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<div id="center">\ <span class="image"><img src= "img/kuo_title.webp" alt="The Kuolema – 'Director's Cut'. An interactive mystery by Ben Jackson ©2023/2024." width="100%"></span> <video src="img/main.mp4" autoplay muted playsinline type="video/mp4" width="1px"></video>\ <div id="basic">\ <<if visited ("Jump")>>\ <<if $hasPlans is not true>>\ <span id="sub1">If you wish to start a new game, please use the <b>restart</b> option in the side menu. Alternatively, If you'd like another chance to salvage something from the ship before you escape, [[click here|Final stats]].</span> <<else>>\ <span id="sub1">If you wish to start a new game, please use the <b>restart</b> option in the side menu.</span> <</if>><<else>>\ <<if (Save.autosave.has())>>\ An abandoned ship is found adrift in the South China Sea. Its radio is silent and there's no sign of anyone on board. Your task: secure the ship, find out what happened and discover what cargo it's carrying. <b>Look for clues and uncover the secrets of The Kuolema.</b> <<timed $ttext+0.1+'s' t8n>><<button "LOAD AUTOSAVE">><<run Save.autosave.load()>><</button>><</timed>> <<timed $ttext+0.2+'s' t8n>><<button "NEW GAME" "Start">><</button>><</timed>> <<else>>\ An abandoned ship is found adrift in the South China Sea. Its radio is silent and there's no sign of anyone on board. As a lone operative, you are tasked with securing the ship and finding out what happened. As you make your way through the empty corridors and cabins, you will piece together the mystery from notes the crew have left behind. You will need to locate codes and make difficult decisions in order to accomplish your mission. But you may discover that all is not as it seems, and time is not on your side… <b>Look for clues and uncover the secrets of The Kuolema.</b> <<timed $ttext+0.2+'s' t8n>><<button "START" "Start">><</button>><</timed>> <</if>><</if>>\ <<timed $ttext+0.4+'s' t8n>><<button "MORE INFO" "More info">><</button>><</timed>> <<timed $ttext+0.6+'s' t8n>><<button "CREDITS" "Credits">><</button>><</timed>> <<if State.metadata.get("complete") is true>><<timed $ttext+0.8+'s' t8n>><<button "CHOICES" "Embed">><</button>><</timed>><</if>> </div></div>
<<set $Devmode to false>> <<set $itch to true>> <<set $ttext to 0>> <<set $imagemode to true>> <<set $mainimg to true>> <<if State.metadata.get("unique", false)>> <<set $uniq to State.metadata.get("unique")>> <<else>> <<set $uniq to random(10000000, 99999999)>> <<set State.metadata.set("unique", $uniq)>> <</if>> <<set $items to ["Choose:"]>> <<set $easy to false>> <<set $mode to 0>> <<set $start to false>> <<set $packopen to false>> <<set $hasBoltcutters to false>> <<set $hasKeycard1 to false>> <<set $hasKeycard2 to false>> <<set $hasKeycard3 to false>> <<set $hasKeycard4 to false>> <<set $vrieman to 0>> <<set $death to 0>> <<set $neardeath to 0>> <<set $deathlimit to 5>> <<set $timer to -1>> <<set $seen to 0>> <<set $Time to 0>> <<set $trust to 0>> <<set $crossans to 0>> <<set $hasCircuitboard to false>> <<set $hasLN2 to false>> <<set $hasVodka to false>> <<set $message to 0>> <<set $hasPlans to false>> <<set $storecode to random(2026, 9629)>> <<set $opeccode to 9999>> <<set $navycode to 9999>> <<set $achlyscode to 9999>> <<set $decision1 to 0>> <<set $decision2 to 0>> <<set $decision3 to 0>> <<set $decision4 to 0>> <<set $decision5 to 0>> <<set $decision6 to 0>> <<set $decision7 to 0>> <<set $decision8 to 0>> <<set $AI to false>> <<set $dec4 to 0>> <<set $dec5 to 0>> <<set $dec6 to 0>> <<set $dec8 to 0>> <<set $ch to "CHAPTER 1">>
<<if $start is true>>\ \ <<if $timer gte 0>>\ <<include "timer">> <</if>>\ \ <<if $packopen is true>>\ <<button "YOUR PACK">> <<goto "YOUR PACK">> <</button>>\ <<if $deckplans is true>>\ <<button "DECK PLANS">> <<script>> Dialog.setup("DECK PLANS", "window"); Dialog.wiki(Story.get("The Map").processText()); Dialog.open(); <</script>> <</button>>\ <</if>>\ <<if $notes is true>>\ <<if $hasKeycard3 is true>>\ <<button "NOTES">> <<script>> Dialog.setup("MISSION NOTES - PAGE 2", "small"); Dialog.wiki(Story.get("Notes2").processText()); Dialog.open(); <</script>> <</button>>\ <<else>>\ <<button "NOTES">> <<script>> Dialog.setup("MISSION NOTES", "small"); Dialog.wiki(Story.get("Notes1").processText()); Dialog.open(); <</script>> <</button>>\ <</if>><</if>><</if>>\ <<button "SETTINGS">> <<script>> Dialog.setup("SETTINGS", "small"); Dialog.wiki(Story.get("SETTINGS").processText()); Dialog.open(); <</script>> <</button>> \ <<if $Devmode is true>>\ <<button "TESTING">> <<script>> Dialog.setup("DEVELOPMENT SETTINGS", "small"); Dialog.wiki(Story.get("Dev mode").processText()); Dialog.open(); <</script>> <</button>> <</if>>\ <<else>>\ <span id="menutitle">An abandoned ship is found adrift in the South China sea. Discover what has befallen this desolate vessel. Look for clues and piece together the mystery of The Kuolema.</span> <<button "SETTINGS">> <<script>> Dialog.setup("SETTINGS", "small"); Dialog.wiki(Story.get("SETTINGS").processText()); Dialog.open(); <</script>> <</button>> \ <<if $Devmode is true>>\ <<button "TESTING">> <<script>> Dialog.setup("DEVELOPMENT SETTINGS", "small"); Dialog.wiki(Story.get("Dev mode").processText()); Dialog.open(); <</script>> <</button>> <</if>>\ <</if>>
<img src="img/title.webp" alt="THE KUOLEMA by Ben Jackson ©2023 / 2024" width="100%">\
<h3>MORE INFO</h3> <<linkreplace "› Why 'Directors Cut'?">><b>Why 'Directors Cut'?</b> This is a 'remaster' of an original (and rather experimental) game that was created entirely in Google Forms. It is still available to play <a href="https://bit.ly/The_Kuolema" target="_blank">here</a>. Whilst this updated version endeavours to stay true to the original, there are also plenty of changes and additions, making it the definitive version. The story, imagery and puzzles have been updated, including some content that was cut due to constraints of the original format. In addition, this version offers some much-needed features, such as saving and loading the game, state tracking, improved accessibility, a dynamic inventory, a notes system and a 'story' mode.<</linkreplace>> <hr class="line"><<linkreplace "› Bold keywords">><b>Bold keywords</b> Some clues may contain <b>bold</b> keywords — look out out for them! These keywords act a bit like 'keys': find a clue which will give you a keyword, you can then use it in a specific location to 'unlock' something. If you ever enter an area where it asks if you want to <i>use</i> an item, or <i>search</i> somewhere, the answer will always be one of those bold keywords that you've found. If nothing you've found seems to fit, then you probably just haven't found the right clue yet. In 'Story' mode, these keywords will be added to a list for you automatically, but you still need to find the clues first!<</linkreplace>> <hr class="line"><<linkreplace "› Duration and game saves">><<include "Duration">><</linkreplace>> <hr class="line"><<linkreplace "› Play modes">><<include "Play modes">><</linkreplace>> <hr class="line"><<linkreplace "› Key decisions and final stats">><b>Key decisions and final stats</b> At certain points in the story, you will be presented with a 'significant' choice. No matter what decision you make, it <i>won't</i> stop you from completing the game. However, your choice <i>may</i> have consequences further down the line. At the end of the game, you can choose to share these choices and compare with other players (this is optional and completely anonymous).<</linkreplace>> <hr class="line"><<linkreplace "› Play on mobile or tablet">><b>Play on mobile or tablet</b> The game is compatable with touch-screen devices. On smaller screens, just use the arrow icon in the top left to open and close the side menu. On desktop and tablet, just click and hold on any image containing text to zoom in slightly; this should be enough to read the text. On mobile, just tap the image to expand to full size. You can then scroll around to read it. Tap outside the image (eg. the title bar) to reduce back to normal size. If you're still finding the text hard to read, switch '<i>immersive text</i>' off in the settings. This will change all images that contain important text to <u>text only</u> This isn't as pretty, but will be easier to read! <</linkreplace>> <hr class="line"><<linkreplace "› What <i>kind</i> of game is this?">><<include "Genre">><</linkreplace>> <<return>>
<h3>The game</h3>Original version and this updated version by Ben Jackson © 2023/2024 The story, images and puzzles were created by myself, especially for the game. <<linkreplace "› The images">><b>The images</b> Notes, objects and 'branded' elements such as letters and posters were created by hand using tools such as Photoshop and Illustrator. However (and this is the controversial bit) <i>some</i> of the location images have been created with the help of AI-tools. <span id="sub2">All AI generated images can be turned off using the '<i>Environment images</i>' option in the settings menu.</span> The first version of the game was started during 2022. I wanted it to be a very visual, like a cross between a text-based game and a full video game or film. At the same time, DALL-E2 had recently launched and it seemed like an interesting experiment to test its capabilities. As it turned out, such tools are great when you just want 'something cool'. However, if you are looking for consistency and are trying to create things like mundane ship interiors, the tools fail much more than they succeed. For every image that ended up being used, many more were created and rejected. Even then, every image had to be adjusted, retouched and combined so they worked together and fit the 'tone' of each location. None of the actual text or story is AI generated. Some of the original DALL-E2 images have been retained for this version. Several have also been redone, either by hand or by using tools such as Stable Diffusion and Adobe Firefly. These tools give authors the power to illustrate their own stories and I think that's worth experimenting with. It may be that there are just too many ethical or legal downsides, but it's important to really understand their strengths and weaknesses before dismissing them outright.<</linkreplace>> <<linkreplace "› AI controversy">><b>AI controversy</b> Since the original game was created, the use of AI images has become quite controversial; with some people refusing to play or support games that use them. Whilst I respect this opinion, I think if you're strongly against the use of such tools, it's probably more effective to take a stand against the big tech companies profiting from such work. However, this is a polarising and constantly evolving subject, and I'm interested to get people's opinion. So, at the end of the game, certain choices will be recorded and shared so players can compare. As part of this, players will be asked what their opinions are towards AI image generation. You can see the current results below.<</linkreplace>> <<linkreplace "› View opinions on AI image use">><<include "AI results">><</linkreplace>> <hr class="line"><h3>Thank you</h3>Whilst there are a several underlying themes and hidden references throughout the story (some of which will be mentioned at the end) – it's really intended to be played as a fun, modern day thriller / adventure game. I hope you enjoy it. Thank you for giving it a try! <hr class="line"><h3>Testers</h3>The original version of the game had several testers, reviewers and even a few brave players! Thanks to all of them for making it something that was worth revisiting. However, a big thank you to the beta-testers who managed to make this updated version even better: \ <span id="sub2">\ * Cendare * Rovarsson * Charm Cochran </span>\ <hr class="line"> <span id="sub3">The Kuolema: V.2.06 Created in Twine v2.81 (SugarCube v2.36.1) <<if $itch is false>>\ This is my second Twine game. You can see my first game <a href="https://ifdb.org/viewgame?id=53zy8w4zlj1pqcag" target="_blank">here</a>. <<else>>\ This is my second Twine game. You can see my first game <a href="https://radiosity01.itch.io/lunium" target="_blank">here</a>. <</if>></span> <<return>>
