseif $knife>>You attack with a series of quick slashes, but the alien jumps out of your reach.<<else>>You strike, but the alien soldier blocks your punch.<</if>><</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>><<if $pistol>>You fire a well-aimed shot, dealing damage!<<elseif $knife>>You slash with your combat knife, dealing damage!<<else>>You swing with all your might, punching your opponent in a weakly guarded spot and dealing damage!<</if>><<elseif $playerhit == 2>><<if $pistol>>You fire shots in rapid succession, piercing your opponent's armour.<<elseif $knife>>You stab with the knife, piercing through the alien's armour. <<else>>You deliver a mighty kick, dealing damage.<</if>><<else>><<if $pistol>>You attack with your laser pistol, dealing damage.<<elseif $knife>>You attack with your combat knife, dealing damage.<<else>>You attack the alien soldier with your bare hands, but you still do damage!<</if>><</if>>\
<<if $enemyhp <=0>>\
The alien soldier drops down.
<<else>>\<</if>><</if>>\
<<if $evadefail>><<set $evadefail to 0>>You are unable to escape!<</if>>
<<if $messageenergygrenade>><<set $messageenergygrenade to false>>You lob an energy grenade. It hits the alien soldier and explodes in a blinding ball of light!
<<if $enemyhp <=0>>\
The grenade's explosion kills the alien!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>\
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The alien delivers a mighty swing, but you block the attack!<<elseif $enemymissdesc == 2>>The alien soldier shoots at you, but you evade the attack!<<else>>The alien soldier tries to kick you, but you dodge!<</if>>\
<<else>><<set $playerhp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>The alien soldier aims and shoots at you, dealing damage!<<elseif $enemyhitdesc == 2>>The alien soldier punches you, dealing damage.<<else>>The alien swings and hits, dealing damage!<</if>>\
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the attack!
[[Game over!|chargameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $attackroll > $hitchance>>\
[[Attack!|aliensoldier][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|aliensoldier][$enemyhp -= $playerdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $evaderoll > $evadechance>>\
[[Try to escape from combat|aliensoldier][$evadefail to 1; $initiative to false]]
<<else>>\
[[Try to escape from combat|aliensoldierescaped]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0 && $energygrenade >0>>\
[[Throw an energy grenade at the enemy|aliensoldier][$enemyhp -= 10; $messageenergygrenade to 1; $energygrenade-=1; $initiative to false]]
<</if>>\
<<if $enemyhp >0 && $playerhp >0 && $smokebomb >0>>\
[[Set off a smoke bomb to escape|aliensoldiersmokebomb][$smokebomb-=1]]
<</if>>\
<<if $enemyhp<=0>>\
<<if $indungeon1>>\
<<if $spoils==1>>\
[[Continue|aliensoldierwin][$credits+=200; $dungeon1points +=2]]
<<else>>\
[[Continue|aliensoldierwin][$smokebomb+=1; $dungeon1points +=2]]
<</if>>\
<<else>>\
<<if $spoils==1>>\
[[Continue|aliensoldierwin][$credits+=200]]
<<else>>\
[[Continue|aliensoldierwin][$smokebomb+=1]]
<</if>><</if>><</if>><<if $spoils==1>>\
You search your fallen opponent and find some credit chips.
You gained 200 credits!
<<else>>\
You search your fallen opponent and find a useful item.
You found a smoke bomb!
<</if>>\
<<if $indungeon1>>\
[[Continue looking around the village|dungeon1A]]
[[Leave the village|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>You safely got away!
<<if $indungeon1>>\
[[Continue looking around the village|dungeon1A]]
[[Leave the village|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>The bomb explodes in a cloud of thick, black smoke, blinding the alien. You use your chance to escape!
<<if $indungeon1>>\
[[Continue looking around the village|dungeon1A]]
[[Leave the village|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>[[aliensoldier][$initialisecombat to true]] [[piratecaptain][$initialisecombat to true]] <span class = 'biggish'><center>Pirate captain</center></span>
<<if $initialisecombat>>\
The pirate captain terrorising $currentplanetname, a cunning and ruthless fighter, stands before you.
"Fool! You shouldn't have come here. Now your treasure will be mine!", the captain shouts, and challenges you to combat!
<<if $pistol>><<set $playerdamage to 4>><<elseif $knife>><<set $playerdamage to 3>><<else>><<set $playerdamage to 2>><</if>>\
<<set $initiative to true>>\
<<set $enemyhp to 20>>\
<<set $enemydamage to 7>>\
<<set $evadechance to 5>>\
<<set $hitchance to 3>>\
<<if $combat>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 6>>
<<if $combat>><<set $enemyhitchance -=2>><</if>>\
<<set $initialisecombat to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $evaderoll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>>\
Pirate captain: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/20 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>><<if $pistol>>You shoot with your laser pistol, but the pirate captain deftly dodges!<<elseif $knife>>You slash with your combat knife, but the pirate captain deftly dodges!<<else>>You swing with all your might, but the pirate captain deftly dodges!<</if>><<elseif $playermiss == 2>><<if $pistol>>You fire a quick series, but the pirate captain evades and laughs!<<elseif $knife>>You stab with your knife, but the pirate captain evades and laughs!<<else>>You take a swing, but the pirate captain evades and laughs!<</if>><<else>><<if $pistol>>You fire your laser pistol, but you miss.<<elseif $knife>>You attack with a series of quick slashes, but you miss.<<else>>You swing at the pirate captain, but you miss.<</if>><</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>><<if $pistol>>You aim and fire with precision, wounding the pirate captain!<<elseif $knife>>You feint an attack, then stab with your combat knife, dealing damage!<<else>>You throw a quick punch, catching the pirate captain off-guard and dealing damage!<</if>><<elseif $playerhit == 2>><<if $pistol>>You fire a quick series, dealing damage.<<elseif $knife>>You slash with the knife, wounding your opponent! <<else>>You grab and punch the pirate captain, dealing some damage.<</if>><<else>><<if $pistol>>You shoot at the very right moment, wounding the pirate captain.<<elseif $knife>>You deliver a quick stab, surprising the pirate captain and dealing damage.<<else>>You punch the pirate captain square in the face, dealing damage!<</if>><</if>>\
<<if $enemyhp <=0>>\
“Impossible… you've bested me!”, the pirate captain groans, then stumbles and collapses to the ground.
You have won!
<<else>>\<</if>><</if>>\
<<if $evadefail>><<set $evadefail to 0>>You are unable to escape!<</if>>
<<if $messageenergygrenade>><<set $messageenergygrenade to false>>You lob an energy grenade. It hits the pirate captain and explodes in a blinding ball of light!
<<if $enemyhp <=0>>\
The grenade's explosion kills the pirate captain, who stumbles and collapses to the ground!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>\
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The pirate captain makes an underhanded attack, but you narrowly dodge!<<elseif $enemymissdesc == 2>>The pirate captain slashes with a combat knife, but you evade!<<else>>The pirate captain attacks, but you manage to block!<</if>>\
<<else>><<set $playerhp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>The pirate captain delivers a swift attack with a combat knife, wounding you!<<elseif $enemyhitdesc == 2>>The pirate captain attacks with a series of fast slashes, dealing damage!<<else>>The pirate captain feints an attack, then stabs you, dealing serious damage!<</if>>\
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
The attack kills you on the spot!
[[Game over!|chargameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $attackroll > $hitchance>>\
[[Attack!|piratecaptain][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|piratecaptain][$enemyhp -= $playerdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $evaderoll > $evadechance>>\
[[Try to escape from combat|piratecaptain][$evadefail to 1; $initiative to false]]
<<else>>\
[[Try to escape from combat|piratecaptainescaped]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0 && $energygrenade >0>>\
[[Throw an energy grenade at the enemy|piratecaptain][$enemyhp -= 10; $messageenergygrenade to 1; $energygrenade-=1; $initiative to false]]
<</if>>\
<<if $enemyhp >0 && $playerhp >0 && $smokebomb >0>>\
[[Set off a smoke bomb to escape|piratecaptainsmokebomb][$smokebomb-=1]]
<</if>>\
<<if $enemyhp<=0>>\
[[Continue|piratecaptainwin][$renown+=2; $credits+=2000; $knife+=1]]
<</if>>You managed to escape from the fight with the pirate captain!
<<if $indungeon1>>\
[[Continue|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>The bomb explodes in a cloud of thick, black smoke. You hear the blinded pirate captain shout foul curses. You use your chance to escape!
<<if $indungeon1>>\
[[Continue|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>The cruel pirate captain is dead! You have saved the inhabitants of $currentplanetname from the terror of constant raids. The news spread quickly among the locals, and your fame increases!
Your renown goes up by 2 points!
You take the pirate's treasure and weapon.
You gained 2000 credits!
You obtained a combat knife!
<<if $gameobjective == 'artefact' && $mappiece2 == 'war1' && $mappiece2found == false>><<set $mappiece2found to true>><<set $maphint2 to false>><<set $mappieces+=1>>The pirate captain was also in possession of an old map piece. It's part of the map showing the location of the $artefactname $artefactname2!
<</if>>\
<<if $indungeon1>>\
[[Leave the village|$currentplanet][$war1done to true; $indungeon1 to false; $war1timer to 8]]
<<else>>\
[[Leave the pirate hideout|$currentplanet][$war1done to true; $war1timer to 8]]
<</if>>[[pirateplunderer][$initialisecombat to true]] <span class = 'biggish'><center>Pirate plunderer</center></span>
<<if $initialisecombat>>\
<<set $enemydesc to random(1, 3)>>\
<<if $enemydesc == 1>>You're attacked by a bloodthirsty pirate plunderer!<<elseif $enemydesc == 2>>A high-ranking member of the pirate crew spots you and attacks you!<<else>>A pirate plunderer charges at you, screaming curses!<</if>>\
<<set $spoils to random(1,2)>>\
<<if $pistol>><<set $playerdamage to 4>><<elseif $knife>><<set $playerdamage to 3>><<else>><<set $playerdamage to 2>><</if>>\
<<set $initiative to true>>\
<<set $enemyhp to 6>>\
<<set $enemydamage to 3>>\
<<set $evadechance to 6>>\
<<set $hitchance to 5>>\
<<if $combat>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 5>>
<<if $combat>><<set $enemyhitchance -=2>><</if>>\
<<set $charismaused to false>>\
<<set $charismaroll to random (1,4)>>\
<<set $bribe to 150>>\
<<set $initialisecombat to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $evaderoll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>>\
Pirate plunderer: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/6 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>><<if $pistol>>You aim your laser pistol and shoot, but the beam bounces off the pirate's crude armour!<<elseif $knife>>You slash with your combat knife, but the blade bounces off the pirate's crude armour!<<else>>You swing with all your might, but the attack bounces off the pirate's crude armour!<</if>><<elseif $playermiss == 2>><<if $pistol>>You fire a quick series, but the pirate dodges!<<elseif $knife>>You stab with your knife, but the pirate jumps back, avoiding your attack!<<else>>You take a swing, but the pirate jumps back, avoiding your attack!<</if>><<else>><<if $pistol>>You fire your laser pistol, but you miss.<<elseif $knife>>You attack with a series of quick slashes, but the pirate dodges.<<else>>You strike, but the pirate blocks your punch.<</if>><</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>><<if $pistol>>You fire a well-aimed shot, dealing damage!<<elseif $knife>>You slash with your combat knife, dealing damage!<<else>>You swing with all your might, dealing damage!<</if>><<elseif $playerhit == 2>><<if $pistol>>You fire shots in rapid succession, wounding the pirate.<<elseif $knife>>You stab with the knife, piercing through the pirate's crude armour. <<else>>You deliver a mighty kick, dealing damage.<</if>><<else>><<if $pistol>>You attack with your laser pistol, dealing damage.<<elseif $knife>>You attack with your combat knife, dealing damage.<<else>>You attack the pirate with your bare hands, but you still do damage!<</if>><</if>>\
<<if $enemyhp <=0>>\
The pirate drops down.
<<else>>\<</if>><</if>>\
<<if $evadefail>><<set $evadefail to 0>>You are unable to escape!<</if>>\
<<if $diplomacyfail>><<set $diplomacyfail to 0>><<set $charismaused to true>>You try to intimidate the pirate, shouting dreadful and inventive threats, but it doesn't work!<</if>><<if $bribefail>><<set $bribefail to false>>You don't have enough money to bribe the pirate!<</if>>\
<<if $messageenergygrenade>><<set $messageenergygrenade to false>>You lob an energy grenade. It hits the pirate and explodes in a blinding ball of light!
<<if $enemyhp <=0>>\
The grenade's explosion kills the pirate!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The pirate throws a powerful punch, but you dodge!<<elseif $enemymissdesc == 2>>The pirate swings at you, but you block the attack!<<else>>The pirate plunderer attacks with fury, but misses!<</if>>\
<<else>><<set $playerhp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>The pirate punches you with rage-fuelled strength, dealing damage!<<elseif $enemyhitdesc == 2>>The pirate launches an underhanded attack, wounding you!<<else>>The pirate charges at you, pushing you back and dealing damage!<</if>>\
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the attack!
[[Game over!|chargameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $attackroll > $hitchance>>\
[[Attack!|pirateplunderer][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|pirateplunderer][$enemyhp -= $playerdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $evaderoll > $evadechance>>\
[[Try to escape from combat|pirateplunderer][$evadefail to 1; $initiative to false]]
<<else>>\
[[Try to escape from combat|pirateplundererescaped]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0 && $energygrenade >0>>\
[[Throw an energy grenade at the enemy|pirateplunderer][$enemyhp -= 10; $messageenergygrenade to 1; $energygrenade-=1; $initiative to false]]
<</if>>\
<<if $enemyhp >0 && $playerhp >0 && $charisma && $charismaused == false>>\
<<if $charismaroll<4>>\
[[(Charisma) Try to intimidate and scare away the pirate|pirateplunderer][$diplomacyfail to true; $initiative to false]]
<<else>>\
[[(Charisma) Try to intimidate and scare away the pirate|pirateplundererdiplomacysuccess][$dungeon1points+=2]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0 && $trading && $credits>= $bribe>>\
[[(Trading) Offer the pirate 150 credits to let you go|pirateplundererbribed][$credits-=150; $dungeon1points+=2]]
<<elseif $enemyhp >0 && $playerhp >0 && $trading && $credits < $bribe>>\
[[(Trading) Offer the pirate 150 credits to let you go|pirateplunderer][$bribefail to true; $initiative to false]]
<<else>><</if>>\
<<if $enemyhp >0 && $playerhp >0 && $smokebomb >0>>\
[[Set off a smoke bomb to escape|pirateplunderersmokebomb][$smokebomb-=1]]
<</if>>\
<<if $enemyhp<=0>>\
<<if $indungeon1>>\
<<if $spoils==1>>\
[[Continue|pirateplundererwin][$credits+=200; $dungeon1points +=2]]
<<else>>\
[[Continue|pirateplundererwin][$smokebomb+=1; $dungeon1points +=2]]
<</if>>\
<<else>>\
<<if $spoils==1>>\
[[Continue|pirateplundererwin][$credits+=200]]
<<else>>\
[[Continue|pirateplundererwin][$smokebomb+=1]]
<</if>><</if>><</if>>You safely got away!
<<if $indungeon1>>\
[[Continue looking around the village|dungeon1A]]
[[Leave the village|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>The bomb explodes in a cloud of thick, black smoke, blinding the pirate. You use your chance to escape!
<<if $indungeon1>>\
[[Continue looking around the village|dungeon1A]]
[[Leave the village|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>><<if $spoils==1>>\
You search your fallen opponent and find some credit chips.
You gained 200 credits!
<<else>>\
You search your fallen opponent and find a useful item.
You found a smoke bomb!
<</if>>\
<<if $indungeon1>>\
[[Continue looking around the village|dungeon1A]]
[[Leave the village|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>In your most terrifying voice, you scream dreadful threats at the pirate. You boast to be the greatest warrior in the Galaxy, slayer of countless corsairs. You're so convincing the pirate loses the will to fight and runs away!
<<if $indungeon1>>\
[[Continue looking around the village|dungeon1A]]
[[Leave the village|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>Pirates are notoriously greedy, and this one is no exception. The lure of easy money is stronger than loyalty to comrades; the pirate grabs the credit chips and walks away.
<<if $indungeon1>>\
[[Continue looking around the village|dungeon1A]]
[[Leave the village|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>[[piraterecruit][$initialisecombat to true]] <span class = 'biggish'><center>Pirate recruit</center></span>
<<if $initialisecombat>>\
<<set $enemydesc to random(1, 3)>>\
<<if $enemydesc == 1>>You're challenged to combat by an inexperienced, but eager pirate recruit!<<elseif $enemydesc == 2>>A low-ranking member of the pirate crew spots you and attacks you!<<else>>A pirate recruit spots you and charges at you, eager to gain renown through combat!<</if>>\
<<if $pistol>><<set $playerdamage to 4>><<elseif $knife>><<set $playerdamage to 3>><<else>><<set $playerdamage to 2>><</if>>\
<<set $initiative to true>>\
<<set $spoils to random(1,2)>>\
<<set $enemyhp to 4>>\
<<set $enemydamage to 1>>\
<<set $evadechance to 7>>\
<<set $hitchance to 6>>\
<<if $combat>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 4>>
<<if $combat>><<set $enemyhitchance -=2>><</if>>\
<<set $charismaused to false>>\
<<set $charismaroll to random (1,3)>>\
<<set $bribe to 50>>\
<<set $initialisecombat to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $evaderoll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>>\
Pirate recruit: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/4 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>><<if $pistol>>You aim your laser pistol and shoot, but the beam bounces off the pirate's crude armour!<<elseif $knife>>You slash with your combat knife, but the blade bounces off the pirate's crude armour!<<else>>You swing with all your might, but the attack bounces off the pirate's crude armour!<</if>><<elseif $playermiss == 2>><<if $pistol>>You fire a quick series, but the pirate dodges!<<elseif $knife>>You stab with your knife, but the pirate jumps back, avoiding your attack!<<else>>You take a swing, but the pirate jumps back, avoiding your attack!<</if>><<else>><<if $pistol>>You fire your laser pistol, but you miss.<<elseif $knife>>You attack with a series of quick slashes, but the pirate dodges.<<else>>You strike, but the pirate blocks your punch.<</if>><</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>><<if $pistol>>You fire a well-aimed shot, dealing damage!<<elseif $knife>>You slash with your combat knife, dealing damage!<<else>>You swing with all your might, dealing damage!<</if>><<elseif $playerhit == 2>><<if $pistol>>You fire shots in rapid succession, wounding the pirate.<<elseif $knife>>You stab with the knife, piercing through the pirate's crude armour. <<else>>You deliver a mighty kick, dealing damage.<</if>><<else>><<if $pistol>>You attack with your laser pistol, dealing damage.<<elseif $knife>>You attack with your combat knife, dealing damage.<<else>>You attack the pirate with your bare hands, but you still do damage!<</if>><</if>>\
<<if $enemyhp <=0>>\
The pirate drops down.
<<else>>\<</if>><</if>>\
<<if $evadefail>><<set $evadefail to 0>>You are unable to escape!<</if>>\
<<if $diplomacyfail>><<set $diplomacyfail to 0>><<set $charismaused to true>>You try to intimidate the pirate, shouting dreadful and inventive threats, but it doesn't work!<</if>><<if $bribefail>><<set $bribefail to false>>You don't have enough money to bribe the pirate!<</if>>\
<<if $messageenergygrenade>><<set $messageenergygrenade to false>>You lob an energy grenade. It hits the pirate and explodes in a blinding ball of light!
<<if $enemyhp <=0>>\
The grenade's explosion kills the pirate!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The pirate throws a powerful punch, but you dodge!<<elseif $enemymissdesc == 2>>The pirate swings at you, but you block the attack!<<else>>The pirate recruit attacks with fury, but misses!<</if>>\
<<else>><<set $playerhp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>The pirate punches you with rage-fuelled strength, dealing damage!<<elseif $enemyhitdesc == 2>>The pirate launches an underhanded attack, wounding you!<<else>>The pirate charges at you, pushing you back and dealing damage!<</if>>\
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the attack!
[[Game over!|chargameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $attackroll > $hitchance>>\
[[Attack!|piraterecruit][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|piraterecruit][$enemyhp -= $playerdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $evaderoll > $evadechance>>\
[[Try to escape from combat|piraterecruit][$evadefail to 1; $initiative to false]]
<<else>>\
[[Try to escape from combat|piraterecruitescaped]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0 && $energygrenade >0>>\
[[Throw an energy grenade at the enemy|piraterecruit][$enemyhp -= 10; $messageenergygrenade to 1; $energygrenade-=1; $initiative to false]]
<</if>>\
<<if $enemyhp >0 && $playerhp >0 && $charisma && $charismaused == false>>\
<<if $charismaroll<3>>\
[[(Charisma) Try to intimidate and scare away the pirate|piraterecruit][$diplomacyfail to true; $initiative to false]]
<<else>>\
[[(Charisma) Try to intimidate and scare away the pirate|piraterecruitdiplomacysuccess][$dungeon1points+=1]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0 && $trading && $credits>= $bribe>>\
[[(Trading) Offer the pirate 50 credits to let you go|piraterecruitbribed][$credits-=50; $dungeon1points+=1]]
<<elseif $enemyhp >0 && $playerhp >0 && $trading && $credits < $bribe>>\
[[(Trading) Offer the pirate 50 credits to let you go|piraterecruit][$bribefail to true; $initiative to false]]
<<else>><</if>>\
<<if $enemyhp >0 && $playerhp >0 && $smokebomb >0>>\
[[Set off a smoke bomb to escape|piraterecruitsmokebomb][$smokebomb-=1]]
<</if>>\
<<if $enemyhp<=0>>\
<<if $indungeon1>>\
<<if $spoils==1>>\
[[Continue|piraterecruitwin][$credits+=100; $dungeon1points +=1]]
<<else>>\
[[Continue|piraterecruitwin][$starcrystals+=3; $dungeon1points +=1]]
<</if>>\
<<else>>\
<<if $spoils==1>>\
[[Continue|piraterecruitwin][$credits+=100]]
<<else>>\
[[Continue|piraterecruitwin][$starcrystals+=3]]
<</if>><</if>><</if>>You safely got away!
<<if $indungeon1>>\
[[Continue looking around the village|dungeon1A]]
[[Leave the village|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>In your most terrifying voice, you scream dreadful threats at the pirate. You boast to be the greatest warrior in the Galaxy, slayer of countless corsairs. You're so convincing the pirate loses the will to fight and runs away!
<<if $indungeon1>>\
[[Continue looking around the village|dungeon1A]]
[[Leave the village|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>Pirates are notoriously greedy, and this one is no exception. The lure of easy money is stronger than loyalty to comrades; the pirate grabs the credit chips and walks away.
<<if $indungeon1>>\
[[Continue looking around the village|dungeon1A]]
[[Leave the village|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>The bomb explodes in a cloud of thick, black smoke, blinding the pirate. You use your chance to escape!
<<if $indungeon1>>\
[[Continue looking around the village|dungeon1A]]
[[Leave the village|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>><<if $spoils==1>>\
You search your fallen opponent and find some credit chips.
You gained 100 credits!
<<else>>\
You search your fallen opponent and find some star crystals.
You gained 3 star crystals!
<</if>>\
<<if $indungeon1>>\
[[Continue looking around the village|dungeon1A]]
[[Leave the village|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>[[beastmaster][$initialisecombat to true]] <span class = 'biggish'><center>The beastmaster</center></span>
<<if $initialisecombat>>\
The terrible, half human, half monster beastmaster – the one who sends forth wild beasts to terrorise the people of $currentplanetname – stands before you.
"Killing my beasts was a grave mistake!", the beastmaster roars in rage. "Prepare to die!"
<<if $pistol>><<set $playerdamage to 4>><<elseif $knife>><<set $playerdamage to 3>><<else>><<set $playerdamage to 2>><</if>>\
<<set $initiative to true>>\
<<set $enemyhp to 25>>\
<<set $enemydamage to 6>>\
<<set $evadechance to 5>>\
<<set $hitchance to 4>>\
<<if $combat>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 7>>
<<if $combat>><<set $enemyhitchance -=2>><</if>>\
<<set $initialisecombat to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $evaderoll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>>\
The beastmaster: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/25 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>><<if $pistol>>You shoot with your laser pistol, but the beastmaster's thick hide renders the attack ineffective!<<elseif $knife>>You slash with your combat knife, but the beastmaster's thick hide renders the attack ineffective!<<else>>You swing with all your might, but the beastmaster's thick hide renders the attack ineffective!<</if>><<elseif $playermiss == 2>><<if $pistol>>You fire a quick series, but the beastmaster dodges with surprising speed!<<elseif $knife>>You stab with your knife, but the beastmaster dodges with surprising speed!<<else>>You take a swing, but the beastmaster dodges with surprising speed!<</if>><<else>><<if $pistol>>You fire your laser pistol, but you miss.<<elseif $knife>>You attack with a series of quick slashes, but you miss.<<else>>You swing at the beastmaster, but you miss.<</if>><</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>><<if $pistol>>You aim and fire with precision, wounding the beastmaster!<<elseif $knife>>You furiously stab at the beastmaster, piercing the thick hide and dealing damage!<<else>>You throw a mighty punch, dealing damage to the beastmaster!<</if>><<elseif $playerhit == 2>><<if $pistol>>You fire a quick series, dealing damage.<<elseif $knife>>You slash with the knife, wounding your opponent! <<else>>You grab and punch the beastmaster, dealing some damage.<</if>><<else>><<if $pistol>>You shoot at the very right moment, wounding the beastmaster, who roars in pain.<<elseif $knife>>You deliver a powerful slash, wounding the beastmaster, who roars in pain.<<else>>You deliver a mighty kick, dealing damage!<</if>><</if>>\
<<if $enemyhp <=0>>\
The beastmaster lets out a furious roar which ends in a painful gurgle. Then, without a word, the giant monster collapses to the ground.
You have won!
<<else>>\<</if>><</if>>\
<<if $evadefail>><<set $evadefail to 0>>You are unable to escape!<</if>>
<<if $messageenergygrenade>><<set $messageenergygrenade to false>>You lob an energy grenade. It hits the beastmaster and explodes in a blinding ball of light!
<<if $enemyhp <=0>>\
The grenade's explosion kills the beastmaster, who roars in pain, then collapses to the ground!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>\
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The beastmaster charges at you, but you narrowly dodge!<<elseif $enemymissdesc == 2>>The beastmaster slashes with sharp claws, but you evade!<<else>>The beastmaster tries to grab you, but you roll to the side and evade!<</if>>\
<<else>><<set $playerhp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>The beastmaster furiously slashes with sharp claws, wounding you!<<elseif $enemyhitdesc == 2>>The beastmaster grabs you and throws you to the ground, dealing damage!<<else>>The beastmaster does a quick leap attack, catching you off-guard and wounding you!<</if>>\
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
The attack kills you on the spot!
[[Game over!|chargameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $attackroll > $hitchance>>\
[[Attack!|beastmaster][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|beastmaster][$enemyhp -= $playerdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $evaderoll > $evadechance>>\
[[Try to escape from combat|beastmaster][$evadefail to 1; $initiative to false]]
<<else>>\
[[Try to escape from combat|beastmasterescaped]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0 && $energygrenade >0>>\
[[Throw an energy grenade at the enemy|beastmaster][$enemyhp -= 10; $messageenergygrenade to 1; $energygrenade-=1; $initiative to false]]
<</if>>\
<<if $enemyhp >0 && $playerhp >0 && $smokebomb >0>>\
[[Set off a smoke bomb to escape|beastmastersmokebomb][$smokebomb-=1]]
<</if>>\
<<if $enemyhp<=0>>\
[[Continue|beastmasterwin][$renown+=2; $starcrystals+=25]]
<</if>>You managed to escape from the fight with the beastmaster!
<<if $indungeon1>>\
[[Continue|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>The bomb explodes in a cloud of thick, black smoke. You hear the blinded beastmaster roar in fury and swing around. You use your chance to escape!
<<if $indungeon1>>\
[[Continue|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>The horrible beastmaster is dead! Without the mind that controlled them, the remaining beasts scatter. They no longer pose a threat to the inhabitants of $currentplanetname. The locals thank you for your heroic deed.
Your renown goes up by 2 points!
You take the beastmaster's necklace, which is made of pure star crystals.
You gained 25 star crystals!
<<if $gameobjective == 'artefact' && $mappiece2 == 'war2' && $mappiece2found == false>><<set $mappiece2found to true>><<set $maphint2 to false>><<set $mappieces+=1>>The beastmaster was also in possession of an old map piece. It's part of the map showing the location of the $artefactname $artefactname2!
<</if>>\
<<if $indungeon1>>\
[[Leave the land of the beasts|$currentplanet][$war2done to true; $indungeon1 to false; $war2timer to 8]]
<<else>>\
[[Leave the lair of the beasts|$currentplanet][$war2done to true; $war2timer to 8]]
<</if>>[[warhound][$initialisecombat to true]] <span class = 'biggish'><center>Alien warhound</center></span>
<<if $initialisecombat>>\
<<set $enemydesc to random(1, 3)>>\
<<if $enemydesc == 1>>An alien warhound – a giant and deadly predator – sniffs you out and attacks you!<<elseif $enemydesc == 2>>You are attacked by a huge and violent alien warhound!<<else>>An alien warhound spots you, lets out a blood-curdling howl and attacks!<</if>>\
<<if $pistol>><<set $playerdamage to 4>><<elseif $knife>><<set $playerdamage to 3>><<else>><<set $playerdamage to 2>><</if>>\
<<set $initiative to true>>\
<<set $enemyhp to 8>>\
<<set $enemydamage to 3>>\
<<set $evadechance to 3>>\
<<set $hitchance to 4>>\
<<if $combat>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 7>>
<<if $combat>><<set $enemyhitchance -=2>><</if>>\
<<set $initialisecombat to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $evaderoll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>>\
Alien warhound: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/8 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>><<if $pistol>>You aim your laser pistol and shoot, but the warhound jumps to the side and evades!<<elseif $knife>>You slash with your combat knife, but the warhound jumps to the side and evades!<<else>>You swing with all your might, but the warhound jumps to the side and evades!<</if>><<elseif $playermiss == 2>><<if $pistol>>You fire a quick series, but the alien warhound dodges!<<elseif $knife>>You stab with your knife, but the alien warhound dodges!<<else>>You take a swing, but the alien warhound dodges!<</if>><<else>><<if $pistol>>You fire your laser pistol, but you miss.<<elseif $knife>>You attack with a series of quick slashes, but you miss.<<else>>You strike, but fail to do any damage.<</if>><</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>><<if $pistol>>You take aim and shoot, wounding the warhound!<<elseif $knife>>You slash with your combat knife, wounding the warhound!<<else>>You swing with all your might, wounding the warhound!<</if>><<elseif $playerhit == 2>><<if $pistol>>You fire shots in rapid succession, dealing damage.<<elseif $knife>>You stab with the knife, dealing damage. <<else>>You deliver a mighty kick, dealing damage.<</if>><<else>><<if $pistol>>You attack with your laser pistol, wounding the warhound.<<elseif $knife>>You attack with your combat knife, wounding the warhound.<<else>>You attack the warhound with your bare hands, but you still do damage!<</if>><</if>>\
<<if $enemyhp <=0>>\
The warhound drops to the ground.
<<else>>\<</if>><</if>>\
<<if $evadefail>><<set $evadefail to 0>>You are unable to escape!<</if>>
<<if $messageenergygrenade>><<set $messageenergygrenade to false>>You lob an energy grenade. It hits the warhound and explodes in a blinding ball of light!
<<if $enemyhp <=0>>\
The grenade's explosion kills the warhound!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>\
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The warhound charges at you, but you dodge!<<elseif $enemymissdesc == 2>>The warhound tries to bite you, but you evade!<<else>>The warhound jumps at you, clapping its jaws, but you dodge!<</if>>\
<<else>><<set $playerhp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>The alien warhound claws at you, dealing damage!<<elseif $enemyhitdesc == 2>>The alien warhound bites you savagely, dealing damage.<<else>>The warhound attacks with fury, dealing damage!<</if>>\
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
The attack kills you!
[[Game over!|chargameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $attackroll > $hitchance>>\
[[Attack!|warhound][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|warhound][$enemyhp -= $playerdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $evaderoll > $evadechance>>\
[[Try to escape from combat|warhound][$evadefail to 1; $initiative to false]]
<<else>>\
[[Try to escape from combat|warhoundescaped]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0 && $energygrenade >0>>\
[[Throw an energy grenade at the enemy|warhound][$enemyhp -= 10; $messageenergygrenade to 1; $energygrenade-=1; $initiative to false]]
<</if>>\
<<if $enemyhp >0 && $playerhp >0 && $smokebomb >0>>\
[[Set off a smoke bomb to escape|warhoundsmokebomb][$smokebomb-=1]]
<</if>>\
<<if $enemyhp<=0>>\
<<if $indungeon1>>\
[[Continue|warhoundwin][$starcrystals+=5; $dungeon1points +=3]]
<<else>>\
[[Continue|warhoundwin][$starcrystals+=5]]
<</if>><</if>>You safely got away!
<<if $indungeon1>>\
[[Continue hunting the beasts|dungeon1A]]
[[Leave the land of the beasts|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>The bomb explodes in a cloud of thick, black smoke, blinding the warhound. You use your chance to escape!
<<if $indungeon1>>\
[[Continue hunting the beasts|dungeon1A]]
[[Leave the land of the beasts|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>The warhound was wearing a collar studded with glowing star crystals. You take the crystals.
You gained 5 star crystals.
<<if $indungeon1>>\
[[Continue hunting the beasts|dungeon1A]]
[[Leave the land of the beasts|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>>[[wingedbeast][$initialisecombat to true]] <span class = 'biggish'><center>Winged beast</center></span>
<<if $initialisecombat>>\
<<set $enemydesc to random(1, 3)>>\
<<if $enemydesc == 1>>A winged alien beast with sharp claws and fangs swoops by and attacks you!<<elseif $enemydesc == 2>>You are attacked by a huge, bat-like beast!<<else>>A winged beast spots you and attacks with a piercing shriek!<</if>>\
<<if $pistol>><<set $playerdamage to 4>><<elseif $knife>><<set $playerdamage to 3>><<else>><<set $playerdamage to 2>><</if>>\
<<set $initiative to true>>\
<<set $enemyhp to 5>>\
<<set $enemydamage to 1>>\
<<set $evadechance to 4>>\
<<set $hitchance to 3>>\
<<if $combat>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 6>>
<<if $combat>><<set $enemyhitchance -=2>><</if>>\
<<set $initialisecombat to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $evaderoll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>>\
Winged beast: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/5 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>><<if $pistol>>You aim your laser pistol and shoot, but the winged beast deftly dodges!<<elseif $knife>>You slash with your combat knife, but the winged beast deftly dodges!<<else>>You swing with all your might, but the winged beast deftly dodges!<</if>><<elseif $playermiss == 2>><<if $pistol>>You fire a quick series, but the beast flies up, evading your attack!<<elseif $knife>>You stab with your knife, but the beast flies up, evading your attack!<<else>>You take a swing, but the beast flies up, evading your attack!<</if>><<else>><<if $pistol>>You fire your laser pistol, but you miss.<<elseif $knife>>You attack with a series of quick slashes, but the winged beast evades.<<else>>You strike, but the winged beast evades.<</if>><</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>><<if $pistol>>You take aim and shoot, wounding the winged beast!<<elseif $knife>>You slash with your combat knife, wounding the winged beast!<<else>>You deliver a quick punch, wounding the winged beast!<</if>><<elseif $playerhit == 2>><<if $pistol>>You fire a quick series, dealing damage.<<elseif $knife>>You stab with your knife, dealing damage. <<else>>You throw a series of rapid punches, dealing damage.<</if>><<else>><<if $pistol>>You attack with your laser pistol, wounding the beast.<<elseif $knife>>You attack with your combat knife, wounding the beast.<<else>>You attack the beast with your bare hands, but you still do damage!<</if>><</if>>\
<<if $enemyhp <=0>>\
The winged beast drops to the ground.
<<else>>\<</if>><</if>>\
<<if $evadefail>><<set $evadefail to 0>>You are unable to escape!<</if>>
<<if $messageenergygrenade>><<set $messageenergygrenade to false>>You lob an energy grenade. It hits the winged beast and explodes in a blinding ball of light!
<<if $enemyhp <=0>>\
The grenade's explosion kills the winged beast!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>\
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The winged beast swoops down on you, but you dodge!<<elseif $enemymissdesc == 2>>The winged beast tries to bite you, but you evade!<<else>>The winged beast attacks with its claws, but you block!<</if>>\
<<else>><<set $playerhp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>The winged beast claws at you, dealing damage!<<elseif $enemyhitdesc == 2>>The winged beast swoops down on you, dealing damage.<<else>>The winged beast bites you, dealing damage!<</if>>\
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
The attack kills you!
[[Game over!|chargameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $attackroll > $hitchance>>\
[[Attack!|wingedbeast][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|wingedbeast][$enemyhp -= $playerdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $evaderoll > $evadechance>>\
[[Try to escape from combat|wingedbeast][$evadefail to 1; $initiative to false]]
<<else>>\
[[Try to escape from combat|wingedbeastescaped]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0 && $energygrenade >0>>\
[[Throw an energy grenade at the enemy|wingedbeast][$enemyhp -= 10; $messageenergygrenade to 1; $energygrenade-=1; $initiative to false]]
<</if>>\
<<if $enemyhp >0 && $playerhp >0 && $smokebomb >0>>\
[[Set off a smoke bomb to escape|wingedbeastsmokebomb][$smokebomb-=1]]
<</if>>\
<<if $enemyhp<=0>>\
<<if $indungeon1>>\
[[Continue|wingedbeastwin][$starcrystals+=3; $dungeon1points +=3]]
<<else>>\
[[Continue|wingedbeastwin][$starcrystals+=3]]
<</if>><</if>>You safely got away!
<<if $indungeon1>>\
[[Continue hunting the beasts|dungeon1A]]
[[Leave the land of the beasts|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>> The bomb explodes in a cloud of thick, black smoke, blinding the winged beast. You use your chance to escape!
<<if $indungeon1>>\
[[Continue hunting the beasts|dungeon1A]]
[[Leave the land of the beasts|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>> The winged beast was wearing a collar studded with glowing star crystals. You take the crystals.
You gained 3 star crystals.
<<if $indungeon1>>\
[[Continue hunting the beasts|dungeon1A]]
[[Leave the land of the beasts|$currentplanet][$indungeon1 to false]]
<<else>>\
[[Continue|$currentroom]]
<</if>> The $currentrace of $currentplanetname are grateful you are willing to fight the pirates. Many lose their lives to the frequent raids. They tell you the pirates are led by a ruthless and cunning captain. They add that while most of the pirates fear their leader, they know no true loyalty and only crave money.
<<if $dungeon1 == 'war1'>>\
[[Head for the pirate base|dungeon1]]
<<elseif $dungeon2 == 'war1'>>\
[[Head for the pirate base|dungeon2_1]]
<<elseif $dungeon3 == 'war1'>>\
[[Head for the pirate base|dungeon3]]
<<else>><</if>>The $currentrace of $currentplanetname are happy to hear you're considering hunting some beasts. The wild and bloodthirsty creatures are harassing them constantly, wounding and killing many. They seem to be controlled by intelligence higher than animal.
<<if $dungeon1 == 'war2'>>\
[[Set out to hunt the beasts|dungeon1]]
<<elseif $dungeon2 == 'war2'>>\
[[Set out to hunt the beasts|dungeon2_2]]
<<elseif $dungeon3 == 'war2'>>\
[[Set out to hunt the beasts|dungeon3]]
<<else>><</if>>The alien warlord landed on $currentplanetname several weeks ago, with a well-trained army. The aliens immediately started a ruthless conquest of the local settlements, claiming them one by one. The freedom-loving $currentrace of $currentplanetname are fighting back, but it is a losing battle. They tell you that if someone killed the warlord, the invaders would surely lose their will to fight. But so far, no one has even come close to defeating the alien general.
<<if $dungeon1 == 'war3'>>\
[[Fight the alien invaders|dungeon1]]
<<elseif $dungeon2 == 'war3'>>\
[[Fight the alien invaders|dungeon2_3]]
<<elseif $dungeon3 == 'war3'>>\
[[Fight the alien invaders|dungeon3]]
<<else>><</if>><<set $indungeon1 to true>>\
<<if $dungeon1 == 'war1'>>\
<<switch visited()>>\
<<case 1>>As you're heading towards the pirate base, you receive the news that the pirates have launched yet another raid. They attacked a nearby settlement, killing everyone who hadn't escaped in time. They are still there, plundering houses and setting fires.
You head towards the settlement – a small village <<if $currentterrain=='desert'>>in a quiet oasis. When you arrive, you see palm trees burning like giant torches and hear the shouts and laughter of the pirates.<<elseif $currentterrain=='rocky'>>in a secluded mountain valley. When you arrive, you see wooden buildings burning and hear the shouts and laughter of the pirates.<<elseif $currentterrain=='crystal'>>in a valley of crystal spires. When you arrive, you see a thick cloud of smoke above the crystal houses and hear the shouts and laughter of the pirates.<<elseif $currentterrain=='jungle'>>on a jungle clearing, by the river. When you arrive, you see the leaf-thatched huts ablaze and hear the shouts and laughter of the pirates.<<elseif $currentterrain=='volcanic'>>on the foothills of a volcano. When you arrive, you see a thick cloud of smoke above the village and hear the shouts and laughter of the pirates.<<elseif $currentterrain=='icy'>>in the windswept taiga. When you arrive, you see the wooden houses burning and hear the shouts and laughter of the pirates.<<else>>of pole houses, built in a calm lagoon and joined by wooden bridges. When you arrive, you see the houses burning and hear the shouts and laughter of the pirates.<</if>>\
The pirates are too busy plundering the village to see you coming. You can't see the captain anywhere – you suspect they're in the village hall, which hasn't been set on fire yet. You won't be able to sneak into the hall unnoticed, but if you defeat enough pirates, they may decide to call their leader for help!
<<default>>Once again you set out against the pirates of $currentplanetname. You received news that the scoundrels had attacked another small settlement. You head towards that village.
<</switch>>
[[Attack the pirates|dungeon1A]]
[[Leave this place|$currentplanet][$indungeon1 to false]]
<<elseif $dungeon1 == 'war2'>>\
<<switch visited()>>\
<<case 1>>You travel through wilderness to the area the beasts come from – <<if $currentterrain=='desert'>>a sea of wandering dunes, where only tiny succulents grow.<<elseif $currentterrain=='rocky'>>a rocky, inaccessible plateau.<<elseif $currentterrain=='crystal'>>a forest of pale trees inside a cave rich in glowing crystals.<<elseif $currentterrain=='jungle'>>a wild and unexplored part of the jungle, surrounding a tall waterfall.<<elseif $currentterrain=='volcanic'>>the caldera of an extinct volcano, in which a crystal clear lake has formed.<<elseif $currentterrain=='icy'>>a windswept forest of dwarf trees, bordering a massive glacier.<<else>>limestone cliffs surrounding a deep lagoon.<</if>>\
As you approach, you notice giant, winged creatures circling in the sky, and you hear howls of some wild beasts.
There are no signs of the supposed master of these creatures anywhere, but if you hunt down enough of their pets, they will surely show themselves.
<<default>>You return to the wilderness once again to hunt the vicious beasts of $currentplanetname.
<</switch>>
[[Hunt the beasts|dungeon1A]]
[[Leave this place|$currentplanet][$indungeon1 to false]]
<<elseif $dungeon1 == 'war3'>>\
<<switch visited()>>\
<<case 1>>You head towards the alien warlord's HQ, the location of which you've learned from a local adventurer. On your way, you learn that the warlord has launched a surprise attack on a small town nearby. The townspeople mobilised to defend their homes, but they were quickly defeated and the alien army is now searching the houses, looking for any weapons and valuables.