<<include "Reset">>\ <div id="center"><span class="image"><video src="img/main.mp4" width="770px" autoplay loop muted playsinline type="video/mp4" alt="A ship emerges from the darkness of a raging storm. Waves surge around it as rain and lighting lights up the boiling clouds above..."></video></span> <<timed 0.2s t8n>><div id="basic"><span id="sub1">CHOOSE YOUR PLAY MODE</span> <<button "ORIGINAL" "Chapter1">><<set $easy to false>><</button>> For players who prefer to puzzle things out. (look out for <b>bold</b> keywords) <<button "STORY" "Chapter1">><<set $easy to true>><</button>> For players who prefer to focus on the story. (the same game, but with more guidance) <span id="sub3">You can switch the play mode at any time from the settings menu.</span></div><</timed>>
<<if $mainimg is not false>><span class="smallimage"><img src="img/helicopter_rain.webp" alt="image: Without a pause, the military helicopter above tilts back and begins to recede into the dark and rainy sky."></span> <</if>><<if $temp is true>>You have so many questions; you turn to the impassive face of the nearest officer and start to talk... but he just shakes his head – he can't hear you over the noise of the rotors and the wind outside. He looks at you, waits a moment, and then taps his wrist in a familiar motion. It's too late for questions. <<else>>There's no point waiting; you have a job to do. You nod at the officer nearby. <</if>>\ With a jolt, the winch motor kicks in and you're lowered over the side. The combined wind from the storm and the rotors above assaults all of your senses and you're terrified you'll start to spin out of control. You look down and wish you hadn't, as the deck lurches up to meet you much faster than you'd expected. You make an awkward landing, struggling to regain your balance. You unclip yourself and look back up as the cables are retracted. Without a pause, the military helicopter above tilts back and begins to recede into the darkness. Soon faint blinking lights are all you can see. You're on your own now and the clock is ticking. You quickly go over your options. You're currently at the stern of the ship on the top deck. Ahead there are some metal steps that lead up to the bridge. It looks like you need to go through the bridge to access the front of the ship, and from there the stairs down to the lower decks. [[› Head up the stairs to the bridge|Head to the bridge]] [[› Search the top deck (the stern)|The stern]]
<<if $mainimg is not false>><span class="image"><img src="img/bridge_door.webp" alt="image: The door to the Bridge is locked tight with a small chain and padlock" width="100%"></span> <</if>><<if visited () gt 1>>\ You climb the narrow metal steps up to the bridge door. The handles are still locked by the chain and padlock and there's no sign of a key. You consider smashing the windows but they look very solid and you doubt you'd be able to break them. <<else>>\ You climb the narrow metal steps up to the bridge door. The handles are locked tight with a small chain and padlock. You try to wrench it free, but it won't budge. You peer through the window. It looks dark and empty inside, with only the dim lights of a few electronic screens flashing away to light the room. It looks like there's no one steering the ship. <</if>>\ <<if $hasBoltcutters is true>>\ <<if $easy is true>>\ <<listbox "$select">> <<optionsfrom $items>> <</listbox>> <<button "USE">> <<if $select is "Bolt cutters">>\ <<goto "The Bridge">>\ <<else>>\ <<replace "#output">><<= either(["Select the 'bolt cutters' to cut through the chain"])>><</replace>>\ <</if>><</button>> <span id="output">Choose an item from the drop-down list above then hit 'use'.</span> <<else>>\ If you have an item you'd like to try, type it into the textbox below to use it. <span class="textenter"><<textbox "_input" "" >><<button "USE">></span>\ <<if ["boltcutters", "cutters", "bolt"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<goto "The Bridge">>\ <<elseif ["devmode"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $Devmode to true>>\ <<replace "#output">><<= either(["Dev mode is now active."])>><</replace>>\ <<else>>\ <<replace "#output">><<= either(["Try using the 'Bolt Cutters' you found..."])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span> <span id="guide">This is the first instance of using a <b>bold</b> item. When asked if you want to 'use something' or 'search somewhere', the answer will only ever be something you've found written in <b>bold</b>. If you don't have anything that works, you may not have found the right clue or item yet.</span> <</if>>\ \ <<else>>\ You try pulling at the chains, but they won't budge. You don't have anything on you that will unlock these. You'll have to search elsewhere. <</if>>\ [[› Explore the stern of the ship|The stern]]
<<if $mainimg is not false>><span class="image"><img src="img/top_deck.webp" alt="Image: The top deck (stern of the ship). The rain is constant, drenching the deck. Nearby, there is a small life raft packed up and tethered to the deck by a single cable." width="100%"></span> <</if>><<if $hasBoltcutters is true>>\ You step out of the bridge and down the steps to the area where you first arrived. You have to fight against the wind and watch your step on the rain-soaked floor, but at least there are still a few lights on to help you see where you're going. It doesn't look like anything has changed. The lifeboats are all gone, presumably used in the evacuation. You find the smaller life-raft 'pack', still just about clinging to the deck by its remaining tether. You have already collected the <b>bolt cutters</b> you found here. You search around but can find nothing else useful. <<else>>\ The deck extends around the stern of the ship. There's no sign of life. You're hammered by the wind and rain and whilst the ship is solid enough, the heaving of the waves makes the going unsteady. There are a few large moorings where the main lifeboats used to be, but it looks like they've all been launched. You find a much smaller life raft packed up and tethered to the deck. In truth, it's little more than a small orange pack. You assume, once in use, it will expand into an inflatable dinghy. It looks like someone's cut some of the cables holding it down and nearby you find a small set of <b>bolt cutters</b>. <<linkreplace "› Pick up the bolt cutters">>\ <<set $hasBoltcutters to true>><<run $items.push('Bolt cutters')>>\ <span class="useitem"><img src="img/bolt-cutters.webp" alt="Image: Bolt cutters"></span> The <b>bolt cutters</b> are small, but sturdy. You add them to your pack. <</linkreplace>> <</if>>\ <<if $hasKeycard3 is not true>>[[› Head to the bridge|Head to the bridge]]<<else>>[[› Back to the bridge|The Bridge]]<</if>>
<<if $mainimg is not false>><<if $haspostcard is true>><span class="image"><img src="img/bridge_2.webp" alt="image: The bridge is dimly lit by computer screens and lights flashing on the console; it's surprisingly high-tech" width="100%"></span><<else>><span class="image"><img src="img/bridge_1.webp" alt="image: The bridge is dimly lit by computer screens and lights flashing on the console; it's surprisingly high-tech" width="100%"></span><</if>> <</if>><<if $hasKeycard3 is true>>You're back on the bridge; computer screens and flashing lights cast the only light in the room. The navigation system seems to be working and it's steering the ship towards safer waters. You check the radar, but there's nothing showing. The radio is beyond repair, simply adding the sound of static noise to the winds that howl outside. [[› Head out to the front of the ship|the top deck]] [[› Head back to the stern|The stern]] [[› Examine the navigation system|The navigation system]] <<else>><<if visited() is 1>>You use the <b>bolt cutters</b> on the chain. They bite through the metal and the chain falls to the ground. You open the door and survey the room. The bridge is dimly lit by computer screens and lights flashing on the console; it's surprisingly high-tech. As you suspected, there's no one here. You try the rudder and engine controls, but they seem to be locked in place. Either the ship is drifting, or the navigation system is blindly steering itself on some pre-designed course. You try the radio, but all you get is static. There's a radar display and you can see the rapidly vanishing dot of the helicopter as it heads out of range; otherwise, there's nothing. You're not sure what else you can do here. You could see if you could access the navigation system, or leave by the other door, which gives you access to the bow of the ship. <<else>>\ You're back in the bridge; it's still dark and empty, lit only by blinking lights and computer screens. The radio doesn't seem to be working and the auto-navigation system is eerily maintaining its pre-set course. You check the controls, but they're still locked in place and there's nothing showing on the radar. <</if>>\ [[› Examine the navigation system|The navigation system]] [[› Head out to the front of the ship|the top deck]] <</if>>