You land your starship near the town, a small settlement <<if $currentterrain=='desert'>>in a quiet oasis.<<elseif $currentterrain=='rocky'>>in a secluded mountain valley.<<elseif $currentterrain=='crystal'>>in a valley of crystal spires.<<elseif $currentterrain=='jungle'>>on a jungle clearing, by the river.<<elseif $currentterrain=='volcanic'>>on the foothills of a volcano.<<elseif $currentterrain=='icy'>>in the windswept taiga.<<else>>of pole houses, built in a calm lagoon and joined by wooden bridges.<</if>> You immediately spot the alien lookouts, as well as soldiers entering and leaving houses, carrying various goods.
You're sure the warlord will show themselves if you defeat enough of their soldiers.
<<default>>You decide to battle the alien invaders once again. They are not slowing down their conquest of $currentplanetname – they have attacked another small town. You head there.
<</switch>>
[[Enter the town to fight the aliens|dungeon1A]]
[[Leave this place|$currentplanet][$indungeon1 to false]]
<</if>><<if $dungeon3 =='war1'>>\
<span class = 'biggish'><center>Pirate hideout</center></span>
You reach the pirate hideout, which is located in <<if $currentterrain=='desert'>>an ancient castle built on a rock massive over the desert.<<elseif $currentterrain=='rocky'>>an old, fortified monastery high in the rocky mountains.<<elseif $currentterrain=='crystal'>>an old, fortified trading post on the crystal plains.<<elseif $currentterrain=='jungle'>>an old, moss-covered temple deep in the jungle.<<elseif $currentterrain=='volcanic'>>an old fort surrounded by steaming volcanic fissures and streams of lava.<<elseif $currentterrain=='icy'>>an ancient palace built of stone and ice.<<else>>an old fort, built on a fortified floating island.<</if>>
<<elseif $dungeon3=='war2'>>\
<span class = 'biggish'><center>The lair of the beasts</center></span>
You reach the lair of the beasts, located in <<if $currentterrain=='desert'>>an ancient, abandoned temple in the desert, built of white stone and guarded by colossal statues.<<elseif $currentterrain=='rocky'>>an old, abandoned mine in the rocky mountains.<<elseif $currentterrain=='crystal'>>an ancient crystal palace on an island in the middle of a lake.<<elseif $currentterrain=='jungle'>>a system of tunnels and hollows, inside a tree so enormous its leaves could shade a whole city.<<elseif $currentterrain=='volcanic'>>an old monastery built of volcanic rock, on a giant stone pillar standing in a lake of lava.<<elseif $currentterrain=='icy'>>an old fortress build of ice as hard as stone.<<else>>a crumbling old castle on an island which has been partially reclaimed by the sea.<</if>>
<<else>>\
<span class = 'biggish'><center>Alien HQ</center></span>
You reach the headquarters of the alien invaders, a massive complex built of concrete and metal, in the middle of <<if $currentterrain=='desert'>>a windy, rocky desert.<<elseif $currentterrain=='rocky'>>a rocky, inaccessible plateau.<<elseif $currentterrain=='crystal'>>the fields of swaying crystal "grass".<<elseif $currentterrain=='jungle'>>the dark and untamed jungle.<<elseif $currentterrain=='volcanic'>>a plain constantly battered by a violent ash-storm.<<elseif $currentterrain=='icy'>>a small verdant area, warmed by hot springs, amidst the never-melting ice.<<else>>a big coral island, surrounded by a reef.<</if>>
<</if>>\
You spot some <<if $dungeon3 =='war1'>>pirates patrolling the area<<elseif $dungeon3 =='war2'>>beasts pacing the area with a purpose, as if patrolling<<else>>alien guards patrolling the area<</if>>, but currently there are none near the entrance.
[[Go in|dungeon3_1_C]]
[[Leave this place|$currentplanet]]<<if $dungeon1points>=15>>\
<<if $dungeon1 == 'war1'>>\
You've got rid of many pirates, who either are dead of have deserted. The remaining pirates stay away from you.
News of the trouble you're causing has reached the pirate captain, who now wants to deal with you personally!
[[Battle the pirate captain!|piratecaptain][$initialisecombat to true]]
[[Leave the village|$currentplanet][$indungeon1 to false]]
<<elseif $dungeon1 == 'war2'>>\
You've hunted many a beast; the monsters now consider you a dangerous foe and try to stay away from you.
News of your exploits has reached the beastmaster, who appears to deal with you personally!
[[Battle the beastmaster!|beastmaster][$initialisecombat to true]]
[[Leave the land of the beasts|$currentplanet][$indungeon1 to false]]
<<elseif $dungeon1 == 'war3'>>\
You've caused a lot of trouble to the alien invaders, slaying many of them. The sudden chaos in their ranks gives hope to the locals!
News of your exploits has reached the alien warlord, who now is determined to put an end to this personally!
[[Battle the alien warlord!|alienwarlord][$initialisecombat to true]]
[[Leave the village|$currentplanet][$indungeon1 to false]]
<<else>><</if>>\
<<else>>\
<<set $desc to random(1,3)>><<set $enemy to random(1,2)>>\
<<if $dungeon1 == 'war1'>>\
<span class = 'biggish'><center>Plundered village</center></span>
<<if $desc==1>>You encounter a pirate in front of one of the village houses.<<elseif $desc==2>>You spot a plundering pirate not far away.<<else>>You notice a pirate nearby, who hasn't spotted you yet.<</if>>
<<if $enemy==1>>\
[[Fight the pirate!|piraterecruit][$initialisecombat to true]]
<<else>>
[[Fight the pirate!|pirateplunderer][$initialisecombat to true]]
<</if>>\
[[Leave the village|$currentplanet][$indungeon1 to false]]
<<elseif $dungeon1=='war2'>>\
<span class = 'biggish'><center>The land of the beasts</center></span>
<<if $desc==1>>Advancing stealthily, you come close to one of the beasts.<<elseif $desc==2>>You see a lone beast nearby.<<else>>You hear the beasts' howls and growls from all sides. Soon, you notice a lone monster advancing in your direction.<</if>>\
<<if $enemy==1>>\
[[Fight the beast!|wingedbeast][$initialisecombat to true]]
<<else>>
[[Fight the beast!|warhound][$initialisecombat to true]]
<</if>>\
[[Leave the land of the beasts|$currentplanet][$indungeon1 to false]]
<<elseif $dungeon1=='war3'>>\
<span class = 'biggish'><center>Occupied town</center></span>
<<if $desc==1>>Advancing stealthily, you come upon a soldier of the alien army.<<elseif $desc==2>>You approach one of the alien invaders, unnoticed.<<else>>You spot one of the soldiers nearby.<</if>>\
<<if $enemy==1>>\
[[Fight the alien!|aliensoldier][$initialisecombat to true]]
<<else>>
[[Fight the alien!|aliensergeant][$initialisecombat to true]]
<</if>>\
[[Leave the village|$currentplanet][$indungeon1 to false]]
<</if>>
<</if>>\<<set $currentroom to 'piratesafterfight'>>\
<<if $war1timer > 0>>\
You travel the <<if $currentterrain=='desert'>>desert wasteland<<elseif $currentterrain=='rocky'>>rocky wilderness<<elseif $currentterrain=='crystal'>>crystal wilderness<<elseif $currentterrain=='jungle'>>wild jungles<<elseif $currentterrain=='volcanic'>>volcanic wasteland<<elseif $currentterrain=='icy'>>frozen wasteland<<else>>wild islands<</if>>, searching for the pirate troublemakers, but you find nothing. Maybe if you return to $currentplanetname later...
[[Back|$currentplanet]]
<<else>>\
<<set $war1timer to 3>>\
Travelling through the <<if $currentterrain=='desert'>>desert wasteland<<elseif $currentterrain=='rocky'>>rocky wilderness<<elseif $currentterrain=='crystal'>>crystal wilderness<<elseif $currentterrain=='jungle'>>wild jungles<<elseif $currentterrain=='volcanic'>>volcanic wasteland<<elseif $currentterrain=='icy'>>frozen wasteland<<else>>wild islands<</if>>, you are ambushed by a pirate – a remnant of the horde that once terrorised $currentplanetname!
<<if $randomenemy<3>>\
[[Fight!|piraterecruit][$initialisecombat to true]]
<<elseif $randomenemy<5>>\
[[Fight!|pirateplunderer][$initialisecombat to true]]
<<else>>\
[[Fight!|pirateraider][$initialisecombat to true]]
<</if>><</if>>\<<set $currentroom to 'beastsafterfight'>>\
<<if $war2timer > 0>>\
You travel the <<if $currentterrain=='desert'>>desert wasteland<<elseif $currentterrain=='rocky'>>rocky wilderness<<elseif $currentterrain=='crystal'>>crystal wilderness<<elseif $currentterrain=='jungle'>>wild jungles<<elseif $currentterrain=='volcanic'>>volcanic wasteland<<elseif $currentterrain=='icy'>>frozen wasteland<<else>>wild islands<</if>>, searching for the remnants of the beast horde, but you find nothing. Maybe if you return to $currentplanetname later...
[[Back|$currentplanet]]
<<else>>\
<<set $war2timer to 3>>\
Travelling through the <<if $currentterrain=='desert'>>desert wasteland<<elseif $currentterrain=='rocky'>>rocky wilderness<<elseif $currentterrain=='crystal'>>crystal wilderness<<elseif $currentterrain=='jungle'>>wild jungles<<elseif $currentterrain=='volcanic'>>volcanic wasteland<<elseif $currentterrain=='icy'>>frozen wasteland<<else>>wild islands<</if>>, you are attacked by a vicious beast – a remnant of the beastmaster's horde!
<<if $randomenemy<3>>\
[[Fight!|wingedbeast][$initialisecombat to true]]
<<elseif $randomenemy<5>>\
[[Fight!|warhound][$initialisecombat to true]]
<<else>>\
[[Fight!|bigwarhound][$initialisecombat to true]]
<</if>><</if>>\<<set $currentroom to 'aliensafterfight'>>\
<<if $war3timer > 0>>\
You travel the <<if $currentterrain=='desert'>>desert wasteland<<elseif $currentterrain=='rocky'>>rocky wilderness<<elseif $currentterrain=='crystal'>>crystal wilderness<<elseif $currentterrain=='jungle'>>wild jungles<<elseif $currentterrain=='volcanic'>>volcanic wasteland<<elseif $currentterrain=='icy'>>frozen wasteland<<else>>wild islands<</if>>, searching for the remnants of the alien army, but you find nothing. Maybe if you return to $currentplanetname later...
[[Back|$currentplanet]]
<<else>>\
<<set $war3timer to 3>>\
Travelling through the <<if $currentterrain=='desert'>>desert wasteland<<elseif $currentterrain=='rocky'>>rocky wilderness<<elseif $currentterrain=='crystal'>>crystal wilderness<<elseif $currentterrain=='jungle'>>wild jungles<<elseif $currentterrain=='volcanic'>>volcanic wasteland<<elseif $currentterrain=='icy'>>frozen wasteland<<else>>wild islands<</if>>, you are attacked by an alien soldier – a remnant of the army that once terrorised $currentplanetname!
<<if $randomenemy<3>>\
[[Fight!|aliensoldier][$initialisecombat to true]]
<<elseif $randomenemy<5>>\
[[Fight!|aliensergeant][$initialisecombat to true]]
<<else>>\
[[Fight!|alienlieutenant][$initialisecombat to true]]
<</if>><</if>>\<span class = 'biggish'><center>Pirate hideout</center></span>
The pirate base is located <<if $currentterrain=='desert'>>in the middle of the desert, in the ruins of an ancient city. Collapsed sandstone buildings and fallen statues surround a massive pyramid. There is an entrance at the base of the pyramid, surrounded by signs of recent activity.<<elseif $currentterrain=='rocky'>>in an old granite fort, on a rocky mountainside. A long climb takes you to the gate of the fort.<<elseif $currentterrain=='crystal'>>in a long-abandoned stone temple in the middle of a forest of glowing crystal trees. You approach the colonnade leading to the temple entrance.<<elseif $currentterrain=='jungle'>>in the ruins of an ancient city that has mostly been reclaimed by nature. Pushing through thick vegetation, you reach the moss-covered pyramid hiding the entrance to the pirate base.<<elseif $currentterrain=='volcanic'>>in an old research facility precariously perched over a volcanic fissure, from which white plumes of steam rise. You reach the entrance of the facility.<<elseif $currentterrain=='icy'>>in a massive glacier cave system, far in the frozen wastes. You reach the icy mouth of the cave.<<else>>in old limestone caves that open into a small cove. You reach the mouth of the seaside grotto, wading through shallow water.<</if>>
The entrance to the hideout is unguarded. Apparently, the pirates are overconfident and don't think anyone is bold enough to attack them in their base.
[[Go in|dungeon2A]]
[[Leave this place|$currentplanet]]<span class = 'biggish'><center>The lair of the beasts</center></span>
The beasts emerge from <<if $currentterrain=='desert'>>a cave complex in a desert valley, where dead were buried millennia ago.<<elseif $currentterrain=='rocky'>>a sprawling, unexplored mountain cave system, with the entrance hidden behind a waterfall.<<elseif $currentterrain=='crystal'>>a giant cave complex, full of glowing mushrooms and strange crystal formations.<<elseif $currentterrain=='jungle'>>the ruins of an old palace that has long been reclaimed by the jungle.<<elseif $currentterrain=='volcanic'>>a sprawling cave system which can only be entered through an extinct volcano's crater.<<elseif $currentterrain=='icy'>>a glacier cave system, far in the frozen wastes.<<else>>an old limestone cave that opens into a small cove.<</if>>
You reach the lair of the beasts undisturbed, but you sense that great danger lurks inside.
[[Go in|dungeon2_2A]]
[[Leave this place|$currentplanet]]<span class = 'biggish'><center>Alien HQ</center></span>
The alien base is located <<if $currentterrain=='desert'>>in the middle of the desert, in the ruins of an ancient city. <<elseif $currentterrain=='rocky'>>among the rocky hills, on a tall plateau.<<elseif $currentterrain=='crystal'>>on a beautiful crystal plateau with cascading waterfalls.<<elseif $currentterrain=='jungle'>>on a new jungle clearing, with felled trees still around.<<elseif $currentterrain=='volcanic'>>in the volcanic highlands, with a deep fissure blocking access on one side.<<elseif $currentterrain=='icy'>>in a sprawling, abandoned research facility on the snowy wasteland.<<else>>on cliffs by the seaside, near a chain of dunes overgrown by dry grasses.<</if>>
A recently built fence surrounds the area, but you spot a hole in it.
Apparently, the invaders feel so confident they started neglecting security.
You go through the hole in the fence and reach the entrance to the alien HQ.
[[Enter the alien HQ|dungeon2_3A]]
[[Leave this place|$currentplanet]]<<set $currentroom to 'dungeon2A'>>\
You're inside the pirate base, <<if $currentterrain=='desert'>>in a labyrinth of narrow corridors and small dusty chambers. Pieces of ancient urns and more recent trash litter the stone floor.<<elseif $currentterrain=='rocky'>>in a labyrinth of narrow, dark corridors and mostly empty rooms. Trash litters the stone floor.<<elseif $currentterrain=='crystal'>>in a long corridor supported by massive columns, with rows of small chambers on both sides. Trash litters the stone floor.<<elseif $currentterrain=='jungle'>>in a labyrinth of small chambers and winding corridors, overgrown by moss, fern and tree roots. Trash is scattered everywhere.<<elseif $currentterrain=='volcanic'>>in a long corridor with bare metal walls and small rooms on both sides. Trash litters the metal panelled floor.<<elseif $currentterrain=='icy'>>in a labyrinth of small ice caves and narrow, slippery passages. Trash litters the ice floor.<<else>>in a labyrinth of narrow passages with strange rock formations. Trash litters the cave floor.<</if>>
<<if $dungeon2Acleared>>\
[[Go forward|dungeon2B]]
<<else>>\
<<if $dungeon2A == 'enemy1' || $dungeon2A == 'enemy2' || $dungeon2A == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a pirate plunderer who blocks your way forward. Less than alert, the pirate hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the pirate|plunderersneaksuccess][$credits+=200; $dungeon2Acleared to true]]
<<else>>\
[[Attempt a sneak attack on the pirate|plunderersneaksuccess][$smokebomb+=1; $dungeon2Acleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the pirate|plunderersneakfail][ $dungeon2Acleared to true]]
<</if>>\
[[Attack the pirate|pirateplunderer][$initialisecombat to true; $dungeon2Acleared to true]]
<<elseif $dungeon2A == 'enemy4' || $dungeon2A == 'enemy5' || $dungeon2A == 'enemy6'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a pirate recruit who blocks your way forward. The pirate is, as yet, oblivious to your presence!
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the pirate|recruitsneaksuccess][$credits+=100; $dungeon2Acleared to true]]
<<else>>\
[[Attempt a sneak attack on the pirate|recruitsneaksuccess][$starcrystals+=3; $dungeon2Acleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the pirate|recruitsneakfail][ $dungeon2Acleared to true]]
<</if>>\
[[Attack the pirate|piraterecruit][$initialisecombat to true; $dungeon2Acleared to true]]
<<elseif $dungeon2A =='danger1' || $dungeon2A =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Acleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a bear trap set by the pirates – a primitive, but nasty defence against intruders – at the very last moment!
You cautiously walk around the trap.
[[Go forward|dungeon2B]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a bear trap set by the pirates. The primitive, but dangerous mechanism clamps around your leg with force, wounding you!
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>Luckily, you manage to free yourself after a while.
[[Go forward|dungeon2B]]
<</if>>\
<</if>>\
<<elseif $dungeon2A == 'treasure'>>\
<<set $dungeon2Acleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left by the pirates!
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2B]]
<<elseif $dungeon2A == 'remains'>>\
In a narrow side corridor you discover a skeleton chained to the wall – an unfortunate victim of the cruel pirates!
[[Examine the skeleton|dungeon2remains][$dungeon2Acleared to true]]
[[Go forward|dungeon2B]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Exit the pirate hideout|dungeon2_1]]
<</if>>
<<set $currentroom to 'dungeon2B'>>\
You're inside the pirate base, on the second level.
<<if $dungeon2Bcleared>>\
[[Go forward|dungeon2C]]
<<else>>\
<<if $dungeon2B == 'enemy1' || $dungeon2B == 'enemy2' || $dungeon2B == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a pirate plunderer who blocks your way forward. Less than alert, the pirate hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the pirate|plunderersneaksuccess][$credits+=200; $dungeon2Bcleared to true]]
<<else>>\
[[Attempt a sneak attack on the pirate|plunderersneaksuccess][$smokebomb+=1; $dungeon2Bcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the pirate|plunderersneakfail][ $dungeon2Bcleared to true]]
<</if>>\
[[Attack the pirate|pirateplunderer][$initialisecombat to true; $dungeon2Bcleared to true]]
<<elseif $dungeon2B == 'enemy4' || $dungeon2B == 'enemy5' || $dungeon2B == 'enemy6'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a pirate recruit who blocks your way forward. The pirate is, as yet, oblivious to your presence!
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the pirate|recruitsneaksuccess][$credits+=100; $dungeon2Bcleared to true]]
<<else>>\
[[Attempt a sneak attack on the pirate|recruitsneaksuccess][$starcrystals+=3; $dungeon2Bcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the pirate|recruitsneakfail][ $dungeon2Bcleared to true]]
<</if>>\
[[Attack the pirate|piraterecruit][$initialisecombat to true; $dungeon2Bcleared to true]]
<<elseif $dungeon2B =='danger1' || $dungeon2B =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Bcleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a bear trap set by the pirates – a primitive, but nasty defence against intruders – at the very last moment!
You cautiously walk around the trap.
[[Go forward|dungeon2C]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a bear trap set by the pirates. The primitive, but dangerous mechanism clamps around your leg with force, wounding you!
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>Luckily, you manage to free yourself after a while.
[[Go forward|dungeon2C]]
<</if>>\
<</if>>\
<<elseif $dungeon2B == 'treasure'>>\
<<set $dungeon2Bcleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left by the pirates!
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2C]]
<<elseif $dungeon2B == 'remains'>>\
In a narrow side corridor you discover a skeleton chained to the wall – an unfortunate victim of the cruel pirates!
[[Examine the skeleton|dungeon2remains][$dungeon2Bcleared to true]]
[[Go forward|dungeon2C]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2A]]
[[Exit the pirate hideout|dungeon2_1]]
<</if>><<set $currentroom to 'dungeon2C'>>\
You're inside the pirate base, on the third level.
<<if $dungeon2Ccleared>>\
[[Go forward|dungeon2D]]
<<else>>\
<<if $dungeon2C == 'enemy1' || $dungeon2C == 'enemy2' || $dungeon2C == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a pirate plunderer who blocks your way forward. Less than alert, the pirate hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the pirate|plunderersneaksuccess][$credits+=200; $dungeon2Ccleared to true]]
<<else>>\
[[Attempt a sneak attack on the pirate|plunderersneaksuccess][$smokebomb+=1; $dungeon2Ccleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the pirate|plunderersneakfail][ $dungeon2Ccleared to true]]
<</if>>\
[[Attack the pirate|pirateplunderer][$initialisecombat to true; $dungeon2Ccleared to true]]
<<elseif $dungeon2C == 'enemy4' || $dungeon2C == 'enemy5' || $dungeon2C == 'enemy6'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a pirate recruit who blocks your way forward. The pirate is, as yet, oblivious to your presence!
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the pirate|recruitsneaksuccess][$credits+=100; $dungeon2Ccleared to true]]
<<else>>\
[[Attempt a sneak attack on the pirate|recruitsneaksuccess][$starcrystals+=3; $dungeon2Ccleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the pirate|recruitsneakfail][ $dungeon2Ccleared to true]]
<</if>>\
[[Attack the pirate|piraterecruit][$initialisecombat to true; $dungeon2Ccleared to true]]
<<elseif $dungeon2C =='danger1' || $dungeon2C =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Ccleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a bear trap set by the pirates – a primitive, but nasty defence against intruders – at the very last moment!
You cautiously walk around the trap.
[[Go forward|dungeon2D]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a bear trap set by the pirates. The primitive, but dangerous mechanism clamps around your leg with force, wounding you!
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>Luckily, you manage to free yourself after a while.
[[Go forward|dungeon2D]]
<</if>>\
<</if>>\
<<elseif $dungeon2C == 'treasure'>>\
<<set $dungeon2Ccleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left by the pirates!
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2D]]
<<elseif $dungeon2C == 'remains'>>\
In a narrow side corridor you discover a skeleton chained to the wall – an unfortunate victim of the cruel pirates!
[[Examine the skeleton|dungeon2remains][$dungeon2Ccleared to true]]
[[Go forward|dungeon2D]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2B]]
[[Exit the pirate hideout|dungeon2_1]]
<</if>><<set $currentroom to 'dungeon2D'>>\
You're inside the pirate base, on the fourth level.
<<if $dungeon2Dcleared>>\
[[Go forward|dungeon2E]]
<<else>>\
<<if $dungeon2D == 'enemy1' || $dungeon2D == 'enemy2' || $dungeon2D == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a pirate plunderer who blocks your way forward. Less than alert, the pirate hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the pirate|plunderersneaksuccess][$credits+=200; $dungeon2Dcleared to true]]
<<else>>\
[[Attempt a sneak attack on the pirate|plunderersneaksuccess][$smokebomb+=1; $dungeon2Dcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the pirate|plunderersneakfail][ $dungeon2Dcleared to true]]
<</if>>\
[[Attack the pirate|pirateplunderer][$initialisecombat to true; $dungeon2Dcleared to true]]
<<elseif $dungeon2D == 'enemy4' || $dungeon2D == 'enemy5' || $dungeon2D == 'enemy6'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a pirate recruit who blocks your way forward. The pirate is, as yet, oblivious to your presence!
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the pirate|recruitsneaksuccess][$credits+=100; $dungeon2Dcleared to true]]
<<else>>\
[[Attempt a sneak attack on the pirate|recruitsneaksuccess][$starcrystals+=3; $dungeon2Dcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the pirate|recruitsneakfail][ $dungeon2Dcleared to true]]
<</if>>\
[[Attack the pirate|piraterecruit][$initialisecombat to true; $dungeon2Dcleared to true]]
<<elseif $dungeon2D =='danger1' || $dungeon2D =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Dcleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a bear trap set by the pirates – a primitive, but nasty defence against intruders – at the very last moment!
You cautiously walk around the trap.
[[Go forward|dungeon2E]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a bear trap set by the pirates. The primitive, but dangerous mechanism clamps around your leg with force, wounding you!
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>Luckily, you manage to free yourself after a while.
[[Go forward|dungeon2E]]
<</if>>\
<</if>>\
<<elseif $dungeon2D == 'treasure'>>\
<<set $dungeon2Dcleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left by the pirates!
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2E]]
<<elseif $dungeon2D == 'remains'>>\
In a narrow side corridor you discover a skeleton chained to the wall – an unfortunate victim of the cruel pirates!
[[Examine the skeleton|dungeon2remains][$dungeon2Dcleared to true]]
[[Go forward|dungeon2E]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2C]]
[[Exit the pirate hideout|dungeon2_1]]
<</if>><<set $currentroom to 'dungeon2E'>>\
You're inside the pirate base, on the fifth level.
<<if $dungeon2Ecleared>>\
[[Go forward|dungeon2F]]
<<else>>\
<<if $dungeon2E == 'enemy1' || $dungeon2E == 'enemy2' || $dungeon2E == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a pirate plunderer who blocks your way forward. Less than alert, the pirate hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the pirate|plunderersneaksuccess][$credits+=200; $dungeon2Ecleared to true]]
<<else>>\
[[Attempt a sneak attack on the pirate|plunderersneaksuccess][$smokebomb+=1; $dungeon2Ecleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the pirate|plunderersneakfail][ $dungeon2Ecleared to true]]
<</if>>\
[[Attack the pirate|pirateplunderer][$initialisecombat to true; $dungeon2Ecleared to true]]
<<elseif $dungeon2E == 'enemy4' || $dungeon2E == 'enemy5' || $dungeon2E == 'enemy6'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a pirate recruit who blocks your way forward. The pirate is, as yet, oblivious to your presence!
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the pirate|recruitsneaksuccess][$credits+=100; $dungeon2Ecleared to true]]
<<else>>\
[[Attempt a sneak attack on the pirate|recruitsneaksuccess][$starcrystals+=3; $dungeon2Ecleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the pirate|recruitsneakfail][ $dungeon2Ecleared to true]]
<</if>>\
[[Attack the pirate|piraterecruit][$initialisecombat to true; $dungeon2Ecleared to true]]
<<elseif $dungeon2E =='danger1' || $dungeon2E =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Ecleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a bear trap set by the pirates – a primitive, but nasty defence against intruders – at the very last moment!
You cautiously walk around the trap.
[[Go forward|dungeon2F]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a bear trap set by the pirates. The primitive, but dangerous mechanism clamps around your leg with force, wounding you!
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>Luckily, you manage to free yourself after a while.
[[Go forward|dungeon2F]]
<</if>>\
<</if>>\
<<elseif $dungeon2E == 'treasure'>>\
<<set $dungeon2Ecleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left by the pirates!
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2F]]
<<elseif $dungeon2E == 'remains'>>\
In a narrow side corridor you discover a skeleton chained to the wall – an unfortunate victim of the cruel pirates!
[[Examine the skeleton|dungeon2remains][$dungeon2Ecleared to true]]
[[Go forward|dungeon2F]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2D]]
[[Exit the pirate hideout|dungeon2_1]]
<</if>><<set $currentroom to 'dungeon2F'>>\
You're inside the pirate base, on the sixth level.
<<if $dungeon2Fcleared>>\
[[Go forward|dungeon2G]]
<<else>>\
<<if $dungeon2F == 'enemy1' || $dungeon2F == 'enemy2' || $dungeon2F == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a pirate plunderer who blocks your way forward. Less than alert, the pirate hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the pirate|plunderersneaksuccess][$credits+=200; $dungeon2Fcleared to true]]
<<else>>\
[[Attempt a sneak attack on the pirate|plunderersneaksuccess][$smokebomb+=1; $dungeon2Fcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the pirate|plunderersneakfail][ $dungeon2Fcleared to true]]
<</if>>\
[[Attack the pirate|pirateplunderer][$initialisecombat to true; $dungeon2Fcleared to true]]
<<elseif $dungeon2F == 'enemy4' || $dungeon2F == 'enemy5' || $dungeon2F == 'enemy6'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a pirate recruit who blocks your way forward. The pirate is, as yet, oblivious to your presence!
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the pirate|recruitsneaksuccess][$credits+=100; $dungeon2Fcleared to true]]
<<else>>\
[[Attempt a sneak attack on the pirate|recruitsneaksuccess][$starcrystals+=3; $dungeon2Fcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the pirate|recruitsneakfail][ $dungeon2Fcleared to true]]
<</if>>\
[[Attack the pirate|piraterecruit][$initialisecombat to true; $dungeon2Fcleared to true]]
<<elseif $dungeon2F =='danger1' || $dungeon2F =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Fcleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a bear trap set by the pirates – a primitive, but nasty defence against intruders – at the very last moment!
You cautiously walk around the trap.
[[Go forward|dungeon2G]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a bear trap set by the pirates. The primitive, but dangerous mechanism clamps around your leg with force, wounding you!
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>Luckily, you manage to free yourself after a while.
[[Go forward|dungeon2G]]
<</if>>\
<</if>>\
<<elseif $dungeon2F == 'treasure'>>\
<<set $dungeon2Fcleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left by the pirates!
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2G]]
<<elseif $dungeon2F == 'remains'>>\
In a narrow side corridor you discover a skeleton chained to the wall – an unfortunate victim of the cruel pirates!
[[Examine the skeleton|dungeon2remains][$dungeon2Fcleared to true]]
[[Go forward|dungeon2G]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2E]]
[[Exit the pirate hideout|dungeon2_1]]
<</if>><<set $currentroom to 'dungeon2G'>>\
You're inside the pirate base, on the seventh level.
<<if $dungeon2Gcleared>>\
[[Go forward|dungeon2H]]
<<else>>\
<<if $dungeon2G == 'enemy1' || $dungeon2G == 'enemy2' || $dungeon2G == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a pirate plunderer who blocks your way forward. Less than alert, the pirate hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the pirate|plunderersneaksuccess][$credits+=200; $dungeon2Gcleared to true]]
<<else>>\
[[Attempt a sneak attack on the pirate|plunderersneaksuccess][$smokebomb+=1; $dungeon2Gcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the pirate|plunderersneakfail][ $dungeon2Gcleared to true]]
<</if>>\
[[Attack the pirate|pirateplunderer][$initialisecombat to true; $dungeon2Gcleared to true]]
<<elseif $dungeon2G == 'enemy4' || $dungeon2G == 'enemy5' || $dungeon2G == 'enemy6'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a pirate recruit who blocks your way forward. The pirate is, as yet, oblivious to your presence!
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the pirate|recruitsneaksuccess][$credits+=100; $dungeon2Gcleared to true]]
<<else>>\
[[Attempt a sneak attack on the pirate|recruitsneaksuccess][$starcrystals+=3; $dungeon2Gcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the pirate|recruitsneakfail][ $dungeon2Gcleared to true]]
<</if>>\
[[Attack the pirate|piraterecruit][$initialisecombat to true; $dungeon2Gcleared to true]]
<<elseif $dungeon2G =='danger1' || $dungeon2G =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Gcleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a bear trap set by the pirates – a primitive, but nasty defence against intruders – at the very last moment!
You cautiously walk around the trap.
[[Go forward|dungeon2H]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a bear trap set by the pirates. The primitive, but dangerous mechanism clamps around your leg with force, wounding you!
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>Luckily, you manage to free yourself after a while.
[[Go forward|dungeon2H]]
<</if>>\
<</if>>\
<<elseif $dungeon2G == 'treasure'>>\
<<set $dungeon2Gcleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left by the pirates!
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2H]]
<<elseif $dungeon2G == 'remains'>>\
In a narrow side corridor you discover a skeleton chained to the wall – an unfortunate victim of the cruel pirates!
[[Examine the skeleton|dungeon2remains][$dungeon2Gcleared to true]]
[[Go forward|dungeon2H]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2F]]
[[Exit the pirate hideout|dungeon2_1]]
<</if>>
<<set $currentroom to 'dungeon2H'>>\
You're inside the pirate base, on the eighth level.
<<if $dungeon2Hcleared>>\
[[Go forward|dungeon2I]]
<<else>>\
<<if $dungeon2H == 'enemy1' || $dungeon2H == 'enemy2' || $dungeon2H == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a pirate plunderer who blocks your way forward. Less than alert, the pirate hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the pirate|plunderersneaksuccess][$credits+=200; $dungeon2Hcleared to true]]
<<else>>\
[[Attempt a sneak attack on the pirate|plunderersneaksuccess][$smokebomb+=1; $dungeon2Hcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the pirate|plunderersneakfail][ $dungeon2Hcleared to true]]
<</if>>\
[[Attack the pirate|pirateplunderer][$initialisecombat to true; $dungeon2Hcleared to true]]
<<elseif $dungeon2H == 'enemy4' || $dungeon2H == 'enemy5' || $dungeon2H == 'enemy6'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a pirate recruit who blocks your way forward. The pirate is, as yet, oblivious to your presence!
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the pirate|recruitsneaksuccess][$credits+=100; $dungeon2Hcleared to true]]
<<else>>\
[[Attempt a sneak attack on the pirate|recruitsneaksuccess][$starcrystals+=3; $dungeon2Hcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the pirate|recruitsneakfail][ $dungeon2Hcleared to true]]
<</if>>\
[[Attack the pirate|piraterecruit][$initialisecombat to true; $dungeon2Hcleared to true]]
<<elseif $dungeon2H =='danger1' || $dungeon2H =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Hcleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a bear trap set by the pirates – a primitive, but nasty defence against intruders – at the very last moment!
You cautiously walk around the trap.
[[Go forward|dungeon2I]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a bear trap set by the pirates. The primitive, but dangerous mechanism clamps around your leg with force, wounding you!
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>Luckily, you manage to free yourself after a while.
[[Go forward|dungeon2I]]
<</if>>\
<</if>>\
<<elseif $dungeon2H == 'treasure'>>\
<<set $dungeon2Hcleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left by the pirates!
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2I]]
<<elseif $dungeon2H == 'remains'>>\
In a narrow side corridor you discover a skeleton chained to the wall – an unfortunate victim of the cruel pirates!
[[Examine the skeleton|dungeon2remains][$dungeon2Hcleared to true]]
[[Go forward|dungeon2I]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2G]]
[[Exit the pirate hideout|dungeon2_1]]
<</if>><<set $currentroom to 'dungeon2I'>>\
You're inside the pirate base, on the ninth level.
<<if $dungeon2Icleared>>\
[[Go forward|dungeon2J]]
<<else>>\
<<if $dungeon2I == 'enemy1' || $dungeon2I == 'enemy2' || $dungeon2I == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a pirate plunderer who blocks your way forward. Less than alert, the pirate hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the pirate|plunderersneaksuccess][$credits+=200; $dungeon2Icleared to true]]
<<else>>\
[[Attempt a sneak attack on the pirate|plunderersneaksuccess][$smokebomb+=1; $dungeon2Icleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the pirate|plunderersneakfail][ $dungeon2Icleared to true]]
<</if>>\
[[Attack the pirate|pirateplunderer][$initialisecombat to true; $dungeon2Icleared to true]]
<<elseif $dungeon2I == 'enemy4' || $dungeon2I == 'enemy5' || $dungeon2I == 'enemy6'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a pirate recruit who blocks your way forward. The pirate is, as yet, oblivious to your presence!
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the pirate|recruitsneaksuccess][$credits+=100; $dungeon2Icleared to true]]
<<else>>\
[[Attempt a sneak attack on the pirate|recruitsneaksuccess][$starcrystals+=3; $dungeon2Icleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the pirate|recruitsneakfail][ $dungeon2Icleared to true]]
<</if>>\
[[Attack the pirate|piraterecruit][$initialisecombat to true; $dungeon2Icleared to true]]
<<elseif $dungeon2I =='danger1' || $dungeon2I =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Icleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a bear trap set by the pirates – a primitive, but nasty defence against intruders – at the very last moment!
You cautiously walk around the trap.
[[Go forward|dungeon2J]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a bear trap set by the pirates. The primitive, but dangerous mechanism clamps around your leg with force, wounding you!
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>Luckily, you manage to free yourself after a while.
[[Go forward|dungeon2J]]
<</if>>\
<</if>>\
<<elseif $dungeon2I == 'treasure'>>\
<<set $dungeon2Icleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left by the pirates!
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2J]]
<<elseif $dungeon2I == 'remains'>>\
In a narrow side corridor you discover a skeleton chained to the wall – an unfortunate victim of the cruel pirates!
[[Examine the skeleton|dungeon2remains][$dungeon2Icleared to true]]
[[Go forward|dungeon2J]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2H]]
[[Exit the pirate hideout|dungeon2_1]]
<</if>><<set $currentroom to 'dungeon2J'>>\
You're inside the pirate base, on the tenth level.
<<if $dungeon2Jcleared>>\
[[Go forward|pirateboss]]
<<else>>\
<<if $dungeon2J == 'enemy1' || $dungeon2J == 'enemy2' || $dungeon2J == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a pirate plunderer who blocks your way forward. Less than alert, the pirate hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the pirate|plunderersneaksuccess][$credits+=200; $dungeon2Jcleared to true]]
<<else>>\
[[Attempt a sneak attack on the pirate|plunderersneaksuccess][$smokebomb+=1; $dungeon2Jcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the pirate|plunderersneakfail][ $dungeon2Jcleared to true]]
<</if>>\
[[Attack the pirate|pirateplunderer][$initialisecombat to true; $dungeon2Jcleared to true]]
<<elseif $dungeon2J == 'enemy4' || $dungeon2J == 'enemy5' || $dungeon2J == 'enemy6'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a pirate recruit who blocks your way forward. The pirate is, as yet, oblivious to your presence!
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the pirate|recruitsneaksuccess][$credits+=100; $dungeon2Jcleared to true]]
<<else>>\
[[Attempt a sneak attack on the pirate|recruitsneaksuccess][$starcrystals+=3; $dungeon2Jcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the pirate|recruitsneakfail][ $dungeon2Jcleared to true]]
<</if>>\
[[Attack the pirate|piraterecruit][$initialisecombat to true; $dungeon2Jcleared to true]]
<<elseif $dungeon2J =='danger1' || $dungeon2J =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Jcleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a bear trap set by the pirates – a primitive, but nasty defence against intruders – at the very last moment!
You cautiously walk around the trap.
[[Go forward|pirateboss]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a bear trap set by the pirates. The primitive, but dangerous mechanism clamps around your leg with force, wounding you!
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>Luckily, you manage to free yourself after a while.
[[Go forward|pirateboss]]
<</if>>\
<</if>>\
<<elseif $dungeon2J == 'treasure'>>\
<<set $dungeon2Jcleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left by the pirates!
You received 2 medkits!
You received an energy grenade!
[[Go forward|pirateboss]]
<<elseif $dungeon2J == 'remains'>>\
In a narrow side corridor you discover a skeleton chained to the wall – an unfortunate victim of the cruel pirates!
[[Examine the skeleton|dungeon2remains][$dungeon2Jcleared to true]]
[[Go forward|pirateboss]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2I]]
[[Exit the pirate hideout|dungeon2_1]]
<</if>><<if $currentterrain=='desert'>>You reach a sandstone door which leads to the innermost chamber of the pyramid, where the captain of the pirates resides. Two ancient stone lions guard the door – and no one else.<<elseif $currentterrain=='rocky'>>You reach a massive stone door leading to what once was the fort's master chamber. Now the leader of the pirates has claimed this room.<<elseif $currentterrain=='crystal'>>You reach the intricately carved crystal door, leading to the old temple's inner sanctum, which now serves as the pirate captain's quarters.<<elseif $currentterrain=='jungle'>>You reach an old, moss-covered door leading to the old ritual chamber, where the captain of the pirates resides. The door is guarded by two malachite statues, depicting strange cat-like creatures – and no one else.<<elseif $currentterrain=='volcanic'>>You reach the high-security door that leads to the facility's old control room. All the locks have been dismantled and no one guards the door. The pirate captain, who resides in the control room, must be feeling confident and secure.<<elseif $currentterrain=='icy'>>Walking through the ice tunnels, you reach a recently placed metal door – the only door you've seen in the hideout. Without doubt, it leads to the pirate captain's quarters.<<else>>Walking through the damp caverns, you reach a recently placed wooden door. Without doubt, it leads to the pirate captain's quarters.<</if>>
If you go through the door, you'll have to fight the pirate captain.
[[Go through the door|piratecaptain][$initialisecombat to true]]
[[Go back|dungeon2J]]
[[Exit the pirate hideout|dungeon2_1]]You move forward noiselessly and kill the unsuspecting pirate with a sneak attack!
<<if $spoils==1>>\
You search your fallen opponent and find some credit chips.
You gained 200 credits!
<<else>>\
You search your fallen opponent and find a useful item.
You found a smoke bomb!
<</if>>\
[[Continue|$currentroom]]
You try to sneak up on the unsuspecting enemy, but the pirate hears you and turns back at the last moment!
The pirate attacks you immediately!
[[Fight!|pirateplunderer][$initialisecombat to true]] You move forward noiselessly and kill the unsuspecting pirate with a sneak attack!
<<if $spoils==1>>\
You search your fallen opponent and find some credit chips.
You gained 100 credits!
<<else>>\
You search your fallen opponent and find some star crystals.
You gained 3 star crystals!
<</if>>\
[[Continue|$currentroom]]
You try to sneak up on the unsuspecting enemy, but the pirate hears you and turns back at the last moment!
The pirate attacks you immediately!
[[Fight!|piraterecruit][$initialisecombat to true]] <<set $dungeon2remainsexamined to true>>\
<<set $dungeon2locketnotreturned to true>>\
<<if $planet1type == 'civilised3'>><<set $dungeon2remainsplanet to 'planet1'>><<set $dungeon2remainsplanetname to $planet1name>>\
<<elseif $planet2type == 'civilised3'>><<set $dungeon2remainsplanet to 'planet2'>><<set $dungeon2remainsplanetname to $planet2name>>\
<<elseif $planet3type == 'civilised3'>><<set $dungeon2remainsplanet to 'planet3'>><<set $dungeon2remainsplanetname to $planet3name>>\
<<elseif $planet4type == 'civilised3'>><<set $dungeon2remainsplanet to 'planet4'>><<set $dungeon2remainsplanetname to $planet4name>>\
<<elseif $planet5type == 'civilised3'>><<set $dungeon2remainsplanet to 'planet5'>><<set $dungeon2remainsplanetname to $planet5name>>\
<<elseif $planet6type == 'civilised3'>><<set $dungeon2remainsplanet to 'planet6'>><<set $dungeon2remainsplanetname to $planet6name>>\
<<elseif $planet7type == 'civilised3'>><<set $dungeon2remainsplanet to 'planet7'>><<set $dungeon2remainsplanetname to $planet7name>>\
<<elseif $planet8type == 'civilised3'>><<set $dungeon2remainsplanet to 'planet8'>><<set $dungeon2remainsplanetname to $planet8name>>\
<<elseif $planet9type == 'civilised3'>><<set $dungeon2remainsplanet to 'planet9'>><<set $dungeon2remainsplanetname to $planet9name>>\
<<elseif $planet10type == 'civilised3'>><<set $dungeon2remainsplanet to 'planet10'>><<set $dungeon2remainsplanetname to $planet10name>>\
<<elseif $planet11type == 'civilised3'>><<set $dungeon2remainsplanet to 'planet11'>><<set $dungeon2remainsplanetname to $planet11name>>\
<<elseif $planet12type == 'civilised3'>><<set $dungeon2remainsplanet to 'planet12'>><<set $dungeon2remainsplanetname to $planet12name>>\
<<elseif $planet13type == 'civilised3'>><<set $dungeon2remainsplanet to 'planet13'>><<set $dungeon2remainsplanetname to $planet13name>>\
<<elseif $planet14type == 'civilised3'>><<set $dungeon2remainsplanet to 'planet14'>><<set $dungeon2remainsplanetname to $planet14name>>\
<<elseif $planet15type == 'civilised3'>><<set $dungeon2remainsplanet to 'planet15'>><<set $dungeon2remainsplanetname to $planet15name>>\
<<elseif $planet16type == 'civilised3'>><<set $dungeon2remainsplanet to 'planet16'>><<set $dungeon2remainsplanetname to $planet16name>>\
<<else>><</if>>\
<<if $dungeon2 == 'war1' || $dungeon2 == 'war3'>>You notice crude letters etched into the wall behind the skeleton. The writing reads "Here rests $dungeon2remainsname from $dungeon2remainsplanetname".