<<set $johansen to 1>>\ <<if $mainimg is not false>><<if $hasKeycard3 is true>>\ <span class="image"><img src="img/nav_system_3.webp" alt="image: The navigation system is showing a new display: Long-range Emergency Communications." width="100%"></span> <<elseif $haspostcard is true>>\ <span class="image"><img src="img/nav_system_2.webp" alt="image: The navigation system. It looks like someone has damaged the radio?" width="100%"></span> <<else>>\ <span class="image"><img src="img/nav_system_1.webp" alt="image: The navigation system looks incredibly complex and largely automated. There's a readout display showing the current course." width="100%"></span> <</if>>\ <</if>><<if $hasKeycard3 is true>>The navigation system is now steering the ship away from the mainland. Your first task is complete. <<if $decision2 is true>> AIS tracking has been re-activated and is broadcasting the ship's position. <<else>> AIS tracking remains disabled, so no one knows the ship's new course and heading. <</if>> You hope you made the right call there. <<set $radio to true>>Now you have full access, you check through the settings and find what looks like some sort of long-range emergency communication system. However, it requires a specific channel to be set in order to send a message. You try changing the channel settings at random, but all you get is static. You realise, if you can find the right channel frequency, then this could be a way to send out an emergency rescue call – once the ship is secure. <<set _output = []>>\ <span id="code"><<cycle "_dial1">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="code"><<cycle "_dial2">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="code"><<cycle "_dial3">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span class="textenter"><<button "TRY">></span> <<if _output.length === 0>>\ <<set _output = ["All you get is static.", "There's no response from the equipment."]>>\ <</if>>\ <<if _dial1 + _dial2 + _dial3 == $opeccode>>\ <<goto "OPEC">>\ <<elseif _dial1 + _dial2 + _dial3 == $navycode>>\ <<goto "NAVY">>\ <<elseif _dial1 + _dial2 + _dial3 == $achlyscode>>\ <<goto "ACHLYS">>\ <<else>>\ <<replace "#output">><<= _output.pluck()>><</replace>>\ <</if>>\ <</button>> <span id="output"></span> [[› Back to the bridge|The Bridge]] <<else>><<if $vrieman lt 2>>The navigation system looks incredibly complex and largely automated. There's a readout display showing the current course. As far as you can tell, the ship seems to be following a preset route. You try to find out more information, but it looks like you'll need a password to gain access. It seems to have been locked by a user named 'Johansen'. Hopefully, Johansen is still on board. Perhaps they will be able to help. [[› Back to the bridge|The Bridge]] <<else>>The navigation system looks incredibly complex. The display shows that the ship is still following its preset route. You're unable to make any changes as the system has been locked by the user 'Johansen'. On closer inspection, you also notice there's a security keycard that has been inserted into a slot beneath the screen. You try to pull it out, but it's gripped firmly. Perhaps entering the correct password will allow you to access the system and possibly eject the card too? Either way, you'll need the password. If you have it, enter it below. <<if $easy is true>>\ <<if $haspostcard is true>>\ <span id="guide">You finally found Johansen, but his password remains a secret. All he had on him was a postcard with a quote about a capital city. <<if visited () gt 2>>Take a look at the quote again... do those capital letters spell out something?<</if>></span> <<else>>\ <span id="guide">You still haven't managed to find Johansen yet. Only he can tell you the password he used.</span> <</if>><</if>>\ \ <span class="textenter"><<textbox "_input" "" >><<button "ENTER">></span>\ <<if ["helsinki"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>> <<if $haspostcard is true or $Devmode is true>><<goto "Navigation computer">><<else>><<replace "#output">>ERROR. System is not responding. Come back later when you've explored the Med bay...<</replace>><</if>>\ <<elseif $haspostcard is true>>\ <<replace "#output">><<= either(["The password was rejected, but you have everything you need to figure it out.", "You found a postcard for a capital city...", "Look at the quote on the postcard..."])>><</replace>> <<else>>\ <<replace "#output">>You'll need to get the password from Johansen.<</replace>> <</if>> <</button>> <span id="output"></span> [[› Back to the bridge|The Bridge]] <</if>><</if>>
<<if $mainimg is not false>><span class="image"><img src="img/top_deck_rain.webp" alt="image: The top deck is open to the elements, ahead you can see the stairs down to the lower decks"></span> <</if>><<if $hasKeycard3 is true>>\ The top deck is open to the elements. The wind attacks you as if it bears some personal grudge and the rain is so heavy you can barely see through it. It feels like the storm is venting its rage upon the ship and all it contains. You peer over the side into the churning waves down below. You briefly consider jumping overboard and getting as far away from this ship as you can, but you know you wouldn't survive. And besides, you've still got a job to do before the ship is safe. [[› The stairs down|The stairs]] [[› Back to the bridge|The Bridge]] \ <<elseif $packopen is true and visited ("The stairs")>>\ The top deck (Deck 4) is open to the wind and rain of the storm. Even so, you welcome the sudden blast of cold fresh air. There's something about the odd stillness of the lower decks that feels like it's closing in on you, an uneasy sense of isolation that you find hard to shake. From here you can head back to the bridge or take the stairs back down to the lower decks. [[› Take the stairs down|The stairs]] [[› Back to the bridge|The Bridge]] \ <<else>>You're back in the open air and the rain-slick deck reflects the glinting lights as they shine and flicker through the downpour. Ahead you can see the open doorway that leads down to the lower decks. The wind is howling and the white crests of the sea are visible out in the darkness. You scan the horizon, but can see nothing else out there; even the distant lights of your helicopter transport have now faded from view. You were sure there was supposed to be someone here to meet you when you arrived, but the top deck looks completely deserted. You find a little shelter and check your phone, a basic standard issue model. You update your mission notes and wonder what to do next. [[› Check your pack|YOUR PACK]] [[› Take the stairs down|The stairs]] [[› Back to the bridge|The Bridge]] <</if>>
<<if $mainimg is not false>><span class="image"><img src="img/nav_system_2.webp" alt="image: The navigation system. It looks like someone has damaged the radio?" width="100%"></span> <</if>>You try entering '<b>Helsinki</b>' into the system. There is a worrying pause as the computer seems to consider your entry, then... success! The computer springs to life, showing all sorts of information about your current bearing, course and speed. It looks like the course was changed to somewhere near mainland China. Buried in the settings, you find an option to change the current heading back to the original route and away from Chinese waters. You make the necessary changes, and after a few moments, the screen updates to display the new setting. As soon as you've done that, a new option appears on screen: [[› Eject Security Keycard|Eject Security Keycard]]
<span class="image"><img src="img/keycard3.webp" alt="Security Keycard: Level 3 (erebus)" width="400px"></span> You click the option and a credit-card-sized keycard pops out from the slot below the screen. It's very similar to the others you've found, but this one says 'Security Level 3'. As you consider your next move, you feel a sudden lurch and the sound of the engines changes. The automated systems have kicked in and you feel your weight shift slightly as the ship, slowly but surely, turns back towards international waters. The screen updates: <h3><<type 60ms>>User 'Johansen' now logged out. Previous user manually disabled the Automated Identification System (AIS) Do you wish to re-enable?<</type>></h3> You now have a choice. Turning the tracking back on should make it easier for you to get rescued once the ship is secure, but it will also alert both friend and foe alike to the ship's new course and position. [[› Re-enable AIS|AIS][$decision2 to true]] (the ship can then be tracked) <i>or</i> [[› Leave it disabled|AIS][$decision2 to false]] (the ship will remain hidden) <span id="guide">This will be a permanent decision and may have consequences...</span>
<<if $mainimg is not false>><span class="image"><img src="img/main_stairs.webp" alt="image: You're at the foot of the main stairs that lead up to the top deck and continue around and down to the lower deck" width="560px"></span> <</if>><<if visited () lt 2>>The stairs are awash with water and the ship continues to sway and lurch. You concentrate on keeping your footing as you cautiously step down into the darkness. There are a few dim lights still on below deck, just enough for you to make out your surroundings. The stairs continue around and down to the lower deck. Opposite them, a long corridor leads towards the stern of the ship, with cabin doors on either side. On one of the walls nearby is a deck plan that shows your current location. Beneath that is taped an official-looking note. You're about to move over to read it when you hear what sounds like movement coming from inside one of the cabins nearby. You wait, but there's no further sound. You try calling out, but only the storm above and the distant hum of the engines answer you. <<set $packopen to true>>\ <<if $easy is true>><<set $deckplans to true>><<set $notes to true>><</if>>\ <span id="guide">You can access your pack at any time using the link in the side menu.</span> \ <<else>>\ <<set _temp to ((random(0, 40))+visited())>>\ <<if _temp lt 30>>\ You're at the main stairs that lead up to the top deck and continue around and down to the lower deck. Opposite them, a long corridor leads down towards the stern of the ship, with cabin doors on either side. On one of the walls nearby is a deck plan that shows your current location and beneath that is taped an official-looking note. On either side of the stairs is a side corridor that leads around towards the bow. <<elseif _temp lt 38>>\ You're at the main stairs on Deck 3. Above, you can hear the storm raging outside and the rain permeates the air even down here. Below, you can hear the hum of the ship's engines as the ship powers onwards. On the opposite side, the corridor leads down past the four cabins and into darkness. <<elseif _temp lt 46>>\ You're back at the main stairway on Deck 3. The stairs lead up to the top deck and continue down to Deck 2. Across from you is the long central corridor leading to the Deck 3 cabins and the viewing platform at the far end. On the wall is a deck plan showing your current location, beneath that is the evacuation note. <<else>>\ You're at the main stairs. To the side is a short corridor that leads to the ship's mess. Across from the stairs is the main corridor that leads down past the cabins towards the stern. <</if>><</if>>\ <<link "› Read the note on the wall">> <<script>> Dialog.setup("Note on the wall", "window"); Dialog.wiki(Story.get("Wall note").processText()); Dialog.open(); <</script>> <</link>> \ <<link "› View the deck plan">> <<script>> Dialog.setup("YOUR LOCATION", "small"); Dialog.wiki(Story.get("Deck3a").processText()); Dialog.open(); <</script>> <</link>> Move: [[› Down the main corridor|Corridor]] (‹ stern) <<if $hasVodka>>[[› Towards the ship's mess|Ships Mess]] (searched)<<else>>[[› Towards the ship's mess|Ships Mess]] (bow ›)<</if>> [[› Up the stairs to the top deck|the top deck]] (up) [[› Down the stairs to Deck 2|Stairs Deck 2]] (down)