The prisoner must have carved these letters, knowing their time is near.
You also discover a locket around the skeleton's neck. It's very dirty, which must be why the pirates haven't taken it. Underneath the crust of dirt, the locket is made of gold. Inside, there are portraits and names of two people. The one on the left is $dungeon2remainsname.
<<else>>\
There are tooth markings on the bones of the skeleton and a golden locket around its neck. There is also a leather bag nearby, with documents that identify the unfortunate victim of the beasts as $dungeon2remainsname from $dungeon2remainsplanetname.
Inside the locket there are portraits and names of two people. The one on the left is $dungeon2remainsname.<</if>>
You obtained $dungeon2remainsname's locket.
[[Back|$currentroom]]
<<set $currentroom to 'dungeon2_2A'>>\
You're inside the lair of the beasts, <<if $currentterrain=='desert'>>in a labyrinth of corridors and chambers carved in stone and strewn with pieces of ancient pottery.<<elseif $currentterrain=='rocky'>>in a labyrinth of narrow, dark corridors and chambers decorated with stalactites.<<elseif $currentterrain=='crystal'>>in a labyrinth of crystal corridors and chambers, lit by phosphorescent mushrooms.<<elseif $currentterrain=='jungle'>>in a labyrinth of mossy corridors and chambers filled with decaying furniture and animal droppings.<<elseif $currentterrain=='volcanic'>>in a labyrinth of basalt chambers and corridors, with layers of old ash on the floor.<<elseif $currentterrain=='icy'>>in a labyrinth of small ice caves and narrow, slippery passages.<<else>>in a labyrinth of narrow passages with strange rock formations.<</if>>
<<if $dungeon2Acleared>>\
[[Go forward|dungeon2_2B]]
<<else>>\
<<if $dungeon2A == 'enemy1' || $dungeon2A == 'enemy2'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a large alien warhound. The beast is half-asleep and hasn't noticed you yet, but it blocks the way forward.
<<if $sneakattack >=6>>\
[[Attempt a sneak attack on the warhound|warhoundsneaksuccess][$starcrystals+=5; $dungeon2Acleared to true]]
<<else>>\
[[Attempt a sneak attack on the warhound|warhoundsneakfail][ $dungeon2Acleared to true]]
<</if>>\
[[Attack the warhound|warhound][$initialisecombat to true; $dungeon2Acleared to true]]
<<elseif $dungeon2A == 'enemy4' || $dungeon2A == 'enemy5' || $dungeon2A == 'enemy6' || $dungeon2A == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
You come upon a winged beast, hanging upside down from the ceiling, which is so low the sleepy monster blocks your way.
<<if $sneakattack >=6>>\
[[Attempt a sneak attack on the winged beast|wingedbeastsneaksuccess][$starcrystals+=3; $dungeon2Acleared to true]]
<<else>>\
[[Attempt a sneak attack on the winged beast|wingedbeastsneakfail][ $dungeon2Acleared to true]]
<</if>>\
[[Attack the winged beast|wingedbeast][$initialisecombat to true; $dungeon2Acleared to true]]
<<elseif $dungeon2A =='danger1' || $dungeon2A =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Acleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a cleverly masked pitfall trap.
You cautiously walk around the trap.
[[Go forward|dungeon2_2B]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a cleverly masked pitfall trap and you fall right in, taking damage.
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>Luckily, you manage to climb out of the pit after a while.
[[Go forward|dungeon2_2B]]
<</if>>\
<</if>>\
<<elseif $dungeon2A == 'treasure'>>\
<<set $dungeon2Acleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left here by someone.
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2_2B]]
<<elseif $dungeon2A == 'remains'>>\
In a narrow side corridor you discover an incomplete skeleton – all that remains of the beasts' unfortunate victim!
[[Examine the skeleton|dungeon2remains][$dungeon2Acleared to true]]
[[Go forward|dungeon2_2B]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Exit the lair of the beasts|dungeon2_2]]
<</if>><<set $currentroom to 'dungeon2_2B'>>\
You're inside the lair of the beasts, on the second level.
<<if $dungeon2Bcleared>>\
[[Go forward|dungeon2_2C]]
<<else>>\
<<if $dungeon2B == 'enemy1' || $dungeon2B == 'enemy2'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a large alien warhound. The beast is half-asleep and hasn't noticed you yet, but it blocks the way forward.
<<if $sneakattack >=6>>\
[[Attempt a sneak attack on the warhound|warhoundsneaksuccess][$starcrystals+=5; $dungeon2Bcleared to true]]
<<else>>\
[[Attempt a sneak attack on the warhound|warhoundsneakfail][ $dungeon2Bcleared to true]]
<</if>>\
[[Attack the warhound|warhound][$initialisecombat to true; $dungeon2Bcleared to true]]
<<elseif $dungeon2B == 'enemy4' || $dungeon2B == 'enemy5' || $dungeon2B == 'enemy6' || $dungeon2B == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
You come upon a winged beast, hanging upside down from the ceiling, which is so low the sleepy monster blocks your way.
<<if $sneakattack >=6>>\
[[Attempt a sneak attack on the winged beast|wingedbeastsneaksuccess][$starcrystals+=3; $dungeon2Bcleared to true]]
<<else>>\
[[Attempt a sneak attack on the winged beast|wingedbeastsneakfail][ $dungeon2Bcleared to true]]
<</if>>\
[[Attack the winged beast|wingedbeast][$initialisecombat to true; $dungeon2Bcleared to true]]
<<elseif $dungeon2B =='danger1' || $dungeon2B =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Bcleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a cleverly masked pitfall trap.
You cautiously walk around the trap.
[[Go forward|dungeon2_2C]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a cleverly masked pitfall trap and you fall right in, taking damage.
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>Luckily, you manage to climb out of the pit after a while.
[[Go forward|dungeon2_2C]]
<</if>>\
<</if>>\
<<elseif $dungeon2B == 'treasure'>>\
<<set $dungeon2Bcleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left here by someone.
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2_2C]]
<<elseif $dungeon2B == 'remains'>>\
In a narrow side corridor you discover an incomplete skeleton – all that remains of the beasts' unfortunate victim!
[[Examine the skeleton|dungeon2remains][$dungeon2Bcleared to true]]
[[Go forward|dungeon2_2C]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2_2A]]
[[Exit the lair of the beasts|dungeon2_2]]
<</if>>You move forward noiselessly and kill the warhound before it can attack you!
The warhound was wearing a collar studded with glowing star crystals. You take the crystals.
You gained 5 star crystals.
[[Continue|$currentroom]]You try to sneak up on the beast, but it senses you and wakes up, growling!
The beast attacks you!
[[Fight!|warhound][$initialisecombat to true]] You move forward noiselessly and kill the winged beast before it can attack you!
The beast was wearing a collar studded with glowing star crystals. You take the crystals.
You gained 3 star crystals.
[[Continue|$currentroom]]You try to sneak up on the beast, but it senses you and takes flight!
The beast attacks you!
[[Fight!|wingedbeast][$initialisecombat to true]] <<set $currentroom to 'dungeon2_2C'>>\
You're inside the lair of the beasts, on the third level.
<<if $dungeon2Ccleared>>\
[[Go forward|dungeon2_2D]]
<<else>>\
<<if $dungeon2C == 'enemy1' || $dungeon2C == 'enemy2'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a large alien warhound. The beast is half-asleep and hasn't noticed you yet, but it blocks the way forward.
<<if $sneakattack >=6>>\
[[Attempt a sneak attack on the warhound|warhoundsneaksuccess][$starcrystals+=5; $dungeon2Ccleared to true]]
<<else>>\
[[Attempt a sneak attack on the warhound|warhoundsneakfail][ $dungeon2Ccleared to true]]
<</if>>\
[[Attack the warhound|warhound][$initialisecombat to true; $dungeon2Ccleared to true]]
<<elseif $dungeon2C == 'enemy4' || $dungeon2C == 'enemy5' || $dungeon2C == 'enemy6' || $dungeon2C == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
You come upon a winged beast, hanging upside down from the ceiling, which is so low the sleepy monster blocks your way.
<<if $sneakattack >=6>>\
[[Attempt a sneak attack on the winged beast|wingedbeastsneaksuccess][$starcrystals+=3; $dungeon2Ccleared to true]]
<<else>>\
[[Attempt a sneak attack on the winged beast|wingedbeastsneakfail][ $dungeon2Ccleared to true]]
<</if>>\
[[Attack the winged beast|wingedbeast][$initialisecombat to true; $dungeon2Ccleared to true]]
<<elseif $dungeon2C =='danger1' || $dungeon2C =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Ccleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a cleverly masked pitfall trap.
You cautiously walk around the trap.
[[Go forward|dungeon2_2D]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a cleverly masked pitfall trap and you fall right in, taking damage.
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>Luckily, you manage to climb out of the pit after a while.
[[Go forward|dungeon2_2D]]
<</if>>\
<</if>>\
<<elseif $dungeon2C == 'treasure'>>\
<<set $dungeon2Ccleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left here by someone.
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2_2D]]
<<elseif $dungeon2C == 'remains'>>\
In a narrow side corridor you discover an incomplete skeleton – all that remains of the beasts' unfortunate victim!
[[Examine the skeleton|dungeon2remains][$dungeon2Ccleared to true]]
[[Go forward|dungeon2_2D]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2_2B]]
[[Exit the lair of the beasts|dungeon2_2]]
<</if>><<set $currentroom to 'dungeon2_2D'>>\
You're inside the lair of the beasts, on the fourth level.
<<if $dungeon2Dcleared>>\
[[Go forward|dungeon2_2E]]
<<else>>\
<<if $dungeon2D == 'enemy1' || $dungeon2D == 'enemy2'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a large alien warhound. The beast is half-asleep and hasn't noticed you yet, but it blocks the way forward.
<<if $sneakattack >=6>>\
[[Attempt a sneak attack on the warhound|warhoundsneaksuccess][$starcrystals+=5; $dungeon2Dcleared to true]]
<<else>>\
[[Attempt a sneak attack on the warhound|warhoundsneakfail][ $dungeon2Dcleared to true]]
<</if>>\
[[Attack the warhound|warhound][$initialisecombat to true; $dungeon2Dcleared to true]]
<<elseif $dungeon2D == 'enemy4' || $dungeon2D == 'enemy5' || $dungeon2D == 'enemy6' || $dungeon2D == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
You come upon a winged beast, hanging upside down from the ceiling, which is so low the sleepy monster blocks your way.
<<if $sneakattack >=6>>\
[[Attempt a sneak attack on the winged beast|wingedbeastsneaksuccess][$starcrystals+=3; $dungeon2Dcleared to true]]
<<else>>\
[[Attempt a sneak attack on the winged beast|wingedbeastsneakfail][ $dungeon2Dcleared to true]]
<</if>>\
[[Attack the winged beast|wingedbeast][$initialisecombat to true; $dungeon2Dcleared to true]]
<<elseif $dungeon2D =='danger1' || $dungeon2D =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Dcleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a cleverly masked pitfall trap.
You cautiously walk around the trap.
[[Go forward|dungeon2_2E]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a cleverly masked pitfall trap and you fall right in, taking damage.
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>Luckily, you manage to climb out of the pit after a while.
[[Go forward|dungeon2_2E]]
<</if>>\
<</if>>\
<<elseif $dungeon2D == 'treasure'>>\
<<set $dungeon2Dcleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left here by someone.
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2_2E]]
<<elseif $dungeon2D == 'remains'>>\
In a narrow side corridor you discover an incomplete skeleton – all that remains of the beasts' unfortunate victim!
[[Examine the skeleton|dungeon2remains][$dungeon2Dcleared to true]]
[[Go forward|dungeon2_2E]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2_2C]]
[[Exit the lair of the beasts|dungeon2_2]]
<</if>><<set $currentroom to 'dungeon2_2E'>>\
You're inside the lair of the beasts, on the fifth level.
<<if $dungeon2Ecleared>>\
[[Go forward|dungeon2_2F]]
<<else>>\
<<if $dungeon2E == 'enemy1' || $dungeon2E == 'enemy2'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a large alien warhound. The beast is half-asleep and hasn't noticed you yet, but it blocks the way forward.
<<if $sneakattack >=6>>\
[[Attempt a sneak attack on the warhound|warhoundsneaksuccess][$starcrystals+=5; $dungeon2Ecleared to true]]
<<else>>\
[[Attempt a sneak attack on the warhound|warhoundsneakfail][ $dungeon2Ecleared to true]]
<</if>>\
[[Attack the warhound|warhound][$initialisecombat to true; $dungeon2Ecleared to true]]
<<elseif $dungeon2E == 'enemy4' || $dungeon2E == 'enemy5' || $dungeon2E == 'enemy6' || $dungeon2E == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
You come upon a winged beast, hanging upside down from the ceiling, which is so low the sleepy monster blocks your way.
<<if $sneakattack >=6>>\
[[Attempt a sneak attack on the winged beast|wingedbeastsneaksuccess][$starcrystals+=3; $dungeon2Ecleared to true]]
<<else>>\
[[Attempt a sneak attack on the winged beast|wingedbeastsneakfail][ $dungeon2Ecleared to true]]
<</if>>\
[[Attack the winged beast|wingedbeast][$initialisecombat to true; $dungeon2Ecleared to true]]
<<elseif $dungeon2E =='danger1' || $dungeon2E =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Ecleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a cleverly masked pitfall trap.
You cautiously walk around the trap.
[[Go forward|dungeon2_2F]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a cleverly masked pitfall trap and you fall right in, taking damage.
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>Luckily, you manage to climb out of the pit after a while.
[[Go forward|dungeon2_2F]]
<</if>>\
<</if>>\
<<elseif $dungeon2E == 'treasure'>>\
<<set $dungeon2Ecleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left here by someone.
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2_2F]]
<<elseif $dungeon2E == 'remains'>>\
In a narrow side corridor you discover an incomplete skeleton – all that remains of the beasts' unfortunate victim!
[[Examine the skeleton|dungeon2remains][$dungeon2Ecleared to true]]
[[Go forward|dungeon2_2F]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2_2D]]
[[Exit the lair of the beasts|dungeon2_2]]
<</if>><<set $currentroom to 'dungeon2_2F'>>\
You're inside the lair of the beasts, on the sixth level.
<<if $dungeon2Fcleared>>\
[[Go forward|dungeon2_2G]]
<<else>>\
<<if $dungeon2F == 'enemy1' || $dungeon2F == 'enemy2'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a large alien warhound. The beast is half-asleep and hasn't noticed you yet, but it blocks the way forward.
<<if $sneakattack >=6>>\
[[Attempt a sneak attack on the warhound|warhoundsneaksuccess][$starcrystals+=5; $dungeon2Fcleared to true]]
<<else>>\
[[Attempt a sneak attack on the warhound|warhoundsneakfail][ $dungeon2Fcleared to true]]
<</if>>\
[[Attack the warhound|warhound][$initialisecombat to true; $dungeon2Fcleared to true]]
<<elseif $dungeon2F == 'enemy4' || $dungeon2F == 'enemy5' || $dungeon2F == 'enemy6' || $dungeon2F == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
You come upon a winged beast, hanging upside down from the ceiling, which is so low the sleepy monster blocks your way.
<<if $sneakattack >=6>>\
[[Attempt a sneak attack on the winged beast|wingedbeastsneaksuccess][$starcrystals+=3; $dungeon2Fcleared to true]]
<<else>>\
[[Attempt a sneak attack on the winged beast|wingedbeastsneakfail][ $dungeon2Fcleared to true]]
<</if>>\
[[Attack the winged beast|wingedbeast][$initialisecombat to true; $dungeon2Fcleared to true]]
<<elseif $dungeon2F =='danger1' || $dungeon2F =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Fcleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a cleverly masked pitfall trap.
You cautiously walk around the trap.
[[Go forward|dungeon2_2G]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a cleverly masked pitfall trap and you fall right in, taking damage.
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>Luckily, you manage to climb out of the pit after a while.
[[Go forward|dungeon2_2G]]
<</if>>\
<</if>>\
<<elseif $dungeon2F == 'treasure'>>\
<<set $dungeon2Fcleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left here by someone.
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2_2G]]
<<elseif $dungeon2F == 'remains'>>\
In a narrow side corridor you discover an incomplete skeleton – all that remains of the beasts' unfortunate victim!
[[Examine the skeleton|dungeon2remains][$dungeon2Fcleared to true]]
[[Go forward|dungeon2_2G]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2_2E]]
[[Exit the lair of the beasts|dungeon2_2]]
<</if>><<set $currentroom to 'dungeon2_2G'>>\
You're inside the lair of the beasts, on the seventh level.
<<if $dungeon2Gcleared>>\
[[Go forward|dungeon2_2H]]
<<else>>\
<<if $dungeon2G == 'enemy1' || $dungeon2G == 'enemy2'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a large alien warhound. The beast is half-asleep and hasn't noticed you yet, but it blocks the way forward.
<<if $sneakattack >=6>>\
[[Attempt a sneak attack on the warhound|warhoundsneaksuccess][$starcrystals+=5; $dungeon2Gcleared to true]]
<<else>>\
[[Attempt a sneak attack on the warhound|warhoundsneakfail][ $dungeon2Gcleared to true]]
<</if>>\
[[Attack the warhound|warhound][$initialisecombat to true; $dungeon2Gcleared to true]]
<<elseif $dungeon2G == 'enemy4' || $dungeon2G == 'enemy5' || $dungeon2G == 'enemy6' || $dungeon2G == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
You come upon a winged beast, hanging upside down from the ceiling, which is so low the sleepy monster blocks your way.
<<if $sneakattack >=6>>\
[[Attempt a sneak attack on the winged beast|wingedbeastsneaksuccess][$starcrystals+=3; $dungeon2Gcleared to true]]
<<else>>\
[[Attempt a sneak attack on the winged beast|wingedbeastsneakfail][ $dungeon2Gcleared to true]]
<</if>>\
[[Attack the winged beast|wingedbeast][$initialisecombat to true; $dungeon2Gcleared to true]]
<<elseif $dungeon2G =='danger1' || $dungeon2G =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Gcleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a cleverly masked pitfall trap.
You cautiously walk around the trap.
[[Go forward|dungeon2_2H]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a cleverly masked pitfall trap and you fall right in, taking damage.
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>Luckily, you manage to climb out of the pit after a while.
[[Go forward|dungeon2_2H]]
<</if>>\
<</if>>\
<<elseif $dungeon2G == 'treasure'>>\
<<set $dungeon2Gcleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left here by someone.
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2_2H]]
<<elseif $dungeon2G == 'remains'>>\
In a narrow side corridor you discover an incomplete skeleton – all that remains of the beasts' unfortunate victim!
[[Examine the skeleton|dungeon2remains][$dungeon2Gcleared to true]]
[[Go forward|dungeon2_2H]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2_2F]]
[[Exit the lair of the beasts|dungeon2_2]]
<</if>><<set $currentroom to 'dungeon2_2H'>>\
You're inside the lair of the beasts, on the eighth level.
<<if $dungeon2Hcleared>>\
[[Go forward|dungeon2_2I]]
<<else>>\
<<if $dungeon2H == 'enemy1' || $dungeon2H == 'enemy2'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a large alien warhound. The beast is half-asleep and hasn't noticed you yet, but it blocks the way forward.
<<if $sneakattack >=6>>\
[[Attempt a sneak attack on the warhound|warhoundsneaksuccess][$starcrystals+=5; $dungeon2Hcleared to true]]
<<else>>\
[[Attempt a sneak attack on the warhound|warhoundsneakfail][ $dungeon2Hcleared to true]]
<</if>>\
[[Attack the warhound|warhound][$initialisecombat to true; $dungeon2Hcleared to true]]
<<elseif $dungeon2H == 'enemy4' || $dungeon2H == 'enemy5' || $dungeon2H == 'enemy6' || $dungeon2H == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
You come upon a winged beast, hanging upside down from the ceiling, which is so low the sleepy monster blocks your way.
<<if $sneakattack >=6>>\
[[Attempt a sneak attack on the winged beast|wingedbeastsneaksuccess][$starcrystals+=3; $dungeon2Hcleared to true]]
<<else>>\
[[Attempt a sneak attack on the winged beast|wingedbeastsneakfail][ $dungeon2Hcleared to true]]
<</if>>\
[[Attack the winged beast|wingedbeast][$initialisecombat to true; $dungeon2Hcleared to true]]
<<elseif $dungeon2H =='danger1' || $dungeon2H =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Hcleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a cleverly masked pitfall trap.
You cautiously walk around the trap.
[[Go forward|dungeon2_2I]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a cleverly masked pitfall trap and you fall right in, taking damage.
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>Luckily, you manage to climb out of the pit after a while.
[[Go forward|dungeon2_2I]]
<</if>>\
<</if>>\
<<elseif $dungeon2H == 'treasure'>>\
<<set $dungeon2Hcleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left here by someone.
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2_2I]]
<<elseif $dungeon2H == 'remains'>>\
In a narrow side corridor you discover an incomplete skeleton – all that remains of the beasts' unfortunate victim!
[[Examine the skeleton|dungeon2remains][$dungeon2Hcleared to true]]
[[Go forward|dungeon2_2I]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2_2G]]
[[Exit the lair of the beasts|dungeon2_2]]
<</if>><<set $currentroom to 'dungeon2_2I'>>\
You're inside the lair of the beasts, on the ninth level.
<<if $dungeon2Icleared>>\
[[Go forward|dungeon2_2J]]
<<else>>\
<<if $dungeon2I == 'enemy1' || $dungeon2I == 'enemy2'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a large alien warhound. The beast is half-asleep and hasn't noticed you yet, but it blocks the way forward.
<<if $sneakattack >=6>>\
[[Attempt a sneak attack on the warhound|warhoundsneaksuccess][$starcrystals+=5; $dungeon2Icleared to true]]
<<else>>\
[[Attempt a sneak attack on the warhound|warhoundsneakfail][ $dungeon2Icleared to true]]
<</if>>\
[[Attack the warhound|warhound][$initialisecombat to true; $dungeon2Icleared to true]]
<<elseif $dungeon2I == 'enemy4' || $dungeon2I == 'enemy5' || $dungeon2I == 'enemy6' || $dungeon2I == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
You come upon a winged beast, hanging upside down from the ceiling, which is so low the sleepy monster blocks your way.
<<if $sneakattack >=6>>\
[[Attempt a sneak attack on the winged beast|wingedbeastsneaksuccess][$starcrystals+=3; $dungeon2Icleared to true]]
<<else>>\
[[Attempt a sneak attack on the winged beast|wingedbeastsneakfail][ $dungeon2Icleared to true]]
<</if>>\
[[Attack the winged beast|wingedbeast][$initialisecombat to true; $dungeon2Icleared to true]]
<<elseif $dungeon2I =='danger1' || $dungeon2I =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Icleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a cleverly masked pitfall trap.
You cautiously walk around the trap.
[[Go forward|dungeon2_2J]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a cleverly masked pitfall trap and you fall right in, taking damage.
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>Luckily, you manage to climb out of the pit after a while.
[[Go forward|dungeon2_2J]]
<</if>>\
<</if>>\
<<elseif $dungeon2I == 'treasure'>>\
<<set $dungeon2Icleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left here by someone.
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2_2J]]
<<elseif $dungeon2I == 'remains'>>\
In a narrow side corridor you discover an incomplete skeleton – all that remains of the beasts' unfortunate victim!
[[Examine the skeleton|dungeon2remains][$dungeon2Icleared to true]]
[[Go forward|dungeon2_2J]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2_2H]]
[[Exit the lair of the beasts|dungeon2_2]]
<</if>><<set $currentroom to 'dungeon2_2J'>>\
You're inside the lair of the beasts, on the tenth level.
<<if $dungeon2Jcleared>>\
[[Go forward|beastmasterboss]]
<<else>>\
<<if $dungeon2J == 'enemy1' || $dungeon2J == 'enemy2'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon a large alien warhound. The beast is half-asleep and hasn't noticed you yet, but it blocks the way forward.
<<if $sneakattack >=6>>\
[[Attempt a sneak attack on the warhound|warhoundsneaksuccess][$starcrystals+=5; $dungeon2Jcleared to true]]
<<else>>\
[[Attempt a sneak attack on the warhound|warhoundsneakfail][ $dungeon2Jcleared to true]]
<</if>>\
[[Attack the warhound|warhound][$initialisecombat to true; $dungeon2Jcleared to true]]
<<elseif $dungeon2J == 'enemy4' || $dungeon2J == 'enemy5' || $dungeon2J == 'enemy6' || $dungeon2J == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
You come upon a winged beast, hanging upside down from the ceiling, which is so low the sleepy monster blocks your way.
<<if $sneakattack >=6>>\
[[Attempt a sneak attack on the winged beast|wingedbeastsneaksuccess][$starcrystals+=3; $dungeon2Jcleared to true]]
<<else>>\
[[Attempt a sneak attack on the winged beast|wingedbeastsneakfail][ $dungeon2Jcleared to true]]
<</if>>\
[[Attack the winged beast|wingedbeast][$initialisecombat to true; $dungeon2Jcleared to true]]
<<elseif $dungeon2J =='danger1' || $dungeon2J =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Jcleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a cleverly masked pitfall trap.
You cautiously walk around the trap.
[[Go forward|dungeon2_2J]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a cleverly masked pitfall trap and you fall right in, taking damage.
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>Luckily, you manage to climb out of the pit after a while.
[[Go forward|beastmasterboss]]
<</if>>\
<</if>>\
<<elseif $dungeon2J == 'treasure'>>\
<<set $dungeon2Jcleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left here by someone.
You received 2 medkits!
You received an energy grenade!
[[Go forward|beastmasterboss]]
<<elseif $dungeon2J == 'remains'>>\
In a narrow side corridor you discover an incomplete skeleton – all that remains of the beasts' unfortunate victim!
[[Examine the skeleton|dungeon2remains][$dungeon2Jcleared to true]]
[[Go forward|beastmasterboss]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2_2I]]
[[Exit the lair of the beasts|dungeon2_2]]
<</if>><<if $currentterrain=='desert'>>You reach a chamber at the end of a long sandstone corridor, which is filled with empty stone coffins and shattered urns.<<elseif $currentterrain=='rocky'>>You reach a chamber at the end of a wide corridor, supported by massive stalagnates.<<elseif $currentterrain=='crystal'>>You reach a tall chamber filled with glowing mushrooms the size of trees.<<elseif $currentterrain=='jungle'>>You reach a chamber at the end of a long corridor with crumbling, ivy-covered columns.<<elseif $currentterrain=='volcanic'>>You reach a chamber at the end of a long obsidian tunnel.<<elseif $currentterrain=='icy'>>You reach an ice chamber above a frozen waterfall.<<else>>You reach a massive chamber with a pool of swirling water in the middle.<</if>>
From the chamber you can hear angry, animal growls, mixed with words. "Someone's here... someone's hurting my beasts!", the strange creature bellows. It seems that the stories were true – the beasts indeed have a master!
If you go into the chamber, you'll have to fight the beastmaster.
[[Confront the beastmaster|beastmaster][$initialisecombat to true]]
[[Go back|dungeon2_2J]]
[[Exit the lair of the beasts|dungeon2_2]]<<set $currentroom to 'dungeon2_3A'>>\
You're inside the alien HQ, <<if $currentterrain=='desert'>>in a labyrinth of corridors and chambers that were recently cleared of sand.<<elseif $currentterrain=='rocky'>>in a labyrinth of narrow, dark rooms and corridors, built of stone and prefabricates and kept in perfect order.<<elseif $currentterrain=='crystal'>>in a labyrinth of crystal corridors and small rooms, kept in perfect order.<<elseif $currentterrain=='jungle'>>in a labyrinth of prefabricated walls and narrow passages, kept in order, but crawling with jungle insects.<<elseif $currentterrain=='volcanic'>>in a labyrinth of prefabricated walls and narrow passages, hot from the volcanic activity underneath.<<elseif $currentterrain=='icy'>>in a labyrinth of concrete corridors and small rooms, with some walls iced over.<<else>>in a labyrinth of narrow passages and small rooms, with metal sections of the walls rusted from the salty breeze.<</if>>
<<if $dungeon2Acleared>>\
[[Go forward|dungeon2_3B]]
<<else>>\
<<if $dungeon2A == 'enemy1' || $dungeon2A == 'enemy2'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon an alien sergeant who blocks your way forward. Less than alert inside the safety of the HQ, the sergeant hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneaksuccess][$credits+=400; $dungeon2Acleared to true]]
<<else>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneaksuccess][$medkit+=2; $dungeon2Acleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneakfail][ $dungeon2Acleared to true]]
<</if>>\
[[Attack the alien sergeant|aliensergeant][$initialisecombat to true; $dungeon2Acleared to true]]
<<elseif $dungeon2A == 'enemy4' || $dungeon2A == 'enemy5' || $dungeon2A == 'enemy6' || $dungeon2A == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
You come upon a rank and file alien soldier blocking your way. Half-asleep, the soldier hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneaksuccess][$credits+=200; $dungeon2Acleared to true]]
<<else>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneaksuccess][$smokebomb+=1; $dungeon2Acleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneakfail][ $dungeon2Acleared to true]]
<</if>>\
[[Attack the alien soldier|aliensoldier][$initialisecombat to true; $dungeon2Acleared to true]]
<<elseif $dungeon2A =='danger1' || $dungeon2A =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Acleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a cleverly masked pressure plate.
You cautiously walk around the plate.
[[Go forward|dungeon2_3B]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a cleverly masked pressure plate. As you step on it, a laser beam shoots from a hidden hole in the wall, hitting you!
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>You quickly jump out of the trap's range.
[[Go forward|dungeon2_3B]]
<</if>>\
<</if>>\
<<elseif $dungeon2A == 'treasure'>>\
<<set $dungeon2Acleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left by the aliens.
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2_3B]]
<<elseif $dungeon2A == 'remains'>>\
In a side corridor you discover a tiny cell with a skeleton inside – the alien invaders' unfortunate victim!
[[Examine the skeleton|dungeon2remains][$dungeon2Acleared to true]]
[[Go forward|dungeon2_3B]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Exit the alien HQ|dungeon2_3]]
<</if>>You move forward noiselessly and kill the unsuspecting alien sergeant with a sneak attack!
<<if $spoils==1>>
You search your fallen opponent and find some credit chips.
You gained 400 credits!
<<else>>\
You search your fallen opponent and find some useful items.
You found 2 medkits!
<</if>>\
[[Continue|$currentroom]]
You try to sneak up on the unsuspecting enemy, but the alien hears you and turns back at the last moment!
The alien sergeant attacks you immediately!
[[Fight!|aliensergeant][$initialisecombat to true]] You move forward noiselessly and kill the unsuspecting alien soldier with a sneak attack!
<<if $spoils==1>>\
You search your fallen opponent and find some credit chips.
You gained 200 credits!
<<else>>\
You search your fallen opponent and find a useful item.
You found a smoke bomb!
<</if>>\
[[Continue|$currentroom]]You try to sneak up on the unsuspecting enemy, but the alien hears you and turns back at the last moment!
The alien soldier attacks you immediately!
[[Fight!|aliensoldier][$initialisecombat to true]] <<set $currentroom to 'dungeon2_3B'>>\
You're inside the alien HQ, on the second level.
<<if $dungeon2Bcleared>>\
[[Go forward|dungeon2_3C]]
<<else>>\
<<if $dungeon2B == 'enemy1' || $dungeon2B == 'enemy2'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon an alien sergeant who blocks your way forward. Less than alert inside the safety of the HQ, the sergeant hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneaksuccess][$credits+=400; $dungeon2Bcleared to true]]
<<else>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneaksuccess][$medkit+=2; $dungeon2Bcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneakfail][ $dungeon2Bcleared to true]]
<</if>>\
[[Attack the alien sergeant|aliensergeant][$initialisecombat to true; $dungeon2Bcleared to true]]
<<elseif $dungeon2B == 'enemy4' || $dungeon2B == 'enemy5' || $dungeon2B == 'enemy6' || $dungeon2B == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
You come upon a rank and file alien soldier blocking your way. Half-asleep, the soldier hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneaksuccess][$credits+=200; $dungeon2Bcleared to true]]
<<else>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneaksuccess][$smokebomb+=1; $dungeon2Bcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneakfail][ $dungeon2Bcleared to true]]
<</if>>\
[[Attack the alien soldier|aliensoldier][$initialisecombat to true; $dungeon2Bcleared to true]]
<<elseif $dungeon2B =='danger1' || $dungeon2B =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Bcleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a cleverly masked pressure plate.
You cautiously walk around the plate.
[[Go forward|dungeon2_3C]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a cleverly masked pressure plate. As you step on it, a laser beam shoots from a hidden hole in the wall, hitting you!
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>You quickly jump out of the trap's range.
[[Go forward|dungeon2_3C]]
<</if>>\
<</if>>\
<<elseif $dungeon2B == 'treasure'>>\
<<set $dungeon2Bcleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left by the aliens.
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2_3C]]
<<elseif $dungeon2B == 'remains'>>\
In a side corridor you discover a tiny cell with a skeleton inside – the alien invaders' unfortunate victim!
[[Examine the skeleton|dungeon2remains][$dungeon2Bcleared to true]]
[[Go forward|dungeon2_3C]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2_3A]]
[[Exit the alien HQ|dungeon2_3]]
<</if>><<set $currentroom to 'dungeon2_3C'>>\
You're inside the alien HQ, on the third level.
<<if $dungeon2Ccleared>>\
[[Go forward|dungeon2_3D]]
<<else>>\
<<if $dungeon2C == 'enemy1' || $dungeon2C == 'enemy2'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon an alien sergeant who blocks your way forward. Less than alert inside the safety of the HQ, the sergeant hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneaksuccess][$credits+=400; $dungeon2Ccleared to true]]
<<else>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneaksuccess][$medkit+=2; $dungeon2Ccleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneakfail][ $dungeon2Ccleared to true]]
<</if>>\
[[Attack the alien sergeant|aliensergeant][$initialisecombat to true; $dungeon2Ccleared to true]]
<<elseif $dungeon2C == 'enemy4' || $dungeon2C == 'enemy5' || $dungeon2C == 'enemy6' || $dungeon2C == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
You come upon a rank and file alien soldier blocking your way. Half-asleep, the soldier hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneaksuccess][$credits+=200; $dungeon2Ccleared to true]]
<<else>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneaksuccess][$smokebomb+=1; $dungeon2Ccleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneakfail][ $dungeon2Ccleared to true]]
<</if>>\
[[Attack the alien soldier|aliensoldier][$initialisecombat to true; $dungeon2Ccleared to true]]
<<elseif $dungeon2C =='danger1' || $dungeon2C =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Ccleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a cleverly masked pressure plate.
You cautiously walk around the plate.
[[Go forward|dungeon2_3D]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a cleverly masked pressure plate. As you step on it, a laser beam shoots from a hidden hole in the wall, hitting you!
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>You quickly jump out of the trap's range.
[[Go forward|dungeon2_3D]]
<</if>>\
<</if>>\
<<elseif $dungeon2C == 'treasure'>>\
<<set $dungeon2Ccleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left by the aliens.
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2_3D]]
<<elseif $dungeon2C == 'remains'>>\
In a side corridor you discover a tiny cell with a skeleton inside – the alien invaders' unfortunate victim!
[[Examine the skeleton|dungeon2remains][$dungeon2Ccleared to true]]
[[Go forward|dungeon2_3D]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2_3B]]
[[Exit the alien HQ|dungeon2_3]]
<</if>><<set $currentroom to 'dungeon2_3D'>>\
You're inside the alien HQ, on the fourth level.
<<if $dungeon2Dcleared>>\
[[Go forward|dungeon2_3E]]
<<else>>\
<<if $dungeon2D == 'enemy1' || $dungeon2D == 'enemy2'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon an alien sergeant who blocks your way forward. Less than alert inside the safety of the HQ, the sergeant hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneaksuccess][$credits+=400; $dungeon2Dcleared to true]]
<<else>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneaksuccess][$medkit+=2; $dungeon2Dcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneakfail][ $dungeon2Dcleared to true]]
<</if>>\
[[Attack the alien sergeant|aliensergeant][$initialisecombat to true; $dungeon2Dcleared to true]]
<<elseif $dungeon2D == 'enemy4' || $dungeon2D == 'enemy5' || $dungeon2D == 'enemy6' || $dungeon2D == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
You come upon a rank and file alien soldier blocking your way. Half-asleep, the soldier hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneaksuccess][$credits+=200; $dungeon2Dcleared to true]]
<<else>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneaksuccess][$smokebomb+=1; $dungeon2Dcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneakfail][ $dungeon2Dcleared to true]]
<</if>>\
[[Attack the alien soldier|aliensoldier][$initialisecombat to true; $dungeon2Dcleared to true]]
<<elseif $dungeon2D =='danger1' || $dungeon2D =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Dcleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a cleverly masked pressure plate.
You cautiously walk around the plate.
[[Go forward|dungeon2_3E]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a cleverly masked pressure plate. As you step on it, a laser beam shoots from a hidden hole in the wall, hitting you!
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>You quickly jump out of the trap's range.
[[Go forward|dungeon2_3E]]
<</if>>\
<</if>>\
<<elseif $dungeon2D == 'treasure'>>\
<<set $dungeon2Dcleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left by the aliens.
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2_3E]]
<<elseif $dungeon2D == 'remains'>>\
In a side corridor you discover a tiny cell with a skeleton inside – the alien invaders' unfortunate victim!
[[Examine the skeleton|dungeon2remains][$dungeon2Dcleared to true]]
[[Go forward|dungeon2_3E]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2_3C]]
[[Exit the alien HQ|dungeon2_3]]
<</if>><<set $currentroom to 'dungeon2_3E'>>\
You're inside the alien HQ, on the fifth level.
<<if $dungeon2Ecleared>>\
[[Go forward|dungeon2_3F]]
<<else>>\
<<if $dungeon2E == 'enemy1' || $dungeon2E == 'enemy2'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon an alien sergeant who blocks your way forward. Less than alert inside the safety of the HQ, the sergeant hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneaksuccess][$credits+=400; $dungeon2Ecleared to true]]
<<else>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneaksuccess][$medkit+=2; $dungeon2Ecleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneakfail][ $dungeon2Ecleared to true]]
<</if>>\
[[Attack the alien sergeant|aliensergeant][$initialisecombat to true; $dungeon2Ecleared to true]]
<<elseif $dungeon2E == 'enemy4' || $dungeon2E == 'enemy5' || $dungeon2E == 'enemy6' || $dungeon2E == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
You come upon a rank and file alien soldier blocking your way. Half-asleep, the soldier hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneaksuccess][$credits+=200; $dungeon2Ecleared to true]]
<<else>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneaksuccess][$smokebomb+=1; $dungeon2Ecleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneakfail][ $dungeon2Ecleared to true]]
<</if>>\
[[Attack the alien soldier|aliensoldier][$initialisecombat to true; $dungeon2Ecleared to true]]
<<elseif $dungeon2E =='danger1' || $dungeon2E =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Ecleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a cleverly masked pressure plate.
You cautiously walk around the plate.
[[Go forward|dungeon2_3F]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a cleverly masked pressure plate. As you step on it, a laser beam shoots from a hidden hole in the wall, hitting you!
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>You quickly jump out of the trap's range.
[[Go forward|dungeon2_3F]]
<</if>>\
<</if>>\
<<elseif $dungeon2E == 'treasure'>>\
<<set $dungeon2Ecleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left by the aliens.
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2_3F]]
<<elseif $dungeon2E == 'remains'>>\
In a side corridor you discover a tiny cell with a skeleton inside – the alien invaders' unfortunate victim!
[[Examine the skeleton|dungeon2remains][$dungeon2Ecleared to true]]
[[Go forward|dungeon2_3F]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2_3D]]
[[Exit the alien HQ|dungeon2_3]]
<</if>><<set $currentroom to 'dungeon2_3F'>>\
You're inside the alien HQ, on the sixth level.
<<if $dungeon2Fcleared>>\
[[Go forward|dungeon2_3G]]
<<else>>\
<<if $dungeon2F == 'enemy1' || $dungeon2F == 'enemy2'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon an alien sergeant who blocks your way forward. Less than alert inside the safety of the HQ, the sergeant hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneaksuccess][$credits+=400; $dungeon2Fcleared to true]]
<<else>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneaksuccess][$medkit+=2; $dungeon2Fcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneakfail][ $dungeon2Fcleared to true]]
<</if>>\
[[Attack the alien sergeant|aliensergeant][$initialisecombat to true; $dungeon2Fcleared to true]]
<<elseif $dungeon2F == 'enemy4' || $dungeon2F == 'enemy5' || $dungeon2F == 'enemy6' || $dungeon2F == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
You come upon a rank and file alien soldier blocking your way. Half-asleep, the soldier hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneaksuccess][$credits+=200; $dungeon2Fcleared to true]]
<<else>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneaksuccess][$smokebomb+=1; $dungeon2Fcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneakfail][ $dungeon2Fcleared to true]]
<</if>>\
[[Attack the alien soldier|aliensoldier][$initialisecombat to true; $dungeon2Fcleared to true]]
<<elseif $dungeon2F =='danger1' || $dungeon2F =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Fcleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a cleverly masked pressure plate.
You cautiously walk around the plate.
[[Go forward|dungeon2_3G]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a cleverly masked pressure plate. As you step on it, a laser beam shoots from a hidden hole in the wall, hitting you!
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>You quickly jump out of the trap's range.
[[Go forward|dungeon2_3G]]
<</if>>\
<</if>>\
<<elseif $dungeon2F == 'treasure'>>\
<<set $dungeon2Fcleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left by the aliens.
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2_3G]]
<<elseif $dungeon2F == 'remains'>>\
In a side corridor you discover a tiny cell with a skeleton inside – the alien invaders' unfortunate victim!
[[Examine the skeleton|dungeon2remains][$dungeon2Fcleared to true]]
[[Go forward|dungeon2_3G]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2_3E]]
[[Exit the alien HQ|dungeon2_3]]
<</if>><<set $currentroom to 'dungeon2_3G'>>\
You're inside the alien HQ, on the seventh level.
<<if $dungeon2Gcleared>>\
[[Go forward|dungeon2_3H]]
<<else>>\
<<if $dungeon2G == 'enemy1' || $dungeon2G == 'enemy2'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon an alien sergeant who blocks your way forward. Less than alert inside the safety of the HQ, the sergeant hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneaksuccess][$credits+=400; $dungeon2Gcleared to true]]
<<else>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneaksuccess][$medkit+=2; $dungeon2Gcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneakfail][ $dungeon2Gcleared to true]]
<</if>>\
[[Attack the alien sergeant|aliensergeant][$initialisecombat to true; $dungeon2Gcleared to true]]
<<elseif $dungeon2G == 'enemy4' || $dungeon2G == 'enemy5' || $dungeon2G == 'enemy6' || $dungeon2G == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
You come upon a rank and file alien soldier blocking your way. Half-asleep, the soldier hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneaksuccess][$credits+=200; $dungeon2Gcleared to true]]
<<else>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneaksuccess][$smokebomb+=1; $dungeon2Gcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneakfail][ $dungeon2Gcleared to true]]
<</if>>\
[[Attack the alien soldier|aliensoldier][$initialisecombat to true; $dungeon2Gcleared to true]]
<<elseif $dungeon2G =='danger1' || $dungeon2G =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Gcleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a cleverly masked pressure plate.
You cautiously walk around the plate.
[[Go forward|dungeon2_3H]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a cleverly masked pressure plate. As you step on it, a laser beam shoots from a hidden hole in the wall, hitting you!
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>You quickly jump out of the trap's range.
[[Go forward|dungeon2_3H]]
<</if>>\
<</if>>\
<<elseif $dungeon2G == 'treasure'>>\
<<set $dungeon2Gcleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left by the aliens.
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2_3H]]
<<elseif $dungeon2G == 'remains'>>\
In a side corridor you discover a tiny cell with a skeleton inside – the alien invaders' unfortunate victim!
[[Examine the skeleton|dungeon2remains][$dungeon2Gcleared to true]]
[[Go forward|dungeon2_3H]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2_3F]]
[[Exit the alien HQ|dungeon2_3]]
<</if>><<set $currentroom to 'dungeon2_3H'>>\
You're inside the alien HQ, on the eighth level.
<<if $dungeon2Hcleared>>\
[[Go forward|dungeon2_3I]]
<<else>>\
<<if $dungeon2H == 'enemy1' || $dungeon2H == 'enemy2'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon an alien sergeant who blocks your way forward. Less than alert inside the safety of the HQ, the sergeant hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneaksuccess][$credits+=400; $dungeon2Hcleared to true]]
<<else>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneaksuccess][$medkit+=2; $dungeon2Hcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneakfail][ $dungeon2Hcleared to true]]
<</if>>\
[[Attack the alien sergeant|aliensergeant][$initialisecombat to true; $dungeon2Hcleared to true]]
<<elseif $dungeon2H == 'enemy4' || $dungeon2H == 'enemy5' || $dungeon2H == 'enemy6' || $dungeon2H == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
You come upon a rank and file alien soldier blocking your way. Half-asleep, the soldier hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneaksuccess][$credits+=200; $dungeon2Hcleared to true]]
<<else>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneaksuccess][$smokebomb+=1; $dungeon2Hcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneakfail][ $dungeon2Hcleared to true]]
<</if>>\
[[Attack the alien soldier|aliensoldier][$initialisecombat to true; $dungeon2Hcleared to true]]
<<elseif $dungeon2H =='danger1' || $dungeon2H =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Hcleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a cleverly masked pressure plate.
You cautiously walk around the plate.
[[Go forward|dungeon2_3I]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a cleverly masked pressure plate. As you step on it, a laser beam shoots from a hidden hole in the wall, hitting you!
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>You quickly jump out of the trap's range.
[[Go forward|dungeon2_3I]]
<</if>>\
<</if>>\
<<elseif $dungeon2H == 'treasure'>>\
<<set $dungeon2Hcleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left by the aliens.
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2_3I]]
<<elseif $dungeon2H == 'remains'>>\
In a side corridor you discover a tiny cell with a skeleton inside – the alien invaders' unfortunate victim!
[[Examine the skeleton|dungeon2remains][$dungeon2Hcleared to true]]
[[Go forward|dungeon2_3I]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2_3G]]
[[Exit the alien HQ|dungeon2_3]]
<</if>><<set $currentroom to 'dungeon2_3I'>>\
You're inside the alien HQ, on the ninth level.
<<if $dungeon2Icleared>>\
[[Go forward|dungeon2_3J]]
<<else>>\
<<if $dungeon2I == 'enemy1' || $dungeon2I == 'enemy2'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon an alien sergeant who blocks your way forward. Less than alert inside the safety of the HQ, the sergeant hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneaksuccess][$credits+=400; $dungeon2Icleared to true]]
<<else>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneaksuccess][$medkit+=2; $dungeon2Icleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneakfail][ $dungeon2Icleared to true]]
<</if>>\
[[Attack the alien sergeant|aliensergeant][$initialisecombat to true; $dungeon2Icleared to true]]
<<elseif $dungeon2I == 'enemy4' || $dungeon2I == 'enemy5' || $dungeon2I == 'enemy6' || $dungeon2I == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
You come upon a rank and file alien soldier blocking your way. Half-asleep, the soldier hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneaksuccess][$credits+=200; $dungeon2Icleared to true]]
<<else>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneaksuccess][$smokebomb+=1; $dungeon2Icleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneakfail][ $dungeon2Icleared to true]]
<</if>>\
[[Attack the alien soldier|aliensoldier][$initialisecombat to true; $dungeon2Icleared to true]]
<<elseif $dungeon2I =='danger1' || $dungeon2I =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Icleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a cleverly masked pressure plate.
You cautiously walk around the plate.
[[Go forward|dungeon2_3J]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a cleverly masked pressure plate. As you step on it, a laser beam shoots from a hidden hole in the wall, hitting you!
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>You quickly jump out of the trap's range.
[[Go forward|dungeon2_3J]]
<</if>>\
<</if>>\
<<elseif $dungeon2I == 'treasure'>>\
<<set $dungeon2Icleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left by the aliens.
You received 2 medkits!
You received an energy grenade!
[[Go forward|dungeon2_3J]]
<<elseif $dungeon2I == 'remains'>>\
In a side corridor you discover a tiny cell with a skeleton inside – the alien invaders' unfortunate victim!
[[Examine the skeleton|dungeon2remains][$dungeon2Icleared to true]]
[[Go forward|dungeon2_3J]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2_3H]]
[[Exit the alien HQ|dungeon2_3]]
<</if>><<set $currentroom to 'dungeon2_3J'>>\
You're inside the alien HQ, on the tenth level.
<<if $dungeon2Jcleared>>\
[[Go forward|warlordboss]]
<<else>>\
<<if $dungeon2J == 'enemy1' || $dungeon2J == 'enemy2'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
Suddenly, you stumble upon an alien sergeant who blocks your way forward. Less than alert inside the safety of the HQ, the sergeant hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneaksuccess][$credits+=400; $dungeon2Jcleared to true]]
<<else>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneaksuccess][$medkit+=2; $dungeon2Jcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the alien sergeant|aliensergeantsneakfail][ $dungeon2Jcleared to true]]
<</if>>\
[[Attack the alien sergeant|aliensergeant][$initialisecombat to true; $dungeon2Jcleared to true]]
<<elseif $dungeon2J == 'enemy4' || $dungeon2J == 'enemy5' || $dungeon2J == 'enemy6' || $dungeon2J == 'enemy3'>>\
<<set $sneakattack to random(1,6)>><<if $survival>><<set $sneakattack+=2>><</if>>\
You come upon a rank and file alien soldier blocking your way. Half-asleep, the soldier hasn't noticed you yet.
<<if $sneakattack >=6>>\
<<set $spoils to random(1,2)>>\
<<if $spoils==1>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneaksuccess][$credits+=200; $dungeon2Jcleared to true]]
<<else>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneaksuccess][$smokebomb+=1; $dungeon2Jcleared to true]]
<</if>>\
<<else>>\
[[Attempt a sneak attack on the alien soldier|aliensoldiersneakfail][ $dungeon2Jcleared to true]]
<</if>>\
[[Attack the alien soldier|aliensoldier][$initialisecombat to true; $dungeon2Jcleared to true]]
<<elseif $dungeon2J =='danger1' || $dungeon2J =='danger2'>>\
<<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll+=1>><</if>>\
<<set $dungeon2Jcleared to true>>\
<<if $evaderoll >=3>>\
While exploring the hideout, you spot a cleverly masked pressure plate.
You cautiously walk around the plate.
[[Go forward|warlordboss]]
<<else>><<set $playerhp-=2>>\
While exploring the hideout, you fail to spot a cleverly masked pressure plate. As you step on it, a laser beam shoots from a hidden hole in the wall, hitting you!
You lost 2 HP!
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the trap!
[[Game over!|chargameover]]
<<else>>You quickly jump out of the trap's range.
[[Go forward|warlordboss]]
<</if>>\
<</if>>\
<<elseif $dungeon2J == 'treasure'>>\
<<set $dungeon2Jcleared to true>><<set $medkit+=2>><<set $energygrenade+=1>>\
In a narrow side corridor you discover a small stash of supplies, left by the aliens.
You received 2 medkits!
You received an energy grenade!
[[Go forward|warlordboss]]
<<elseif $dungeon2J == 'remains'>>\
In a side corridor you discover a tiny cell with a skeleton inside – the alien invaders' unfortunate victim!
[[Examine the skeleton|dungeon2remains][$dungeon2Jcleared to true]]
[[Go forward|warlordboss]]
<</if>>\
<</if>>\
<<if $dead>>\
<<else>>\
[[Go back|dungeon2_3I]]
[[Exit the alien HQ|dungeon2_3]]
<</if>>You reach a massive metal door with a plate which clearly identifies it as leading to the alien warlord's private quarters.
If you go through the door, you'll have to fight the alien warlord.
[[Go through the door|alienwarlord][$initialisecombat to true]]
[[Go back|dungeon2_3J]]
[[Exit the alien HQ|dungeon2_3]]<<set $dungeon2locketnotreturned to false>>\
You locate $dungeon2remainsname's family on $currentplanetname. You return the locket and tell them where you found it.
The family are greatly saddened by the news, but grateful you came to deliver it. They were worried by $dungeon2remainsname's disappearance. Now they at least have some closure.
They tell everyone they know about your kindness.
You gained 1 renown!
[[Back|$currentplanet]]<<set $currentroom to 'dungeon3_1_A'>>\
<<if $dungeon3_1_Avisited>>\
You are in an empty room on the entrance level of the <<if $dungeon3=='war1'>>pirate hideout<<elseif $dungeon3=='war2'>>lair of the beasts<<else>>alien HQ<</if>>.
[[Go east|dungeon3_1_B]]
<<if $dungeon3link1==1>>\
[[Go down|dungeon3_2_A]]
<</if>>
<<else>><<set $dungeon3_1_Avisited to true>>\
<<if $dungeon3=='war1'>>\
As you enter the room, you are immediately ambushed by a pirate plunderer!
[[Fight!|pirateplunderer][$initialisecombat to true]]
<<elseif $dungeon3=='war2'>>\
As you enter the room, an alien warhound jumps out at you with bared teeth!
[[Fight!|warhound][$initialisecombat to true]]
<<else>>\
As you enter the room, you are spotted and attacked by an alien sergeant!
[[Fight!|aliensergeant][$initialisecombat to true]]
<</if>>\
<</if>>\
<<switch visited()>><<case 1>>The first room behind the entrance <<if $dungeon3=='war1'>>to the pirate base<<elseif $dungeon3=='war2'>>to the lair of the beasts<<else>>to the alien headquarters<</if>> is empty, but you hear signs of activity from the two corridors which exit it, leading west and east!<<default>>You're in a big, empty room with corridors leading west and east.<</switch>>
<<if $dungeon3=='war1'>>\
<<if $currentterrain=='desert'>>Sand has accumulated in the corners, and there's a large black scorpion on the wall.<<elseif $currentterrain=='rocky'>>The air in here is fresh and cool.<<elseif $currentterrain=='crystal'>>The room was once separated with wooden walls into storage compartments for goods, but the wood has rotted away.<<elseif $currentterrain=='jungle'>>Insects are crawling on the moss-covered walls.<<elseif $currentterrain=='volcanic'>>The air inside the building is hot and smells of sulphur.<<elseif $currentterrain=='icy'>>The air is freezing cold, even inside the building.<<else>>Sand, dried out seaweed and small seashells have accumulated in the corners.<</if>>
<<elseif $dungeon3=='war2'>>\
<<if $currentterrain=='desert'>>Old sandstone carvings decorate the walls.<<elseif $currentterrain=='rocky'>>The air in here is cold and damp, and lichen covers the uneven walls.<<elseif $currentterrain=='crystal'>>The walls of the palace have started to crumble and there's crystal dust accumulated in the corners.<<elseif $currentterrain=='jungle'>>The tunnels bored in dead wood are infested with all manners of insects, rodents and other small animals.<<elseif $currentterrain=='volcanic'>>Plumes of lava shooting up from the lake underneath the monastery cast red glow through the windows.<<elseif $currentterrain=='icy'>>Hundreds of icicles cover the ceiling.<<else>>You can hear the howling of the wind outside, and the cries of sea birds.<</if>>
<<else>>\
<<if $currentterrain=='desert'>>The room is kept in order, but there's still some sand and gravel in the corners.<<elseif $currentterrain=='rocky'>>Parts of the walls are already weakened by the elements, but they have been carefully reinforced.<<elseif $currentterrain=='crystal'>>Even inside the building you can hear the constant rustle of the crystal meadows swaying in the wind.<<elseif $currentterrain=='jungle'>>The air in here is warm and damp, and insects are buzzing around.<<elseif $currentterrain=='volcanic'>>Heaps of volcanic ash cover the floor, despite visible efforts of the aliens to keep order.<<elseif $currentterrain=='icy'>>The air in here is pleasantly fresh and warm – likely from geothermal heating.<<else>>The air in here smells of sea breeze and exotic flowers.<</if>>
<</if>>\
[[Go west|dungeon3_1_B]]
[[Go east|dungeon3_1_D]]
[[Exit|dungeon3]]<<set $currentroom to 'dungeon3_1_B'>>\
<<if $dungeon3_1_Bvisited>>\
You are in an empty room on the entrance level of the <<if $dungeon3=='war1'>>pirate hideout<<elseif $dungeon3=='war2'>>lair of the beasts<<else>>alien HQ<</if>>.
[[Go west|dungeon3_1_A]]
[[Go east|dungeon3_1_C]]
<<if $dungeon3link1==2>>\
[[Go down|dungeon3_2_B]]
<</if>>\
<<else>><<set $dungeon3_1_Bvisited to true>>\
<<if $dungeon3=='war1'>>\
As you enter the room, you are immediately ambushed by a pirate recruit!
[[Fight!|piraterecruit][$initialisecombat to true]]
<<elseif $dungeon3=='war2'>>\
As you enter the room, a winged beast swoops down on you from the ceiling!
[[Fight!|wingedbeast][$initialisecombat to true]]
<<else>>\
As you enter the room, you are spotted and attacked by an alien soldier!
[[Fight!|aliensoldier][$initialisecombat to true]]
<</if>>\
<</if>>\
<<set $currentroom to 'dungeon3_1_D'>>\
<<if $dungeon3_1_Dvisited>>\
You are in an empty room on the entrance level of the <<if $dungeon3=='war1'>>pirate hideout<<elseif $dungeon3=='war2'>>lair of the beasts<<else>>alien HQ<</if>>.
[[Go west|dungeon3_1_C]]
[[Go east|dungeon3_1_E]]
<<if $dungeon3link1==3>>\
[[Go down|dungeon3_2_C]]
<</if>>\
<<else>><<set $dungeon3_1_Dvisited to true>>\
<<if $dungeon3=='war1'>>\
As you enter the room, you are immediately ambushed by a pirate recruit!
[[Fight!|piraterecruit][$initialisecombat to true]]
<<elseif $dungeon3=='war2'>>\
As you enter the room, a winged beast swoops down on you from the ceiling!
[[Fight!|wingedbeast][$initialisecombat to true]]
<<else>>\
As you enter the room, you are spotted and attacked by an alien soldier!
[[Fight!|aliensoldier][$initialisecombat to true]]
<</if>>\
<</if>>\
<<set $currentroom to 'dungeon3_1_E'>>\
<<if $dungeon3_1_Evisited>>\
You are in an empty room on the entrance level of the <<if $dungeon3=='war1'>>pirate hideout<<elseif $dungeon3=='war2'>>lair of the beasts<<else>>alien HQ<</if>>.
[[Go west|dungeon3_1_D]]
<<if $dungeon3link1==4>>\
[[Go down|dungeon3_2_D]]
<</if>>
<<else>><<set $dungeon3_1_Evisited to true>>\
<<if $dungeon3=='war1'>>\
As you enter the room, you are immediately ambushed by a pirate plunderer!
[[Fight!|pirateplunderer][$initialisecombat to true]]
<<elseif $dungeon3=='war2'>>\
As you enter the room, an alien warhound jumps out at you with bared teeth!
[[Fight!|warhound][$initialisecombat to true]]
<<else>>\
As you enter the room, you are spotted and attacked by an alien sergeant!
[[Fight!|aliensergeant][$initialisecombat to true]]
<</if>>\
<</if>>\
<<set $currentroom to 'dungeon3_2_A'>>\
<<if $dungeon3_2_Avisited>>\
You are in an empty room on the second level of the <<if $dungeon3=='war1'>>pirate hideout<<elseif $dungeon3=='war2'>>lair of the beasts<<else>>alien HQ<</if>>.
[[Go east|dungeon3_2_B]]
<<if $dungeon3link1==1>>\
[[Go up|dungeon3_1_A]]
<</if>>\
<<if $dungeon3link2==1>>\
[[Go down|dungeon3boss]]
<</if>>
<<else>><<set $dungeon3_2_Avisited to true>><<set $medkit+=3>>\
There's no one in this room, but you find some supplies!
You received 3 medkits!
[[Go east|dungeon3_2_B]]
<<if $dungeon3link1==1>>\
[[Go up|dungeon3_1_A]]
<</if>>\
<<if $dungeon3link2==1>>\
[[Go down|dungeon3boss]]
<</if>>
<</if>><<set $currentroom to 'dungeon3_2_B'>>\
<<if $dungeon3_2_Bvisited>>\
You are in an empty room on the second level of the <<if $dungeon3=='war1'>>pirate hideout<<elseif $dungeon3=='war2'>>lair of the beasts<<else>>alien HQ<</if>>.
[[Go west|dungeon3_2_A]]
[[Go east|dungeon3_2_C]]
<<if $dungeon3link1==2>>\
[[Go up|dungeon3_1_B]]
<</if>>\
<<if $dungeon3link2==2>>\
[[Go down|dungeon3boss]]
<</if>>\
<<else>><<set $dungeon3_2_Bvisited to true>>\
<<if $dungeon3=='war1'>>\
As you enter the room, you are immediately ambushed by a pirate recruit!
[[Fight!|piraterecruit][$initialisecombat to true]]
<<elseif $dungeon3=='war2'>>\
As you enter the room, a winged beast swoops down on you from the ceiling!
[[Fight!|wingedbeast][$initialisecombat to true]]
<<else>>\
As you enter the room, you are spotted and attacked by an alien soldier!
[[Fight!|aliensoldier][$initialisecombat to true]]
<</if>>\
<</if>>\
<<set $currentroom to 'dungeon3_2_C'>>\
<<if $dungeon3_2_Cvisited>>\
You are in an empty room on the second level of the <<if $dungeon3=='war1'>>pirate hideout<<elseif $dungeon3=='war2'>>lair of the beasts<<else>>alien HQ<</if>>.
[[Go west|dungeon3_2_B]]
[[Go east|dungeon3_2_D]]
<<if $dungeon3link1==3>>\
[[Go up|dungeon3_1_D]]
<</if>>\
<<if $dungeon3link2==3>>\
[[Go down|dungeon3boss]]
<</if>>\
<<else>><<set $dungeon3_2_Cvisited to true>>\
<<if $dungeon3=='war1'>>\
As you enter the room, you are immediately ambushed by a pirate plunderer!
[[Fight!|pirateplunderer][$initialisecombat to true]]
<<elseif $dungeon3=='war2'>>\
As you enter the room, an alien warhound jumps out at you with bared teeth!
[[Fight!|warhound][$initialisecombat to true]]
<<else>>\
As you enter the room, you are spotted and attacked by an alien sergeant!
[[Fight!|aliensergeant][$initialisecombat to true]]
<</if>>\
<</if>>\
<<set $currentroom to 'dungeon3_2_D'>>\
<<if $dungeon3_2_Dvisited>>\
You are in an empty room on the second level of the <<if $dungeon3=='war1'>>pirate hideout<<elseif $dungeon3=='war2'>>lair of the beasts<<else>>alien HQ<</if>>.
[[Go west|dungeon3_2_C]]
<<if $dungeon3link1==4>>\
[[Go up|dungeon3_1_E]]
<</if>>\
<<if $dungeon3link2==4>>\
[[Go down|dungeon3boss]]
<</if>>
<<else>><<set $dungeon3_2_Dvisited to true>><<set $smokebomb+=3>>\
There's no one in this room, but you find some supplies!
You received 3 smoke bombs!
[[Go east|dungeon3_2_C]]
<<if $dungeon3link1==4>>\
[[Go up|dungeon3_1_E]]
<</if>>\
<<if $dungeon3link2==4>>\
[[Go down|dungeon3boss]]
<</if>>
<</if>>The black market is full of people interested in curious antiques and jewellery, so you quickly find a potential buyer for $dungeon2remainsname's locket. You negotiate a price of <<if $trading>>1800<<else>>1500<</if>> credits.
<<if $trading>>\
[[Sell the locket for 1800 credits|blackmarket][$credits+=1800; $dungeon2locketnotreturned to false]]
<<else>>\
[[Sell the locket for 1500 credits|blackmarket][$credits+=1500; $dungeon2locketnotreturned to false]]
<</if>>\
[[Keep the locket|blackmarket]]<<set $currentroom to 'dungeon3boss'>>\
<<if $dungeon3=='war1'>>\
You're in <<if $currentterrain=='desert'>>a sandstone corridor with old statues on both sides.<<elseif $currentterrain=='rocky'>>a long corridor with weathered tapestries decorating the granite walls.<<elseif $currentterrain=='crystal'>>a long corridor with eerily empty stalls on both sides.<<elseif $currentterrain=='jungle'>>a long corridor with mythical carvings on the walls.<<elseif $currentterrain=='volcanic'>>a long corridor with old pieces of armour decorating the walls.<<elseif $currentterrain=='icy'>>a long corridor supported by carved ice columns.<<else>>a long corridor with ships' figureheads decorating the walls.<</if>> The corridor ends with an ornate door, leading to the pirate captain's room. If you go through that door, you'll have to fight the pirate captain!
[[Go through the door|piratecaptain][$initialisecombat to true]]
<<elseif $dungeon3=='war2'>>\
You are <<if $currentterrain=='desert'>>in a long, empty and dusty corridor. It<<elseif $currentterrain=='rocky'>>in a wide tunnel with old tracks on the floor. The tunnel<<elseif $currentterrain=='crystal'>>in a long corridor which used to be decorated with crystal statues – now they're smashed to pieces. The corridor<<elseif $currentterrain=='jungle'>>in a tunnel in the wood, overhung with cobwebs. The tunnel<<elseif $currentterrain=='volcanic'>>in an arched passage leading to a turret hanging over the lava lake. The passage<<elseif $currentterrain=='icy'>>in a long corridor with ornately carved ice walls. The corridor<<else>>in a corridor with windows letting in the sea breeze. The corridor<</if>> ends with a simple door. You can hear words mixed with terrifying growling through the door. If you go in, you'll have to fight the master of the beasts!
[[Go through the door|beastmaster][$initialisecombat to true]]
<<else>>\
You are in a short corridor decorated with <<if $currentterrain=='desert'>>sandstone urns and statues.<<elseif $currentterrain=='rocky'>>old helmets and shields.<<elseif $currentterrain=='crystal'>>ornate crystal lamps.<<elseif $currentterrain=='jungle'>>mounted animal heads.<<elseif $currentterrain=='volcanic'>>carvings made of volcanic glass.<<elseif $currentterrain=='icy'>>colourful, flowering plants.<<else>>carvings made of coral.<</if>> The corridor ends with a door leading to the alien warlord's private quarters. If you go through the door, you'll have to fight the warlord!
[[Go through the door|alienwarlord][$initialisecombat to true]]
<</if>>\
<<if $dungeon3link2==1>>\
[[Go up|dungeon3_2_A]]
<<elseif $dungeon3link2==2>>\
[[Go up|dungeon3_2_B]]
<<elseif $dungeon3link2==3>>\
[[Go up|dungeon3_2_C]]
<<else>>\
[[Go up|dungeon3_2_D]]
<</if>>\
<<if $dungeon3=='war1'>>\
[[Leave the pirate hideout|dungeon3]]
<<elseif $dungeon3=='war2'>>\
[[Leave the lair of the beasts|dungeon3]]
<<else>>\
[[Leave the alien HQ|dungeon3]]
<</if>>\
<span class ='blue'><<if $gameobjective=='tyrant'>>Your main objective is to defeat $tyrantname $tyrantnickname, the tyrant of $tyrantworldname.
<<if $needrenown>>You need at least 10 renown to rally the people of $tyrantworldname against the tyrant.
<<elseif $peoplerallied>> You have rallied the people of $tyrantworldname against the tyrant's army. Now you need to fight the tyrant yourself or hire mercenaries to do that.
<</if>>\
<<elseif $gameobjective == 'artefact'>>Your main objective is to find an ancient artefact called the $artefactname $artefactname2.
<<if $maphint1>>You need to recover a piece of the map leading to the artefact from an abandoned mine on an $map1terrain planet.
<</if>>\
<<if $maphint2>><<if $mappiece2 == 'war1'>>\
You need to recover a piece of the map leading to the artefact from a dangerous space pirate captain.
<<elseif $mappiece2 == 'war2'>>\
You need to recover a piece of the map leading to the artefact from a mysterious being known as the Beastmaster.
<<elseif $mappiece2 == 'war3'>>\
You need to recover a piece of the map leading to the artefact from a powerful alien warlord.
<</if>>\
<</if>>\
<<if $maphint3>>You need to buy a piece of the map leading to the artefact from the black market.
<</if>>
<<if $map ==true>>You have put together the map leading to the artefact. You now know the artefact is on $artefactlocation!
<</if>>
<<elseif $gameobjective == 'slavers'>>Your main objective is to save your friend who was kidnapped by slavers!
<<if $scientistmet == false>>You must find the scientist who lives on a shipyard planet, as he can help you get to the slavers' base.
<<elseif $scientistmet == true && $device==false>>You've met the scientist who can help you get to the slavers' base. You need to bring him 8000 credits, 50 star crystals and a pear-shaped part from an alien warship; he'll then be able to build the device which can suppress the slavers' distortion field.
<<elseif $device==true>>You have the suppression device that will let you get to the slavers' base. You must either go fight the slavers on your own or hire mercenaries to help you.
<</if>><</if>></span>
<<if $planet1discovered>>$planet1name is <<if $planet1type == 'civilised1'>>a civilised $planet1terrain planet inhabited by $planet1race; it's also the seat of the Galactic Geographic Society<<elseif $planet1type == 'civilised2'>>a civilised $planet1terrain planet inhabited by $planet1race; it's also home to the biggest shipyards in the Galaxy<<elseif $planet1type == 'civilised3'>> a civilised $planet1terrain planet inhabited by $planet1race; it's also home to a bionics centre and a black market<<elseif $planet1type=='wild1' ||$planet1type=='wild2'||$planet1type=='wild3'||$planet1type=='wild4'||$planet1type=='wild5'||$planet1type=='wild6'>>a wild $planet1terrain planet inhabited by $planet1race<<elseif $planet1type =='war1' ||$planet1type =='war2' ||$planet1type =='war3'>>a dangerous $planet1terrain planet inhabited by $planet1race<<else>>a resource-rich $planet1terrain planet<</if>>.<<if $tyrantworld == 'planet1'>> It is ruled by $tyrantname $tyrantnickname, a powerful tyrant.<</if>>
<<else>>\
<</if>>\
<<if $planet2discovered>>$planet2name is <<if $planet2type == 'civilised1'>>a civilised $planet2terrain planet inhabited by $planet2race; it's also the seat of the Galactic Geographic Society<<elseif $planet2type == 'civilised2'>>a civilised $planet2terrain planet inhabited by $planet2race; it's also home to the biggest shipyards in the Galaxy<<elseif $planet2type == 'civilised3'>> a civilised $planet2terrain planet inhabited by $planet2race; it's also home to a bionics centre and a black market<<elseif $planet2type=='wild1' ||$planet2type=='wild2'||$planet2type=='wild3'||$planet2type=='wild4'||$planet2type=='wild5'||$planet2type=='wild6'>>a wild $planet2terrain planet inhabited by $planet2race<<elseif $planet2type =='war1' ||$planet2type =='war2' ||$planet2type =='war3'>>a dangerous $planet2terrain planet inhabited by $planet2race<<else>>a resource-rich $planet2terrain planet<</if>>.<<if $tyrantworld == 'planet2'>> It is ruled by $tyrantname $tyrantnickname, a powerful tyrant.<</if>>
<<else>>\
<</if>>\
<<if $planet3discovered>>$planet3name is <<if $planet3type == 'civilised1'>>a civilised $planet3terrain planet inhabited by $planet3race; it's also the seat of the Galactic Geographic Society<<elseif $planet3type == 'civilised2'>>a civilised $planet3terrain planet inhabited by $planet3race; it's also home to the biggest shipyards in the Galaxy<<elseif $planet3type == 'civilised3'>> a civilised $planet3terrain planet inhabited by $planet3race; it's also home to a bionics centre and a black market<<elseif $planet3type=='wild1' ||$planet3type=='wild2'||$planet3type=='wild3'||$planet3type=='wild4'||$planet3type=='wild5'||$planet3type=='wild6'>>a wild $planet3terrain planet inhabited by $planet3race<<elseif $planet3type =='war1' ||$planet3type =='war2' ||$planet3type =='war3'>>a dangerous $planet3terrain planet inhabited by $planet3race<<else>>a resource-rich $planet3terrain planet<</if>>. <<if $tyrantworld == 'planet3'>> It is ruled by $tyrantname $tyrantnickname, a powerful tyrant.<</if>>
<<else>>\<</if>>\
<<if $planet4discovered>>$planet4name is <<if $planet4type == 'civilised1'>>a civilised $planet4terrain planet inhabited by $planet4race; it's also the seat of the Galactic Geographic Society<<elseif $planet4type == 'civilised2'>>a civilised $planet4terrain planet inhabited by $planet4race; it's also home to the biggest shipyards in the Galaxy<<elseif $planet4type == 'civilised3'>> a civilised $planet4terrain planet inhabited by $planet4race; it's also home to a bionics centre and a black market<<elseif $planet4type=='wild1' ||$planet4type=='wild2'||$planet4type=='wild3'||$planet4type=='wild4'||$planet4type=='wild5'||$planet4type=='wild6'>>a wild $planet4terrain planet inhabited by $planet4race<<elseif $planet4type =='war1' ||$planet4type =='war2' ||$planet4type =='war3'>>a dangerous $planet4terrain planet inhabited by $planet4race<<else>>a resource-rich $planet4terrain planet<</if>>.<<if $tyrantworld == 'planet4'>> It is ruled by $tyrantname $tyrantnickname, a powerful tyrant.<</if>>
<<else>>\<</if>>\
<<if $planet5discovered>>$planet5name is <<if $planet5type == 'civilised1'>>a civilised $planet5terrain planet inhabited by $planet5race; it's also the seat of the Galactic Geographic Society<<elseif $planet5type == 'civilised2'>>a civilised $planet5terrain planet inhabited by $planet5race; it's also home to the biggest shipyards in the Galaxy<<elseif $planet5type == 'civilised3'>> a civilised $planet5terrain planet inhabited by $planet5race; it's also home to a bionics centre and a black market<<elseif $planet5type=='wild1' ||$planet5type=='wild2'||$planet5type=='wild3'||$planet5type=='wild4'||$planet5type=='wild5'||$planet5type=='wild6'>>a wild $planet5terrain planet inhabited by $planet5race<<elseif $planet5type =='war1' ||$planet5type =='war2' ||$planet5type =='war3'>>a dangerous $planet5terrain planet inhabited by $planet5race<<else>>a resource-rich $planet5terrain planet<</if>>.<<if $tyrantworld == 'planet5'>> It is ruled by $tyrantname $tyrantnickname, a powerful tyrant.<</if>>
<<else>>\<</if>>\
<<if $planet6discovered>>$planet6name is <<if $planet6type == 'civilised1'>>a civilised $planet6terrain planet inhabited by $planet6race; it's also the seat of the Galactic Geographic Society<<elseif $planet6type == 'civilised2'>>a civilised $planet6terrain planet inhabited by $planet6race; it's also home to the biggest shipyards in the Galaxy<<elseif $planet6type == 'civilised3'>> a civilised $planet6terrain planet inhabited by $planet6race; it's also home to a bionics centre and a black market<<elseif $planet6type=='wild1' ||$planet6type=='wild2'||$planet6type=='wild3'||$planet6type=='wild4'||$planet6type=='wild5'||$planet6type=='wild6'>>a wild $planet6terrain planet inhabited by $planet6race<<elseif $planet6type =='war1' ||$planet6type =='war2' ||$planet6type =='war3'>>a dangerous $planet6terrain planet inhabited by $planet6race<<else>>a resource-rich $planet6terrain planet<</if>>.<<if $tyrantworld == 'planet6'>> It is ruled by $tyrantname $tyrantnickname, a powerful tyrant.<</if>>
<<else>>\<</if>>\
<<if $planet7discovered>>$planet7name is <<if $planet7type == 'civilised1'>>a civilised $planet7terrain planet inhabited by $planet7race; it's also the seat of the Galactic Geographic Society<<elseif $planet7type == 'civilised2'>>a civilised $planet7terrain planet inhabited by $planet7race; it's also home to the biggest shipyards in the Galaxy<<elseif $planet7type == 'civilised3'>> a civilised $planet7terrain planet inhabited by $planet7race; it's also home to a bionics centre and a black market<<elseif $planet7type=='wild1' ||$planet7type=='wild2'||$planet7type=='wild3'||$planet7type=='wild4'||$planet7type=='wild5'||$planet7type=='wild6'>>a wild $planet7terrain planet inhabited by $planet7race<<elseif $planet7type =='war1' ||$planet7type =='war2' ||$planet7type =='war3'>>a dangerous $planet7terrain planet inhabited by $planet7race<<else>>a resource-rich $planet7terrain planet<</if>>.<<if $tyrantworld == 'planet7'>> It is ruled by $tyrantname $tyrantnickname, a powerful tyrant.<</if>>
<<else>>\<</if>>\
<<if $planet8discovered>>$planet8name is <<if $planet8type == 'civilised1'>>a civilised $planet8terrain planet inhabited by $planet8race; it's also the seat of the Galactic Geographic Society<<elseif $planet8type == 'civilised2'>>a civilised $planet8terrain planet inhabited by $planet8race; it's also home to the biggest shipyards in the Galaxy<<elseif $planet8type == 'civilised3'>> a civilised $planet8terrain planet inhabited by $planet8race; it's also home to a bionics centre and a black market<<elseif $planet8type=='wild1' ||$planet8type=='wild2'||$planet8type=='wild3'||$planet8type=='wild4'||$planet8type=='wild5'||$planet8type=='wild6'>>a wild $planet8terrain planet inhabited by $planet8race<<elseif $planet8type =='war1' ||$planet8type =='war2' ||$planet8type =='war3'>>a dangerous $planet8terrain planet inhabited by $planet8race<<else>>a resource-rich $planet8terrain planet<</if>>.<<if $tyrantworld == 'planet8'>> It is ruled by $tyrantname $tyrantnickname, a powerful tyrant.<</if>>
<<else>>\<</if>>\
<<if $planet9discovered>>$planet9name is <<if $planet9type == 'civilised1'>>a civilised $planet9terrain planet inhabited by $planet9race; it's also the seat of the Galactic Geographic Society<<elseif $planet9type == 'civilised2'>>a civilised $planet9terrain planet inhabited by $planet9race; it's also home to the biggest shipyards in the Galaxy<<elseif $planet9type == 'civilised3'>> a civilised $planet9terrain planet inhabited by $planet9race; it's also home to a bionics centre and a black market<<elseif $planet9type=='wild1' ||$planet9type=='wild2'||$planet9type=='wild3'||$planet9type=='wild4'||$planet9type=='wild5'||$planet9type=='wild6'>>a wild $planet9terrain planet inhabited by $planet9race<<elseif $planet9type =='war1' ||$planet9type =='war2' ||$planet9type =='war3'>>a dangerous $planet9terrain planet inhabited by $planet9race<<else>>a resource-rich $planet9terrain planet<</if>>.<<if $tyrantworld == 'planet9'>> It is ruled by $tyrantname $tyrantnickname, a powerful tyrant.<</if>>
<<else>>\<</if>>\
<<if $planet10discovered>>$planet10name is <<if $planet10type == 'civilised1'>>a civilised $planet10terrain planet inhabited by $planet10race; it's also the seat of the Galactic Geographic Society<<elseif $planet10type == 'civilised2'>>a civilised $planet10terrain planet inhabited by $planet10race; it's also home to the biggest shipyards in the Galaxy<<elseif $planet10type == 'civilised3'>> a civilised $planet10terrain planet inhabited by $planet10race; it's also home to a bionics centre and a black market<<elseif $planet10type=='wild1' ||$planet10type=='wild2'||$planet10type=='wild3'||$planet10type=='wild4'||$planet10type=='wild5'||$planet10type=='wild6'>>a wild $planet10terrain planet inhabited by $planet10race<<elseif $planet10type =='war1' ||$planet10type =='war2' ||$planet10type =='war3'>>a dangerous $planet10terrain planet inhabited by $planet10race<<else>>a resource-rich $planet10terrain planet<</if>>.<<if $tyrantworld == 'planet10'>> It is ruled by $tyrantname $tyrantnickname, a powerful tyrant.<</if>>
<<else>>\<</if>>\
<<if $planet11discovered>>$planet11name is <<if $planet11type == 'civilised1'>>a civilised $planet11terrain planet inhabited by $planet11race; it's also the seat of the Galactic Geographic Society<<elseif $planet11type == 'civilised2'>>a civilised $planet11terrain planet inhabited by $planet11race; it's also home to the biggest shipyards in the Galaxy<<elseif $planet11type == 'civilised3'>> a civilised $planet11terrain planet inhabited by $planet11race; it's also home to a bionics centre and a black market<<elseif $planet11type=='wild1' ||$planet11type=='wild2'||$planet11type=='wild3'||$planet11type=='wild4'||$planet11type=='wild5'||$planet11type=='wild6'>>a wild $planet11terrain planet inhabited by $planet11race<<elseif $planet11type =='war1' ||$planet11type =='war2' ||$planet11type =='war3'>>a dangerous $planet11terrain planet inhabited by $planet11race<<else>>a resource-rich $planet11terrain planet<</if>>.<<if $tyrantworld == 'planet11'>> It is ruled by $tyrantname $tyrantnickname, a powerful tyrant.<</if>>
<<else>>\<</if>>\
<<if $planet12discovered>>$planet12name is <<if $planet12type == 'civilised1'>>a civilised $planet12terrain planet inhabited by $planet12race; it's also the seat of the Galactic Geographic Society<<elseif $planet12type == 'civilised2'>>a civilised $planet12terrain planet inhabited by $planet12race; it's also home to the biggest shipyards in the Galaxy<<elseif $planet12type == 'civilised3'>> a civilised $planet12terrain planet inhabited by $planet12race; it's also home to a bionics centre and a black market<<elseif $planet12type=='wild1' ||$planet12type=='wild2'||$planet12type=='wild3'||$planet12type=='wild4'||$planet12type=='wild5'||$planet12type=='wild6'>>a wild $planet12terrain planet inhabited by $planet12race<<elseif $planet12type =='war1' ||$planet12type =='war2' ||$planet12type =='war3'>>a dangerous $planet12terrain planet inhabited by $planet12race<<else>>a resource-rich $planet12terrain planet<</if>>.<<if $tyrantworld == 'planet12'>> It is ruled by $tyrantname $tyrantnickname, a powerful tyrant.<</if>>
<<else>>\<</if>>\
<<if $planet13discovered>>$planet13name is <<if $planet13type == 'civilised1'>>a civilised $planet13terrain planet inhabited by $planet13race; it's also the seat of the Galactic Geographic Society<<elseif $planet13type == 'civilised2'>>a civilised $planet13terrain planet inhabited by $planet13race; it's also home to the biggest shipyards in the Galaxy<<elseif $planet13type == 'civilised3'>> a civilised $planet13terrain planet inhabited by $planet13race; it's also home to a bionics centre and a black market<<elseif $planet13type=='wild1' ||$planet13type=='wild2'||$planet13type=='wild3'||$planet13type=='wild4'||$planet13type=='wild5'||$planet13type=='wild6'>>a wild $planet13terrain planet inhabited by $planet13race<<elseif $planet13type =='war1' ||$planet13type =='war2' ||$planet13type =='war3'>>a dangerous $planet13terrain planet inhabited by $planet13race<<else>>a resource-rich $planet13terrain planet<</if>>.<<if $tyrantworld == 'planet13'>> It is ruled by $tyrantname $tyrantnickname, a powerful tyrant.<</if>>
<<else>>\<</if>>\
<<if $planet14discovered>>$planet14name is <<if $planet14type == 'civilised1'>>a civilised $planet14terrain planet inhabited by $planet14race; it's also the seat of the Galactic Geographic Society<<elseif $planet14type == 'civilised2'>>a civilised $planet14terrain planet inhabited by $planet14race; it's also home to the biggest shipyards in the Galaxy<<elseif $planet14type == 'civilised3'>> a civilised $planet14terrain planet inhabited by $planet14race; it's also home to a bionics centre and a black market<<elseif $planet14type=='wild1' ||$planet14type=='wild2'||$planet14type=='wild3'||$planet14type=='wild4'||$planet14type=='wild5'||$planet14type=='wild6'>>a wild $planet14terrain planet inhabited by $planet14race<<elseif $planet14type =='war1' ||$planet14type =='war2' ||$planet14type =='war3'>>a dangerous $planet14terrain planet inhabited by $planet14race<<else>>a resource-rich $planet14terrain planet<</if>>.<<if $tyrantworld == 'planet14'>> It is ruled by $tyrantname $tyrantnickname, a powerful tyrant.<</if>>
<<else>>\<</if>>\
<<if $planet15discovered>>$planet15name is <<if $planet15type == 'civilised1'>>a civilised $planet15terrain planet inhabited by $planet15race; it's also the seat of the Galactic Geographic Society<<elseif $planet15type == 'civilised2'>>a civilised $planet15terrain planet inhabited by $planet15race; it's also home to the biggest shipyards in the Galaxy<<elseif $planet15type == 'civilised3'>> a civilised $planet15terrain planet inhabited by $planet15race; it's also home to a bionics centre and a black market<<elseif $planet15type=='wild1' ||$planet15type=='wild2'||$planet15type=='wild3'||$planet15type=='wild4'||$planet15type=='wild5'||$planet15type=='wild6'>>a wild $planet15terrain planet inhabited by $planet15race<<elseif $planet15type =='war1' ||$planet15type =='war2' ||$planet15type =='war3'>>a dangerous $planet15terrain planet inhabited by $planet15race<<else>>a resource-rich $planet15terrain planet<</if>>.<<if $tyrantworld == 'planet15'>> It is ruled by $tyrantname $tyrantnickname, a powerful tyrant.<</if>>
<<else>>\<</if>>\
<<if $planet16discovered>>$planet16name is <<if $planet16type == 'civilised1'>>a civilised $planet16terrain planet inhabited by $planet16race; it's also the seat of the Galactic Geographic Society<<elseif $planet16type == 'civilised2'>>a civilised $planet16terrain planet inhabited by $planet16race; it's also home to the biggest shipyards in the Galaxy<<elseif $planet16type == 'civilised3'>> a civilised $planet16terrain planet inhabited by $planet16race; it's also home to a bionics centre and a black market<<elseif $planet16type=='wild1' ||$planet16type=='wild2'||$planet16type=='wild3'||$planet16type=='wild4'||$planet16type=='wild5'||$planet16type=='wild6'>>a wild $planet16terrain planet inhabited by $planet16race<<elseif $planet16type =='war1' ||$planet16type =='war2' ||$planet16type =='war3'>>a dangerous $planet16terrain planet inhabited by $planet16race<<else>>a resource-rich $planet16terrain planet<</if>>.<<if $tyrantworld == 'planet16'>> It is ruled by $tyrantname $tyrantnickname, a powerful tyrant.<</if>>
<<else>>\<</if>>\
[[Close journal|GalaxyMap]] On your journey you pass by a black, spherical asteroid that's travelling its own course.
There's a small crack in the asteroid, and it emanates a pale reddish glow. You take a closer look and realise that underneath the black surface, the asteroid is made of star crystals!
The crystals must be worth a small fortune.
<<if $torpedo>0>>\
But the asteroid resists laser fire. Looks like the only way to crack this giant crystal egg open is to use powerful explosives, like an energy torpedo!
[[Fire a torpedo at the asteroid|asteroiddestroy][$torpedo-=1; $starcrystals+=100]]
[[Leave the asteroid behind and travel to your destination|$traveldestination]]
<<else>>\
But the asteroid resists laser fire. Looks like the only way to crack this giant crystal egg open is to use powerful explosives, like an energy torpedo. Unfortunately, you don't have one...