<<if $mainimg is not false>><span class="image"><img src="img/corridor.webp" alt="image: The main corridor on Deck 3 heads down into darkness. There are doors on either side." width="520px"></span> <</if>><<if lastVisited ("CH2") is 1>>\ You're back in the main corridor on Deck 3, outside the door to Cabin 2. You've been given some new objectives. You're going to have to find a way to access the navigation system on the bridge and it seems like the spy is the only one who has the password. You're not sure where to start, but $nom suggested looking for the security officers iPad, which might be in a <b>hidden drawer</b> somewhere? <<elseif visited () lt 2>>\ It’s cold down here, and apart from the swaying movement of the sea and the storm outside, it's strangely quiet. As you slowly make your way down the corridor you can see there are two cabin doors on either side, each with a number assigned. On the wall beside you, there's a deck plan showing your current location. \ <<else>>\ <<set _temp to ((random(0, 40))+visited())>>\ <<if _temp lt 25>>\ It’s cold down here and apart from the swaying movement of the sea and the storm outside, it's strangely quiet. There are cabin doors on each side of the corridor; numbered from one to four. On the wall beside you, there's a deck plan showing your current location. <<elseif _temp lt 35>>\ You're half-way down the main corridor. Towards the bow you can see the main stairs; towards the stern, the corridor heads into darkness. <<elseif _temp lt 45>>\ You're back in the main corridor. The dim lights flicker as if they're in sync with the lightning outside and the hull around you murmers as the ship ploughs its furrow through the waves. <<elseif _temp lt 55>>\ You're in the main corridor on Deck 3. You stop and listen to the sound of the storm outside and the creaks and groans of the ship. <<else>>\ You're back in the main corridor on Deck 3. <</if>><</if>>\ <<if visited () is 1 and $easy is true>>\ You hear the quiet sound of movement once again. You're sure it came from one of the nearby cabins. <<elseif visited ("Cabin 2") is 0 and $easy is true>>\ There's no further sound from inside the cabins, but you're convinced that one of them is occupied. <</if>>\ <<link "› View the deck plan">> <<script>> Dialog.setup("YOUR LOCATION", "small"); Dialog.wiki(Story.get("Deck3b").processText()); Dialog.open(); <</script>> <</link>> Explore: <<if visited ("Send message")>>[[› Cabin 1|Cabin 1 inside]] (searched)<<elseif visited ("Cabin 1 inside")>>[[› Cabin 1|Cabin 1 inside]] (unlocked)\ <<elseif visited ("Cabin 1")>>[[› Cabin 1|Cabin 1]] (Level 3)\ <<else>>[[› Cabin 1|Cabin 1]]<</if>> <<if $vrieman gt 1>>[[› Cabin 2|Cabin 2]] (your contact)<<elseif visited ("Cabin 2")>>\ [[› Cabin 2|Cabin 2]] (Level 1 - your contact?)<<else>>[[› Cabin 2|Cabin 2]]<</if>> <<if $hasKeycard2>>[[› Cabin 3|Cabin 3]] (searched)<<elseif visited ("Cabin 3")>>[[› Cabin 3|Cabin 3]] (unlocked)\ <<else>>[[› Cabin 3|Cabin 3]]<</if>> <<if $hasiPad>>[[› Cabin 4|Cabin 4 inside]] (searched)<<elseif visited ("Cabin 4 inside")>>[[› Cabin 4|Cabin 4 inside]] (unlocked)\ <<elseif visited ("Cabin 4")>>[[› Cabin 4|Cabin 4]] (Level 1)\ <<else>>[[› Cabin 4|Cabin 4]]<</if>> Move: [[› Down the corridor|Down the corridor]] (‹ stern) [[› Towards the main stairs|The stairs]] (bow ›)
<<if $mainimg is not false>><span class="image"><img src="img/deck-2-corridor.webp" alt="The main stairs on Deck 2" width="500px"></span> <</if>><<if visited () lt 2>>\ It's darker and colder down here. The sound of the howling wind above is quieter but has been replaced by the creaks and groans of the ship and the ever-present hum of the engines. As on Deck 3, a long corridor extends in front of you with several doors on either side. To the left and right of the stairs, there are smaller corridors that lead around to the front of the ship. The doors down the main corridor are each marked with a room title. There's also a deck plan on the wall nearby with a marker showing your current location. <<if $vrieman is 0>>\ You wonder if you should find your contact first, you were fairly sure they would be waiting for you somewhere on the deck above? <</if>>\ <<else>>\ <<set _temp to ((random(0, 40))+visited())>>\ <<if _temp lt 37>>\ You're in the corridor on Deck 2. The sound of the engines are louder down here, but at least the storm seems a little more distant. The corridor extends down towards the stern of the ship, leading to the showers, toilets and the doors down to Deck 1 at the far end. <<elseif _temp lt 39>>\ You're back in the corridor on Deck 2, near the foot of the main stairs. The floor seems to vibrate beneath you as if full of pent up energy. The ship rises and falls as it powers its way through the ocean; as if slowly breathing in... and then out... <<elseif _temp lt 40>>\ You're back in the corridor on Deck 2, near the foot of the main stairs. The corridor stretches out before you towards the stern, with doors on either side. The ship pitches and yaws trying to throw you off balance, but it's amazing how quickly you have adjusted to the constant motion. There's a sudden unfamiliar sound, almost like a chair creaking. You stop. You're sure it came from one of the rooms nearby, but you can't be sure which one... <<elseif _temp lt 46>>\ The air is cold and still. The sound of the engines is an ever present hum that vibrates through the hull. You're at the main stairs, near the bow and the Main stores. The corridor leads down towards the stern. <<else>>\ You're near the bow at the foot of the main stairs on Deck 2. The corrider stretches out towards the stern and the doors down to Deck 1 at the far end. <</if>><</if>>\ <<link "› View the deck plan">> <<script>> Dialog.setup("YOUR LOCATION", "small"); Dialog.wiki(Story.get("Deck2a").processText()); Dialog.open(); <</script>> <</link>> Explore: <<if $hasHarry>>[[› Main stores|Stores inside]] (searched)<<elseif visited ("Stores inside")>>[[› Main stores|Stores inside]] (unlocked)\ <<elseif visited ("Main stores")>>[[› Main stores|Main stores]] (Level 2)\ <<else>>[[› Main stores|Main stores]]<</if>> \ <<if $haspostcard>>[[› Medical|Medical inside]] (searched)<<elseif visited ("Medical inside")>>[[› Medical|Medical inside]] (unlocked)\ <<elseif visited ("Medical")>>[[› Medical|Medical]] (Level 2)\ <<else>>[[› Medical|Medical]]<</if>> \ <<if $hasStevensnotes and $hasVriemandiary>>[[› Science lab|Lab inside]] (searched)<<elseif visited ("Lab inside")>>[[› Science lab|Lab inside]] (unlocked)\ <<elseif visited ("Science lab")>>[[› Science lab|Science lab]] (Level 3)\ <<else>>[[› Science lab|Science lab]]<</if>> \ <<if $whiteboard>>[[› Operations|Operations inside]] (searched)<<elseif visited ("Operations inside")>>[[› Operations|Operations inside]] (unlocked)\ <<elseif visited ("Operations")>>[[› Operations|Operations]] (Level 1)\ <<else>>[[› Operations|Operations]]<</if>> \ <<if visited ("Security inside")>>[[› Security|Security inside]] (unlocked)\ <<elseif visited ("Security")>>[[› Security|Security]] (Level 3)\ <<else>>[[› Security|Security]]<</if>> Move: [[› Down the corridor|Corridor Deck 2]] (‹ stern) [[› Up the stairs to Deck 3|The stairs]] (up)
<<if $mainimg is not false>><span class="image"><img src="img/mess.webp" alt="image: There are several tables and faux-leather seats spread around the room along with a canteen serving area and a bar"></span> <</if>><<if visited () gt 1>>\ You walk down the short side corridor and back through the bulkhead door into the large mess hall. The lights are off in here and it's almost pitch black, with the only light coming from occasional flashes of lightning outside. There are several tables and faux-leather seats spread around the room along with a canteen serving area and a bar. Glasses and bottles still litter the area – some rolling across the floor casting long, dark shadows. <<else>>\ Around a corner you come to a solid bulkhead door. The door is open and you step through into a surprisingly large area, clearly meant for eating and relaxing. The lights are off in here and hitting the light switch has no effect. It's pitch black, with the only light coming from the corridor behind you. You move towards one of the windows to see the foaming waves outside. Suddenly the room is lit by a flash of lightning, giving you a brief imprint of the space you're in. There are several tables and faux-leather seats spread around the room, along with a canteen serving area and a separate bar. Glasses and bottles litter the area – some roll across the floor, casting long, dark shadows that seem like creatures scuttling away from the flashes of light. <</if>>\ <<if $hasVodka is true>>\ <span id="guide">You have already retrieved the bottle of vodka from behind the bar; there's nothing more you need to do in here.</span> <<else>>\ <<if $hasglossary is true and $hasKeycard2 is not true>>\ <span id="guide">You found the glossary here; it's now in your pack.</span> <<elseif $hasglossary is not true>>\ Under one of the seats you spot the corner of a discarded booklet. On closer examination it looks like some sort of glossary. <<link "› Pick up the glossary">> <<script>> Dialog.setup("Glossary", "window"); Dialog.wiki(Story.get("Glossary").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ \ <<if $hasKeycard2 is true and $hasglossary is true>>\ If you'd like to search for something else, enter it below: <<if $easy is true>>\ <<if $mednote is not true>>\ <span id="guide">Remember, if nothing in the list works, you may not have found the right clue yet.