You watch the asteroid pass you by and fly away into the distance.
[[Travel to your destination|$traveldestination]]
<</if>><<if $piloting>>\
During your long space flight, you encounter a strange phenomenon. A pale aurora suddenly envelops your ship, flickering with light.
Your instruments start going crazy. It takes all your piloting and navigational skills to stay on course. After a while, the strange aurora disappears as suddenly as it appeared and you realise you're near your destination.
[[Travel to your destination|$traveldestination]]
<<else>>\
<<set $traveldestination to setup.planets.random()>>\
During your long space flight, you encounter a strange phenomenon. A pale aurora suddenly envelops your ship, flickering with light.
Your instruments start going crazy. You try to stay on course, but your piloting and navigational skills aren't good enough. Your ship goes wildly off course as you're trying to make sense of the instruments' readings.
After a while, the strange aurora disappears as suddenly as it appeared and you realise you're nearing a planet. Is this the planet you were heading for, or did the freak phenomenon bring you somewhere entirely else?
[[Land on the planet|$traveldestination]]
<</if>><<set $evaderoll to random(1,4)>><<if $piloting>><<set $evaderoll +=1>><</if>>\
Travelling through space, you approach an asteroid belt. You realise you could take a shortcut to your destination through the belt. Flying so close to countless moving asteroids would be extremely dangerous, but if you make it, your fame as a daring pilot will increase.
[[Take the safe route|$traveldestination]]
<<if $evaderoll >=4>>\
[[Go through the asteroid belt|beltsuccess][$renown+=1]]
<<else>>\
[[Go through the asteroid belt|beltfail][$shiphp-=50]]
<</if>>
You head straight for the asteroid belt, putting your piloting skills to the ultimate test.
You fly between the moving asteroids, taking narrow turns. Your ship almost scrapes the surface of a giant asteroid, but you avoid the danger at the very last moment. With a steady hand, you guide your ship through the belt, finally emerging on the other side!
This show of courage and masterful piloting will be something to boast about!
Your renown goes up by 1!
[[Travel to your destination|$traveldestination]]<<if $shiphp<=0>><<set $shiphp to 0>><<set $dead to true>>\
You head straight for the asteroid belt, putting your piloting skills to the ultimate test.
You fly between the moving asteroids, taking narrow turns. Unfortunately, your reflexes are not fast enough, or maybe you're just out of luck...
After a poorly-timed turn, you collide with a giant piece of rock.
Your ship loses 50 HP.
Your ship was destroyed!
[[Game over!|shipgameover]]
<<else>>\
You head straight for the asteroid belt, putting your piloting skills to the ultimate test.
You fly between the moving asteroids, taking narrow turns. Unfortunately, your reflexes are not fast enough, or maybe you're just unlucky...
After a poorly-timed turn, you collide with a giant piece of rock.
Your ship loses 50 HP.
Your ship was seriously damaged. You realise heading deeper into the belt would be suicide, so you turn back and take the safe, longer route to your destination.
[[Travel to your destination|$traveldestination]]
<</if>>\You target the crack in the asteroid surface and launch a torpedo.
The torpedo hits its mark and explodes in a blinding flash of light. Pieces of rock scatter in every direction as the asteroid falls apart, revealing the crystal treasure inside!
You collect the crystal fragments.
You gained 100 star crystals!
[[Travel to your destination|$traveldestination]]<<set $evade to random(1,3)>><<if $piloting>><<set $evade+=1>><</if>>\
On your journey, your unexpectedly fly into a cloud of space debris. These small, but numerous pieces of rocks and scrap metal can seriously damage your ship!
<<if $evade>=3>>\
[[Try to avoid the debris|debrissuccess]]
<<else>>\
[[Try to avoid the debris|debrisfail][$shiphp-=20]]
<</if>>With graceful evasive manoeuvres, you manage to avoid the debris bombarding you from all sides. Only a few tiny pieces hit your ship, but they're deflected by the shields.
A few minutes later, you're out of the debris cloud.
[[Travel to your destination|$traveldestination]]<<if $shiphp<=0>><<set $shiphp to 0>><<set $dead to true>><</if>>\
You try to avoid the debris, but it bombards you from all sides, battering and denting the hull of your ship.
Your ship loses 20 HP!
<<if $dead>>\
Your ship was destroyed!
[[Game over!|shipgameover]]
<<else>>\
Finally, you manage to escape the cloud of debris.
[[Travel to your destination|$traveldestination]]
<</if>>
<<set $currentroom to 'wreckpiratewin'>>You dock with the shipwreck, which is rusty, but still in one piece, and go onboard.
You start exploring the rooms on the ship and discover it's already being looted by space pirates. In the cargo hold you stumble upon one of their crew, who's been ordered by the captain to kill any intruders!
[[Fight!|pirateplunderer][$initialisecombat to true]] As you approach the shipwreck, a pirate starfighter emerges out of its shadow. The pirate was lying in wait to ambush anyone coming to explore the wreck!
[[Fight!|piratefighter][$initialisecombat to true]]You dock with the shipwreck, which is in surprisingly good shape, and go onboard to explore it.
To your surprise, you discover that the ship is not abandoned! You find the crew, who explain their vessel suffered a major engine malfunction and they're still trying to repair it.
The stranded crew tell you the repairs would be much easier and quicker if they had 3 repair kits. Unfortunately, their supply has run short.
<<if $repairkit >=3>>\
[[Give them 3 repair kits|wreckrepairkitsgive][$repairkit-=3; $renown+=1]]
[[Leave the stranded ship and travel to your destination|$traveldestination]]
<<else>>\
You don't have 3 repair kits with you, so you can't help the stranded ship's crew.
[[Leave the stranded ship and travel to your destination|$traveldestination]]
<</if>>You dock with the shipwreck, which is in surprisingly good shape, and go onboard to explore it.
To your surprise, you discover that the ship is not abandoned! However, the crew are all down with a strange, alien disease and too weak to pilot or repair the vessel, which got stranded in space after suffering a minor malfunction.
The crew could get back in shape in no time if they had 3 medkits, but unfortunately, their supply has run short.
<<if $medkit >=3>>\
[[Give them 3 medkits|wreckmedkitsgive][$medkit-=3; $renown+=1]]
[[Leave the stranded ship and travel to your destination|$traveldestination]]
<<else>>\
You don't have 3 medkits with you, so you can't help the stranded ship's crew.
[[Leave the stranded ship and travel to your destination|$traveldestination]]
<</if>><<set $treasure to random(1,3)>>You dock with the shipwreck, which is rusty, but still in one piece, and go onboard to explore it.
The vessel is mostly empty, and it looks like it has been looted several times, but in the cargo hold you find a hidden compartment!
<<if $treasure==1>>\
[[Open the compartment|cargohold1][$medkit+=3]]
<<elseif $treasure==2>>\
[[Open the compartment|cargohold2][$cloaking+=2; $repairkit+=2]]
<<else>>\
[[Open the compartment|cargohold3]]
<</if>>
You hand over 3 repair kits. The stranded ship's crew are overjoyed. They say they'll be able to complete the repairs soon and travel to their destination. They say they have nothing to repay your kindness with, but they're going to tell everyone how you helped them.
Your renown goes up by 1!
[[Travel to your destination|$traveldestination]]In the hidden compartment, you find some emergency supplies.
You received 3 medkits!
[[Leave the ship and travel to your destination|$traveldestination]]In the hidden compartment, you find some ship supplies.
You received 2 cloaking charges and 2 repair kits!
[[Leave the ship and travel to your destination|$traveldestination]]Inside the hidden compartment you discover some illicit cargo. Apparently, the ship once belonged to smugglers. You could take the illicit goods – they're worth a nice sum on the black market – but if the customs catch you with them, you'll get in trouble...
[[Leave the illicit cargo and travel to your destination|$traveldestination]]
[[Take the illicit cargo and travel to your destination|$traveldestination][$illicitgoods+=1]]You hand over 3 medkits. The crew use them immediately and, though still very much weakened, start feeling better.
They say they have nothing to repay your kindness with, but they're going to tell everyone how you helped them.
Your renown goes up by 1!
[[Travel to your destination|$traveldestination]]
You decide it's best to leave the shipwreck before the remaining pirates learn about your presence.
[[Travel to your destination|$traveldestination]]On your journey, your ship is hit with some space debris. It doesn't damage the hull, but the cargo hold lock gets undone.
<<if $commongoods==0 && $exoticgoods==0 && $illicitgoods==0>>\
Luckily, you are not transporting anything in the hold right now, so you don't lose any cargo.
[[Continue|$traveldestination]]
<<elseif $commongoods>=$exoticgoods && $commongoods>0>>
[[Close the cargo hold|lostcargocommon][$commongoods-=1]]
<<elseif $exoticgoods>$commongoods>>
[[Close the cargo hold|lostcargoexotic][$exoticgoods-=1]]
<<elseif $illicitgoods>$commongoods || $illicitgoods>$exoticgoods>>
[[Close the cargo hold|lostcargoillicit][$illicitgoods-=1]]
<</if>>
You smash the button to close the cargo hold, but before the lock engages again, some of your goods drift away into space...
You lost 1 common goods!
[[Continue|$traveldestination]]You smash the button to close the cargo hold, but before the lock engages again, some of your goods drift away into space...
You lost 1 exotic goods!
[[Continue|$traveldestination]]You smash the button to close the cargo hold, but before the lock engages again, some of your goods drift away into space...
You lost 1 illicit goods!
[[Continue|$traveldestination]]<<set $evade to random(1,3)>><<if $survival>><<set $evade+=1>><</if>>\
While exploring the <<if $currentterrain=='desert'>>desert wasteland<<elseif $currentterrain=='rocky'>>rocky wilderness<<elseif $currentterrain=='crystal'>>crystal wilderness<<elseif $currentterrain=='jungle'>>wild jungles<<elseif $currentterrain=='volcanic'>>volcanic wasteland<<elseif $currentterrain=='icy'>>frozen wasteland<<else>>wild islands<</if>> of $currentplanetname, you suddenly find yourself in danger when <<if $currentterrain=='desert'>>a mighty sandstorm comes!<<elseif $currentterrain=='rocky'>>a rockfall tumbles down the slope you're climbing!<<elseif $currentterrain=='crystal'>>the wind picks up, buffeting you with sharp crystal shards! <<elseif $currentterrain=='jungle'>>you come across a nest of giant alien wasps!<<elseif $currentterrain=='volcanic'>>plumes of hot steam shoot up from cracks in the ground!<<elseif $currentterrain=='icy'>>a mighty blizzard comes!<<else>>the high tide comes while you're in a seashore cave!<</if>>
<<if $evade>=3>>\
[[Continue|planetdangeritemssuccess][$medkit+=1; $repairkit+=1]]
<<else>>\
[[Continue|planetdangeritemsfail][$playerhp-=4]]
<</if>>\<<set $evade to random(1,3)>><<if $survival>><<set $evade+=1>><</if>>\
While exploring the <<if $currentterrain=='desert'>>desert wasteland<<elseif $currentterrain=='rocky'>>rocky wilderness<<elseif $currentterrain=='crystal'>>crystal wilderness<<elseif $currentterrain=='jungle'>>wild jungles<<elseif $currentterrain=='volcanic'>>volcanic wasteland<<elseif $currentterrain=='icy'>>frozen wasteland<<else>>wild islands<</if>> of $currentplanetname, you suddenly find yourself in danger when <<if $currentterrain=='desert'>>a mighty sandstorm comes!<<elseif $currentterrain=='rocky'>>a rockfall tumbles down the slope you're climbing!<<elseif $currentterrain=='crystal'>>the wind picks up, buffeting you with sharp crystal shards! <<elseif $currentterrain=='jungle'>>you come across a nest of giant alien wasps!<<elseif $currentterrain=='volcanic'>>plumes of hot steam shoot up from cracks in the ground!<<elseif $currentterrain=='icy'>>a mighty blizzard comes!<<else>>the high tide comes while you're in a seashore cave!<</if>>
<<if $evade>=3>>\
<<if $survival>>\
[[Continue|planetdangergoodssuccess][$exoticgoods+=2]]
<<else>>\
[[Continue|planetdangergoodssuccess][$exoticgoods+=1]]
<</if>>\
<<else>>\
[[Continue|planetdangergoodsfail][$playerhp-=4]]
<</if>>\<<set $evade to random(1,3)>><<if $survival>><<set $evade+=1>><</if>>
Travelling through the <<if $currentterrain=='desert'>>desert wasteland<<elseif $currentterrain=='rocky'>>rocky wilderness<<elseif $currentterrain=='crystal'>>crystal wilderness<<elseif $currentterrain=='jungle'>>wild jungles<<elseif $currentterrain=='volcanic'>>volcanic wasteland<<elseif $currentterrain=='icy'>>frozen wasteland<<else>>wild islands<</if>> of $currentplanetname you hear cries for help. One of the native $currentrace has fallen into a deep ravine. They have miraculously survived the fall, but they're seriously hurt and can't get out of the ravine.
You can try to help them, but you'll be putting yourself in serious danger.
<<if $evade>=3>>\
[[Help the native|nativehelpsuccess][$renown+=1]]
<<else>>\
[[Help the native|nativehelpfail][$playerhp-=5]]
<</if>>\
[[Return to your ship|$currentplanet]]<<set $charismaroll to random(1,4)>><<if $charisma>><<set $charismaroll+=1>><</if>>\
Travelling through the <<if $currentterrain=='desert'>>desert wasteland<<elseif $currentterrain=='rocky'>>rocky wilderness<<elseif $currentterrain=='crystal'>>crystal wilderness<<elseif $currentterrain=='jungle'>>wild jungles<<elseif $currentterrain=='volcanic'>>volcanic wasteland<<elseif $currentterrain=='icy'>>frozen wasteland<<else>>wild islands<</if>> of $currentplanetname you encounter a small group of the native $currentrace. They seem very distrusting of you; one of them says offworlders are always bad news, and tells you to turn back.
[[Return to your ship|$currentplanet]]
<<if $charismaroll>=4>>\
[[Try to gain the trust of the natives|trustsuccess][$exoticgoods+=1; $renown+=1]]
<<else>>\
<<if $medkit==0 && $repairkit==0 && $smokebomb==0>>\
[[Try to gain the trust of the natives|trustfailnoloss]]
<<elseif $medkit>=$repairkit && $medkit>0>>\
[[Try to gain the trust of the natives|losemedkit][$medkit-=1]]
<<elseif $repairkit>$medkit>>\
[[Try to gain the trust of the natives|loserepairkit][$repairkit-=1]]
<<elseif $smokebomb>$medkit || $smokebomb>$repairkit>>\
[[Try to gain the trust of the natives|losesmokebomb][$smokebomb-=1]]
<</if>>
<</if>>In the <<if $currentterrain=='desert'>>desert wasteland<<elseif $currentterrain=='rocky'>>rocky wilderness<<elseif $currentterrain=='crystal'>>crystal wilderness<<elseif $currentterrain=='jungle'>>wild jungles<<elseif $currentterrain=='volcanic'>>volcanic wasteland<<elseif $currentterrain=='icy'>>frozen wasteland<<else>>wild islands<</if>> of $currentplanetname you meet a group of the native $currentrace who offer to sell you some goods. You can purchase any of the items shown for the listed price, or just ignore the offer and return to your ship right away.
<<if $messagebought>><<set $messagebought to false>>Purchased!<<elseif $notenoughmoney>><<set $notenoughmoney to false>>You don't have enough credits!<<else>><</if>>
<<if $item1bought>>\<<else>>Medkit<<if $trading>><<if $credits>=120>><span id = 'tab'>[[Buy for 120 credits|nativetraders][$medkit+=1; $credits-=120; $messagebought to true; $item1bought to true]]</span><<else>><span id = 'tab'>[[Buy for 120 credits|nativetraders][$notenoughmoney to true]]</span><</if>>\
<<else>><<if $credits>=160>><span id = 'tab'>[[Buy for 160 credits|nativetraders][$medkit+=1; $credits-=160; $messagebought to true; $item1bought to true]]</span><<else>><span id = 'tab'>[[Buy for 160 credits|nativetraders][$notenoughmoney to true]]</span><</if>><</if>><</if>>
<<if $item2bought>>\<<else>>Smoke bomb<<if $trading>><<if $credits>=160>><span id = 'tab'>[[Buy for 160 credits|nativetraders][$smokebomb+=1; $credits-=160; $messagebought to true; $item2bought to true]]</span><<else>><span id = 'tab'>[[Buy for 160 credits|nativetraders][$notenoughmoney to true]]</span><</if>>\
<<else>><<if $credits>=200>><span id = 'tab'>[[Buy for 200 credits|nativetraders][$smokebomb+=1; $credits-=200; $messagebought to true; $item2bought to true]]</span><<else>><span id = 'tab'>[[Buy for 200 credits|nativetraders][$notenoughmoney to true]]</span><</if>><</if>><</if>>
<<if $item3bought>>\<<else>>Combat knife<<if $trading>><<if $credits>=640>><span id = 'tab'>[[Buy for 800 credits|nativetraders][$knife+=1; $credits-=800; $messagebought to true; $item3bought to true]]</span><<else>><span id = 'tab'>[[Buy for 800 credits|nativetraders][$notenoughmoney to true]]</span><</if>>\
<<else>><<if $credits>=1000>><span id = 'tab'>[[Buy for 1000 credits|nativetraders][$knife+=1; $credits-=1000; $messagebought to true; $item3bought to true]]</span><<else>><span id = 'tab'>[[Buy for 800 credits|nativetraders][$notenoughmoney to true]]</span><</if>><</if>><</if>>
<<if $item4bought>>\<<else>>Exotic goods<<if $trading>><<if $credits>=160>><span id = 'tab'>[[Buy for 160 credits|nativetraders][$exoticgoods+=1; $credits-=160; $messagebought to true; $item4bought to true]]</span><<else>><span id = 'tab'>[[Buy for 160 credits|nativetraders][$notenoughmoney to true]]</span><</if>>\
<<else>><<if $credits>=200>><span id = 'tab'>[[Buy for 200 credits|nativetraders][$exoticgoods+=1; $credits-=200; $messagebought to true; $item4bought to true]]</span><<else>><span id = 'tab'>[[Buy for 200 credits|nativetraders][$notenoughmoney to true]]</span><</if>><</if>><</if>>
[[Return to your ship|$currentplanet][$item1bought to false; $item2bought to false; $item3bought to false; $item4bought to false]]<<set $currentroom to 'goodsandbeast2'>>\
You explore the <<if $currentterrain=='desert'>>desert wasteland<<elseif $currentterrain=='rocky'>>rocky wilderness<<elseif $currentterrain=='crystal'>>crystal wilderness<<elseif $currentterrain=='jungle'>>wild jungles<<elseif $currentterrain=='volcanic'>>volcanic wasteland<<elseif $currentterrain=='icy'>>frozen wasteland<<else>>wild islands<</if>> of $currentplanetname, discovering many interesting places and picturesque views. On the last day of your trek, you are lucky enough to find some <<if $currentterrain == 'desert'>>pieces of desert glass<<elseif $currentterrain == 'jungle'>>glow mushrooms<<elseif $currentterrain == 'rocky'>>mountain crystals<<elseif $currentterrain == 'volcanic'>>pieces of volcanic glass<<elseif $currentterrain == 'crystal'>>rainbow geodes<<elseif $currentterrain == 'icy'>>pieces of unmelting ice<<else>>golden seashells<</if>>, which are highly sought after on civilised worlds!
You gained <<if $survival>>2<<else>>1<</if>> exotic goods!
As soon as you pick up the <<if $currentterrain == 'desert'>>pieces of desert glass<<elseif $currentterrain == 'jungle'>>glow mushrooms<<elseif $currentterrain == 'rocky'>>mountain crystals<<elseif $currentterrain == 'volcanic'>>pieces of volcanic glass<<elseif $currentterrain == 'crystal'>>rainbow geodes<<elseif $currentterrain == 'icy'>>pieces of unmelting ice<<else>>golden seashells<</if>>, you hear a piercing shriek. A huge winged beast swoops down on you, angered by your presence on its territory!
[[Fight!|wingedbeast][$initialisecombat to true]] You explore the <<if $currentterrain=='desert'>>desert wasteland<<elseif $currentterrain=='rocky'>>rocky wilderness<<elseif $currentterrain=='crystal'>>crystal wilderness<<elseif $currentterrain=='jungle'>>wild jungles<<elseif $currentterrain=='volcanic'>>volcanic wasteland<<elseif $currentterrain=='icy'>>frozen wasteland<<else>>wild islands<</if>> of $currentplanetname, discovering many interesting places and picturesque views. On the last day of your trek, you are lucky enough to find some <<if $currentterrain == 'desert'>>pieces of desert glass<<elseif $currentterrain == 'jungle'>>glow mushrooms<<elseif $currentterrain == 'rocky'>>mountain crystals<<elseif $currentterrain == 'volcanic'>>pieces of volcanic glass<<elseif $currentterrain == 'crystal'>>rainbow geodes<<elseif $currentterrain == 'icy'>>pieces of unmelting ice<<else>>golden seashells<</if>>, which are highly sought after on civilised worlds!
You gained <<if $survival>>2<<else>>1<</if>> exotic goods!
[[Return to your ship|$currentplanet]]After dealing with the danger at hand, you decide to finish your exploration for now.
[[Return to your ship|$currentplanet]]You start conversing with the $currentrace about their planet and culture. Your knowledge and openness finally earn you their respect. Their leader admits they shouldn't have mistrusted you just because you're an offworlder. You spend some more time together, exchanging stories. Before you go, your new friends give you some <<if $currentterrain == 'desert'>>pieces of desert glass<<elseif $currentterrain == 'jungle'>>glow mushrooms<<elseif $currentterrain == 'rocky'>>mountain crystals<<elseif $currentterrain == 'volcanic'>>pieces of volcanic glass<<elseif $currentterrain == 'crystal'>>rainbow geodes<<elseif $currentterrain == 'icy'>>pieces of unmelting ice<<else>>golden seashells<</if>> they found in the wilderness, as a parting gift.
You gained 1 exotic goods!
Your renown goes up by 1!
[[Return to your ship|$currentplanet]]You try to convince the natives that you have no ill intentions, but they won't listen. They turn back and leave, saying that you should beware; bad things happen to offworlders in the wilds of $currentplanetname.
The next morning you wake up in your camp and discover someone was rummaging through your things while you were asleep. Fortunately, they haven't destroyed anything important and weren't interested in taking any of your items.
You decide, however, it will be best to end your exploration for now.
[[Return to your ship|$currentplanet]]You try to convince the natives that you have no ill intentions, but they won't listen. They turn back and leave, saying that you should beware; bad things happen to offworlders in the wilds of $currentplanetname.
The next morning you wake up in your camp and discover someone was rummaging through your things while you were asleep. Fortunately, they haven't destroyed anything important, but a medkit is missing.
You lost a medkit!
You decide it will be best to end your exploration for now.
[[Return to your ship|$currentplanet]]
You try to convince the natives that you have no ill intentions, but they won't listen. They turn back and leave, saying that you should beware; bad things happen to offworlders in the wilds of $currentplanetname.
The next morning you wake up in your camp and discover someone was rummaging through your things while you were asleep. Fortunately, they haven't destroyed anything important, but a repair kit is missing.
You lost a repair kit!
You decide it will be best to end your exploration for now.
[[Return to your ship|$currentplanet]]You try to convince the natives that you have no ill intentions, but they won't listen. They turn back and leave, saying that you should beware; bad things happen to offworlders in the wilds of $currentplanetname.
The next morning you wake up in your camp and discover someone was rummaging through your things while you were asleep. Fortunately, they haven't destroyed anything important, but a smoke bomb is missing.
You lost a smoke bomb!
You decide it will be best to end your exploration for now.
[[Return to your ship|$currentplanet]]Fortunately, you <<if $currentterrain=='desert'>>manage to find shelter just in time and wait for the sandstorm to pass.<<elseif $currentterrain=='rocky'>>manage to jump to the side, landing on a rock ledge.<<elseif $currentterrain=='crystal'>>manage to find shelter just in time and wait for the wind to calm down.<<elseif $currentterrain=='jungle'>>spot the camouflaged nest just in time and give it a wide berth, avoiding disturbing the insects.<<elseif $currentterrain=='volcanic'>>jump aside just as a giant plume of boiling water shoots up from the spot where you were standing.<<elseif $currentterrain=='icy'>>manage to find shelter just in time and wait for the blizzard to pass.<<else>>manage to get out of the cave and climb up the seaside cliffs just in time.<</if>>
Having avoided the danger, you continue exploring the wilds of $currentplanetname. On the last day of your trek you find some <<if $currentterrain == 'desert'>>pieces of desert glass<<elseif $currentterrain == 'jungle'>>glow mushrooms<<elseif $currentterrain == 'rocky'>>mountain crystals<<elseif $currentterrain == 'volcanic'>>pieces of volcanic glass<<elseif $currentterrain == 'crystal'>>rainbow geodes<<elseif $currentterrain == 'icy'>>pieces of unmelting ice<<else>>golden seashells<</if>>, which are highly sought after on civilised worlds!
You gained <<if $survival>>2<<else>>1<</if>> exotic goods!
[[Return to your ship|$currentplanet]]<<if $playerhp<=0>><<set $playerhp to 0>><<set $dead to true>><</if>>\
<<if $currentterrain=='desert'>>You fail to find shelter in time and the sandstorm catches you in the open, hitting you in full force!<<elseif $currentterrain=='rocky'>>You fail to jump aside in time and several large chunks of rock hit you!<<elseif $currentterrain=='crystal'>>You fail to find shelter in time and the crystal storm catches you in the open, hitting you in full force!<<elseif $currentterrain=='jungle'>>You fail to spot the camouflaged nest in time and come very close, disturbing the wasps which attack you!<<elseif $currentterrain=='volcanic'>>You fail to jump aside in time and a plume of boiling water shoots up from under your feet, burning you.<<elseif $currentterrain=='icy'>>You fail to find shelter in time and the blizzard catches you in the open, hitting you in full force!<<else>>You get out of the cave, but have no time to climb the high seashore cliffs. The waves reach you and toss you against the rocks!<</if>>
You lost 4 HP!
<<if $dead>>\
Tragically, you perished in the wilderness of $currentplanetname!
[[Game over!|chargameover]]
<<else>>\
<<if $currentterrain=='desert'>>Luckily, the sandstorm passes quickly and you don't get buried under the sand.<<elseif $currentterrain=='rocky'>>Luckily, the force of the hit doesn't throw you off the ledge.<<elseif $currentterrain=='crystal'>>Luckily, the wind calms down quickly and you don't get stabbed to death with thousands of crystal needles.<<elseif $currentterrain=='jungle'>>Luckily, you spot a pond nearby and take a dive, escaping the angry insects.<<elseif $currentterrain=='volcanic'>>Luckily, you manage to climb onto a giant rock, where you are safe.<<elseif $currentterrain=='icy'>>Luckily, the blizzard passes quickly and you don't get buried under the snow.<<else>>Luckily, you manage to cling to the rock and slowly pull yourself up the cliff.<</if>>
<<if $survival>>\
[[Continue your exploration|planetdangergoodsfailend][$exoticgoods+=2]]
<<else>>
[[Continue your exploration|planetdangergoodsfailend][$exoticgoods+=1]]
<</if>>\
<</if>>\You continue exploring the wilds of $currentplanetname. On the last day of your trek you find some <<if $currentterrain == 'desert'>>pieces of desert glass<<elseif $currentterrain == 'jungle'>>glow mushrooms<<elseif $currentterrain == 'rocky'>>mountain crystals<<elseif $currentterrain == 'volcanic'>>pieces of volcanic glass<<elseif $currentterrain == 'crystal'>>rainbow geodes<<elseif $currentterrain == 'icy'>>pieces of unmelting ice<<else>>golden seashells<</if>>, which are highly sought after on civilised worlds!
You gained <<if $survival>>2<<else>>1<</if>> exotic goods!
[[Return to your ship|$currentplanet]]Fortunately, you <<if $currentterrain=='desert'>>manage to find shelter just in time and wait for the sandstorm to pass.<<elseif $currentterrain=='rocky'>>manage to jump to the side, landing on a rock ledge.<<elseif $currentterrain=='crystal'>>manage to find shelter just in time and wait for the wind to calm down.<<elseif $currentterrain=='jungle'>>spot the camouflaged nest just in time and give it a wide berth, avoiding disturbing the insects.<<elseif $currentterrain=='volcanic'>>jump aside just as a giant plume of boiling water shoots up from the spot where you were standing.<<elseif $currentterrain=='icy'>>manage to find shelter just in time and wait for the blizzard to pass.<<else>>manage to get out of the cave and climb up the seaside cliffs just in time.<</if>>
Having avoided the danger, you continue exploring the wilds of $currentplanetname. On the last day of your trek you discover the wreckage of a small starship, which looks like it has been abandoned a long time ago. In the cockpit, however, you find some supplies which are still good to use!
You received 1 medkit and 1 repair kit!
[[Return to your ship|$currentplanet]]<<if $playerhp<=0>><<set $playerhp to 0>><<set $dead to true>><</if>>\
<<if $currentterrain=='desert'>>You fail to find shelter in time and the sandstorm catches you in the open, hitting you in full force!<<elseif $currentterrain=='rocky'>>You fail to jump aside in time and several large chunks of rock hit you!<<elseif $currentterrain=='crystal'>>You fail to find shelter in time and the crystal storm catches you in the open, hitting you in full force!<<elseif $currentterrain=='jungle'>>You fail to spot the camouflaged nest in time and come very close, disturbing the wasps which attack you!<<elseif $currentterrain=='volcanic'>>You fail to jump aside in time and a plume of boiling water shoots up from under your feet, burning you.<<elseif $currentterrain=='icy'>>You fail to find shelter in time and the blizzard catches you in the open, hitting you in full force!<<else>>You get out of the cave, but have no time to climb the high seashore cliffs. The waves reach you and toss you against the rocks!<</if>>
You lost 4 HP!
<<if $dead>>\
Tragically, you perished in the wilderness of $currentplanetname!
[[Game over!|chargameover]]
<<else>>\
<<if $currentterrain=='desert'>>Luckily, the sandstorm passes quickly and you don't get buried under the sand.<<elseif $currentterrain=='rocky'>>Luckily, the force of the hit doesn't throw you off the ledge.<<elseif $currentterrain=='crystal'>>Luckily, the wind calms down quickly and you don't get stabbed to death with thousands of crystal needles.<<elseif $currentterrain=='jungle'>>Luckily, you spot a pond nearby and take a dive, escaping the angry insects.<<elseif $currentterrain=='volcanic'>>Luckily, you manage to climb onto a giant rock, where you are safe.<<elseif $currentterrain=='icy'>>Luckily, the blizzard passes quickly and you don't get buried under the snow.<<else>>Luckily, you manage to cling to the rock and slowly pull yourself up the cliff.<</if>>
[[Continue your exploration|planetdangeritemsfailend][$medkit+=1; $repairkit+=1]]
<</if>>\You continue exploring the wilds of $currentplanetname. On the last day of your trek you discover the wreckage of a small starship, which looks like it has been abandoned a long time ago. In the cockpit, however, you find some supplies which are still good to use!
You received 1 medkit and 1 repair kit!
[[Return to your ship|$currentplanet]]You seek out the safest path and start cautiously going down the ravine.
After a long, painfully slow climb down, you reach the bottom of the ravine and the wounded local, who cries tears of joy upon seeing you.
The local has medkits in a backpack, which tumbled a bit further down the ravine. You recover the backpack and use the medkits to patch up the unfortunate traveller. After a short rest, the wounded native is able to walk, albeit slowly. Together, you travel along the ravine, until you find a safe path leading up.
You take the native to the nearest village. The villagers thank you profusely for risking your life to save one of their own.
Your renown goes up by 1!
[[Return to your ship|$currentplanet]]<<if $playerhp<=0>><<set $playerhp to 0>><<set $dead to true>><</if>>\
You seek out the safest path and start cautiously going down the ravine.
You're about half way down when you slip and fall, hitting your head in the process.
You lost 5 HP!
<<if $dead>>\
Tragically, the fall killed you.
[[Game over!|chargameover]]
<<else>>\
You tumble down the ravine and into a cavern, landing <<if $currentterrain=='desert'>>with a splash in a pool of muddy water overgrown by lotus<<elseif $currentterrain=='rocky'>>with a splash in a deep and cold mountain spring<<elseif $currentterrain=='crystal'>>on a giant blue mushroom<<elseif $currentterrain=='jungle'>>on a giant pillow of emerald moss<<elseif $currentterrain=='volcanic'>>with a splash in a warm, sulphuric pool<<elseif $currentterrain=='icy'>>in a pile of soft snow<<else>>on a giant, soft sponge<</if>>, which cushions your fall, saving your life.
It takes you hours to get out of the cavern, and when you finally climb up a narrow path leading to the top of the cliff, you realise you've ended far from the spot where you took your fall.
After some more hours of arduous trek you find your starship.
You tell the locals about the person who fell down the ravine. You hope they'll be able to find and help them.
Realising that your rescue mission almost ended with your own death, you decide to end your exploration and have some rest.
[[Return to your ship|$currentplanet]]
<</if>><<set $currentroom to 'wild1market'>>\
The market at $currentplanetname sells <<if $currentterrain == 'desert'>>pieces of desert glass<<elseif $currentterrain == 'jungle'>>glow mushrooms<<elseif $currentterrain == 'rocky'>>mountain crystals<<elseif $currentterrain == 'volcanic'>>pieces of volcanic glass<<elseif $currentterrain == 'crystal'>>rainbow geodes<<elseif $currentterrain == 'icy'>>pieces of unmelting ice<<else>>golden seashells<</if>>, which are highly sought after on civilised worlds because of their exotic nature. Moreover, the local $currentrace will gladly buy any common goods you may want to sell – household items, tools and supplies are valued on this wild planet.
As it turns out, the market on $currentplanetname also sells some local goods that are illegal on most planets.
<<if $messagebought && $wild1exoticgoods ==0>><<set $messagebought to false>>Purchased! You've bought up all the exotic goods the $currentplanetname market had to offer.<<elseif $messagebought2 && $wild1illicitgoods ==0>><<set $messagebought2 to false>>Purchased! You've bought up all the illicit goods the $currentplanetname market had to offer.<<elseif $messagebought || $messagebought2>><<set $messagebought to false>><<set $messagebought2 to false>>Purchased!<<elseif $notenoughmoney>><<set $notenoughmoney to false>>You don't have enough credits!<<elseif $messagesold>><<set $messagesold to false>>Sold!<<else>>\<</if>>\
<<if $wild1exoticgoods >0>>\
<<if $trading>><<if $credits >=240>>[[Buy exotic goods for 240 credits|wild1market][$credits-=240; $exoticgoods+=1; $messagebought to true; $wild1exoticgoods-=1]]<<else>>[[Buy exotic goods for 240 credits|wild1market][$notenoughmoney to true]]<</if>>\
<<else>><<if $credits >=300>>[[Buy exotic goods for 300 credits|wild1market][$credits-=300; $exoticgoods+=1; $messagebought to true; $wild1exoticgoods-=1]]<<else>>[[Buy exotic goods for 300 credits|wild1market][$notenoughmoney to true]]<</if>>\
<</if>><span id = 'tab'>[[INFO|exoticgoodsinfo]]</span>
<<else>><</if>>\
<<if $wild1illicitgoods >0>>\
<<if $trading>><<if $credits >=480>>[[Buy illicit goods for 480 credits|wild1market][$credits-=480; $illicitgoods+=1; $messagebought2 to true; $wild1illicitgoods-=1]]<<else>>[[Buy illicit goods for 480 credits|wild1market][$notenoughmoney to true]]<</if>>\
<<else>><<if $credits >=600>>[[Buy illicit goods for 600 credits|wild1market][$credits-=600; $illicitgoods+=1; $messagebought2 to true; $wild1illicitgoods-=1]]<<else>>[[Buy illicit goods for 600 credits|wild1market][$notenoughmoney to true]]<</if>>\
<</if>><span id = 'tab'>[[INFO|illicitgoodsinfo]]</span>
<<else>><</if>>\
<<if $commongoods >0>>\
<<if $trading>>[[Sell common goods for 600 credits|wild1market][$credits+=600; $commongoods-=1; $messagesold to true]]<<else>>[[Sell common goods for 500 credits|wild1market][$credits+=500; $commongoods-=1; $messagesold to true]]<</if>>\
<span id = 'tab'>[[INFO|commongoodsinfo]]</span>
<</if>>\
[[Leave the market|$currentplanet]]<<set $currentroom to 'wild2market'>>\
The market at $currentplanetname sells <<if $currentterrain == 'desert'>>pieces of desert glass<<elseif $currentterrain == 'jungle'>>glow mushrooms<<elseif $currentterrain == 'rocky'>>mountain crystals<<elseif $currentterrain == 'volcanic'>>pieces of volcanic glass<<elseif $currentterrain == 'crystal'>>rainbow geodes<<elseif $currentterrain == 'icy'>>pieces of unmelting ice<<else>>golden seashells<</if>>, which are highly sought after on civilised worlds because of their exotic nature. Moreover, the local $currentrace will gladly buy any common goods you may want to sell – household items, tools and supplies are valued on this wild planet.
<<if $messagebought && $wild2exoticgoods ==0>><<set $messagebought to false>>Purchased! You've bought up all the exotic goods the $currentplanetname market had to offer.<<elseif $messagebought>><<set $messagebought to false>>Purchased!<<elseif $notenoughmoney>><<set $notenoughmoney to false>>You don't have enough credits!<<elseif $messagesold>><<set $messagesold to false>>Sold!<<else>>\<</if>>\
<<if $wild2exoticgoods >0>>\
<<if $trading>><<if $credits >=240>>[[Buy exotic goods for 240 credits|wild2market][$credits-=240; $exoticgoods+=1; $messagebought to true; $wild2exoticgoods-=1]]<<else>>[[Buy exotic goods for 240 credits|wild2market][$notenoughmoney to true]]<</if>>\
<<else>><<if $credits >=300>>[[Buy exotic goods for 300 credits|wild2market][$credits-=300; $exoticgoods+=1; $messagebought to true; $wild2exoticgoods-=1]]<<else>>[[Buy exotic goods for 300 credits|wild2market][$notenoughmoney to true]]<</if>>\
<</if>><span id = 'tab'>[[INFO|exoticgoodsinfo]]</span>
<<else>><</if>>\
<<if $commongoods >0>>\
<<if $trading>>[[Sell common goods for 600 credits|wild2market][$credits+=600; $commongoods-=1; $messagesold to true]]<<else>>[[Sell common goods for 500 credits|wild2market][$credits+=500; $commongoods-=1; $messagesold to true]]<</if>>\
<span id = 'tab'>[[INFO|commongoodsinfo]]</span>
<</if>>\
[[Leave the market|$currentplanet]]<<set $currentroom to 'wild3market'>>\
The market at $currentplanetname sells <<if $currentterrain == 'desert'>>pieces of desert glass<<elseif $currentterrain == 'jungle'>>glow mushrooms<<elseif $currentterrain == 'rocky'>>mountain crystals<<elseif $currentterrain == 'volcanic'>>pieces of volcanic glass<<elseif $currentterrain == 'crystal'>>rainbow geodes<<elseif $currentterrain == 'icy'>>pieces of unmelting ice<<else>>golden seashells<</if>>, which are highly sought after on civilised worlds because of their exotic nature. Moreover, the local $currentrace will gladly buy any common goods you may want to sell – household items, tools and supplies are valued on this wild planet.
<<if $messagebought && $wild3exoticgoods ==0>><<set $messagebought to false>>Purchased! You've bought up all the exotic goods the $currentplanetname market had to offer.<<elseif $messagebought>><<set $messagebought to false>>Purchased!<<elseif $notenoughmoney>><<set $notenoughmoney to false>>You don't have enough credits!<<elseif $messagesold>><<set $messagesold to false>>Sold!<<else>>\<</if>>\
<<if $wild3exoticgoods >0>>\
<<if $trading>><<if $credits >=240>>[[Buy exotic goods for 240 credits|wild3market][$credits-=240; $exoticgoods+=1; $messagebought to true; $wild3exoticgoods-=1]]<<else>>[[Buy exotic goods for 240 credits|wild3market][$notenoughmoney to true]]<</if>>\
<<else>><<if $credits >=300>>[[Buy exotic goods for 300 credits|wild3market][$credits-=300; $exoticgoods+=1; $messagebought to true; $wild3exoticgoods-=1]]<<else>>[[Buy exotic goods for 300 credits|wild3market][$notenoughmoney to true]]<</if>>\
<</if>><span id = 'tab'>[[INFO|exoticgoodsinfo]]</span>
<<else>><</if>>\
<<if $commongoods >0>>\
<<if $trading>>[[Sell common goods for 600 credits|wild3market][$credits+=600; $commongoods-=1; $messagesold to true]]<<else>>[[Sell common goods for 500 credits|wild3market][$credits+=500; $commongoods-=1; $messagesold to true]]<</if>>\
<span id = 'tab'>[[INFO|commongoodsinfo]]</span>
<</if>>\
[[Leave the market|$currentplanet]]<<set $currentroom to 'wild4market'>>\
The market at $currentplanetname sells <<if $currentterrain == 'desert'>>pieces of desert glass<<elseif $currentterrain == 'jungle'>>glow mushrooms<<elseif $currentterrain == 'rocky'>>mountain crystals<<elseif $currentterrain == 'volcanic'>>pieces of volcanic glass<<elseif $currentterrain == 'crystal'>>rainbow geodes<<elseif $currentterrain == 'icy'>>pieces of unmelting ice<<else>>golden seashells<</if>>, which are highly sought after on civilised worlds because of their exotic nature. Moreover, the local $currentrace will gladly buy any common goods you may want to sell – household items, tools and supplies are valued on this wild planet.
<<if $messagebought && $wild4exoticgoods ==0>><<set $messagebought to false>>Purchased! You've bought up all the exotic goods the $currentplanetname market had to offer.<<elseif $messagebought>><<set $messagebought to false>>Purchased!<<elseif $notenoughmoney>><<set $notenoughmoney to false>>You don't have enough credits!<<elseif $messagesold>><<set $messagesold to false>>Sold!<<else>>\<</if>>\
<<if $wild4exoticgoods >0>>\
<<if $trading>><<if $credits >=240>>[[Buy exotic goods for 240 credits|wild4market][$credits-=240; $exoticgoods+=1; $messagebought to true; $wild4exoticgoods-=1]]<<else>>[[Buy exotic goods for 240 credits|wild4market][$notenoughmoney to true]]<</if>>\
<<else>><<if $credits >=300>>[[Buy exotic goods for 300 credits|wild4market][$credits-=300; $exoticgoods+=1; $messagebought to true; $wild4exoticgoods-=1]]<<else>>[[Buy exotic goods for 300 credits|wild4market][$notenoughmoney to true]]<</if>>\
<</if>><span id = 'tab'>[[INFO|exoticgoodsinfo]]</span>
<<else>><</if>>\
<<if $commongoods >0>>\
<<if $trading>>[[Sell common goods for 600 credits|wild4market][$credits+=600; $commongoods-=1; $messagesold to true]]<<else>>[[Sell common goods for 500 credits|wild4market][$credits+=500; $commongoods-=1; $messagesold to true]]<</if>>\
<span id = 'tab'>[[INFO|commongoodsinfo]]</span>
<</if>>\
[[Leave the market|$currentplanet]]<<set $currentroom to 'wild5market'>>\
The market at $currentplanetname sells <<if $currentterrain == 'desert'>>pieces of desert glass<<elseif $currentterrain == 'jungle'>>glow mushrooms<<elseif $currentterrain == 'rocky'>>mountain crystals<<elseif $currentterrain == 'volcanic'>>pieces of volcanic glass<<elseif $currentterrain == 'crystal'>>rainbow geodes<<elseif $currentterrain == 'icy'>>pieces of unmelting ice<<else>>golden seashells<</if>>, which are highly sought after on civilised worlds because of their exotic nature. Moreover, the local $currentrace will gladly buy any common goods you may want to sell – household items, tools and supplies are valued on this wild planet.
<<if $messagebought && $wild5exoticgoods ==0>><<set $messagebought to false>>Purchased! You've bought up all the exotic goods the $currentplanetname market had to offer.<<elseif $messagebought>><<set $messagebought to false>>Purchased!<<elseif $notenoughmoney>><<set $notenoughmoney to false>>You don't have enough credits!<<elseif $messagesold>><<set $messagesold to false>>Sold!<<else>>\<</if>>\
<<if $wild5exoticgoods >0>>\
<<if $trading>><<if $credits >=240>>[[Buy exotic goods for 240 credits|wild5market][$credits-=240; $exoticgoods+=1; $messagebought to true; $wild5exoticgoods-=1]]<<else>>[[Buy exotic goods for 240 credits|wild5market][$notenoughmoney to true]]<</if>>\
<<else>><<if $credits >=300>>[[Buy exotic goods for 300 credits|wild5market][$credits-=300; $exoticgoods+=1; $messagebought to true; $wild5exoticgoods-=1]]<<else>>[[Buy exotic goods for 300 credits|wild5market][$notenoughmoney to true]]<</if>>\
<</if>><span id = 'tab'>[[INFO|exoticgoodsinfo]]</span>
<<else>><</if>>\
<<if $commongoods >0>>\
<<if $trading>>[[Sell common goods for 600 credits|wild5market][$credits+=600; $commongoods-=1; $messagesold to true]]<<else>>[[Sell common goods for 500 credits|wild5market][$credits+=500; $commongoods-=1; $messagesold to true]]<</if>>\
<span id = 'tab'>[[INFO|commongoodsinfo]]</span>
<</if>>\
[[Leave the market|$currentplanet]]<<set $currentroom to 'wild6market'>>\
The market at $currentplanetname sells <<if $currentterrain == 'desert'>>pieces of desert glass<<elseif $currentterrain == 'jungle'>>glow mushrooms<<elseif $currentterrain == 'rocky'>>mountain crystals<<elseif $currentterrain == 'volcanic'>>pieces of volcanic glass<<elseif $currentterrain == 'crystal'>>rainbow geodes<<elseif $currentterrain == 'icy'>>pieces of unmelting ice<<else>>golden seashells<</if>>, which are highly sought after on civilised worlds because of their exotic nature. Moreover, the local $currentrace will gladly buy any common goods you may want to sell – household items, tools and supplies are valued on this wild planet.
<<if $messagebought && $wild6exoticgoods ==0>><<set $messagebought to false>>Purchased! You've bought up all the exotic goods the $currentplanetname market had to offer.<<elseif $messagebought>><<set $messagebought to false>>Purchased!<<elseif $notenoughmoney>><<set $notenoughmoney to false>>You don't have enough credits!<<elseif $messagesold>><<set $messagesold to false>>Sold!<<else>>\<</if>>\
<<if $wild6exoticgoods >0>>\
<<if $trading>><<if $credits >=240>>[[Buy exotic goods for 240 credits|wild6market][$credits-=240; $exoticgoods+=1; $messagebought to true; $wild6exoticgoods-=1]]<<else>>[[Buy exotic goods for 240 credits|wild6market][$notenoughmoney to true]]<</if>>\
<<else>><<if $credits >=300>>[[Buy exotic goods for 300 credits|wild6market][$credits-=300; $exoticgoods+=1; $messagebought to true; $wild6exoticgoods-=1]]<<else>>[[Buy exotic goods for 300 credits|wild6market][$notenoughmoney to true]]<</if>>\
<</if>><span id = 'tab'>[[INFO|exoticgoodsinfo]]</span>
<<else>><</if>>\
<<if $commongoods >0>>\
<<if $trading>>[[Sell common goods for 600 credits|wild6market][$credits+=600; $commongoods-=1; $messagesold to true]]<<else>>[[Sell common goods for 500 credits|wild6market][$credits+=500; $commongoods-=1; $messagesold to true]]<</if>>\
<span id = 'tab'>[[INFO|commongoodsinfo]]</span>
<</if>>\
[[Leave the market|$currentplanet]]<<set $currentroom to 'mine3level1'>>\
You locate the entrance to the mines of $currentplanetname. <<if $currentterrain == 'desert'>>It's in an unassuming sandstone cave, located deep in a sea of dunes.
<<elseif $currentterrain == 'jungle'>>It's located underneath the roots of a colossal tree and leads to tunnels overgrown with fern and moss.
<<elseif $currentterrain == 'ice'>>It's a glacial crevasse, leading deep into the ice covering the planet.
<<elseif $currentterrain == 'volcanic'>>It's a dark tunnel formed by lava, which solidified into strange black shapes.
<<elseif $currentterrain == 'rocky'>>It's a cave with jagged walls, located amidst the unending, rocky hills.
<<elseif $currentterrain == 'crystal'>>It's a tunnel cut ages ago in strange, opalescent rock, lined with crystal deposits.
<<else>>It's a limestone cave by the seashore, with countless shell imprints on the walls.
<</if>>\
You are standing by the mine entrance, on the first level.
[[Go down|mine3level2]]
[[Return to your ship|$currentplanet]]<<set $currentroom to 'mine3level2'>>\
<<if $mine3level2again>>\<<else>><<set $mine3level2again to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,3)>>\
<</if>>\
You're in the upper mine tunnels, on the second level.
<<if $mine3level2 == 'crystals1' || $mine3level2 == 'crystals2'>><<if $mine3level2empty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine3level2crystalmessage>><<set $mine3level2empty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine3level2][$mine3level2crystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine3level2][$mine3level2crystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine3level2 == 'crystals3' || $mine3level2 == 'crystals4'>><<if $mine3level2empty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine3level2crystalmessage>><<set $mine3level2empty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine3level2][$mine3level2crystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine3level2][$mine3level2crystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine3level2 == 'danger1' || $mine3level2 == 'danger2' || $mine3level2 == 'danger3'>>\
<<if $mine3level2dangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine3level2dangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<elseif $minedanger == 3>><<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine3level2 == 'treasure'>>\
<<if $mine3level2treasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine3level2treasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $knife += 1>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot a fine knife.
You obtain a combat knife!
<<else>>\<</if>>\<</if>>\
<<else>>\
<</if>>\
<<if $dead == false>>\
[[Go down|mine3level3]]
[[Exit the mine|mine3level1]]
<</if>><<set $currentroom to 'mine3level3'>>\
<<if $mine3level3again>>\<<else>><<set $mine3level3again to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,3)>>\
<</if>>\
You're in the upper mine tunnels, on the third level.
<<if $mine3level3 == 'crystals1' || $mine3level3 == 'crystals2'>><<if $mine3level3empty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine3level3crystalmessage>><<set $mine3level3empty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine3level3][$mine3level3crystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine3level3][$mine3level3crystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine3level3 == 'crystals3' || $mine3level3 == 'crystals4'>><<if $mine3level3empty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine3level3crystalmessage>><<set $mine3level3empty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine3level3][$mine3level3crystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine3level3][$mine3level3crystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine3level3 == 'danger1' || $mine3level3 == 'danger2' || $mine3level3 == 'danger3'>>\
<<if $mine3level3dangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine3level3dangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<elseif $minedanger == 3>><<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine3level3 == 'treasure'>>\
<<if $mine3level3treasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine3level3treasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $knife += 1>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot a fine knife.
You obtain a combat knife!
<<else>>\<</if>>\<</if>>\
<<else>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine3level2]]
[[Go down|mine3level4]]
[[Exit the mine|mine3level1]]
<</if>><<if $mine3level4again>>\<<else>><<set $mine3level4again to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,3)>>\
<</if>>\
You're in the lower mine tunnels, on the fourth level.
<<set $currentroom to 'mine3level4'>>\
<<if $mine3level4 == 'crystals1' || $mine3level4 == 'crystals2'>><<if $mine3level4empty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine3level4crystalmessage>><<set $mine3level4empty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine3level4][$mine3level4crystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine3level4][$mine3level4crystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine3level4 == 'crystals3' || $mine3level4 == 'crystals4'>><<if $mine3level4empty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine3level4crystalmessage>><<set $mine3level4empty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine3level4][$mine3level4crystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine3level4][$mine3level4crystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine3level4 == 'danger1' || $mine3level4 == 'danger2' || $mine3level4 == 'danger3'>>\
<<if $mine3level4dangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine3level4dangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<elseif $minedanger == 3>><<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine3level4 == 'treasure'>>\
<<if $mine3level4treasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine3level4treasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $knife += 1>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot a fine knife.
You obtain a combat knife!
<<else>>\<</if>>\<</if>>\
<<else>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine3level3]]
[[Go down|mine3level5]]
[[Exit the mine|mine3level1]]
<</if>><<set $currentroom to 'mine3level5'>>\
<<if $mine3level5again>>\<<else>><<set $mine3level5again to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,3)>>\
<</if>>\
You're in the lower mine tunnels, on the fifth level.
<<if $mine3level5 == 'crystals1' || $mine3level5 == 'crystals2'>><<if $mine3level5empty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine3level5crystalmessage>><<set $mine3level5empty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine3level5][$mine3level5crystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine3level5][$mine3level5crystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine3level5 == 'crystals3' || $mine3level5 == 'crystals4'>><<if $mine3level5empty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine3level5crystalmessage>><<set $mine3level5empty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine3level5][$mine3level5crystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine3level5][$mine3level5crystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine3level5 == 'danger1' || $mine3level5 == 'danger2' || $mine3level5 == 'danger3'>>\
<<if $mine3level5dangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine3level5dangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<elseif $minedanger == 3>><<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine3level5 == 'treasure'>>\
<<if $mine3level5treasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine3level5treasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $knife += 1>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot a fine knife.
You obtain a combat knife!
<<else>>\<</if>>\<</if>>\
<<else>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine3level4]]
[[Go down|mine3level6]]
[[Exit the mine|mine3level1]]
<</if>><<set $currentroom to 'mine3level6'>>\
<<if $mine3level6again>>\<<else>><<set $mine3level6again to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,3)>>\
<</if>>\
You're in the lower mine tunnels, on the sixth level.
<<if $mine3level6 == 'crystals1' || $mine3level6 == 'crystals2'>><<if $mine3level6empty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine3level6crystalmessage>><<set $mine3level6empty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine3level6][$mine3level6crystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine3level6][$mine3level6crystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine3level6 == 'crystals3' || $mine3level6 == 'crystals4'>><<if $mine3level6empty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine3level6crystalmessage>><<set $mine3level6empty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine3level6][$mine3level6crystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine3level6][$mine3level6crystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine3level6 == 'danger1' || $mine3level6 == 'danger2' || $mine3level6 == 'danger3'>>\
<<if $mine3level6dangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine3level6dangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<elseif $minedanger == 3>><<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine3level6 == 'treasure'>>\
<<if $mine3level6treasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine3level6treasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $knife += 1>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot a fine knife.
You obtain a combat knife!
<<else>>\<</if>>\<</if>>\
<<else>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine3level5]]
[[Go down|mine3level7]]
[[Exit the mine|mine3level1]]
<</if>><<set $currentroom to 'mine3level7'>>\
<<if $mine3level7again>>\<<else>><<set $mine3level7again to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,3)>>\
<</if>>\
You're in the deepest mine tunnels, on the seventh level.
<<if $mine3level7 == 'crystals1' || $mine3level7 == 'crystals2'>><<if $mine3level7empty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine3level7crystalmessage>><<set $mine3level7empty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine3level7][$mine3level7crystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine3level7][$mine3level7crystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine3level7 == 'crystals3' || $mine3level7 == 'crystals4'>><<if $mine3level7empty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine3level7crystalmessage>><<set $mine3level7empty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine3level7][$mine3level7crystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine3level7][$mine3level7crystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine3level7 == 'danger1' || $mine3level7 == 'danger2' || $mine3level7 == 'danger3'>>\
<<if $mine3level7dangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine3level7dangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<elseif $minedanger == 3>><<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine3level7 == 'treasure'>>\
<<if $mine3level7treasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine3level7treasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $knife += 1>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot a fine knife.
You obtain a combat knife!
<<else>>\<</if>>\<</if>>\
<<else>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine3level6]]
[[Go down|mine3level8]]
[[Exit the mine|mine3level1]]
<</if>><<set $currentroom to 'mine3level8'>>\
<<if $mine3level8again>>\<<else>><<set $mine3level8again to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,3)>>\
<</if>>\
You're in the deepest mine tunnels, on the eighth level.
<<if $mine3level8 == 'crystals1' || $mine3level8 == 'crystals2'>><<if $mine3level8empty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine3level8crystalmessage>><<set $mine3level8empty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine3level8][$mine3level8crystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine3level8][$mine3level8crystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine3level8 == 'crystals3' || $mine3level8 == 'crystals4'>><<if $mine3level8empty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine3level8crystalmessage>><<set $mine3level8empty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine3level8][$mine3level8crystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine3level8][$mine3level8crystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine3level8 == 'danger1' || $mine3level8 == 'danger2' || $mine3level8 == 'danger3'>>\
<<if $mine3level8dangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine3level8dangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<elseif $minedanger == 3>><<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine3level8 == 'treasure'>>\
<<if $mine3level8treasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine3level8treasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $knife += 1>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot a fine knife.
You obtain a combat knife!
<<else>>\<</if>>\<</if>>\
<<else>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine3level7]]
[[Go down|mine3level9]]
[[Exit the mine|mine3level1]]
<</if>><<set $currentroom to 'mine3level9'>>\
<<if $mine3level9again>>\<<else>><<set $mine3level9again to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,3)>>\
<</if>>\
You're in the deepest mine tunnels, on the ninth level.
<<if $mine3excavated>>
There's a narrow downwards corridor here that you cleared of debris with your mining equipment.<<else>>
There's a narrow downwards corridor here, but it's blocked by a cave-in. With proper mining equipment and some hard work, you could clear the debris.
<</if>>\
<<if $messagedebriscleared>><<set $messagedebriscleared to false>>
Using your mining equipment, you manage to clear the debris and open the downward passage!
<</if>>\
<<if $mine3level9 == 'crystals1' || $mine3level9 == 'crystals2'>><<if $mine3level9empty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine3level9crystalmessage>><<set $mine3level9empty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine3level9][$mine3level9crystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine3level9][$mine3level9crystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine3level9 == 'crystals3' || $mine3level9 == 'crystals4'>><<if $mine3level9empty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine3level9crystalmessage>><<set $mine3level9empty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine3level9][$mine3level9crystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine3level9][$mine3level9crystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine3level9 == 'danger1' || $mine3level9 == 'danger2' || $mine3level9 == 'danger3'>>\
<<if $mine3level9dangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine3level9dangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<elseif $minedanger == 3>><<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine3level9 == 'treasure'>>\
<<if $mine3level9treasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine3level9treasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $knife += 1>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot a fine knife.
You obtain a combat knife!
<<else>>\<</if>>\<</if>>\
<<else>>\
<</if>>\
<<if $dead == false>>\
<<if $miningequipment>>\
<<if $mine3excavated>>\
<<else>>
[[Clear the debris|mine3level9][$mine3excavated to true; $messagedebriscleared to true]]
<</if>><</if>>
[[Go up|mine3level8]]
<<if $mine3excavated>>\
[[Go down|mine3level10]]
<<else>><</if>>\
[[Exit the mine|mine3level1]]
<</if>>You descend a steep <<if $currentterrain == 'desert'>>sandstone corridor<<elseif $currentterrain == 'jungle'>>corridor overgrown with strange mushrooms<<elseif $currentterrain == 'ice'>>and slippery ice corridor<<elseif $currentterrain == 'volcanic'>>and hot basalt corridor<<elseif $currentterrain == 'rocky'>>and uneven rocky corridor
<<elseif $currentterrain == 'crystal'>>corridor dimly lit by glowing rocks<<else>>corridor with walls formed by dead coral<</if>> and find yourself on the deepest level of the mine.
<<if $mine3level10empty>>There used to be large star crystal deposits here, but you've already mined them.
<<elseif $mine3level10crystalmessage>><<set $mine3level10empty to true>>You gained <<if $miningequipment>>45<<else>>30<</if>> star crystals!
<<else>>There, you find rich star crystal deposits that have barely been mined!
<<if $gameobjective == 'artefact' && $mappiece1 == 'resource3' && $mappiece1found == false>><<set $mappiece1found to true>><<set $maphint1 to false>><<set $mappieces+=1>>In the deepest mine shaft, you discover a piece of old parchment. It's part of the map showing the location of the $artefactname $artefactname2!
<</if>>
<<if $miningequipment>>\
[[Mine the deposits|mine3level10][$mine3level10crystalmessage to true; $starcrystals += 45]]
<<else>>[[Mine the deposits|mine3level10][$mine3level10crystalmessage to true; $starcrystals += 30]]
<</if>><</if>>\
[[Go up|mine3level9]]
[[Exit the mine|mine3level1]]You locate the entrance to the mines of $currentplanetname. <<if $currentterrain == 'desert'>>It's located on a mountainside, overlooking a parched gravel desert. The entrance leads to a sprawling cave complex.
<<elseif $currentterrain == 'jungle'>>It's located behind a waterfall, in an open cavern overgrown by fern and small trees. The entrance leads to a sprawling cave complex.
<<elseif $currentterrain == 'ice'>>It's located amidst the old, eroded hills in the windy tundra. The entrance leads to a sprawling cave complex.
<<elseif $currentterrain == 'volcanic'>>It's a dark crevice at the foot of a long extinct volcano. The entrance leads to a sprawling cave complex.
<<elseif $currentterrain == 'rocky'>>It's located in a forest of dwarf conifers clinging to a rocky mountainside. The entrance leads to a sprawling cave complex.
<<elseif $currentterrain == 'crystal'>>It's a crack in the opalescent crystal cliffside, surrounded by glowing stalactites and stalagmites. The entrance leads to a sprawling cave complex.
<<else>>It's located in a forest of wind-bent trees on cliffs overlooking the sea. The entrance leads to a sprawling cave complex.
<</if>>\
You are standing by the mine entrance, on the first level.
[[Go down|mine4level2B]]
[[Return to your ship|$currentplanet]]<<set $currentroom to 'mine4level2B'>>\
<<if $mine4level2Bagain>>\<<else>><<set $mine4level2Bagain to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,2)>>\
<</if>>\
You're in the central upper mine tunnels, on the second level.
<<if $mine4level2B == 'crystals1'>><<if $mine4level2Bempty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine4level2Bcrystalmessage>><<set $mine4level2Bempty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine4level2B][$mine4level2Bcrystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine4level2B][$mine4level2Bcrystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine4level2B == 'danger1' || $mine4level2B == 'danger2'>>\
<<if $mine4level2Bdangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine4level2Bdangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<</if>>\
<<if $dead == false>>
[[Go west|mine4level2A]]
[[Go east|mine4level2C]]
[[Go down|mine4level3B]]
[[Exit the mines|mine4level1]]
<</if>><<set $currentroom to 'mine4level2A'>>\
<<if $mine4level2Aagain>>\<<else>><<set $mine4level2Aagain to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,2)>>\
<</if>>\
You're in the western upper mine tunnels, on the second level.
<<if $mine4level2A == 'crystals1'>><<if $mine4level2Aempty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine4level2Acrystalmessage>><<set $mine4level2Aempty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine4level2A][$mine4level2Acrystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine4level2A][$mine4level2Acrystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine4level2A == 'danger1' || $mine4level2A == 'danger2'>>\
<<if $mine4level2Adangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine4level2Adangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<</if>>\
<<if $dead == false>>
[[Go east|mine4level2B]]
[[Go down|mine4level3A]]
[[Exit the mines|mine4level1]]
<</if>><<set $currentroom to 'mine4level2C'>>\
<<if $mine4level2Cagain>>\<<else>><<set $mine4level2Cagain to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,2)>>\
<</if>>\
You're in the eastern upper mine tunnels, on the second level.
<<if $mine4level2C == 'crystals1'>><<if $mine4level2Cempty>>There used to be a small star crystal deposit here, but you've already mined it.
<<elseif $mine4level2Ccrystalmessage>><<set $mine4level2Cempty to true>>You gained <<if $miningequipment>>3<<else>>2<</if>> star crystals!
<<else>>You find a small star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine4level2C][$mine4level2Ccrystalmessage to true; $starcrystals += 3]]<<else>>\
[[Mine the deposit|mine4level2C][$mine4level2Ccrystalmessage to true; $starcrystals += 2]]<</if>>\
<</if>>\
<<elseif $mine4level2C == 'danger1' || $mine4level2C == 'danger2'>>\
<<if $mine4level2Cdangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine4level2Cdangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $survival>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. Thanks to your knowledge of the wilderness, you recognise them to be toxic and you keep a safe distance from them.<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. Thanks to your knowledge of the wilderness, you recognise a toxic gas and you keep a safe distance from it.<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. Thanks to your knowledge of the wilderness, you recognise it to be toxic and you keep a safe distance from it.<<else>>strange barbed tendrils coming out of the holes in the coral walls. Thanks to your knowledge of the wilderness, you recognise them to be venomous and you keep a safe distance from them.
<</if>>\
<<else>><<set $playerhp-=2>>Walking down the tunnel, you spot some <<if $currentterrain == 'desert'>>strange beetles crawling on the sandstone walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'jungle'>>colourful plant pods clinging to the tunnel walls. When you come too close, they release toxic spores!<<elseif $currentterrain == 'ice'>>strange black fungus growing on the ice walls. When you come too close, it releases a cloud of toxic spores!<<elseif $currentterrain == 'volcanic'>>vapour coming out of a wall crevice. As you come closer, you start choking on the poisonous gas!<<elseif $currentterrain == 'rocky'>>phosphorescent larvae crawling on the walls. When you come too close, one of them spits venom at you!<<elseif $currentterrain == 'crystal'>>shining crystal dust, floating in the air. As you come closer, you start choking on the toxic dust!<<else>>strange barbed tendrils coming out of the holes in the coral walls. When you come too close, they lash at you, cutting your skin and burning you with a toxic fluid!<</if>>
You lose 2 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you met your doom in the mines!
[[Game over!|chargameover]]<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<</if>>\
<<if $dead == false>>
[[Go west|mine4level2B]]
[[Go down|mine4level3C]]
[[Exit the mines|mine4level1]]
<</if>><<set $currentroom to 'mine4level3B'>>\
<<if $mine4level3Bagain>>\<<else>><<set $mine4level3Bagain to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,2)>>\
<</if>>\
You're in the central mine tunnels, on the third level.
<<if $mine4level3B == 'crystals1'>><<if $mine4level3Bempty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine4level3Bcrystalmessage>><<set $mine4level3Bempty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine4level3B][$mine4level3Bcrystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine4level3B][$mine4level3Bcrystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine4level3B == 'danger1' || $mine4level3B == 'danger2'>>\
<<if $mine4level3Bdangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine4level3Bdangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine4level3B == 'treasure'>>\
<<if $mine4level3Btreasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine4level3Btreasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $repairkit += 2>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot two repair kits that still look usable.
You obtain two repair kits!
<<else>>\<</if>>\<</if>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine4level2B]]
[[Go west|mine4level3A]]
[[Go east|mine4level3C]]
[[Go down|mine4level4B]]
[[Exit the mines|mine4level1]]
<</if>><<set $currentroom to 'mine4level3A'>>\
<<if $mine4level3Aagain>>\<<else>><<set $mine4level3Aagain to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,2)>>\
<</if>>\
You're in the western mine tunnels, on the third level.
<<if $mine4level3A == 'crystals1'>><<if $mine4level3Aempty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine4level3Acrystalmessage>><<set $mine4level3Aempty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine4level3A][$mine4level3Acrystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine4level3A][$mine4level3Acrystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine4level3A == 'danger1' || $mine4level3A == 'danger2'>>\
<<if $mine4level3Adangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine4level3Adangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine4level3A == 'treasure'>>\
<<if $mine4level3Atreasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine4level3Atreasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $repairkit += 2>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot two repair kits that still look usable.
You obtain two repair kits!
<<else>>\<</if>>\<</if>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine4level2A]]
[[Go east|mine4level3B]]
[[Go down|mine4level4A]]
[[Exit the mines|mine4level1]]
<</if>><<set $currentroom to 'mine4level3C'>>\
<<if $mine4level3Cagain>>\<<else>><<set $mine4level3Cagain to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<<set $minedanger to random (1,2)>>\
<</if>>\
You're in the eastern mine tunnels, on the third level.
<<if $mine4level3C == 'crystals1'>><<if $mine4level3Cempty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine4level3Ccrystalmessage>><<set $mine4level3Cempty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine4level3C][$mine4level3Ccrystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine4level3C][$mine4level3Ccrystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine4level3C == 'danger1' || $mine4level3C == 'danger2'>>\
<<if $mine4level3Cdangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine4level3Cdangercleared to true>><<if $minedanger == 1>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<<elseif $minedanger == 2>>\
<<if $evaderoll >=3>>\
Walking down the tunnel, you spot a pit filled with old refuse – the miners must have used it to dump their garbage. You cautiously walk around the pit and continue on your way.
<<else>><<set $playerhp-=4>>\
Walking down the tunnel, you fail to notice the danger ahead! You fall into a pit filled with old refuse and take damage.
You lose 4 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
Tragically, you were killed by the fall!
[[Game over!|chargameover]]<</if>>\
<<if $dead == false>>You manage to climb back up from the disgusting pit – likely the place the miners used to dump their garbage – dirty and bruised.
<</if>>\
<</if>>\
<<else>><</if>><</if>>\
<<elseif $mine4level3C == 'treasure'>>\
<<if $mine4level3Ctreasuretaken>>Nothing of interest remains in this part of the mines.
<<else>><<set $mine4level3Ctreasuretaken to true>><<set $minetreasure to random(1,2)>>\
<<if $minetreasure == 1>><<set $credits+= 300>>\
Walking down the tunnel, you spot an old leather satchel lying on the ground. You open it to discover some old documents, so musty they fall apart as soon as you touch them. Under the papers, though, you find some perfectly usable credit chips!
You gained 300 credits.
<<elseif $minetreasure == 2>><<set $repairkit += 2>>Walking down the tunnel, you spot a pile of old mining equipment. Most of it is too rusted to be of any use, but among the junk you spot two repair kits that still look usable.
You obtain two repair kits!
<<else>>\<</if>>\<</if>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine4level2C]]
[[Go west|mine4level3B]]
[[Go down|mine4level4C]]
[[Exit the mines|mine4level1]]
<</if>><<set $currentroom to 'mine4level4A'>>\
<<if $mine4level4Aagain>>\<<else>><<set $mine4level4Aagain to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<</if>>\
You're in the western lower mine tunnels, on the fourth level.
<<if $mine4level4A == 'crystals1' || $mine4level4A == 'crystals2'>><<if $mine4level4Aempty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine4level4Acrystalmessage>><<set $mine4level4Aempty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine4level4A][$mine4level4Acrystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine4level4A][$mine4level4Acrystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine4level4A == 'danger1'>>\
<<if $mine4level4Adangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine4level4Adangercleared to true>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<</if>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine4level3A]]
[[Exit the mines|mine4level1]]
<</if>><<set $currentroom to 'mine4level4B'>>\
<<if $mine4level4Bagain>>\<<else>><<set $mine4level4Bagain to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<</if>>\
You're in the central lower mine tunnels, on the fourth level.<<if $mine4excavated>>
There's a narrow downwards corridor here that you cleared of debris with your mining equipment.
<<else>>
There's a narrow downwards corridor here, but it's blocked by a cave-in. With proper mining equipment and some hard work, you could clear the debris.
<</if>>\
<<if $messagedebriscleared>><<set $messagedebriscleared to false>>
Using your mining equipment, you manage to clear the debris and open the downward passage!
<</if>>\
<<if $mine4level4B == 'crystals1' || $mine4level4B == 'crystals2'>><<if $mine4level4Bempty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine4level4Bcrystalmessage>><<set $mine4level4Bempty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine4level4B][$mine4level4Bcrystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine4level4B][$mine4level4Bcrystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine4level4B == 'danger1'>>\
<<if $mine4level4Bdangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine4level4Bdangercleared to true>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<</if>>\
<<else>>\
<</if>>\
<<if $dead == false>>\
<<if $miningequipment>>\
<<if $mine4excavated>>\
<<else>>
[[Clear the debris|mine4level4B][$mine4excavated to true; $messagedebriscleared to true]]
<</if>><</if>>
[[Go up|mine4level3B]]
<<if $mine4excavated>>\
[[Go down|mine4level5]]
<<else>>\<</if>>\
[[Exit the mines|mine4level1]]
<</if>><<set $currentroom to 'mine4level4C'>>\
<<if $mine4level4Cagain>>\<<else>><<set $mine4level4Cagain to true>><<set $evaderoll to random(1,3)>><<if $survival>><<set $evaderoll +=1>><</if>>\
<</if>>\
You're in the eastern lower mine tunnels, on the fourth level.
<<if $mine4level4C == 'crystals1' || $mine4level4C == 'crystals2'>><<if $mine4level4Cempty>>There used to be a sizeable star crystal deposit here, but you've already mined it.
<<elseif $mine4level4Ccrystalmessage>><<set $mine4level4Cempty to true>>You gained <<if $miningequipment>>4<<else>>3<</if>> star crystals!
<<else>>You find a sizeable star crystal deposit, left behind by the miners!
<<if $miningequipment>>\
[[Mine the deposit|mine4level4C][$mine4level4Ccrystalmessage to true; $starcrystals += 4]]<<else>>\
[[Mine the deposit|mine4level4C][$mine4level4Ccrystalmessage to true; $starcrystals += 3]]<</if>>\
<</if>>\
<<elseif $mine4level4C == 'danger1'>>\
<<if $mine4level4Cdangercleared>>Knowing the danger that lurks in the tunnel, you walk cautiously and avoid harm.
<<else>>\<<set $mine4level4Cdangercleared to true>>As soon as you step forward, you hear a rattle and loose rocks fall down from the roof!
<<if $evaderoll >=3>>\
You instinctively jump back and avoid the danger!
<<else>><<set $playerhp-=3>>\
You jump back, but you aren't fast enough! You are hit by several chunks of rock.
You lose 3 HP.
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the collapsing rocks!
[[Game over!|chargameover]]<</if>>\<</if>>\
<</if>>\
<<else>>\
<</if>>\
<<if $dead == false>>\
[[Go up|mine4level3C]]
[[Exit the mines|mine4level1]]
<</if>>You descend a steep <<if $currentterrain == 'desert'>>corridor crawling with scorpions<<elseif $currentterrain == 'jungle'>>corridor overgrown with pale roots<<elseif $currentterrain == 'ice'>>corridor burrowed in the permafrost<<elseif $currentterrain == 'volcanic'>>obsidian corridor<<elseif $currentterrain == 'rocky'>>and uneven corridor<<elseif $currentterrain == 'crystal'>>and slippery crystal corridor<<else>>corridor in sedimentary limestone<</if>> and find yourself on the deepest level of the mine.
<<if $mine4level5empty>>There used to be large star crystal deposits here, but you've already mined them.
<<elseif $mine4level5crystalmessage>><<set $mine4level5empty to true>>You gained <<if $miningequipment>>45<<else>>30<</if>> star crystals!
<<else>>There, you find rich star crystal deposits that have barely been mined!
<<if $gameobjective == 'artefact' && $mappiece1 == 'resource4' && $mappiece1found == false>><<set $mappiece1found to true>><<set $maphint1 to false>><<set $mappieces+=1>>In the deepest mine shaft, you discover a piece of old parchment. It's part of the map showing the location of the $artefactname $artefactname2!
<</if>>
<<if $miningequipment>>\
[[Mine the deposits|mine4level5][$mine4level5crystalmessage to true; $starcrystals += 45]]
<<else>>[[Mine the deposits|mine4level5][$mine4level5crystalmessage to true; $starcrystals += 30]]
<</if>><</if>>\
[[Go up|mine4level4B]]
[[Exit the mines|mine4level1]]<<if $buriedtreasurecomplete>>\
You have already found the buried treasure of $currentplanetname.
[[Back|$currentplanet]]
<<else>>\
The $currentrace from the only bigger settlement on $currentplanetname lack some most basic resources. They want to start trading with other planets, but they don’t have enough money.
You meet with the leaders of the $currentrace who tell you about a mysterious map they've recently found. They believe the map shows the place where the treasure of a famous buccaneer is buried. The map clearly shows the area around their village, but they can’t decipher the clues leading to the treasure.
With the money from the buccaneer’s stash, the $currentrace could buy the resources they need. They are desperate to locate the treasure, so they ask you for help.
They tell you a wise man lives in the wilderness near the village. He could decipher the map, but he holds a grudge against the $currentrace who once greatly offended him, and won’t help if they ask him.
The village elders ask you to take the map to the wise man.
<<if $survival>>\
[[(Survival) Decipher the map yourself using your wilderness lore|readmap]]
<</if>>\
[[Take the map to the wise man|wiseman][$credits+=300]]
[[Refuse to help the villagers|$currentplanet]]
<</if>><<if $mooneyedbeastcomplete>>\
You have already completed the quest on $currentplanetname.
[[Back|$currentplanet]]
<<else>>\
Travelling through <<if $currentterrain=='desert'>>the scorching desert sands<<elseif $currentterrain=='rocky'>>the rocky hills<<elseif $currentterrain=='crystal'>>the crystal valleys<<elseif $currentterrain=='jungle'>>the untamed jungles<<elseif $currentterrain=='volcanic'>>the volcanic plains<<elseif $currentterrain=='icy'>>the frozen wastes<<else>>one of the wild islands<</if>> of $currentplanetname you encounter a peculiar man, walking the same trail.
"Greetings, friend", he addresses you. "Pardon me, but haven’t you seen the Moon-Eyed Beast somewhere in this vicinity? I am a travelling knight and I’ve sworn to slay this fearsome monster. I’m certain it lives on this here planet, but I can’t find its lair."
You recognise the Moon-Eyed Beast as a monster from an old fairytale.
<<if $charisma>>\
[[(Charisma) Persuade the knight the beast is merely a legend|legend][$knife+=1; $renown+=1]]
<</if>>\
<<if $trading && $pistol>=1>>\
[[(Trading) Convince the knight he needs a better weapon and sell him a laser pistol for 5000 credits|sellpistol][$pistol-=1; $credits+=5000]]
<</if>>\
[[Help the knight search for the Moon-Eyed Beast|beastlair]]
[[Refuse to help the knight|beastrefuse]]
<</if>>\
<<if $canyonracecomplete>>\
The grand canyon race on $currentplanetname is already over.
[[Back|$currentplanet]]
<<else>>\
During your stay on $currentplanetname you learn about a starship race through a winding <<if $currentterrain=='desert'>>desert canyon<<elseif $currentterrain=='rocky'>>mountain canyon<<elseif $currentterrain=='crystal'>>crystal canyon<<elseif $currentterrain=='jungle'>>jungle canyon<<elseif $currentterrain=='volcanic'>>volcanic canyon<<elseif $currentterrain=='icy'>>ice canyon<<else>>island canyon<</if>>. The race is very dangerous – many pilots crash their ships in the narrow canyon – but if you win, you can earn 3000 credits and gain fame and recognition.
For the last 5 years, a pilot named $canyonchampion has won the canyon race each single time.
[[Participate in the race|canyonracestart]]
[[Don't participate in the race|$currentplanet]]
<</if>><<if $armwrestlingcomplete>>\
The arm wrestling tournament of $currentplanetname is already over.
[[Back|$currentplanet]]
<<else>>\
During your stay on $currentplanetname you learn about a curious arm-wrestling tournament. This yearly event is very popular among the local $currentrace. Interestingly, in the tournament eight people are going to wrestle a single champion simultaneously! What's even more surprising, you learn that the champion has never lost a match.
[[Participate in the tournament|armwrestlingstart]]
[[Don't participate in the tournament|$currentplanet]]
<</if>><<if $dragoncomplete>>\
You have already dealt with the winged menace terrorising $currentplanetname.
[[Back|$currentplanet]]
<<else>>\
Soon after you arrive on $currentplanetname you learn about a terrible menace terrorising the local $currentrace. A mad scientist living on the planet dreamed about creating a new mode of transportation. He built a giant mechanical dragon, fashioned after the legendary winged beasts. No one knows why the scientist thought a robotic dragon would be superior to a starship or a jetbike, but, as it soon turned out, it was infinitely more dangerous!
The robot has escaped the laboratory and is roaming the countryside, destroying homes and attacking flying vehicles. The local $currentrace are terrified and beg you for help.
<<if $charisma>>\
[[(Charisma) Convince the scientist to deactivate the dragon|dragoncharisma][$renown+=1]]
<</if>>\
<<if $trading && $credits>=1000>>\
[[(Trading) Buy the dragon blueprints from the scientist for 1000 credits|dragonbuy][$credits-=100; $renown+=1; $commongoods+=2]]
<</if>>\
[[Confront the dragon in your starship|dragonintro]]
[[Refuse to help the locals|$currentplanet]]
<</if>><<if $buriedtemplecomplete>>\
You have already resolved the matter of the buried temple on $currentplanetname.
[[Back|$currentplanet]]
<<else>>\
When you arrive on $currentplanetname, you learn about recent quakes, which have uncovered the entrance to mysterious ruins.
[[Go to the ruins|templeruins]]
[[Return to your ship|$currentplanet]]
<</if>>You look at the map and realise the wise man’s help won’t be required, as you can decipher it by yourself.
You take the map and, one by one, decipher the ancient buccaneer’s symbols, pointers and riddles. You are sure you now know where the treasure was buried.
[[Give the location of the treasure to the village elders|givelocation][$renown+=1; $credits+=2300]]
[[Dig out the treasure by yourself and take it all|taketreasure][$credits+=5000]]You share the location of the treasure with the leaders of the $currentrace. Together, you dig out a chest full of ancient credit chips!
The $currentrace are overjoyed. With the money, they’ll finally be able to buy the goods they need!
They share part of the treasure with you and spread the news of your kindness.
You gained 2300 credits!
Your renown goes up by 1!
[[Return to your ship|$currentplanet][$buriedtreasurecomplete to true]]You travel to the location shown on the map and dig out an ancient chest. It’s full of credit chips!
You gained 5000 credits!
[[Return to your ship|$currentplanet][$buriedtreasurecomplete to true]]You agree to help the $currentrace. They give you the map and 300 credits they collected as a payment for the wise man.
You travel through the <<if $currentterrain=='desert'>>scorching desert sands<<elseif $currentterrain=='rocky'>>rocky hills<<elseif $currentterrain=='crystal'>>crystal valleys<<elseif $currentterrain=='jungle'>>untamed jungle<<elseif $currentterrain=='volcanic'>>plains of ash<<elseif $currentterrain=='icy'>>frozen wastes<<else>>wild island<</if>>, until you reach the humble abode of the wise man.
The wise man says he can decipher the map, but he demands 300 credits as payment upfront.
<<if $charisma>>\
[[(Charisma) Appeal to the wise man’s scientific curiosity and persuade him to do it for free|mapfree]]
<</if>>\
[[Give the wise man 300 credits|mappay][$credits-=300]]You manage to persuade the wise man that studying the curious map is payment enough in and of itself. The man takes the map and scrutinises it. After a while, he points to the spot where the treasure is buried.
[[Give the location of the treasure to the village elders|givelocation2][$renown+=1; $credits+=2000]]
[[Dig out the treasure by yourself and take it all|taketreasure][$credits+=5000]]You pay the wise man 300 credits. The man takes the map and scrutinises it. After a while, he points to the spot where the treasure is buried.
[[Give the location of the treasure to the village elders|givelocation2][$renown+=1; $credits+=2000]]
[[Dig out the treasure by yourself and take it all|taketreasure][$credits+=5000]]You share the location of the treasure with the leaders of the $currentrace. Together, you dig out a chest full of ancient credit chips!
The $currentrace are overjoyed. With the money, they’ll finally be able to buy the goods they need!
They share part of the treasure with you and spread the news of your kindness.
You gained 2000 credits!
Your renown goes up by 1!
[[Return to your ship|$currentplanet][$buriedtreasurecomplete to true]]You start conversing with the strange knight and explain that the Beast he seeks is just a myth. He doesn’t want to believe you at first, but slowly you manage to convince him that he’s been chasing a fairy tale.
The knight seems saddened by this realisation.
"Ah, well", he says. "Looks like I’ll have to find a new purpose in life. No use being a knight when there aren’t any beasts to slay! I think I won’t need this anymore."
He gives you his weapon.
You received a combat knife!
"Thanks for saving me a lot of time," the knight adds. "I’ll tell others about your helpfulness!"
Your renown goes up by 1 point!
[[Return to your ship|$currentplanet][$mooneyedbeastcomplete to true]]You tell the knight you don’t know where exactly the Moon-Eyed Beast lives, but it’s certainly somewhere on this planet. However, you add, the tales you’ve heard all agree that the Beast cannot be slain with a blade. Only a laser pistol can pierce its scales. Luckily, you just happen to have one on you and are willing to part with it for a measly sum of 4000 credits.
"I didn’t know I’m going to need a pistol!”, the knight exclaims and gives you the money you asked. "You’ve saved my life, traveller. Once I have slain the beast, I’m going to tell everyone it was thanks to you!”
You lost a laser pistol!
You received 5000 credits!
[[Return to your ship|$currentplanet][$mooneyedbeastcomplete to true]]You tell the knight you want to join him on his adventure. He gladly accepts you as his companion<<if $combat>>, noting you have the air of a true warrior about you<</if>>.
You travel the wilderness, until one day you discover a cave with a trail of giant clawed footprints leading into it.
"By heavens, we’ve found the villain!”, the knight exclaims and charges inside!
As you enter the cave, following him, two giant points of light appear before you, shining like full moons! The ground shakes as the lights move closer. The Moon-Eyed Beast jumps over your heads, blocking the cave exit, then attacks! You're trapped and must fight for your lives!
Because of the beast's all-piercing gaze, smoke bombs are of no use against it.
[[Fight!|mooneyedbeastfight][$initialisecombat to true]]You tell the knight you have no time for chasing imaginary beasts and leave him to his own exploits.
[[Return to your ship|$currentplanet]]<span class = 'biggish'><center>The Moon-Eyed Beast</center></span>
<<if $initialisecombat>>\
The Moon-Eyed beast stands before you – a terrifying, colossal hybrid of a toad and a mole, with sharp claws and teeth, and shining round eyes!
<<if $pistol>><<set $playerdamage to 4>><<elseif $knife>><<set $playerdamage to 3>><<else>><<set $playerdamage to 2>><</if>>\
<<set $initiative to true>>\
<<set $enemyhp to 50>>\
<<set $enemydamage to 4>>\
<<set $hitchance to 5>>\
<<if $combat>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 7>>
<<if $combat>><<set $enemyhitchance -=2>><</if>>\
<<set $knighthp to 8>>\
<<set $initialisecombat to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $enemytarget to 2>><<set $enemyattackroll to random(1, 10)>><<set $knightattack to random (1,10)>>\
The Moon-Eyed Beast: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/50 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>><<if $pistol>>You shoot with your laser pistol, but the beast's scales deflect the attack!<<elseif $knife>>You slash with your combat knife, but the blade bounces off the beast's scales!<<else>>You swing with all your might, but the beast's thick hide protects it!<</if>><<elseif $playermiss == 2>><<if $pistol>>You fire a quick series, but the beast evades!<<elseif $knife>>You stab with your knife, but the beast evades!<<else>>You take a swing, but the beast evades!<</if>><<else>><<if $pistol>>You fire your laser pistol, but you miss.<<elseif $knife>>You attack with a series of quick slashes, but you miss.<<else>>You swing at the beast, but you miss.<</if>><</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>><<if $pistol>>You aim and fire with precision, wounding the beast!<<elseif $knife>>You stab with your combat knife, wounding the beast!<<else>>You attack the beast's soft throat, dealing damage!<</if>><<elseif $playerhit == 2>><<if $pistol>>You fire a quick series, dealing damage.<<elseif $knife>>You slash with the knife, wounding the beast! <<else>>You throw a rock at the beast's glowing eyes, hurting it!<</if>><<else>><<if $pistol>>You shoot at the very right moment, wounding the beast.<<elseif $knife>>You deliver a mighty slash, wounding the beast.<<else>>You kick the beast, dealing damage.<</if>><</if>>\
<</if>>\
<<if $messageenergygrenade>><<set $messageenergygrenade to false>>The knight stands back as you lob an energy grenade. The grenade hits the beast and explodes in a blinding ball of light!