</span> <</if>>\ <<listbox "$select">> <<optionsfrom $items>> <</listbox>> <<button "SEARCH">> <<if $select is "Vodka" >>\ <<goto "Vodka">>\ <<elseif $select is "Paper clip">>\ <<replace "#output">>You already have a paper clip.<</replace>>\ <<else>>\ <<replace "#output">><<= either(["That doesn't look right."])>><</replace>>\ <</if>><</button>> <span id="output"></span> <<else>>\ <span class="textenter"><<textbox "_input" "">><<button "SEARCH">></span>\ <<if ["vodka"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>> <<if $mednote is true>><<goto "Vodka">><<else>><<replace "#output">>You could really use a drink right now, but you're not sure why you should take any vodka... yet. Try searching the Med bay first.<</replace>><</if>> <<elseif ["alcohol"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>> <<replace "#output">>You'll need to be more specific.<</replace>> <<elseif ["paperclip"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>A paperclip?<</replace>>\ <<elseif ["harry"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>You look around, but Harry isn't here.<</replace>>\ <<elseif ["boltcutters", "cutters"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>There's nothing to cut.<</replace>>\ <<elseif ["canteen", "table"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>You don't find anything you need.<</replace>>\ <<elseif ["glass", "glasses", "bottles"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>The glasses and bottles are all empty.<</replace>>\ <<elseif $mednote is not true>>\\ <<replace "#output">>You haven't found the right clue yet. Keep searching!<</replace>>\ <<else>> <<replace "#output">><<= either(["There's nothing by that description.", "You search around, but you don't find anything useful."])>><</replace>> <</if>> <</button>> <span id="output"></span> <</if>><</if>><</if>>\ [[› Back to the stairs|The stairs]]
<<set $deckplans to true>>\ <<if visited ("The stairs") and $hasKeycard4 is not true>>\ <<if $vrieman lt 2>>\ Once you have visited a deck, you can 'fast travel' to it at any time using the links below: <</if>>\ Head directly to: <<link "› Deck 4">><<goto "the top deck">><<script>>Dialog.close();<</script>><</link>> | <<link "› Deck 3">><<goto "The stairs">><<script>>Dialog.close();<</script>><</link>>\ <<if visited ("Stairs Deck 2")>> | <<link "› Deck 2">><<goto "Stairs Deck 2">><<script>>Dialog.close();<</script>><</link>><</if>>\ <<if visited ("Engine room")>> | <<link "› Deck 1">><<goto "Engine room">><<script>>Dialog.close();<</script>><</link>><</if>> <<elseif $hasKeycard4 is not true>>\ Once you have visited a deck you will be able to 'fast travel' to it here. <</if>>\ \ <<if $imagemode is true>>\ <span class="zoom"><img src="img/deck-plans.webp" alt="This is the full map of all four decks across the ship. Deck 4: Stern, The bridge, bow and stairs down. Deck 3: Main stairs, The mess, Cabins 1-4, Galley, storeroom, viewing platform Deck 2: Stairs, Main stores, Medical, Science lab, Security, Operations, Showers, Gym, Toilets Deck 1: Engine room, Cabins 5-8, Cargo hold There are a few additional notes: 'You can change the ship's course via the Navigation computer in the Bridge, but you may need security access.' 'You should meet your contact on Deck 3. They will update you on the situation.' 'The Head of Security can give you ship-wide access.' 'You should stay away from the cargo hold untill we know what we're dealing with.'" width="730px"></span><<else>>\ This is the full map of all four decks across the ship. <i>Deck 4: Stern, The bridge, bow and stairs down. Deck 3: Main stairs, The mess, Cabins 1-4, Galley, storeroom, viewing platform Deck 2: Stairs, Main stores, Medical, Science lab, Security, Operations, Showers, Gym, Toilets Deck 1: Engine room, Cabins 5-8, Cargo hold</i> There are a few additional notes: <i>'You can change the ship's course via the Navigation computer in the Bridge, but you may need security access.' 'You should meet your contact on Deck 3. They will update you on the situation.' 'The Head of Security can give you ship-wide access.' 'You should stay away from the cargo hold untill we know what we're dealing with.'</i> <</if>>\ <<if $vrieman is 0>>\ <div id="mobile"> <span id="sub4">Tap image to zoom, then drag to read. Tap the title bar to zoom back out.</span></div> <</if>>\
<h2>YOUR PACK</h2> <<if $packopen is not true>><img src="img/pack.webp" alt="image: Your pack" width="160px"> You're travelling light and have just a few items with you. Inside your pack, you find your mission briefing document along with a deck plan showing the full layout of the ship. You also have a phone provided to you for the mission. With no one here to meet you on the top deck, you assume your contact is waiting for you somewhere below. After one more check through your documents, you pack them away and continue your search.<<else>>Click the title to view each image.<</if>> <<if $hasKeycard4 is true>><<include "ITEMS2">><<else>><<include "ITEMS">><</if>> \ <<return>>
<span class="image"><img src="img/lock_3.webp" alt="The door is locked. It says: Security Level 3" width="220px"></span> This door is larger and sturdier than the rest. The door plate is marked 'Captain'. Built into the door handle is a security keycard lock marked 'Security Level 3'. <<if $hasKeycard3 is true>>\ [[› Use Keycard Level 3|Cabin 1 inside]] <<else>>\ You try the handle, but it's locked tight. It looks like you'll need to find a Level 3 keycard. <</if>>\ [[› Back to the corridor|Corridor]]
<span class="image"><img src="img/lock_1_damaged.webp" alt="The door is locked, but it looks like it's been damaged" width="220px"></span> <<if $vrieman is 0>><<if $easy is true>>As you approach the door, you hear the quiet shuffle of movement once more. It definitely sounds like someone is in there. <<else>>As you approach the door, you hear a quiet shuffle of movement. It sounds like someone might be in there.<</if>> Set into the door is a porthole; you peer through it but it's so dark you can't make out anything inside. Above the door handle, the lock is marked 'Security Level 1', but it looks like it's been damaged. [[› Knock on the door|Knock]] [[› Try the door|The lock]] [[› Back to the corridor|Corridor]] <<elseif $vrieman is 1 and $hasKeycard1 is true>>\ As you get closer to the door you hear the man inside loudly whisper, <span id ="sp">"Hey, is that you? Did you find Gerhardt? Tell him to use his security keycard and get me out of here!"</span> [[› Try the keycard on the lock|The lock]] [[› Back to the corridor|Corridor]] <<elseif $vrieman is 1>>\ The room is silent; you tap lightly on the door and are surpised to hear a loud whisper from inside, <span id ="sp">"Hey, did you find Gerhardt yet? He'll be around somewhere! And don't forget to try the store room, the code is <b>$storecode</b>"</span> [[› Try the door|The lock]] [[› Back to the corridor|Corridor]] <<elseif $decision1 is not true and $hasKeycard3 is not true and $haspostcard is not true>>\ There are no sounds coming from within the cabin. You peer into the porthole. You can just about make out a very dimly lit cabin space, similar in layout to the others. There's a table at the far end with boxes full of papers strewn about along with a leather-bound folder, but you don't see any sign of him. With nothing else to do, he's probably sleeping. You wonder if you made the right decision in not freeing him. You consider swiping the keycard, but you couldn't trust him earlier and you're not sure anything has changed. You step back and leave him to his confinement. Perhaps you can check in with him later. [[› Back to the corridor|Corridor]] <<elseif $hasKeycard3>>\ You peer in through the window. You can just about make out a dimly lit cabin space, similar in layout to the others. There's a table at the far end with papers and folders strewn about, but you don't see any sign of your contact. He must be in there somewhere. With little else to do apart from wait, he might be sleeping? You're not sure he'll be able to help you any more than he has already, but at least he can remind you about your objectives. [[› Knock on the door|Knock 3]] [[› Back to the corridor|Corridor]] <<else>>\ You peer into the porthole, you can just about make out a very dimly lit cabin space, similar in layout to the others. There's a table at the far end with papers and folders strewn about, but you don't see any sign of your contact. [[› Knock on the door|Knock 2]] [[› Back to the corridor|Corridor]] <</if>>
<<if $mainimg is not false>><span class="smallimage"><img src="img/cabin_3.jpg" alt="image: Cabin 3: a small but well-equipped cabin. It seems quite utilitarian."></span> <</if>><<if $hasKeycard2 is true>>\ You're back in Cabin 3. There is a single bed and a small desk on one side with some papers scattered around, including the folded 'welcome' letter. On the other side of the room, the cupboard stands open and you have already retrieved the Keycard from the safe hidden at the back. There's nothing else to find in here. <<else>>\ You try the door and it opens easily. Inside you see a small but well-equipped cabin; there's a cupboard on one side and a narrow single bed on the other. A small desk, chair and shelving unit fit in neatly at the far end. There's a company poster on the wall and some papers scattered over the desk, including a folded letter. The room looks like it's been cleared in a hurry. <</if>>\ <<link "› Examine the letter">> <<script>> Dialog.setup("Welcome letter", "window"); Dialog.wiki(Story.get("Letter").processText()); Dialog.open(); <</script>> <</link>> [[› Search the cupboard|Search the cupboard]] [[› Back to the corridor|Corridor]]
<span class="image"><img src="img/lock_1.webp" alt="The door is locked and requires a Security Level 1 Keycard" width="220px"></span> You try the door handle, but it's locked. Above the handle, it says 'Security Level 1'. <<if $hasKeycard1 is true>>\ [[› Use Keycard Level 1|Cabin 4 inside]] <<else>>\ You try to force the door but it won't move at all. You'll have to find a Level 1 Security Keycard somewhere. <</if>>\ [[› Back to the corridor|Corridor]]
<<if $mainimg is not false>><span class="image"><img src="img/end_doors.webp" alt="image: at the end of the corridor on Deck 3, at the stern of the ship. In front of you there are a set of doors leading to the outside." width="560px"></span> <</if>><<if visited("Examine the body") gt 0>>\ <<set _temp to ((random(0, 40))+visited())>>\ <<if _temp lt 30>>\ You're at the end of the corridor on Deck 3, towards the stern of the ship. Through the rain smeared glass you can see the storm still howling outside. Just back along the corridor, you see the open doors of the store room. Beneath them lies the prone and covered body of the dead security officer. On the opposite side of the corridor, a larger door is marked 'Galley'. <<elseif _temp lt 33>>\ You're at the end of the corridor on Deck 3. The exterior doors lead out onto the viewing platform. The body of the dead security officer lies on the floor nearby. It looks like the canvas cover has been moved? Whether simply by the motion of the ship, or by someone else, it's impossible to say. <<else>>\ You're at the end of the corridor on Deck 3. Occasional flashes of light are visible through the glass windows set into the exterior doors. Nearby, lies the body of the dead security officer. <</if>>\ <<else>>You're at the end of the corridor, at the stern of the ship. In front of you there are a set of doors leading to the outside. It's dimly lit, but there are occasional flashes of lighting visible through the thick glass windows. <<if visited ("Stern")>>The latch is open and the doors are unlocked.<<else>>The doors are locked shut by a small latch, and on the window there's a sign reading <i>"Danger Unsafe"</i>.<</if>> Just back along the corridor, you see two smaller sliding wooden doors marked 'Store room'. On the opposite side is a larger door marked 'Galley'. On the wall is another deck-plan showing your current location. <</if>> <<link "› View the deck plan">> <<script>> Dialog.setup("YOUR LOCATION", "small"); Dialog.wiki(Story.get("Deck3c").processText()); Dialog.open(); <</script>> <</link>> Explore: <<if $hasKeycard1>>[[› Store room|Store door]] (searched)<<else>>[[› Store room|Store door]]<</if>> <<if $hasLN2>>[[› Galley|Galley]] (searched)<<else>>[[› Galley|Galley]]<</if>> Move: [[› To the exterior doors|Stern]] (‹ stern) [[› Back up the corridor|Corridor]] (bow ›)
<<if $hasVodka is not true>><<set $hasVodka to true>><</if>><span class="useitem"><img src="img/vodka.webp" alt="3X3 Triple Distilled Vodka"></span> You found something! You find your way behind the bar looking for something that could fit the bill. Sure enough, you find a bottle of 'Triple Distilled Vodka' – and it's the only one there. You're not entirely sure why this might be needed, but you have it now (and he doesn't!). <span id="guide">Well done, that's one of your objectives completed! <<if $hasLN2 is not false and $hasVodka is not false and $hasCircuitboard is not false>>\ You have now found all three of the missing components. Time to head to Security! <<elseif $hasCircuitboard is not false>>Now you just need to find the missing coolant. <<elseif $hasLN2 is not false>>Now you just need to find the missing circuit board. <<else>>You still need to find the missing coolant and the circuit board. <</if>></span>\ [[› Back|Ships Mess]]
<<if $mainimg is not false>><<if visited ("Secret room")>><span class="smallimage"><img src="img/bookshelf.webp" alt="The bookshelf has hinged open to reveal part of the room behind."></span><<else>><span class="image"><img src="img/captains_cabin_wide.webp" alt="The Captain's cabin. Wood panelling adorns the walls and there is a large bookshelf full of old books. A small silver box sits on one of the shelves over on the left. A leather chair sits next to a large wooden desk with a personal organiser on top of it." width="100%"></span><</if>> <</if>><<if visited () gt 1>>\ You're in the Captain's cabin. Wood panelling adorns the walls and there is a large double bed taking up much of the right-hand side of the room. On the opposite side of the bed is a large bookshelf full of old books. In front of it, a plush leather chair sits by an oak table. On top of the table you see a personal organiser. <<if visited ("Secret room")>>\ Over on the right, the bookshelves have been hinged open to reveal a hidden room behind them.<span id ="guide"> <<if $decision4 gt 0>>\ You have already accessed the laptop inside the hidden room and sent out a message to Achlys. <<if visited ("Secure messages 3") lt 1>>It's worth re-checking the laptop to see if there's any crucial information you might have missed...<</if>> <<elseif visited ("Send message")>>\ You have already accessed the laptop inside the hidden room, but you can still send out a message to Achlys if you wish. <<if visited ("Secure messages 3") lt 1>>It's worth re-checking the laptop to see if there's any crucial information you might have missed...<</if>> <</if>></span><</if>>\ <<else>>\ The system emits a short beep and you hear the door unlock. You push the sturdy door open to reveal a large cabin, which seems more luxurious than the others. Wood panelling adorns the walls and there is a spacious double bed taking much of the right-hand side of the room. Through a large window, you can see the storm still raging, rain obscuring the view of the tilting horizon. On the opposite side of the bed are two wooden bookshelves full of old books. In front of it, a leather chair sits next to a large oak desk with a personal organiser on top of it. The entire room feels almost opulent in its grandeur. You wonder what this says about its owner. <</if>>\ <<linkreplace "› Look through the organiser">>The organiser is filled with notes and other scraps of paper. You search through them, but the majority of it just consists of practical day-to-day information, including work orders and requests. Nothing looks particularly useful. There's even an unfinished crossword that looks like it's been cut out of a nautical magazine and then scribbled over. <<link "› Look at one of the work orders">> <<script>> Dialog.setup("Work order", "window"); Dialog.wiki(Story.get("Showers note").processText()); Dialog.open(); <</script>> <</link>> <<if $crosswordsolved is true>>[[› Look at the crossword|Crossword]] (solved)<<elseif visited ("Crossword")>>[[› Look at the crossword|Crossword]]<<else>>[[› Look at the crossword|The Crossword]]<</if>> <</linkreplace>> <<if visited ("Secret room")>>[[› Step into the secret area|Secret room 2]]<<else>>[[› Search the bookshelves on the right|Books right]]<</if>> [[› Search the bookshelves on the left|Books left]] [[› Back to the corridor|Corridor]]
<<if $mainimg is not false>><span class="image"><img src="img/cabin_2.webp" alt="image: A window into cabin 2, it's too dark to see anything inside, but it looks like a bit of a mess in there." width="490px"></span> <</if>>You knock on the door and wait. Again there's the sound of movement, but then silence. Perhaps it's just the sounds of the storm? You could return to the corridor, or try shouting something through the door just in case your contact is in there. But what would you say? <<if visited () gt 1>>If there's someone in there, they're staying silent. Perhaps they're waiting for some kind of codeword? <</if>>\ <<if $codeword is 0 and $easy is true>>\ <span id="guide">You haven't found the right clue yet. Check your phone...</span> <</if>>\ <<if $easy is true>>\ <<listbox "$select">> <<optionsfrom $items>> <</listbox>> <<button "USE">> <<if $select is "“Expedite”">>\ <<goto "A face">>\ <<elseif $select is "Choose:">>\ <<replace "#output">>Select an option from the list.<</replace>>\ <<elseif $select is "Paper clip">>\ <<replace "#output">>A paper clip is not going to help here.<</replace>>\ <<elseif $select is "Bolt cutters">>\ <<replace "#output">>There's nothing to cut.<</replace>>\ <<else>>\ <<replace "#output">>You haven't found the right clue yet. Maybe there's a message on your phone?<</replace>>\ <</if>><</button>> <span id="output"></span>\ <<else>>\ <span class="textenter"><<textbox "_input" "">><<button "CALL">></span>\ <<if ["expedite"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>> <<goto "A face">> <<elseif ["paperclip"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>A paperclip won't help you here.<</replace>>\ <<elseif $codeword is 0>>\ <<replace "#output">><<= either(["Perhaps there's something on your phone that could help?", "You haven't found the right clue yet. Try checking your pack."])>><</replace>> <<else>> <<replace "#output">><<= either(["Maybe they're waiting for you to say the right phrase?", "You call out, but no matter how loud you shout, there's no reply."])>><</replace>> <</if>> <</button>> <span id="output"></span><</if>> [[› Back to the corridor|Corridor]]
<span class="image"><img src="img/lock_1_damaged.webp" alt="The door is locked, but it looks like it's been damaged" width="220px"></span> <<if $hasKeycard1 is true>>\ You're now faced with a decision. You could swipe the keycard and potentially free the man inside. However, clearly all is not well on this ship, and you're not sure how much you can trust him. Of course, given the state of the lock, the keycard may not even work at all. Do you: [[› Use the Keycard and attempt to free him|Access]] <i>or</i> [[› Lie: tell him you've tried it (and keep him locked inside)|No trust]] <span id="guide">This will be a permanent decision and may have consequences...</span> <<else>>\ The door handle contains a sophisticated security lock marked 'Security Level 1'. It looks like you need to swipe a keycard in order to unlock it. However, the lock itself looks like it's been damaged and you're not sure if it still works. You try the handle. Despite it's vandalised state, it still won't open. Perhaps if you find a Level 1 keycard, you might have more luck? <<if $vrieman is 0>>\ [[› Try knocking on the door|Knock]] <</if>>\ [[› Back to the corridor|Corridor]] <</if>>\
<<set $vrieman to 1>><<set $nom to "your contact">>\ <<if $mainimg is not false>><span class="image"><img src="img/cabin_2_face.webp" alt="image: a wide-eyed face appears at the window! You're not sure what to make of him." width="490px"></span> <</if>>Suddenly a wide-eyed face appears behind the glass... <span id ="sp">"Thank God! I thought it was him!"</span> The man sees your startled expression, <span id ="sp">"I've been trapped in here for ages and God knows what he's been doing in the meantime! You're probably here for the device? Well, it's real! But... just get me out! Find Gerhardt! He's the Security Officer, he'll be able to open this door if anyone can!" "Get him to swipe his security card and hopefully that will open the door. I can tell you everything you need to know then. Find Gerhardt; it's not like I'm going anywhere!" "Oh, and be careful, that guy is still lurking around. He's probably in the Science Lab looking for the parts they removed. If you need a weapon, grab one from the store room at the end of the corridor. If it's locked, the combination is <b>$storecode</b>."</span> The man gives you a final pleading look, then turns away from the window and heads back into the darkness of the room. <<linkreplace "› 'Wait, I don't even know your name!'">>\ <<set $nom to "David">>\ There's a pause from inside the cabin, then the man calls out, <span id ="sp">"...call me David. Pleased to meet you! Now go find Gerhardt and get me out of here!"</span> <</linkreplace>>\ [[› Return to the corridor|Corridor]]