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>\
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,4)>><<if $enemymissdesc == 1>>The beast charges at you, but you dodge!<<elseif $enemymissdesc == 2>>The beast swipes its claws at you, but you evade!<<elseif $enemymissdesc == 3>>The beast claws at the knight, but only scratches his armour!<<else>>The beast tries to bite the knight, but he evades!<</if>>\
<<else>><<set $enemyhitdesc to random (1,4)>><<if $enemyhitdesc == 1>><<set $playerhp -=$enemydamage>>The beasts attacks viciously with its claws, wounding you!<<elseif $enemyhitdesc == 2>><<set $playerhp -=$enemydamage>>The beast bites you with sharp teeth, dealing damage!<<elseif $enemyhitdesc == 3>><<set $knighthp-=$enemydamage>>The beast charges at the knight, dealing damage to him!<<else>><<set $knighthp-=$enemydamage>>The beast attacks the knight with a savage bite, wounding him!<</if>>\
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
The attack kills you on the spot!
[[Game over!|chargameover]]<</if>>\
<</if>>
<<if $knightmedkit && $dead==false>><<set $knightmedkit to false>>\
The knight uses a medkit to heal his wounds!
<<else>>\
<<if $knighthit && $dead==false>><<set $knighthit to false>>\
The knight slashes with his blade, wounding the beast!
<<elseif $knightmiss && $dead==false>><<set $knightmiss to false>>\
The knight attacks with his knife, but misses!
<</if>><</if>><</if>>\
<<if $enemyhp <=0>>\
The beast roars in pain, then collapses to the ground, dead!
You are victorious!
<<else>>\<</if>>
<<if $enemyhp >0 && $playerhp >0>><<if $attackroll > $hitchance>>\
<<if $knighthp <=0>>\
[[Attack!|mooneyedbeastfight][$messagemiss to 1; $knightmedkit to true; $knighthp to 8; $initiative to false]]
<<elseif $knightattack>=6>>\
[[Attack!|mooneyedbeastfight][$messagemiss to 1; $knighthit to true; $enemyhp-=3; $initiative to false]]
<<else>>\
[[Attack!|mooneyedbeastfight][$messagemiss to 1; $knightmiss to true; $initiative to false]]
<</if>>\
<<else>>\
<<if $knighthp <=0>>\
[[Attack!|mooneyedbeastfight][$enemyhp -= $playerdamage; $messagehit to 1; $knightmedkit to true; $knighthp to 8; $initiative to false]]
<<elseif $knightattack>=6>>\
[[Attack!|mooneyedbeastfight][$enemyhp -= $playerdamage; $enemyhp -=3; $messagehit to 1; $knighthit to true; $initiative to false]]
<<else>>\
[[Attack!|mooneyedbeastfight][$enemyhp -= $playerdamage; $messagehit to 1; $knightmiss to true; $initiative to false]]
<</if>><</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0 && $energygrenade >0>>\
[[Throw an energy grenade at the enemy|mooneyedbeastfight][$enemyhp -= 10; $messageenergygrenade to 1; $energygrenade-=1; $initiative to false]]
<</if>>\
<<if $enemyhp<=0>>\
[[Continue|mooneyedbeastwin][$renown+=2; $exoticgoods+=3]]
<</if>>You can hardly believe your own eyes: the legendary Moon-Eyed Beast lies slain in the dark cave on $currentplanetname!
"By my blade, it was a grand fight!", the knight exclaims. "I couldn’t have won without your help, friend $playername!"
You and the knight take the Beast’s horns and fangs as trophies, sharing them between you. They are going to sell for a nice sum of credits!
You received 3 exotic goods!
The news of your daring exploit spreads far and wide!
Your renown goes up by 2!
[[Return to your ship|$currentplanet][$mooneyedbeastcomplete to true]]<<set $race to random(1,4)>><<if $piloting>><<set $race +=1>><</if>>\
You decide to take part in the race. You and several other pilots meet at the mouth of the canyon. Many people are watching the race from their own vehicles, keeping a safe distance.
The signal is given. Pilots start their engines. Upon the next signal, the starships fly into the canyon at a great speed!
$canyonchampion is in the lead.
<<if $race==1>>\
[[Race!|racefail1][$shiphp-=50]]
<<else>>\
[[Race!|race2]]
<</if>>
<<if $shiphp<=0>><<set $shiphp to 0>><<set $dead to true>>\
You speed up, trying to catch up with $canyonchampion.
A sharp turn comes ahead.
You realise you need to slow down, but it's too late! Your ship crashes into the side of the canyon.
Your ship loses 50 HP.
Your ship was destroyed!
[[Game over!|shipgameover]]
<<else>>\
You speed up, trying to catch up with $canyonchampion.
A sharp turn comes ahead.
You realise you need to slow down, but it's too late! Your ship crashes into the side of the canyon.
Your ship loses 50 HP.
Your ship is seriously damaged but, miraculously, still in one piece. You manage to pull up and fly over the canyon, with one engine spitting out black smoke.
You have lost your chance to win the race, but at least you're still alive!
[[Continue|$currentplanet][$canyonracecomplete to true]]
<</if>>\<<set $race to random(1,4)>><<if $piloting>><<set $race +=1>><</if>>\
You speed through the narrow canyon, focused to maximum. The first stage of the race features many twists and turns, but you pilot your ship with a steady hand, not slowing down.
One of the other pilots crashes into the side of the canyon just in front of you! You fly through smoke and debris from the destroyed starship.
$canyonchampion is still in the lead. Suddenly, the track forks; the champion takes a narrow, twisty passage, which must be a shortcut, but looks extremely dangerous! The other option is a wide, much safer curve.
<<if $race<=2>>\
[[Take the safer route|racefail1][$shiphp-=50]]
<<else>>\
[[Take the safer route|race3]]
<</if>>\
<<if $race<=3>>\
[[Follow the champion through the twisty passage|racefail1][$shiphp-=50]]
<<else>>\
[[Follow the champion through the twisty passage|race3A]]
<</if>>\
<<set $race to random(1,4)>><<if $piloting>><<set $race +=1>><</if>>\
You take the safer route; $canyonchampion gains lead on you, but you're still in the race and you believe you may win!
The next stage of the race leads to a winding system of <<if $currentterrain=='desert'>>sandstone caverns<<elseif $currentterrain=='rocky'>>granite caves<<elseif $currentterrain=='crystal'>>crystal caves<<elseif $currentterrain=='jungle'>>overgrown caverns<<elseif $currentterrain=='volcanic'>>volcanic caverns<<elseif $currentterrain=='icy'>>glacier caves<<else>>partially flooded caves<</if>>. You speed up, pushing your piloting skills to the extreme. As you zip through narrow passages, you catch a glimpse of $canyonchampion's ship up ahead!
<<if $race<4>>\
[[Race to the finish!|secondplace][$credits+=1500; $renown+=1]]
<<else>>\
[[Race to the finish!|wintherace][$credits+=3000; $renown+=2]]
<</if>>
You and $canyonchampion are going head to head. You both exit the cave at the same moment and continue with the last part of the race! All the other pilots are far behind.
On the last stage, $canyonchampion's knowledge of the track proves to be decisive. The champion takes even the sharpest turns without hesitation, while you, surprised by them, are forced to slow down.
In the end, $canyonchampion comes first, but you're not far behind!
You end the race second. You're really lucky, though; not all the pilots made it to the finish line.
You receive a prize of 1500 credits for the second place.
Even though you haven't beaten $canyonchampion, completing the canyon race is no small feat in itself. Your renown goes up by 1!
[[Continue|$currentplanet][$canyonracecomplete to true]]Only you and $canyonchampion are left competing for the first place. All the other pilots were left far behind!
The last stage of the race features many surprising and sharp turns. You clearly see that $canyonchampion knows them all by heart and never hesitates or slows down. But you're not going to give up!
Relying on your reflexes and intuition, you speed up. As $canyonchampion confidently takes a sudden turn, you tilt your ship ninety degrees and overtake on the inside, nearly scratching the side of the canyon! You then speed ahead to the finish line, coming first!
Your victory is sensational. $canyonchampion seems angry at being defeated, but eventually cheers up and congratulates you!
You received a prize of 3000 credits!
Your renown goes up by 2!
[[Continue|$currentplanet][$canyonracecomplete to true]]<<set $wrestle to random(1,4)>><<if $combat>><<set $race +=1>><</if>>\
You decide to take part in the tournament. The leader of the $currentrace takes you to the village hall, where the remaining contestants are waiting. They are all offworlders like you. The leader of the $currentrace, who seems very amused, invites you to the next room, where the champion is, saying you shouldn't make her wait.
You all enter the great chamber, where all the locals have gathered. They laugh and cheer. Then you notice the arm-wrestling champion!
She's an enormous, octopus-like alien, with eight tentacles as thick as your thigh. The creature is waiting behind a long table, attended by a couple of locals who massage her arms and feed her whole fish.
"Contestants, grab one arm each!", the leader of the village shouts. "If any one of you is able to pin down our champion, they will receive an amazing prize... but don't count on that!"
The contestants exchange uncertain looks. Eventually, you all step up to the table.
You grab the giant octopus's arm and sit down. When everyone is ready, the village leader blows a whistle and the match starts!
<<if $wrestle==1>>\
[[Wrestle!|wrestlefail1]]
<<else>>\
[[Wrestle!|wrestle2]]
<</if>>
You try your best, but the octopus alien is immensely strong. Without much effort, it pins down one contestant's arm, then another's. You struggle against the creature's power, but you only last a couple of seconds longer.
The alien pins down your arm, eliminating you!
Your arm burns from the muscular effort, and you're exhausted. You stay seated and watch the octopus alien defeat all the remaining contestants.
The $currentrace are cheering for their champion.
"Looks like no one's taking the prize!", their leader says. "But it was great fun, wasn't it? Better luck next time!"
[[Continue|$currentplanet][$armwrestlingcomplete to true]]<<set $wrestle to random(1,4)>><<if $combat>><<set $race +=1>><</if>>\
The match starts and it's immediately clear that the octopus alien is immensely strong. Without much effort, it pins down one contestant's arm, then another's. Soon only four of the eight are left, including you.
Your arm is burning, but with immense effort you withstand the creature's power!
<<if $wrestle<=2>>\
[[Conserve your strength|wrestlefail2]]
<<else>>\
[[Conserve your strength|wrestle3A]]
<</if>>\
<<if $wrestle<=1>>\
[[Give it your all!|wrestlefail2]]
<<else>>\
[[Give it your all!|wrestle3]]
<</if>>
You try your hardest to resist the creature's strength. The octopus alien seems weakened by wrestling so many opponents simultaneously, but she pins down another two. Only you and one another are left!
For a second, you sense the creature weakening, and you double your efforts to pin her arm down. But it turns out the creature tricked you! She resists you, then with a quick move pins down your arm, eliminating you!
The last contestant struggles for a moment longer, but finally must also accept defeat.
The $currentrace are cheering for their champion.
"Looks like no one's taking the prize!", their leader says. "But it was great fun, wasn't it? Better luck next time!"
[[Continue|$currentplanet][$armwrestlingcomplete to true]]<<set $wrestle to random(1,4)>><<if $combat>><<set $race +=1>><</if>>\
You try your hardest to resist the creature's strength. The octopus alien seems weakened by wrestling so many opponents simultaneously, but she pins down another two. Only you and one another are left!
For a second, you sense the creature weakening, and you double your efforts to pin her arm down. But it turns out the creature tricked you! She resists you, then tries to pin you down with a quick move!
You are almost eliminated, but, using all your strength, you manage to push back before your arm touches the table. In the meantime, the creature eliminates the other contestant. You're the only one left!
<<if $wrestle<=3>>\
[[Don't give up!|wrestlesecond][$renown+=1]]
<<else>>\
[[Don't give up!|wrestlewin][$renown+=1, $credits+=2000]]
<</if>>
Only you're left arm-wrestling the octopus creature. The $currentrace stopped cheering and are watching, holding their breath.
You make one more attack and almost pin down the creature's arm The creature makes a gurgling noise and uses her last bit of strength to push back. For a moment, your arms are in balance, then the alien pins you down.
The $currentrace are cheering for their champion.
"What a match!", their leader says. "Looks like no one's taking the prize, but that was some seriously impressive arm-werstling from our last contestant! No one has ever come so close to defeating our champion!"
You haven't won the tournament, but you've proven you're a great arm-wrestler for someone with only two arms!
Your renown goes up by 1!
[[Continue|$currentplanet][$armwrestlingcomplete to true]]Only you're left arm-wrestling the octopus creature. The $currentrace stopped cheering and are watching, holding their breath.
You make one more attack and almost pin down the creature's arm. The creature makes a gurgling noise and uses her last bit of strength to push back. For a moment, your arms are in balance, then you are slowly pushed closer and closer to the table.
You look into the creature's big, watery eyes and recognise it's just as exhausted as you.
You let her almost pin you down, feigning weakness, and then, with a superhuman effort, you push back!
The $currentrace gasp as you pin the alien's arm down to the table.
The alien octopus sighs and slumps down, too tired to move.
The village leader is at a loss for words.
Looks like no one has expected this outcome!
The audience are quiet for a long while, but finally they burst with applause, cheering for you!
You receive a prize of 2000 credits!
Your renown goes up by 2!
[[Continue|$currentplanet][$armwrestlingcomplete to true]]You decide to help the locals and head to the mad scientist's laboratory.
You hold a long conversation with the scientist. Logical arguments don't seems to work on him; he's not in the least worried about his dragon's destructive nature and the trouble it causes. You then decide to mention that no planet has parking spaces for giant dragons, and since space in cities is scarce, no one is going to buy a dragon they won't be able to park anywhere.
The scientist is devastated by your words. Screaming that he was a fool and wasted so much time on useless inventions, he runs to a command console and deactivates the dragon. The giant robot crashes into the ground in the remote wastelands, creating a huge crater.
The mad scientist then throws you out of his lab, saying he must start working on a new, brilliant mode of transportation immediately.
The local $currentrace thank you profusely for putting an end to the dragon menace.
Your renown goes up by 1!
[[Continue|$currentplanet][$dragoncomplete to true]]You decide to help the locals and head to the mad scientist's laboratory.
You tell the scientist you're working for the Museum of Brilliant Inventions. The Museum has heard about the mechanical dragon, which will surely revolutionise the future of transport, and would love to buy something related to put on display. Maybe the dragon blueprints?
Flattering the scientist's vanity works perfectly. He sells you the dragon blueprints for 1000 credits, overjoyed with the recognition he found.
You lost 1000 credits.
You bring the blueprints to the $currentrace village. Together with the villagers, you analyse the blueprints and learn about the dragon's radio-activated self-destruct mechanism.
You manage to build a transmitter which activates the mechanism. You finish the construction just as the dragon arrives to attack the village!
You activate the transmitter. The robot dragon explodes in the skies over the village. People run for cover as metal parts rain down everywhere.
The $currentrace thank you profusely for putting an end to the dragon menace!
Your renown goes up by 1!
You recover some metal components from the destroyed dragon.
You received 2 common goods!
[[Continue|$currentplanet][$dragoncomplete to true]]You get in your starship and take to the skies, to fight the future of transportation.
The dragon is circling high up in the sky, looking for new targets to destroy. When is sees you, it emits a terrifying screech and attacks immediately!
Due to the dragon's speed, you can't run away from this fight!
Because of the dragon's ingenious optical systems, cloaking charges don't work on it!
[[Fight!|dragonfight][$initialisecombat to true]]<span class = 'biggish'><center>Mechanical dragon</center></span>
<<if $initialisecombat>>\
The mechanical dragon – a giant metal monster with sharp claws, long, powerful tail and fiery breath – attacks you!
<<set $initiative to true>>\
<<set $enemyhp to 400>>\
<<set $enemydamage to 35>>\
<<set $hitchance to 6>>\
<<if $piloting>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 6>>
<<if $piloting>><<set $enemyhitchance -=2>><</if>>\
<<set $initialisecombat to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>>\
Mechanical dragon: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/400 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>>You fire your laser cannon, but the dragon's metal body deflects the attack!<<elseif $playermiss == 2>>You shoot at the dragon, but it deftly dodges the attack.<<else>>You open fire, but you miss the dragon.<</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>>Your well-timed shot penetrates the dragon's metal hide!<<elseif $playerhit == 2>>You fire a barrage of laser beams which damage the dragon's metal body!<<else>>You open fire, piercing through the dragon's armour and dealing damage!<</if>>\
<<if $enemyhp <=0>>\
Your final attack destroys the dragon. The robot spits out a cloud of black smoke and goes down in a tailspin, crashing into the ground!
<<else>>\<</if>><</if>>\
<<if $messagetorpedo>><<set $messagetorpedo to false>>You launch an energy torpedo. It hits the mechanical dragon and explodes in a blinding ball of light!
<<if $enemyhp <=0>>\
The torpedo's explosion destroys the dragon!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>\
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The dragon attacks with its tail, but you evade.<<elseif $enemymissdesc == 2>>The dragon breathes fire at you, but your shields withstand the attack!<<else>>The dragon attacks with its claws, but you dodge!<</if>>\
<<else>><<set $shiphp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>The dragon smashes its tail into your ship, dealing damage!<<elseif $enemyhitdesc == 2>>The dragon shoots a ball of fire from its mouth, hitting and damaging your ship!<<else>>The dragon rends your ship's hull with its claws, dealing damage!<</if>>\
<<if $shiphp <=0>><<set $shiphp to 0>><<set $dead to true>>\
Your ship was destroyed!
[[Game over!|shipgameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0>><<if $attackroll > $hitchance>>\
[[Attack!|dragonfight][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|dragonfight][$enemyhp -= $shipdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0 && $torpedo >0>>\
[[Launch an energy torpedo at the enemy|dragonfight][$enemyhp -= 150; $messagetorpedo to 1; $torpedo-=1; $initiative to false]]
<</if>>\
<<if $enemyhp <=0>>\
[[Continue|dragonfightwin][$commongoods+=2; $renown+=2]]
<</if>>You land near the huge crater created by the dragon crashing into the ground.
You recover some usable metal parts from the wreckage of the dragon!
You received 2 common goods.
The locals thank you profusely for ending the dragon menace. They admire your amazing piloting skills as well!
Your renown goes up by 2!
[[Continue|$currentplanet][$dragoncomplete to true]]The entrance is located deep in the <<if $currentterrain=='desert'>>scorching desert sands<<elseif $currentterrain=='rocky'>>rocky hills<<elseif $currentterrain=='crystal'>>crystal valleys<<elseif $currentterrain=='jungle'>>untamed jungles<<elseif $currentterrain=='volcanic'>>volcanic wasteland<<elseif $currentterrain=='icy'>>frozen wastes<<else>>seaside cliffs<</if>> of $currentplanetname. You see crumbling columns and an old, stone door. Mysterious carvings decorate the stones. The place looks like a very ancient temple.
The entrance to the temple is blocked by rubble. You immediately realise it would take a lot of time, money and heavy machinery to clear the site.
You can't do it on your own, but you know about at least a couple of people who would be thrilled to learn about this place.
If you send the coordinates of the temple to the Galactic Geographic Society, they will turn the temple into an archaeological site. They will study it and display the artefacts found inside for everyone to see. You can also count on being mentioned in their publications, and on receiving a modest reward.
If, on the other hand, you send the coordinates to a rich collector, you will receive a lot of credits, but the place will be dug out in search of valuable items, with little concern for site preservation. The artefacts will end up in someone's private collection.
[[Send the coordinates to GalGeo|templegalgeo][$credits+=1000; $renown+=1]]
[[Send the coordinates to a private collector|templeprivate][$credits+=3000]]You contact the Galactic Geographic Society with the coordinates of the $currentplanetname temple. The Society representatives are excited to learn about a new site, which can broaden the knowledge about the ancient $currentplanetname culture!
You received 1000 credits as a reward from the Society!
When the first paper on the temple is published, it mentions you as the finder of the site.
Your renown goes up by 1!
[[Continue|$currentplanet][$buriedtemplecomplete to true]]You contact a rich private collector and sell the coordinates of the temple for a sum of 3000 credits. The collector is very excited about your find and tells you to leave the site immediately, as his workers are arriving soon with heavy machinery and explosives.
You received 3000 credits!
[[Continue|$currentplanet][$buriedtemplecomplete to true]]<<set $piloting to true>><<set $hermitcomplete to true>>\
"Thanks," the woman says and immediately gets down to installing the crystals in her jet bike. "You know, you're not that bad."
When she fixes the bike, she takes you on a crazy ride <<if $currentterrain=='desert'>>through the wide, open desert<<elseif $currentterrain=='rocky'>>through mountain canyons<<elseif $currentterrain=='crystal'>>through fields of crystal grass<<elseif $currentterrain=='jungle'>>through dark, dense forests<<elseif $currentterrain=='volcanic'>>throughvolcanic canyons!<<elseif $currentterrain=='icy'>>through ice canyons<<else>>over the stormy sea<</if>>, first as a passenger, then as a driver! You learn a lot about piloting from her.
You gained the Piloting skill!
[[Say goodbye to the hermit|hermitleave]]<<if $bookcomplete>>\
You have already completed the quest on $currentplanetname.
[[Back|$currentplanet]]
<<else>>\
Travelling through <<if $currentterrain=='desert'>>the scorching desert sands<<elseif $currentterrain=='rocky'>>the rocky hills<<elseif $currentterrain=='crystal'>>the crystal valleys<<elseif $currentterrain=='jungle'>>the untamed jungles<<elseif $currentterrain=='volcanic'>>the volcanic plains<<elseif $currentterrain=='icy'>>the frozen wastes<<else>>one of the wild islands<</if>> of $currentplanetname you encounter a woman standing by a dark cave's mouth. She's wearing a traveller's outfit and carrying a large backpack. She has a worried look on her face.
"Oh, hello there!", she exclaims when she sees you. "Would you mind helping out a fellow explorer?"
She proceeds to explain she is an author, and she's on $currentplanetname collecting data for her new book. She wants to write about the <<if $currentterrain=='desert'>>giant sand serpents<<elseif $currentterrain=='rocky'>>venomous cave bats<<elseif $currentterrain=='crystal'>>spike-shooting crystal bugs<<elseif $currentterrain=='jungle'>>exploding beetles<<elseif $currentterrain=='volcanic'>>giant lava slugs<<elseif $currentterrain=='icy'>>frost spiders<<else>>giant cave amoebas<</if>> of $currentplanetname. She found their nest, but doesn't want to go in alone.
"They are very dangerous", she explains. "But I really need an exciting topic to write a book that will sell! I'm going to title it "<<if $currentterrain=='desert'>>Sand serpent's embrace<<elseif $currentterrain=='rocky'>>A Bat's Kiss<<elseif $currentterrain=='crystal'>>Crystal Arrows to the Heart<<elseif $currentterrain=='jungle'>>A Beetle's Passion<<elseif $currentterrain=='volcanic'>>Hot Slugs, Hot Hearts<<elseif $currentterrain=='icy'>>In the Frosty Web of Feelings<<else>>Cave Love under the Sea<</if>>"! So, are you coming with me? P-please?"
<<if $charisma>>\
[[(Charisma) Convince the author she should write romance novels instead of books on dangerous creatures|bookcharisma][$renown+=1]]
<</if>>\
<<if $survival>>\
[[(Survival) Show the author a safe way to the monsters' nest|booksurvival][$renown+=1]]
<</if>>\
<<if $combat>>\
[[(Combat) Tell the author about the enemies you defeated|bookcombat][$renown+=1]]
<</if>>\
[[Accompany the author to the cave|bookcave][$renown+=1; $playerhp-=3]]
[[Leave the author alone|$currentplanet]]
<</if>>You tell the woman not every author must write about monsters and danger, and ask if she's ever thought abut writing romance novels. You add romance novels sell better than books about planet exploration.
"H-how do you know my secret dream?", the author exclaims, shocked. "Yes, I'd love to write romance novels! With elegant ladies, dresses and parties, and none of that dangerous cave-crawling nonsense! And you say they sell well?"
The author heads straight to the $currentplanetname spaceport, thanking you for your help.
"I'll dedicate my first novel to you!", she promises.
Your renown goes up by 1!
[[Continue|$currentplanet][$bookcomplete to true]]You tell the author to follow you. Using your wilderness lore, you find a safe path leading to a ledge in the cave. From the high ledge, you observe the behaviour of the <<if $currentterrain=='desert'>>giant sand serpents<<elseif $currentterrain=='rocky'>>venomous cave bats<<elseif $currentterrain=='crystal'>>spike-shooting crystal bugs<<elseif $currentterrain=='jungle'>>exploding beetles<<elseif $currentterrain=='volcanic'>>giant lava slugs<<elseif $currentterrain=='icy'>>frost spiders<<else>>giant cave amoebas<</if>>!
When you exit the cave, the author thanks you from the bottom of her heart for helping her collect material for her book. She even promises to dedicate the book to you!
Your renown goes up by 1!
[[Continue|$currentplanet][$bookcomplete to true]]You tell the author there's no need to crawl into caves in search of exciting material. You then tell her stories about the enemies you defeated <<if $playerclass == 'barbarian'>>on your wild and dangerous home planet<<elseif $playerclass == 'mercenary'>>during the many missions you were hired to carry out<<else>>on your many adventures<</if>>.
The author is very much impressed. She agrees there's no need to enter the cave; your stories have inspired her to write an adventure novel about a great and handsome warrior! She even promises to dedicate the novel to you!
Your renown goes up by 1!
[[Continue|$currentplanet][$bookcomplete to true]]<<if $playerhp<=0>><<set $playerhp to 0>><<set $dead to true>><</if>>
You agree to accompany the woman to the cave.
You enter the dark cavern. Soon, you find the <<if $currentterrain=='desert'>>giant sand serpents<<elseif $currentterrain=='rocky'>>venomous cave bats<<elseif $currentterrain=='crystal'>>spike-shooting crystal bugs<<elseif $currentterrain=='jungle'>>exploding beetles<<elseif $currentterrain=='volcanic'>>giant lava slugs<<elseif $currentterrain=='icy'>>frost spiders<<else>>giant cave amoebas<</if>> – and a swarm of them attacks you!
You both take some damage from the attacking creatures, before you manage to escape.
You lose 3 HP!
<<if $dead>>\
Tragically, you perish in the cave!
[[Game over!|chargameover]]
<<else>>\
When you're out, the author – who's still shaking – says it was an unforgettable experience. She says she's going to write a really exciting book, and dedicate it to you! She adds she's never going to write a book on monsters again after that one.
Your renown goes up by 1!
[[Continue|$currentplanet][$bookcomplete to true]]
<</if>><<set $survival to true>><<set $hermitcomplete to true>>\
You give the knife to the hermit. He takes it and carefully examines.
"It's a good blade," he says. "Now I don't have to worry about being devoured by beasts in my old age."
He invites you to stay with him for a while and shares his knowledge of the wilderness and survival techniques, as promised.
You gained the Survival skill!
[[Say goodbye to the hermit|hermitleave]]<<if $peoplerallied>>\
You have the full support of the local populace. All slaves and townspeople on $currentplanetname will rise and attack the tyrant's army when you give the signal.
With the army engaged in combat against the locals, you'll be able to get to the fortress and confront $tyrantname $tyrantnickname. You must decide whether to do this on your own and face a difficult fight, or hire professionals – if you have enough credits, you can pay mercenaries from the guild to defeat the tyrant for you.
[[Start the uprising and attack the tyrant in the fortress|fighttyrant]]
[[Return to your ship|$currentplanet]]
<<else>>You swore to defeat the tyrant of $currentplanetname and free your family. However, this won't be an easy task.
$tyrantname $tyrantnickname is careful and rarely leaves the safety of the fortress. The tyrant has a large army and many spies. You cannot hope to defeat the army on your own; you must rally the people of $currentplanetname and lead them against the tyrant.
[[Talk to the locals|rallylocals]]
[[Return to your ship|$currentplanet]]
<</if>><<if $renown <10>><<set $needrenown to true>>\
The $currentrace inhabiting $currentplanetname hate $tyrantname $tyrantnickname, but they are also scared of the tyrant's army. They could be persuaded to rise against the tyrant, but they won't listen to an unknown traveller.
You must have at least 10 renown to rally the people of $currentplanetname.
[[Continue|$currentplanet]]
<<else>><<set $peoplerallied to true>><<set $needrenown to false>>\
You talk with the $currentrace of $currentplanetname. They have heard about your exploits and admire your bravery. They believe they can defeat $tyrantname $tyrantnickname with a leader like you!
[[Continue|tyrantfortress]]
<</if>>\You talk with the leaders of the $currentrace. You decide the time to strike against $tyrantname $tyrantnickname is now!
The locals revolt and attack the tyrant's army. Fights break out in cities and mines. The surprised tyrant panics and sends almost all soldiers to fight against the insurgents.
You storm $tyrantname $tyrantnickname's fortress together with a small group of the $currentrace. Your companions engage the tyrant's personal guard. You manage to slip through and head for the tyrant's private chambers.
Freedom for your family and for $currentplanetname are close at hand! You can't back away from this fight!
[[Attack the tyrant|tyrantcombat][$initialisecombat to true]]The mercenaries of $currentplanetname are a band of skilled fighters, willing to undertake almost any task for the right sum of money.
The mercenaries could help you in your fight against $tyrantname $tyrantnickname.
[[Hire the mercenaries|mercenarieshire]]
[[Back|$currentplanet]]<<if $peoplerallied>>\
The mercenaries have heard about $tyrantname $tyrantnickname. They tell you, however, there are too few of them to defeat the tyrant's army.
When you tell the mercenaries how you rallied the people of $tyrantworldname, they agree to help you fight the tyrant for a non-negotiable sum of 10000 credits.
<<if $credits>=10000>>\
[[Hire the mercenaries for 10000 credits|tyrantmercenaries][$credits-=10000]]
[[Back|$currentplanet]]
<<else>>\
You don't have enough money to hire the mercenaries.
[[Back|$currentplanet]]
<</if>>\
<<else>>\
The mercenaries have heard about $tyrantname $tyrantnickname. They tell you, however, there are too few of them to defeat the tyrant's army.
[[Back|$currentplanet]]
<</if>>You pay the mercenaries and take a well-trained team of fighters with you to $tyrantworldname.
You talk with the local leaders. You decide the time to strike against $tyrantname $tyrantnickname is now!
The locals revolt and attack the tyrant's army. Fights break out in cities and mines. The surprised tyrant panics and sends almost all soldiers to fight against the insurgents.
You storm $tyrantname $tyrantnickname's fortress together with the mercenaries. Your well-trained team quickly takes out the tyrant's personal guard.
Then $tyrantname $tyrantnickname appears.
"You're dead, worms!", the tyrant shouts. "I'll crush you, then I'll crush this little revolt of yours! $tyrantworldname is mine to rule!"
A fierce battle begins. The tyrant is a skilled fighter, wielding an enormous energy axe, but your mercenaries are no pushovers as well, and their advantage in numbers proves decisive.
[[Continue|tyrantmercenarieswin]]<<set $map to true>>You take the pieces of the map and carefully put them together.
You now have the complete map showing the location of the $artefactname $artefactname2!
The legendary artefact is buried on $artefactlocation. Your map shows exactly where to look for it.
[[Continue|$return]]An ancient map, showing the location of the $artefactname $artefactname2, which is buried on $artefactlocation.
[[Continue|$return]]<<set $maphint3 to false>>You buy an old map piece from a mysterious, hooded alien.
The piece is part of the map showing the location of the $artefactname $artefactname2! You realise it was well worth the high price.
[[Back|blackmarket]]Using the ancient map, you travel to the location on $currentplanetname where the $artefactname $artefactname2 is buried.
<<if $miningequipment>0>>\
[[Dig out the artefact|artefactwin]]
[[Return to your ship|$currentplanet]]
<<else>>\
You're in the right place, but you will need mining equipment to unearth the artefact.
[[Return to your ship|$currentplanet]]
<</if>>\
You start digging in the spot marked on the map. It takes many hours, but finally you unearth an old, metal chest.
You slowly open the chest, revealing a gold-lined interior. Inside the chest, there is the $artefactname $artefactname2!
You have finally found the treasure you've dreamed about for so long, and it's just as wonderful as you've imagined. You stare in wonder at its beauty, and your heart fills with joy!
You shall be known forever as the discoverer of the $artefactname $artefactname2!
<center>CONGRATULATIONS, YOU WIN!
[[Main menu|menu2]]</center>
<<if $mappiece1found>>People of $currentplanetname tell you that one piece of the map leading to the $artefactname $artefactname2 is hidden deep in an abandoned mine on an $map1terrain planet. But you have already recovered that piece!
[[Back|$currentplanet]]
<<else>><<set $maphint1 to true>>\
There are many travellers and scholars on $currentplanetname, so it's a good place to gather information on ancient artefacts.
You spend some time looking for clues about the $artefactname $artefactname2. In the end you learn that one piece of the map leading to the artefact is hidden deep in an abandoned mine on an $map1terrain planet.
[[Back|$currentplanet]]
<</if>><<if $mappiece2found>>\
<<if $mappiece2 == 'war1'>>\
People of $currentplanetname tell you that one piece of the map leading to the artefact is in the possession of a dangerous space pirate captain.
<<elseif $mappiece2 == 'war2'>>\
People of $currentplanetname tell you that one piece of the map leading to the artefact is in the possession of a mysterious being known as the Beastmaster.
<<elseif $mappiece2 == 'war3'>>\
In the end you learn that one piece of the map is in the possession of a powerful alien warlord.
<</if>>\
But you have already recovered that piece!
[[Back|$currentplanet]]
<<else>><<set $maphint2 to true>>\
$currentplanetname is an important trade and travel hub, so you decide to ask around about the $artefactname $artefactname2.
<<if $mappiece2 == 'war1'>>\
In the end you learn that one piece of the map is in the possession of a dangerous space pirate captain.
<<elseif $mappiece2 == 'war2'>>\
In the end you learn that one piece of the map is in the possession of a mysterious being known as the Beastmaster.
<<elseif $mappiece2 == 'war3'>>\
In the end you learn that one piece of the map is in the possession of a powerful alien warlord.
<</if>>\
[[Back|$currentplanet]]
<</if>><<if $mappiece3found == false>><<set $maphint3 to true>>\
$currentplanetname is the perfect place to look for hints about ancient artefacts. You ask around about the map leading to the $artefactname $artefactname2. Locals suggest you should visit the local black market where many curious objects can be bought.
<<else>>\
You've already visited the black market on $currentplanetname and bought a piece of the map leading to the $artefactname $artefactname2.
<</if>>\
[[Back|$currentplanet]]<<if $device>>\
"What are you waiting for?", the scientist says. "Go test my device!"
[[Back|$currentplanet]]
<<else>>\
<<if $scientistmet>>\
"It's you!", the mad scientist exclaims. "Do you have the 8000 credits, 50 star crystals and mysterious starship component we need?"
<<if $credits>=8000 && $starcrystals>=50 && $mysteriouspart==1>>\
[[Give the required items to the scientist|createdevice][$credits-=8000; $starcrystals-=50; $mysteriouspart to 0; $device to true]]
[[Back|$currentplanet]]
<<else>>\
You tell the scientist you need some more time to find all the components he needs.
[[Back|$currentplanet]]
<</if>>\
<<else>><<set $scientistmet to true>>\
You locate the laboratory on $currentplanetname and meet with the scientist. You immediately understand why people are calling him "mad" – the man is obsessed with his suppression device. He's adamant it's going to work and cancel any distortion field, but there's one problem – no one wants to fund his research.
The scientist is enthused when you reveal you're interested in the device.
"It's almost complete!", the scientist exclaims, waving some blueprints in front of your face. "Almost done! And you can test it once it's complete! If you bring me the resources I need, I'll even give you one for free!"
The device is your only chance to save your friend from the slavers, so you immediately ask the scientist what he needs.
"8000 credits... for some parts. Star crystals... 50 star crystals to power the device. And a spaceship part that looks like a translucent pear, I won't bog your mind with the actual name. It's impossible to find on the market, but you might get your hands on one if you blow an alien warship to pieces!"
Looks like you got your work cut out for you.
[[Continue|$currentplanet]]
<</if>><</if>>The scientist grabs the parts and rushes to work.
A few hours later, the distortion field suppressing device is installed in your starship. The scientist doesn't stop talking for a moment, explaining how everything works. He wants you to immediately go to the asteroid belt where the slavers are hiding and report back, telling how the device worked on the distortion field.
The slavers' hideout was unlocked on the Galaxy Map!
[[Continue|$currentplanet]]You travel to the distant asteroid belt where the $slaversshipname is hiding.
As you approach the asteroid belt, your ship's instruments start going crazy. Before you crash into one of the asteroids, you activate the suppression device.
The device starts humming and glowing white, and all readings return to normal.
You have defeated the slavers' distortion field!
You safely fly through the asteroid belt.
The slavers' base is located in a giant, hollow asteroid. The $slaversshipname is inside.
You can attack the base on your own, or, if you have enough credits, you could avoid fighting the slavers; as the suppression device's working radius is big enough for a couple of ships, you could bring mercenaries to defeat the $slaversshipname for you.
[[Attack the slavers' base|slaversattack]]
<span class='blue'>[[Open Galaxy Map|GalaxyMap]]</span>
You decide to attack the slavers' base on your own.
As you approach the giant asteroid, the leader of the slavers contacts your ship.
"I don't know how you defeated out distortion field, intruder, but by coming here, you just signed your own death warrant!"
The $slaversshipname powers up its weapons and starts firing at you!
You cannot escape from this combat. If you want to save your friend, and your own life, you have to destroy the mighty warsip's defences!
[[Continue|slaversfight][$initialisecombat to true]]The mercenaries of $currentplanetname are a band of skilled fighters, willing to undertake almost any task for the right sum of money.
The mercenaries could help you in your fight against the slavers who captured your friend.
[[Hire the mercenaries|mercenarieshireslavers]]
[[Back|$currentplanet]]<<if $device>>\
The mercenaries have heard about the $slaversshipname and her crew, but know about the distortion field as well.
They tell you attacking the slavers in their base would be suicide, and they don't accept jobs with zero chances of success.
However, when you tell the mercenaries about the suppression device you obtained from the scientist, they agree to attack the slavers base with you for a non-negotiable sum of 10000 credits.
<<if $credits>=10000>>\
[[Hire the mercenaries for 10000 credits|slaversmercenaries][$credits-=10000]]
[[Back|$currentplanet]]
<<else>>\
You don't have enough money to hire the mercenaries.
[[Back|$currentplanet]]
<</if>>\
<<else>>\
The mercenaries have heard about the $slaversshipname and her crew, but know about the distortion field as well.
They tell you attacking the slavers in their base would be suicide, and they don't accept jobs with zero chances of success.
[[Back|$currentplanet]]
<</if>>You lead a small group of experienced mercenary pilots to the slavers' base. You safely fly through the asteroid belt; the mercenaries are impressed with the device you're using.
As you approach the giant asteroids the leader of the slavers contacts your ship.
"I don't know how you defeated out distortion field, intruders, but by coming here, you just signed your own death warrant!"
The $slaversshipname powers up its weapons and opens fire!
The mercenaries form an attack formation and fly into battle.
[[Continue|slaversmercenarieswin]]<center><span class = 'big'>4x4 Galaxy</span>
<span class = 'biggish'>[[New game|GameStart]]
<<link "Load game">><<script>>UI.saves()<</script>><</link>>
[[About]]</span></center>
<span class = 'biggish'><center>The $slaversshipname</center></span>
<<if $initialisecombat>>\
The $slaversshipname, a mighty warship, attacks you. The slavers are determined to destroy the intruder who invaded their base!
You must disable the $slaversshipname – then you'll be able to save your friend!
<<set $initiative to true>>\
<<set $enemyhp to 500>>\
<<set $enemydamage to 50>>\
<<set $hitchance to 4>>\
<<if $piloting>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 6>>
<<if $piloting>><<set $enemyhitchance -=2>><</if>>\
<<set $initialisecombat to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>>\
The $slaversshipname: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/500 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>>You fire your laser cannon, but the $slaversshipname's shields absorb the attack!<<elseif $playermiss == 2>>You shoot at the $slaversshipname, but the mighty ship's armour deflects the attack.<<else>>You open fire, but you miss your target.<</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>>Your well-timed shot penetrates the enemy's shields!<<elseif $playerhit == 2>>You fire a barrage of laser beams, damaging the $slaversshipname's plating!<<else>>You open fire, damaging the $slaversshipname's engines!<</if>>\
<<if $enemyhp <=0>>\
Your final attack destroys the $slaversshipname's weapons, rendering the great warship harmless!
<<else>>\<</if>><</if>>\
<<if $messagetorpedo>><<set $messagetorpedo to false>>You launch an energy torpedo. It hits the $slaversshipname and explodes in a blinding ball of light!
<<if $enemyhp <=0>>\
The torpedo's explosion destroys the $slaversshipname's weapons, rendering the great warship harmless!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>\
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The slavers fire at your ship, but you evade.<<elseif $enemymissdesc == 2>>The $slaversshipname shoots at you, but your shields withstand the attack!<<else>>The $slaversshipname's cannons spit laser fire at you, but you dodge!<</if>>\
<<else>><<set $shiphp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>The slavers shoot a laser barrage at your ship, dealing damage!<<elseif $enemyhitdesc == 2>>A beam from the $slaversshipname's cannon damages your ship!<<else>>The $slaversshipname fires a laser barrage, dealing damage to your ship!<</if>>\
<<if $shiphp <=0>><<set $shiphp to 0>><<set $dead to true>>\
Your ship was destroyed!
[[Game over!|shipgameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0>><<if $attackroll > $hitchance>>\
[[Attack!|slaversfight][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|slaversfight][$enemyhp -= $shipdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $shiphp >0 && $torpedo >0>>\
[[Launch an energy torpedo at the enemy|slaversfight][$enemyhp -= 150; $messagetorpedo to 1; $torpedo-=1; $initiative to false]]
<</if>>\
<<if $enemyhp <=0>>\
[[Continue|slaverswingame]]
<</if>>The $slaversshipname is weaponless and damaged, her engines smoking.
The leader of the slavers contacts you, pleading for ceasefire, but is suddenly interrupted when a group of former slaves storms the bridge of the $slaversshipname! They managed to free themselves in the chaos of the battle, when all the slavers were busy operating the ship's weapons and defences, and damage to the $slaversshipname's generators deactivated the forcefields holding them in their cells. The slaves are an emaciated, miserable bunch, but there's hope and courage in their eyes! Their longing for freedom and hatred for their captors gives them strength and soon they take over the entire ship.
The slaves are led by none other than your friend, $friendsname!
When all is over, with the slavers disarmed and locked up in the cells on their own ship, you meet with your friend on the $slaversshipname's bridge.
$friendsname thanks you for saving them all.
"I knew you would come, $playername. No one believed we could be saved; the slavers negotiated with some aliens who wanted to buy as all and force us to work in radioactive mines. But you got here just in time!"
You nod and embrace your friend.
You helped free all the slaves from the $slaversshipname and ended the threat the slavers posed!
<center>CONGRATULATIONS, YOU WIN!
[[Main menu|menu2]]</center>
The battle is long and hard, but the mercenaries are masters in their craft. Finally they destroy the $slaversshipname's weapons and damage her engines. The enemy is now defenceless!
The leader of the slavers contacts you, pleading for ceasefire, but is suddenly interrupted when a group of former slaves storms the bridge of the $slaversshipname! They managed to free themselves in the chaos of the battle, when all the slavers were busy operating the ship's weapons and defences, and damage to the $slaversshipname's generators deactivated the forcefields holding them in their cells. The slaves are an emaciated, miserable bunch, but there's hope and courage in their eyes! Their longing for freedom and hatred for their captors gives them strength and soon they take over the entire ship.