<<if $mainimg is not false>><span class="smallimage"><img src="img/clothes.jpg" alt="Clothes hanging on a rail"></span> <</if>>You open the cupboard. Inside you find a row of plain uniforms hanging on a rail. <<if $hasKeycard2 is true>>Behind them, the small safe is open. The Security keycard you found inside is now in your pack. You can still see the official note that mentioned the fusion reactor. <<link "› Read the note">> <<script>> Dialog.setup("Science note", "window"); Dialog.wiki(Story.get("Science note").processText()); Dialog.open(); <</script>> <</link>> [[› Back to the main corridor|Corridor]] <<else>>\ <<if $hascrumplednote is true>>You have already searched the uniforms and found the crumpled note – which is now in your pack. You also found a small safe hidden at the back. [[› Try opening the safe|The safe]] <<else>><<linkreplace "› Search through the uniforms">>You search through the pockets of each. Most of them are empty, but in one, you find a crumpled note. As you're searching through them, you catch sight of a small safe hidden right at the back of the cupboard. <<link "› Examine the note">> <<script>> Dialog.setup("A crumpled note", "small"); Dialog.wiki(Story.get("Gym note").processText()); Dialog.open(); <</script>> <</link>> [[› Try opening the safe|The safe]]<</linkreplace>> <</if>> [[› Back to the cabin|Cabin 3]] [[› Back to the main corridor|Corridor]] <</if>>\
<span class="image"><img src="img/safe.jpg" alt="A small safe hidden at the back of the cupboard" width="380px"></span> The safe is quite small and looks like it's used for storing personal possessions. It requires a four-digit code to open it. <<if $hasShowernote is true>>\ If you know the code, enter it below. <<if $easy is true>>\ <span id="guide">The note you found in the uniforms suggests the code is linked somehow to cleaning the shower drains. The note you found in the gym locker states the order each cubicle drain should be cleared. You now have everything you need to figure out the code!</span> <</if>>\ \ <<set _output = []>>\ <span id="code"><<cycle "_dial1">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="code"><<cycle "_dial2">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="code"><<cycle "_dial3">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="code"><<cycle "_dial4">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span class="textenter"> <<button "TRY">></span> <<if _output.length === 0>>\ <<set _output = ["The safe won't open, it looks like that wasn't the right combination.", "You have everything you need to figure out the code..."]>>\ <</if>>\ <<if _dial1 + _dial2 + _dial3 + _dial4 == "1431" and $hasShowernote is true>>\ <<goto "Keycard 2">>\ <<elseif _dial1 + _dial2 + _dial3 + _dial4 == "1432">>\ <<replace "#output">>You're one digit out...<</replace>>\ <<elseif _dial1 + _dial2 + _dial3 + _dial4 == "1431">>\ <<replace "#output">>The safe beeps... but remains locked<</replace>>\ <<else>>\ <<replace "#output">><<= _output.pluck()>><</replace>>\ <</if>>\ <</button>> <span id="output"></span> <<else>>\ You try punching in some numbers at random, but nothing seems to work. You make a note to look out for anything that could help you find the combination. <</if>>\ \ [[› Back to the cupboard|Search the cupboard]] [[› Back to the cabin|Cabin 3]] [[› Back to the corridor|Corridor]]
<<set $hasKeycard2 to true>><span class="image"><img src="img/keycard2.webp" alt="Security Keycard: Level 2 (deimos)" width="350px"></span> You cracked the code! The lock makes a satisfying 'ping' and the door releases. You reach inside and find another security keycard, this one marked 'Security Level 2'. You also find an official-looking note written by a 'Dr Vrieman'. It seems that they really have created some sort of reactor. If this is true, it sounds like it really could change the world! <<link "› Read the note">> <<script>> Dialog.setup("Science note", "window"); Dialog.wiki(Story.get("Science note").processText()); Dialog.open(); <</script>> <</link>> [[› Back to the main corridor|Corridor]]
<<if $mainimg is not false>><span class="image"><img src="img/cabin4.webp" alt="A spacious cabin. At the far end is a table with a framed family photo." width="640px"></span> <</if>><<if $hasiPad is true>>\ You're back in Gerhadts cabin. On the right-hand side there is a chair and a wooden desk. On it sits a framed photo of the dead Security officer. Beside this are various papers and reports, all filed neatly. <span id="guide">You have already searched the hidden drawer and the iPad you found is now safely stored in your pack. There's nothing else to find in here.</span> <<else>>\ <<if visited () lt 3>>You swipe the security card and the lock emits a satisfying beep. You step inside to find a relatively spacious cabin. This feels like a step up in terms of luxury, perhaps belonging to someone more senior. <</if>>\ \ <<if $easy is true and $vrieman gt 1>>\ On the right-hand side of the room is a chair and a wooden desk; on it sits a framed photo. It looks like a picture of the man you found dead in the store room. Beside this are various papers and reports, all filed neatly. You browse through them but it's all largely admin and you don't find anything of much use. <<linkreplace "› Examine the photo frame">>On the back of the photo frame you can see a few sketched arrows. <span class="useitem"><img src="img/back_photo.webp" alt="On the reverse of the photo frame you can see there are three lines with arrows. The lines go from the top middle to the middle right, then to the centre, then to the lower left."></span><</linkreplace>> <<else>>\ On the right-hand side of the room is a chair and a wooden desk; on it sits a framed photo. It looks like a picture of the man you found dead in the store room. Beside this are various papers and reports, all filed neatly. You browse through them but it's all largely admin and you don't find anything of much use. <<if $familyphoto is true>>\ On the back of the framed photo you see a few sketched arrows. <span class="useitem"><img src="img/back_photo.webp" alt="On the reverse of the photo frame you can see there are three lines with arrows drawn. The arrows go from the top middle to the middle right, then to the centre, then to the lower left."></span> <</if>><</if>>\ \ <<if visited ("Drawer")>>\ [[› Look inside the hidden drawer|Drawer]] <<else>>\ If you'd like to search for something in particular (or use an item) enter it below: <<if $easy is true and $vrieman lt 2>>\ <span id="guide">If nothing works, you may not have found the right clue yet. Perhaps you should talk to your contact again?</span> <</if>>\ \ <<if $easy is true>>\ \ <<listbox "$select">> <<optionsfrom $items>> <</listbox>> <<button "SEARCH">> <<if $select is "Hidden drawer">>\ <<goto "Drawer">>\ <<elseif $select is "Choose:">>\ <<replace "#output">>Select an option from the list<</replace>>\ <<elseif $select is "Bolt cutters">>\ <<replace "#output">>There's nothing that needs cutting.<</replace>>\ <<elseif $select is "Paper clip">>\ <<replace "#output">>A paperclip is not going to help.<</replace>>\ <<else>>\ <<replace "#output">>You don't find anything interesting.<</replace>>\ <</if>><</button>> <span id="output"></span> <<else>>\ \ <span class="textenter"><<textbox "_input" "" >><<button "SEARCH">></span>\ <<if ["drawer", "hiddendrawer"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase()) and $vrieman gt 1>><<goto "Drawer">>\ <<elseif ["hiddendrawer"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>><<replace "#output">>Go and talk to your contact in Cabin 2 first...<</replace>> <<elseif ["paperclip"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>A paperclip is not going to help.<</replace>>\ <<elseif ["framedphoto"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $familyphoto to true>> <<goto "Cabin 4 inside">>\ <<elseif ["bolt cutters"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>There's nothing that needs cutting.<</replace>>\ <<elseif $vrieman lt 2>>\ <<replace "#output">><<= either(["You don't find anything of use.", "Perhaps you should talk to your contact again?"])>><</replace>>\ <<else>>\ <<replace "#output">><<= either(["You search, but find nothing useful.", "Check your mission notes about your new objectives..."])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span> <</if>><</if>><</if>>\ [[› Back to the corridor|Corridor]]
<span class="zoom"><img src="img/ipad_on.webp" alt="iPad - the screen is on. There is a standard number pad with numbers from 0 to 9." width="800px"></span> <<link "› Turn the screen off" "iPad off">><</link>> <<linkreplace "› Enter the 4-digit unlock code">>\ <span class="textenter"><<textbox "_input" "" >> <<button "ENTER">></span>\ <<if ["2657"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<goto "iPad open">>\ <<script>> Dialog.close(); <</script>> <<elseif ["7562"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">><<= either(["Try the other way around?"])>><</replace>>\ <<else>>\ <<replace "#output">><<= either(["The screen remains locked. It requires a four digit code.", "Try turning the screen off..."])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span>\ <</linkreplace>>\ [[› Back to the drawer|Drawer]] [[› Back to the cabin|Cabin 4 inside]] [[› Back to the corridor|Corridor]]