The slaves are led by none other than your friend, $friendsname!
When all is over, with the slavers disarmed and locked up in the cells on their own ship, you meet with your friend on the $slaversshipname's bridge.
$friendsname thanks you for saving them all.
"I knew you would come, $playername. No one believed we could be saved; the slavers negotiated with some aliens who wanted to buy as all and force us to work in radioactive mines. But you got here just in time!"
You nod and embrace your friend.
You helped free all the slaves from the $slaversshipname and ended the threat the slavers posed!
<center>CONGRATULATIONS, YOU WIN!
[[Main menu|menu2]]</center>
<<if $interviewdone>>\
During your stay on $currentplanetname, you buy a copy of a local newspaper. There's an article about you on the first page!
"$playername the $playerclass is the greatest adventurer that has ever visited $currentplanetname! $playername loves $answer1 and prefers $answer2 planets to any other terrain type. The bold $playerclass's main goal is to $answer3!"
[[Return to your ship|$currentplanet]]
<<else>>\
One of the $currentrace approaches you during your stay on $currentplanetname. She's young and enthusiastic. She explains she's starting a local newspaper with her friends and would love to interview a famous person for the paper.
<<if $renown<5>>\
"Do you know someone famous?", she asks. "Can you point me to them?"
Looks like you are not famous enough to be interviewed yourself!
Maybe you should come back later, when your renown is higher...
[[Return to your ship|$currentplanet]]
<<else>>\
"I've heard about you!", she says. "You're $playername the $playerclass. Your adventures are pretty famous! Can I interview you, please?"
[[Agree to be interviewed|interview2]]
[[Return to your ship|$currentplanet]]
<</if>>
<</if>>"That's great, thank you!", the young journalist exclaims when you agree to be interviewed. "Okay, here's the first question: what is your favourite type of adventures?"
[[Adventures with lots of combat.|interview3][$answer1 to "combat"]]
[[Discovering new places.|interview3][$answer1 to "exploration"]]
[[Finding treasure. Lots of treasure.|interview3][$answer1 to "treasure"]]
[[Travelling across space in my starship.|interview3][$answer1 to "space travel"]]"Really? That's so interesting! Okay, my next question: what kind of planets do you like best?
[[Desert planets.|interview4][$answer2 to "desert"]]
[[Rocky planets.|interview4][$answer2 to "rocky"]]
[[Jungle planets.|interview4][$answer2 to "jungle"]]
[[Crystal planets.|interview4][$answer2 to "crystal"]]
[[Ice planets.|interview4][$answer2 to "ice"]]
[[Volcanic planets.|interview4][$answer2 to "volcanic"]]
[[Oceanic planets.|interview4][$answer2 to "oceanic"]]"Wow, really? That's my favourite planet type, too! Okay, now for the final question: what is your goal in life?"
<<if $gameobjective == 'slavers'>>\
[['To defeat evil slavers and save my friend '+$friendsname->interview5][$answer3 to "defeat evil slavers and save $friendsname"; $renown+=2]]
<<elseif $gameobjective == 'artefact'>>\
[['To find the ' + $artefactname + ' ' + $artefactname2->interview5][$answer3 to "find the $artefactname $artefactname2"; $renown+=2]]
<<elseif $gameobjective == 'tyrant'>>\
[['To defeat the evil tyrant ' + $tyrantname + ' ' + $tyrantnickname->interview5][$answer3 to "defeat the evil tyrant $tyrantname $tyrantnickname"; $renown+=2]]
<</if>>
<<set $interviewdone to true>>\
"Oh, wow! That's... really something! I'll never do anything as exciting. Well, I hope you'll achieve your goal. That was my last question. Thanks for letting me interview you! When I publish my article, you'll get even more famous!"
Your renown goes up by 2!
[[Return to your ship|$currentplanet]]
<span class = 'biggish'><center>$tyrantname $tyrantnickname</center></span>
<<if $initialisecombat>>\
$tyrantname $tyrantnickname, the cruel ruler of $currentplanetname, stands before you. The tyrant is clad in shining powered armour and wields an energy axe.
"You're dead, worm!", the tyrant shouts. "I'll crush you, then I'll crush this little revolt of yours! $currentplanetname is mine to rule!"
<<if $pistol>><<set $playerdamage to 4>><<elseif $knife>><<set $playerdamage to 3>><<else>><<set $playerdamage to 2>><</if>>\
<<set $initiative to true>>\
<<set $enemyhp to 50>>\
<<set $enemydamage to 5>>\
<<set $hitchance to 4>>\
<<if $combat>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 6>>
<<if $combat>><<set $enemyhitchance -=2>><</if>>\
<<set $initialisecombat to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>>\
$tyrantname $tyrantnickname: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/50 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>><<if $pistol>>You aim your laser pistol and shoot, but the beam bounces off $tyrantname $tyrantnickname's armour!<<elseif $knife>>You slash with your combat knife, but $tyrantname $tyrantnickname deflects your attack with an armguard.<<else>>You swing with all your might, but your attack doesn't even dent $tyrantname $tyrantnickname's armour.<</if>><<elseif $playermiss == 2>><<if $pistol>>You fire a quick series, but the tyrant's powered armour absorbs the attack.<<elseif $knife>>You stab with your knife, but the blade bounces off the tyrant's armour.<<else>>You take a swing, but the tyrant's armour absorbs the attack.<</if>><<else>><<if $pistol>>You fire your laser pistol, but you miss.<<elseif $knife>>You attack with a series of quick slashes, but the tyrant dodges.<<else>>You strike, but the tyrant evades your attack.<</if>><</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>><<if $pistol>>You fire a well-aimed shot, finding a weak spot in $tyrantname $tyrantnickname's armour and dealing damage!<<elseif $knife>>You slash with your combat knife, aiming for a weak spot in $tyrantname $tyrantnickname's armour, and deal damage!<<else>>You swing with all your might, punching $tyrantname $tyrantnickname in a weakly guarded spot and dealing damage!<</if>><<elseif $playerhit == 2>><<if $pistol>>You fire shots in rapid succession, penetrating the tyrant's armour.<<elseif $knife>>You stab with the knife, piercing through the tyrant's armour! <<else>>You grab and punch the tyrant, dealing some damage.<</if>><<else>><<if $pistol>>You attack with your laser pistol, dealing damage.<<elseif $knife>>You attack with your combat knife, dealing damage.<<else>>You attack the tyrant with your bare hands, but you still do some damage!<</if>><</if>>\
<<if $enemyhp <=0>>\
$tyrantname $tyrantnickname drops to one knee.
"I-impossible!", the tyrant gasps. "I-I am the master of $currentplanetname… How could I be defeated?"
$tyrantname $tyrantnickname collapses to the ground, dead.
Victory is yours!
<<else>>\<</if>><</if>>\
<<if $messageenergygrenade>><<set $messageenergygrenade to false>>You lob an energy grenade. It hits the tyrant and explodes in a blinding ball of light!
<<if $enemyhp <=0>>\
$tyrantname $tyrantnickname drops to one knee.
"I-impossible!", the tyrant gasps. "I-I am the master of $currentplanetname… How could I be defeated?"
$tyrantname $tyrantnickname collapses to the ground, dead.
Victory is yours!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The tyrant swings the energy axe at you, but you dodge!<<elseif $enemymissdesc == 2>>The tyrant tries to grab you, but you roll to the side!<<else>>$tyrantname $tyrantnickname swings at you, but you block the attack!<</if>>\
<<else>><<set $playerhp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>$tyrantname $tyrantnickname slashes you with the energy axe, dealing serious damage!<<elseif $enemyhitdesc == 2>>$tyrantname $tyrantnickname delivers a powerful blow with the energy axe, seriously hurting you!<<else>>The tyrant feints an attack, then smashes you in the chest, dealing damage!<</if>>\
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
The attack kills you on the spot!
[[Game over!|chargameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $attackroll > $hitchance>>\
[[Attack!|tyrantcombat][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|tyrantcombat][$enemyhp -= $playerdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0 && $energygrenade >0>>\
[[Throw an energy grenade at the enemy|tyrantcombat][$enemyhp -= 10; $messageenergygrenade to 1; $energygrenade-=1; $initiative to false]]
<</if>>\
<<if $enemyhp<=0>>\
[[Continue|tyrantcombatwin]]
<</if>>With $tyrantname $tyrantnickname dead, the insurgents quickly get the upper hand in the struggle. Many of the tyrant's soldiers give up the fight and flee when they learn about their master's demise.
Soon $currentplanetname is free!
After most of the fighting is over, you reunite with your family, who joined the combatants. They are overjoyed to see you. You embrace, laugh and cry as they thank you for what you've done.
The whole populace is celebrating. The $currentrace name you their liberator. You are the hero of $currentplanetname!
<center>CONGRATULATIONS, YOU WIN!
[[Main menu|menu2]]</center>
After a long fight, $tyrantname $tyrantnickname drops to one knee.
"I-impossible!", the tyrant gasps. "I-I am the master of $tyrantworldname… How could I be defeated?"
$tyrantname $tyrantnickname collapses to the ground, dead. Your mercenaries cheer.
With $tyrantname $tyrantnickname dead, the insurgents quickly get the upper hand in the struggle. Many of the tyrant's soldiers give up the fight and flee when they learn about their master's demise.
Soon $tyrantworldname is free!
After most of the fighting is over, you reunite with your family, who joined the combatants. They are overjoyed to see you. You embrace, laugh and cry as they thank you for what you've done.
The whole populace is celebrating. The locals name you their liberator. You are the hero of $tyrantworldname!
<center>CONGRATULATIONS, YOU WIN!
[[Main menu|menu2]]</center>
<span class = 'biggish'><center>Travelling</center></span>
You can travel across the Galaxy by opening the Galaxy Map (it's not available in every passage) and selecting one of the 16 planets as your travel destination.
On your journeys, you may encounter various threats, enemies and events.
Central worlds (green) are the safest – the enemies you may encounter while travelling to a central world are relatively weak.
Border worlds (yellow) are more dangerous than central worlds and the enemies you might encounter while travelling there are stronger.
Corner worlds (red) are the most dangerous, and you may encounter very powerful enemies while travelling to one of them.
<span class = 'biggish'><center>Skills</center></span>
You start the game with 2 skills. The skills you have might open up additional paths or increase your chance of success during quests. Additionally, each skill makes you better in certain aspects of adventuring:
Survival makes it easier to evade traps in mines and survive in the wilderness; it increases your chance for a successful sneak attack and lets you find more resources when exploring the wild planets.
Piloting increases your chance of hitting the enemy in starship combat and reduces the chance of the enemy hitting you. It also makes avoiding negative events during space travel easier.
Combat increases your chance of hitting the enemy in ground combat and reduces the chance of the enemy hitting you.
Trading lets you buy and sell goods for better prices, as well as bribe certain enemies to avoid combat.
Charisma lets you befriend the natives of wild planets and record their stories. It also lets you use your diplomatic skills for a chance of avoiding combat with certain enemies.
<span class = 'biggish'><center>Journal</center></span>
You can open your journal from the Galaxy Map screen to view descriptions of planets you've discovered, as well as your current objective.
[[Back|$return]]<<if $armourydone>>\
You've already discovered the greatest secret of $currentplanetname – the ancient armoury.
[[Return to your ship|$currentplanet]]
<<else>>\
There are rumours going around on $currentplanetname about an ancient armoury located somewhere in the wastelands. Supposedly, it holds weapons developed by an ancient, long gone tribe, that rival modern military technology.
[[Try to locate the armoury|findarmoury]]
[[Return to your ship|$currentplanet]]
<</if>>You ask the $currentrace of $currentplanetname about the ancient armoury. They don't know if it's real or just a myth, but they are convinced that if it exists, it's located somewhere in the northern wilderness.
You head north, travelling through the <<if $currentterrain=='desert'>>desert wasteland<<elseif $currentterrain=='rocky'>>rocky wilderness<<elseif $currentterrain=='crystal'>>crystal wilderness<<elseif $currentterrain=='jungle'>>wild jungles<<elseif $currentterrain=='volcanic'>>volcanic wasteland<<elseif $currentterrain=='icy'>>frozen wasteland<<else>>wild islands<</if>> until you find <<if $currentterrain=='desert'>>an old bunker in the middle of a sea of dunes<<elseif $currentterrain=='rocky'>>an old bunker on a jagged summit<<elseif $currentterrain=='crystal'>>an old bunker in a winding crystal canyon<<elseif $currentterrain=='jungle'>>an old, overgrown bunker in the heart of the jungle<<elseif $currentterrain=='volcanic'>>an old, crumbling bunker located in a massive crater<<elseif $currentterrain=='icy'>>an old, snow-covered bunker in the barren tundra<<else>>an old bunker, located on a tiny, secluded island<</if>>.
You enter the bunker – the first visitor in hundreds of years. Inside, you find an armoury with ancient weapons of curious construction. They are still functional and despite their age can rival modern technology!
[[Take the weapons|armourytake][$torpedo+=1; $energygrenade+=1; $pistol+=1]]
[[Leave the weapons and report your discovery to the Galactic Geographic Society|armouryleave][$renown+=2]]<<set $armourydone to true>>\
You decide that leaving the ancient weapons in the bunker would be a waste; you can put them to a good use.
You take the ancient weapons from the bunker, leaving behind only dust.
You received an energy torpedo!
You received an energy grenade!
You received a laser pistol!
[[Back|$currentplanet]]
<<set $armourydone to true>>\
The ancient weapons are a fascinating piece of the history and show how wonderfully advanced the tribes of $currentplanetname were. You decide the armoury should be left intact to preserve that knowledge.
You contact the Galactic Geographic Society and inform them about your discovery. They are thrilled; they plan to send an expedition to $currentplanetname and closely study the ancient bunker.
GalGeo publishes an article about your discovery in its magazine.
Your renown goes up by 2!
[[Back|$currentplanet]]
<<if $festivaldone>>\
The local festival you've taken part in is already over.
[[Return to your ship|$currentplanet]]
<<else>>\
The local $currentrace of $currentplanetname are about to celebrate an important festival honouring their goddess. However, they're afraid of a group of raiders who arrived on the planet recently and might want to steal the statue of the goddess during the festival. The local leaders ask you for help.
[[Agree to help|startfestival]]
[[Return to your ship|$currentplanet]]
<</if>>You agree to take part in the celebrations and deal with the raiders, if they show up.
The $currentrace take you to <<if $currentterrain=='desert'>>an ancient stone temple surrounded by golden sands<<elseif $currentterrain=='rocky'>>a rocky mountain summit with breathtaking views of the surrounding highlands<<elseif $currentterrain=='crystal'>>a glade in a forest of crystal trees, with intertwined branches formind a baldachin above<<elseif $currentterrain=='jungle'>>the dark heart of the jungle, illuminated by phosphorescent plants and mushrooms<<elseif $currentterrain=='volcanic'>>a cave of red crystal, heated by great magma falls<<elseif $currentterrain=='icy'>>a verdant valley surrounded by glaciers and warmed by hundreds of hot springs and streams<<else>>a small island built of coral and ancient seashells<</if>>.
They bring the statue of their goddess with them, in a sedan chair, and place it on an altar in the sanctuary.
The celebrations are about to begin when a group of armed raiders appears. They say that if they don't get the statue, they're going to attack and take it by force!
<<if $trading>>\
[[(Trading) Convince the raiders they should pay for the statue|festivaltrading][$credits+=2000]]
<</if>>\
<<if $charisma>>\
[[(Charisma) Convince the raiders that the statue is only a replica|festivalcharisma][$renown+=1]]
<</if>>\
[[Fight the raiders|festivalfight][$initialisecombat to true]]
<<if $credits>=1000>>\
[[Offer the raiders 1000 credits if they leave peacefully|festivalcash][$credits-=1000; $renown+=1]]
<</if>>\
[[Grab the statue and run|festivalrun]]<<set $festivaldone to true>>\
You take the leader of the raiders to the side and explain the $currentrace will be outraged at having their statue stolen, and if a fight breaks out, the raiders will suffer heavy losses, even though they're better armed. You add that they're quite business-minded and won't mind parting with the statue for a nice sum of money the raiders surely must have.
You convincingly explain that the statue is worth at least 10000 credits, but the locals are unaware of this and would likely sell it for just 4000.
The leader of the raiders is delighted with your cunning plan. He offers only 2000 to the $currentrace and gives 2000 credits directly to you, saying you've earned the money for sparing them trouble with the locals.
The $currentrace, wanting to avoid bloodshed, agree, though they're saddened at having their statue stolen.
The raiders take the statue and leave, laughing.
You laugh as well, because in reality, the statue is only worth around 500 credits.
[[Return to your ship|$currentplanet]]<<set $festivaldone to true>>\
You talk with the leader of the raiders, explaining they made a big mistake that may cost them their lives. You say the statue of the goddess is only a replica – the original, valuable statue was destroyed ages ago. However, the image of their goddess is incredibly important to the $currentrace, who will fight furiously if someone tries to steal it. The raiders are likely going to lose their lives, trying to snatch an item with little monetary value.
You're so confident and convincing the leader of the raiders believes you. The raiders leave the sanctuary, their leader shouting at the person who told them the statue of the goddess was valuable.
The $currentrace thank you for your help in saving part of their spiritual and cultural heritage.
Your renown goes up by 1!
The celebrations continue without further disturbances, and you're treated as a guest of honour.
[[Return to your ship|$currentplanet]]<span class = 'biggish'><center>Leader of the raiders</center></span>
<<if $initialisecombat>>\
Seeing the raiders aren't just going to leave peacefully, you shout at the $currentrace to get away. Then, you attack the raiders!
It turns out that a few of the $currentrace are armed! They come to your aid as the rest of the group flees to safety.
You engage the leader of the raiders.
You can't escape from this fight!
<<if $pistol>><<set $playerdamage to 4>><<elseif $knife>><<set $playerdamage to 3>><<else>><<set $playerdamage to 2>><</if>>\
<<set $initiative to true>>\
<<set $enemyhp to 20>>\
<<set $enemydamage to 4>>\
<<set $hitchance to 5>>\
<<if $combat>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 6>>
<<if $combat>><<set $enemyhitchance -=2>><</if>>\
<<set $initialisecombat to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>>\
Leader of the raiders: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/20 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>><<if $pistol>>You aim your laser pistol and shoot, but the beam bounces off the raider's armour!<<elseif $knife>>You slash with your combat knife, but the raider deflects your attack.<<else>>You swing with all your might, but the raider blocks your attack.<</if>><<elseif $playermiss == 2>><<if $pistol>>You fire a quick series, but the raider dodges.<<elseif $knife>>You stab with your knife, but the raider dodges<<else>>You take a swing, but the raider dodges.<</if>><<else>><<if $pistol>>You fire your laser pistol, but you miss.<<elseif $knife>>You attack with a series of quick slashes, but you miss.<<else>>You strike, but the raider evades your attack.<</if>><</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>><<if $pistol>>You fire a well-aimed shot, wounding the raider!<<elseif $knife>>You slash with your combat knife, wounding the raider!<<else>>You swing with all your might, wounding the raider!<</if>><<elseif $playerhit == 2>><<if $pistol>>You fire shots in rapid succession, dealing damage.<<elseif $knife>>You stab with the knife, piercing through the raider's armour! <<else>>You grab and punch the raider, dealing some damage.<</if>><<else>><<if $pistol>>You attack with your laser pistol, dealing damage.<<elseif $knife>>You attack with your combat knife, dealing damage.<<else>>You attack the raider with your bare hands, but you still do some damage!<</if>><</if>>\
<<if $enemyhp <=0>>\
The leader of the raiders drops down, dead.
The remaining raiders lose their will to fight and flee!
<<else>>\<</if>><</if>>\
<<if $messageenergygrenade>><<set $messageenergygrenade to false>>You lob an energy grenade. It hits the raider and explodes in a blinding ball of light!
<<if $enemyhp <=0>>\
The leader of the raiders drops down, dead.
The remaining raiders lose their will to fight and flee!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The raider shoots at you, but you dodge!<<elseif $enemymissdesc == 2>>The raider tries to kick you, but you evade!<<else>>The raider fires a laser pistol, but misses!<</if>>\
<<else>><<set $playerhp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>The raider shoots a laser pistol at you, wounding you!<<elseif $enemyhitdesc == 2>>The raider punches you, dealing damage!<<else>>The raider fires several quick shots, wounding you!<</if>>\
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
The attack kills you on the spot!
[[Game over!|chargameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $attackroll > $hitchance>>\
[[Attack!|festivalfight][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|festivalfight][$enemyhp -= $playerdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0 && $energygrenade >0>>\
[[Throw an energy grenade at the enemy|festivalfight][$enemyhp -= 10; $messageenergygrenade to 1; $energygrenade-=1; $initiative to false]]
<</if>>\
<<if $enemyhp<=0>>\
[[Continue|festivalfightwin][$renown+=1; $credits+=4000]]
<</if>><<set $roll to random(1,2)>>\
Trying to keep the danger away from the celebrating locals, you grab the statue of the goddess and run into the wilderness. The raiders immediately give chase.
<<if $survival>>\
[[(Survival) Find a spot to hide|festivalhide][$renown+=1]]
<</if>>\
<<if $roll==1>>\
[[Run as fast as you can|festivalrundamage][$playerhp-=4; $renown+=1]]
<<else>>\
[[Run as fast as you can|festivalrunpass][$renown+=1]]
<</if>><<set $festivaldone to true>>\
You talk to the leader of the raiders, explaining the statue isn't, in fact, worth much credits, but it's very important to the locals spiritually. You tell the raiders you're willing to give them 1000 credits – twice the statue's worth – if they leave in peace.
The raiders are disappointed, as they thought the statue was worth much more, but when they examine it closely, they believe you. They agree to your offer of 1000 credits and leave.
The $currentrace thank you for your kindness in saving part of their spiritual and cultural heritage.
You lost 1000 credits!
Your renown goes up by 1!
The celebrations continue without further disturbances, and you're treated as a guest of honour.
[[Return to your ship|$currentplanet]]<<set $festivaldone to true>>\
You quickly locate a good hiding spot and wait, motionless, as the raiders run past you, failing to notice you.
When you're certain the raiders have given up on finding you, you go back to the sanctuary and return the statue to the altar.
The $currentrace are happy to see you alive. They thank you for your bravery in saving part of their spiritual and cultural heritage.
Your renown goes up by 1!
The celebrations continue without further disturbances, and you're treated as a guest of honour.
[[Return to your ship|$currentplanet]]<<if $playerhp<=0>><<set $playerhp to 0>><<set $dead to true>><</if>>\
You flee as fast as you can. The raiders follow you, screaming and shooting at you.
A beam from a laser gun hits you in the back, wounding you.
You lost 4 HP!
<<if $dead>>\
The shot kills you!
[[Game over!|chargameover]]
<<else>><<set $festivaldone to true>>\
You ignore the burning pain and run even faster. Eventually, you manage to shake off the pursuers!
When you're certain the raiders have given up on finding you, you go back to the sanctuary and return the statue to the altar.
The $currentrace are happy to see you alive. They thank you for your bravery in saving part of their spiritual and cultural heritage.
Your renown goes up by 1!
The celebrations continue without further disturbances, and you're treated as a guest of honour.
[[Return to your ship|$currentplanet]]
<</if>>You flee as fast as you can. The raiders follow you, screaming and shooting at you, but incredibly, all the shots miss you!
Eventually, you manage to shake off the pursuers!
When you're certain the raiders have given up on finding you, you go back to the sanctuary and return the statue to the altar.
The $currentrace are happy to see you alive. They thank you for your bravery in saving part of their spiritual and cultural heritage.
Your renown goes up by 1!
The celebrations continue without further disturbances, and you're treated as a guest of honour.
[[Return to your ship|$currentplanet]]
<<set $festivaldone to true>>\
After the last of the raiders flees, the $currentrace return to the sanctuary. They thank you for your help and say they couldn't have defeated the leader of the raiders without you. They are certain the raiders won't come back.
You search your fallen enemy and find 4000 credits!
The celebrations continue without further disturbances, and you're treated as a guest of honour.
Your renown goes up by 1!
[[Return to your ship|$currentplanet]]
<center>A game by Agnieszka Trzaska
QA Testers:
Grzegorz Dąbrowski
Olga Niedziela
[[Back|$return]]</center><<if $puzzledone>>\
You have already <<if $puzzlesuccess>>opened<<else>>destroyed<</if>> the mysterious box you found in the ruins on $currentplanetname.
[[Return to your ship|$currentplanet]]
<<else>>\
Exploring the wilderness on $currentplanetname, you find a path leading to secluded ruins <<if $currentterrain=='desert'>>in a desert valley<<elseif $currentterrain=='rocky'>>in a mountain valley with countless waterfalls<<elseif $currentterrain=='crystal'>>in a deep cave of glowing crystals<<elseif $currentterrain=='jungle'>>deep in the wildest jungle<<elseif $currentterrain=='volcanic'>>on an island on a caldera lake<<elseif $currentterrain=='icy'>>in the inhospitable, icy wastelands<<else>>in a seaside grotto<</if>>.
The ruined building could have been a temple or a palace, but it's been abandoned for ages. It's mostly empty, but in one of the rooms you discover a secret alcove. Inside the alcove you find a curious golden box.
[[Examine the box|puzzle2]]
[[Return to your ship|$currentplanet]]
<</if>><<set $puzzledone to true>><<set $puzzlesuccess to true>>As you press the button, you hear a click and the box opens! Inside you find 5000 credits – maybe it was a gift some lond-dead monarch or priest received from travellers from another planet?
You gained 5000 credits!
[[Return to your ship|$currentplanet]]<<if $playerhp<=0>><<set $playerhp to 0>><<set $dead to true>><</if>>\
<<set $puzzledone to true>>\
As you press the button, you hear a clicking noise and the box shakes violently, then explodes!
You lost 3 HP!
<<if $dead>>\
Tragically, the explosion killed you.
[[Game over!|chargameover]]
<<else>>\
The explosion throws you against a wall. You get up, bruised and shaken, and discover that the box and its contents were completely destroyed by the explosion. You'll never know what was inside...
[[Return to your ship|$currentplanet]]
<</if>>The ornate box is locked. It has no keyhole, but on the front side there is a carving of a planet with the word $puzzlename and four rectangular buttons below. Each of the buttons is decorated with a painted carving of three creatures, and each of the groups is of a different race.
<<if $puzzleanswer ==1>>
[['Press the picture showing 3 ' + $puzzlerace|puzzlesuccess][$credits+=5000]]
<</if>>\
[['Press the picture showing 3 ' + $fakerace1|puzzlefail][$playerhp-=3]]
<<if $puzzleanswer ==2>>\
[['Press the picture showing 3 ' + $puzzlerace|puzzlesuccess][$credits+=5000]]
<</if>>\
[['Press the picture showing 3 ' + $fakerace2|puzzlefail][$playerhp-=3]]
<<if $puzzleanswer ==3>>\
[['Press the picture showing 3 ' + $puzzlerace|puzzlesuccess][$credits+=5000]]
<</if>>\
[['Press the picture showing 3 ' + $fakerace3|puzzlefail][$playerhp-=3]]
<<if $puzzleanswer ==4>>\
[['Press the picture showing 3 ' + $puzzlerace|puzzlesuccess][$credits+=5000]]
<</if>>\
[[Return to your ship|$currentplanet]]<<set $galgeojoined to true>>The members of GalGeo heartily welcome you to the Society, saying they're proud someone as famous as you joined them. They hope you'll use the grant and ship upgrade to "explore the Galaxy even more, broadening knowledge and briging honour to the Society."
Your ship's max HP increased by 50!
You received 10000 credits!
[[Continue|galgeo]]<<set $blackmarketupgrade to true>>\
"Excellent!", the alien exclaims. "The famous $playername using my weaponry will be the best marketing campaign possible!"
Your ship's damage increased!
[[Continue|blackmarket]]<span class = 'biggish'><center>Big warhound</center></span>
<<if $initialisecombat>>\
A particularly large and vicious-looking warhound has cornered one of the local $currentrace. Upon noticing you, the beast leaves its victim alone and attacks you!
<<if $pistol>><<set $playerdamage to 4>><<elseif $knife>><<set $playerdamage to 3>><<else>><<set $playerdamage to 2>><</if>>\
<<set $initiative to true>>\
<<set $enemyhp to 15>>\
<<set $enemydamage to 4>>\
<<set $evadechance to 3>>\
<<set $hitchance to 4>>\
<<if $combat>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 7>>
<<if $combat>><<set $enemyhitchance -=2>><</if>>\
<<set $initialisecombat to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $evaderoll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>>\
Big warhound: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/15 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>><<if $pistol>>You aim your laser pistol and shoot, but the warhound jumps to the side and evades!<<elseif $knife>>You slash with your combat knife, but the warhound jumps to the side and evades!<<else>>You swing with all your might, but the warhound jumps to the side and evades!<</if>><<elseif $playermiss == 2>><<if $pistol>>You fire a quick series, but the alien warhound dodges!<<elseif $knife>>You stab with your knife, but the alien warhound dodges!<<else>>You take a swing, but the alien warhound dodges!<</if>><<else>><<if $pistol>>You fire your laser pistol, but you miss.<<elseif $knife>>You attack with a series of quick slashes, but you miss.<<else>>You strike, but fail to do any damage.<</if>><</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>><<if $pistol>>You take aim and shoot, wounding the warhound!<<elseif $knife>>You slash with your combat knife, wounding the warhound!<<else>>You swing with all your might, wounding the warhound!<</if>><<elseif $playerhit == 2>><<if $pistol>>You fire shots in rapid succession, dealing damage.<<elseif $knife>>You stab with the knife, dealing damage. <<else>>You deliver a mighty kick, dealing damage.<</if>><<else>><<if $pistol>>You attack with your laser pistol, wounding the warhound.<<elseif $knife>>You attack with your combat knife, wounding the warhound.<<else>>You attack the warhound with your bare hands, but you still do damage!<</if>><</if>>\
<<if $enemyhp <=0>>\
The warhound drops to the ground.
<<else>>\<</if>><</if>>\
<<if $evadefail>><<set $evadefail to 0>>You are unable to escape!<</if>>
<<if $messageenergygrenade>><<set $messageenergygrenade to false>>You lob an energy grenade. It hits the warhound and explodes in a blinding ball of light!
<<if $enemyhp <=0>>\
The grenade's explosion kills the warhound!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>\
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The warhound charges at you, but you dodge!<<elseif $enemymissdesc == 2>>The warhound tries to bite you, but you evade!<<else>>The warhound jumps at you, clapping its jaws, but you dodge!<</if>>\
<<else>><<set $playerhp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>The alien warhound claws at you, dealing damage!<<elseif $enemyhitdesc == 2>>The alien warhound bites you savagely, dealing damage.<<else>>The warhound attacks with fury, dealing damage!<</if>>\
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
The attack kills you!
[[Game over!|chargameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $attackroll > $hitchance>>\
[[Attack!|bigwarhound][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|bigwarhound][$enemyhp -= $playerdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $evaderoll > $evadechance>>\
[[Try to escape from combat|bigwarhound][$evadefail to 1; $initiative to false]]
<<else>>\
[[Try to escape from combat|warhoundescaped]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0 && $energygrenade >0>>\
[[Throw an energy grenade at the enemy|bigwarhound][$enemyhp -= 10; $messageenergygrenade to 1; $energygrenade-=1; $initiative to false]]
<</if>>\
<<if $enemyhp >0 && $playerhp >0 && $smokebomb >0>>\
[[Set off a smoke bomb to escape|warhoundsmokebomb][$smokebomb-=1]]
<</if>>\
<<if $enemyhp<=0>>\
[[Continue|bigwarhoundwin][$renown+=1]]
<</if>>As the giant beast drops down dead, its would-be victim approaches and thanks you profusely.
"You saved my life, offworlder! I'm going to tell everyone about your bravery!"
Your renown goes up by 1!
[[Continue|$currentroom]][[bigwarhound][$initialisecombat to true]]<span class = 'biggish'><center>Alien lieutenant</center></span>
<<if $initialisecombat>>\
You stumble upon a lone lieutenant of the alien army, who's guarding a stash of weapons. "You killed our leader!", the lieutenant shouts. "Now you're gonna pay!"
<<if $pistol>><<set $playerdamage to 4>><<elseif $knife>><<set $playerdamage to 3>><<else>><<set $playerdamage to 2>><</if>>\
<<set $initiative to true>>\
<<set $spoils to random(1,2)>>
<<set $enemyhp to 15>>\
<<set $enemydamage to 5>>\
<<set $evadechance to 4>>\
<<set $hitchance to 5>>\
<<if $combat>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 7>>
<<if $combat>><<set $enemyhitchance -=2>><</if>>\
<<set $initialisecombat to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $evaderoll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>>\
Alien lieutenant: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/15 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>><<if $pistol>>You aim your laser pistol and shoot, but the beam bounces off the alien lieutenant's armour!<<elseif $knife>>You slash with your combat knife, but the blade bounces off your opponent's armour.<<else>>You swing with all your might, but your attack is blocked by the alien's armour.<</if>><<elseif $playermiss == 2>><<if $pistol>>You fire a quick series, but the alien lieutenant dodges!<<elseif $knife>>You stab with your knife, but the alien lieutenant dodges!<<else>>You take a swing, but the alien lieutenant dodges!<</if>><<else>><<if $pistol>>You fire your laser pistol, but you miss.<<elseif $knife>>You attack with a series of quick slashes, but the alien jumps out of your reach.<<else>>You strike, but the alien lieutenant blocks your punch.<</if>><</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>><<if $pistol>>You fire a well-aimed shot, dealing damage!<<elseif $knife>>You slash with your combat knife, dealing damage!<<else>>You swing with all your might, punching your opponent in a weakly guarded spot and dealing damage!<</if>><<elseif $playerhit == 2>><<if $pistol>>You fire shots in rapid succession, piercing your opponent's armour.<<elseif $knife>>You stab with the knife, piercing through the alien's armour. <<else>>You deliver a mighty kick, dealing damage.<</if>><<else>><<if $pistol>>You attack with your laser pistol, dealing damage.<<elseif $knife>>You attack with your combat knife, dealing damage.<<else>>You attack the alien lieutenant with your bare hands, but you still do damage!<</if>><</if>>\
<<if $enemyhp <=0>>\
The alien lieutenant stumbles and collapses to the ground.
<<else>>\<</if>><</if>>\
<<if $evadefail>><<set $evadefail to 0>>You are unable to escape!<</if>>
<<if $messageenergygrenade>><<set $messageenergygrenade to false>>You lob an energy grenade. It hits the alien lieutenant and explodes in a blinding ball of light!
<<if $enemyhp <=0>>\
The grenade's explosion kills the alien!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>\
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The alien delivers a mighty swing, but you block the attack!<<elseif $enemymissdesc == 2>>The alien lieutenant shoots at you, but you evade the attack!<<else>>The alien lieutenant tries to grab you, but you dodge!<</if>>\
<<else>><<set $playerhp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>The alien lieutenant aims and shoots at you, dealing damage!<<elseif $enemyhitdesc == 2>>The alien lieutenant punches you, dealing damage.<<else>>The alien attacks with fury, dealing damage!<</if>>\
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
The attack kills you on the spot!
[[Game over!|chargameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $attackroll > $hitchance>>\
[[Attack!|alienlieutenant][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|alienlieutenant][$enemyhp -= $playerdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $evaderoll > $evadechance>>\
[[Try to escape from combat|alienlieutenant][$evadefail to 1; $initiative to false]]
<<else>>\
[[Try to escape from combat|aliensergeantescaped]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0 && $energygrenade >0>>\
[[Throw an energy grenade at the enemy|alienlieutenant][$enemyhp -= 10; $messageenergygrenade to 1; $energygrenade-=1; $initiative to false]]
<</if>>\
<<if $enemyhp >0 && $playerhp >0 && $smokebomb >0>>\
[[Set off a smoke bomb to escape|aliensergeantsmokebomb][$smokebomb-=1]]
<</if>>\
<<if $enemyhp<=0>>\
[[Continue|alienlieutenantwin][$torpedo+=1; $energygrenade+=2]]
<</if>>Having won the fight, you take the weapons from the stash the alien lieutenant was guarding.
You received 1 energy torpedo!
You received 2 energy grenades!
[[Continue|$currentroom]][[alienlieutenant][$initialisecombat to true]]<span class = 'biggish'><center>Pirate raider</center></span>
<<if $initialisecombat>>\
You are attacked by a particularly tough pirate – a battle-scarred raider guarding part of the dead captain's treasure!
"Vengeance!", the pirate screams and attacks you!
<<set $spoils to random(1,2)>>\
<<if $pistol>><<set $playerdamage to 4>><<elseif $knife>><<set $playerdamage to 3>><<else>><<set $playerdamage to 2>><</if>>\
<<set $initiative to true>>\
<<set $enemyhp to 12>>\
<<set $enemydamage to 4>>\
<<set $evadechance to 6>>\
<<set $hitchance to 5>>\
<<if $combat>><<set $hitchance += 2>><</if>>\
<<set $enemyhitchance to 5>>
<<if $combat>><<set $enemyhitchance -=2>><</if>>\
<<set $initialisecombat to false>>\
<</if>>\
<<set $attackroll to random(1, 10)>><<set $evaderoll to random(1, 10)>><<set $enemyattackroll to random(1, 10)>>\
Pirate raider: <<if $enemyhp <0>>0<<else>>$enemyhp<</if>>/12 HP
<<if $messagemiss>><<set $messagemiss to 0>><<set $playermiss to random (1, 3)>>
<<if $playermiss == 1>><<if $pistol>>You aim your laser pistol and shoot, but the beam bounces off the pirate's crude armour!<<elseif $knife>>You slash with your combat knife, but the blade bounces off the pirate's crude armour!<<else>>You swing with all your might, but the attack bounces off the pirate's crude armour!<</if>><<elseif $playermiss == 2>><<if $pistol>>You fire a quick series, but the pirate dodges!<<elseif $knife>>You stab with your knife, but the pirate jumps back, avoiding your attack!<<else>>You take a swing, but the pirate jumps back, avoiding your attack!<</if>><<else>><<if $pistol>>You fire your laser pistol, but you miss.<<elseif $knife>>You attack with a series of quick slashes, but the pirate dodges.<<else>>You strike, but the pirate blocks your punch.<</if>><</if>><</if>>\
<<if $messagehit>><<set $messagehit to 0>><<set $playerhit to random (1, 3)>>
<<if $playerhit == 1>><<if $pistol>>You fire a well-aimed shot, dealing damage!<<elseif $knife>>You slash with your combat knife, dealing damage!<<else>>You swing with all your might, dealing damage!<</if>><<elseif $playerhit == 2>><<if $pistol>>You fire shots in rapid succession, wounding the pirate.<<elseif $knife>>You stab with the knife, piercing through the pirate's crude armour. <<else>>You deliver a mighty kick, dealing damage.<</if>><<else>><<if $pistol>>You attack with your laser pistol, dealing damage.<<elseif $knife>>You attack with your combat knife, dealing damage.<<else>>You attack the pirate with your bare hands, but you still do damage!<</if>><</if>>\
<<if $enemyhp <=0>>\
The pirate drops down.
<<else>>\<</if>><</if>>\
<<if $evadefail>><<set $evadefail to 0>>You are unable to escape!<</if>>\
<<if $diplomacyfail>><<set $diplomacyfail to 0>><<set $charismaused to true>>You try to intimidate the pirate, shouting dreadful and inventive threats, but it doesn't work!<</if>><<if $bribefail>><<set $bribefail to false>>You don't have enough money to bribe the pirate!<</if>>\
<<if $messageenergygrenade>><<set $messageenergygrenade to false>>You lob an energy grenade. It hits the pirate and explodes in a blinding ball of light!
<<if $enemyhp <=0>>\
The grenade's explosion kills the pirate!
<<else>>\<</if>>\
<</if>>\
<<if $enemyhp > 0 && $initiative == false>>
<<if $enemyattackroll > $enemyhitchance>><<set $enemymissdesc to random (1,3)>><<if $enemymissdesc == 1>>The pirate throws a powerful punch, but you dodge!<<elseif $enemymissdesc == 2>>The pirate swings at you, but you block the attack!<<else>>The pirate plunderer attacks with fury, but misses!<</if>>\
<<else>><<set $playerhp -=$enemydamage>><<set $enemyhitdesc to random (1,3)>><<if $enemyhitdesc == 1>>The pirate punches you with rage-fuelled strength, dealing damage!<<elseif $enemyhitdesc == 2>>The pirate launches an underhanded attack, wounding you!<<else>>The pirate charges at you, pushing you back and dealing damage!<</if>>\
<<if $playerhp <=0>><<set $playerhp to 0>><<set $dead to true>>\
You were killed by the attack!
[[Game over!|chargameover]]<</if>>\
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $attackroll > $hitchance>>\
[[Attack!|pirateraider][$messagemiss to 1; $initiative to false]]
<<else>>\
[[Attack!|pirateraider][$enemyhp -= $playerdamage; $messagehit to 1; $initiative to false]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0>><<if $evaderoll > $evadechance>>\
[[Try to escape from combat|pirateraider][$evadefail to 1; $initiative to false]]
<<else>>\
[[Try to escape from combat|pirateplundererescaped]]
<</if>><</if>>\
<<if $enemyhp >0 && $playerhp >0 && $energygrenade >0>>\
[[Throw an energy grenade at the enemy|pirateraider][$enemyhp -= 10; $messageenergygrenade to 1; $energygrenade-=1; $initiative to false]]
<</if>>\
<<if $enemyhp >0 && $playerhp >0 && $smokebomb >0>>\
[[Set off a smoke bomb to escape|pirateplunderersmokebomb][$smokebomb-=1]]
<</if>>\
<<if $enemyhp<=0>>\
[[Continue|pirateraiderwin][$credits+=3000]]
<</if>>Having won, you open the chest the pirate raider was guarding and take the treasure!
You received 3000 credits!
[[Continue|$currentroom]][[pirateraider][$initialisecombat to true]]<center><span class = 'big'>4x4 Galaxy</span>
<span class = 'biggish'><<link "Restart game">><<run UI.restart()>><</link>>
<<link "Load game">><<script>>UI.saves()<</script>><</link>>
[[About]]</span></center><<set $wrestle to random(1,4)>><<if $combat>><<set $race +=1>><</if>>\
You try your hardest to resist the creature's strength. The octopus alien seems weakened by wrestling so many opponents simultaneously; you could go on the offensive, but you decide it's better to conserve your strength and wait for the right moment. You resist just enough to stay in the game!
In the meantime, the creature eliminates the other contestant. You're the only one left!
<<if $wrestle<=2>>\
[[Don't give up!|wrestlesecond][$renown+=1]]
<<else>>\
[[Don't give up!|wrestlewin][$renown+=1, $credits+=2000]]
<</if>>
<<set $race to random(1,4)>><<if $piloting>><<set $race +=1>><</if>>\
You fly through the dangerous passage, almost catching up with $canyonchampion!
The next stage of the race leads to a winding system of <<if $currentterrain=='desert'>>sandstone caverns<<elseif $currentterrain=='rocky'>>granite caves<<elseif $currentterrain=='crystal'>>crystal caves<<elseif $currentterrain=='jungle'>>overgrown caverns<<elseif $currentterrain=='volcanic'>>volcanic caverns<<elseif $currentterrain=='icy'>>glacier caves<<else>>partially flooded caves<</if>>. You speed up, pushing your piloting skills to the extreme. You and $canyonchampion zip through narrow passages, going head-to-head!
<<if $race<3>>\
[[Race to the finish!|secondplace][$credits+=1500; $renown+=1]]
<<else>>\
[[Race to the finish!|wintherace][$credits+=3000; $renown+=2]]
<</if>>
There are many strange and wonderful worlds in the Galaxy, waiting to be explored! Stay cautious, though; some planets – and some corners of space – are rife with danger!
You have the coordinates of $startplanetname – a civilised planet and an important trade hub – recorded in your ship's navigational computer. You could head there to stock up on resources. Or you can pick an unknown planet to explore...
<span class = 'blue'>[[Select your travel destination|GalaxyMap]]</span>