<<if visited("Examine the body") gt 0>><<if $mainimg is not false>><span class="image"><img src="img/body.webp" alt="image: The lifeless body lies in front of the store room, covered in a sheet of white canvas." width="550px"></span> <</if>>The store cupboard doors are open and you can see the general supplies on the left-hand side. <<if $hasKeycard3 is true>>The dead body of Gerhardt lies sprawled in front of them and on closer inspection, you see that the body has been moved, either by the motion of the ship or by someone else.<<else>>The dead body of Gerhardt lies prone in front of them, thankfully still covered by the sheet of canvas.<</if>> You have already taken the keycard and the note you found on his body. You feel a little guilty just leaving him there, but there's not much you can do for him right now. [[› Head back to the corridor|Down the corridor]] <<elseif visited("Store room") gt 0>>\ <<if $mainimg is not false>><span class="smallimage"><img src="img/store.jpg" alt="image: Inside the store room"></span> <</if>>The store room doors stand open and you can see into the cupboard. On the left-hand side, you see shelves full of cleaning products, mops and toilet rolls. Over on the right, there is a metal rack that looks like it might have once held a gun, but it's now empty. A large sail-like canvas covering is thrown over the contents of this side of the closet, obscuring everything beneath. [[› Pull the canvas cover|Pull the canvas cover]] [[› Close the doors and head back to the corridor|Down the corridor]] <<else>>\ <<if $mainimg is not false>><span class="image"><img src="img/store_door.webp" alt="image: The doors to the store room are locked" width="500px"></span> <</if>>There are two narrow wooden doors leading to some sort of store cupboard. You try to slide them open, but it looks like they are secured with a simple four-digit number lock. Unfortunately, the bolt cutters won't work on this as there's nothing to cut. If you know the combination, enter it below. <<if $vrieman gt 0>>\ <span id="guide">Your contact in Cabin 2 gave you the code. If you've forgotten it, you should check the mission notes you made on your phone.</span> <<elseif $easy is true>><span id="guide">Unfortunately you don't have the code yet.</span> <</if>>\ \ <<set _output = []>>\ <span id="code"><<cycle "_dial1">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="code"><<cycle "_dial2">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="code"><<cycle "_dial3">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="code"><<cycle "_dial4">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span class="textenter"><<button "TRY">></span> <<if _output.length === 0>>\ <<set _output = ["That didn't work.", "You'll need to find the right combination.", "Try knocking on some doors?"]>>\ <</if>>\ <<if _dial1 + _dial2 + _dial3 + _dial4 == $storecode>>\ <<set $Storeroom to true>>\ <<goto "Store room">>\ <<else>>\ <<replace "#output">><<= _output.pluck()>><</replace>>\ <</if>>\ <</button>>\ <span id="output"></span> [[› Back to the corridor|Down the corridor]] <</if>>
<<if $mainimg is not false>><span class="smallimage"><img src="img/galley.webp" alt="image: A dark galley kitchen."></span> <</if>><<if $hasKeycard2 is not true>>\ You step into a gloomy kitchen area. Pots, pans and various mechanical kitchen equipment litter the room. There are racks of cutlery and storage tins; everything a well-equipped kitchen could need. At the back of the room is a series of shelves containing all manner of herbs, spices and other ingredients. You have a quick look around; there is plenty to search through, but none of it looks particularly useful to you. However, you make a note to return later, just in case you discover something you might need here. <<else>>\ You step into a relatively large kitchen area, sparkling with stainless steel. Pots, pans and various mechanical kitchen equipment litter the area. Refrigeration units sit along one wall and there are racks of cutlery and storage tins along the other. At the far end is a series of shelves containing all manner of herbs, spices and other ingredients. There's lots to search through, but none of it looks particularly useful. <<if $hasLN2 is true>><span id="guide">You already found the liquid nitrogen – it's now squeezed into your pack. There's nothing else for you in here.</span> <<else>>Still, if you'd like to search somewhere in particular (or use an item), enter it below: <<if $easy is true>>\ <<if $hasStevensnotes is not true>>\ <span id="guide">If nothing in the list works, you may not have found the right clue yet. Try exploring the Science lab...</span> <</if>>\ \ <<listbox "$select">> <<optionsfrom $items>> <</listbox>> <<button "SEARCH">> <<if $select is "Chest freezer">>\ <<goto "Chest freezer">>\ <<elseif $select is "Paper clip">>\ <<replace "#output">>Really? A paper clip?<</replace>>\ <<elseif $select is "Vodka">>\ <<replace "#output">>You search around, but there's no vodka to be found here<</replace>>\ <<else>>\ <<replace "#output">><<= either(["That doesn't look right.", "You don't find anything."])>><</replace>>\ <</if>><</button>> <span id="output"></span> <<else>>\ <span class="textenter"><<textbox "_input" "" >><<button "SEARCH">></span>\ <<if ["chestfreezer"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>> <<if $hasStevensnotes is true>><<goto "Chest freezer">><<else>><<replace "#output">>There might be a chest freezer at the back of the galley, but you have no reason to search through it right now. Try searching the Science lab.<</replace>><</if>> <<elseif ["freezer"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>> <<if $hasStevensnotes is true>><<goto "Chest freezer">><<else>><<replace "#output">>There are some refrigeration units at the back of the room. You have no reason to search through them right now, but try searching the Science lab...<</replace>><</if>> <<elseif ["boltcutters", "cutters"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>There's nothing to cut<</replace>>\ <<elseif ["harry"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase()) and $hasHarry is true>>\ <<replace "#output">>You're not sure you want to smash anything here.<</replace>>\ <<elseif ["harry"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>There's no sign of anyone called 'Harry'.<</replace>>\ <<elseif ["paperclip", "paper clip"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>You don't see any use for a paperclip.<</replace>>\ <<elseif ["vodka"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>You don't find any vodka here.<</replace>>\ <<elseif $hasStevensnotes is not true>>\ <<replace "#output">><<= either(["There is something to find in here, but you haven't found the right clue yet..."])>><</replace>>\ <<else>> <<replace "#output">><<= either(["Look through your pack, you may have a clue that could help...", "You don't find anything of use."])>><</replace>> <</if>>\ <</button>> <span id="output"></span> <</if>><</if>><</if>>\ [[› Back to the corridor|Down the corridor]]
<<if $mainimg is not false>><span class="smallimage"><img src="img/stern_outside.jpg" alt="image: You're on a viewing platform that sits over the stern of the ship. Below the engines churn the sea into foam, leaving a ghostly trail that receeds into the distance."></span> <</if>><<if $hasKeycard3 is true>>You push open the doors and step out into the howling frenzy of the storm. If anything it seems to have gotten worse in the time you've been here. You're standing on a viewing platform that sits over the stern of the ship. In the distance, occasional flashes of lightning pick out ominous cloud formations in the sky. <<if $decision2 is true>>\ For a second you think you see the blinking lights of a ship far off on the horizon, but it vanishes into the gloom and you can't see it again. You wonder, with AIS broadcasting your location, could someone be following? <<else>>\ You scan the horizon, although it's obscured by rain and clouds you can see no other lights out there. With the ship's AIS tracking turned off, you are truly on your own. <</if>>\ The engines growl beneath you, but at least you know they're now moving you in a safer direction. The platform creaks and groans as if protesting your very presence. After a moment, you turn around and head back inside. <<else>>\ <<if visited() lt 2>>The latch requires a little force, but it soon gives way. <</if>>\ You push open the doors and are immediately assaulted by the wind and rain outside. You're on a viewing platform that sits over the stern of the ship. You can feel the thrum of the engines rattling through the metal floor – the platform itself feels a bit precarious. The churning waves fade to black on all sides. Despite the rain, it's something of a relief to be outside, away from the tomb-like confines of the ship. <<if visited() lt 2>> You hear something over the noise, like the sound of a door closing, possibly on the deck below. You wonder if perhaps there is another survivor on board. You wait, but you don't hear anything more. <</if>> After a while, you head back inside. <</if>>\ [[› Head back inside|Down the corridor]]
<<if $mainimg is not false>><span class="image"><img src="img/store.jpg" alt="image: inside the store room, the shelves are full of basic supplies." width="380px"></span> <</if>>It worked! You enter the number and the lock makes a satisfying click, allowing you to slide the doors aside to reveal a store cupboard. On the left-hand side, you see shelves full of cleaning products, mops and toilet rolls. Over on the right, there is a metal rack that looks like it might have once held a gun. Worryingly, it's now empty. There's no sign of any other weapons. This was supposed to be a simple recon mission, but you're now starting to wish you had come armed. Beneath the gun-rack, a large sail-like canvas covering is thrown over the rest of the contents; obscuring everything beneath. [[› Pull the canvas cover|Pull the canvas cover]] [[› Close the doors and head back to the corridor|Down the corridor]]
<<if $mainimg is not false>><<timed 2s t8n>><span class="image"><img src="img/body.webp" alt="image: the canvas tumbles forward along with the object it covered..." width="580px"></span><</timed>> <</if>>You reach in to pull the cover off, but as you do so the entire bulk of it suddenly starts to fall towards you. You jump back to avoid it as it tumbles forwards and onto the floor. You're shocked to see a lifeless arm protruding from the material. Cautiously, you pull back the canvas to reveal the figure of a man dressed in uniform. There's blood around his chest – it looks like a gunshot wound. [[› Examine the body|Examine the body]] [[› Back to the corridor|Down the corridor]]
<span class="image"><img src="img/keycard1.webp" alt="Security Keycard: Level 1 (phrike)" width="340px"></span> <<set $hasBloodnote to true>><<set $hasKeycard1 to true>>\ You try to avoid the dead, staring eyes of the victim. You feel a bit guilty doing so, but you rifle through the man's pockets. You find an identity tag: <i>"Gerhardt Schafer, Chief Security Officer"</i>. You also find a small credit card-sized keycard and a torn note. You're not sure what to do with him. You'll have to leave him for the rescue team, assuming they eventually get here. You gently cover him in the material. Things have clearly gone very wrong here and you need to find out what's going on. You turn the keycard over in your hands. Although Gerhardt is dead, perhaps you can still use this on the door to Cabin 2? Right now, the man trapped inside is your only lead and you need to find out what's happened if you have any hope of completing your mission. <<link "› View the torn note">> <<script>> Dialog.setup("A torn note", "small"); Dialog.wiki(Story.get("A bloody note").processText()); Dialog.open(); <</script>> <</link>> [[› Back to the corridor|Down the corridor]]
<span class="image"><img src="img/lock_2.webp" alt="The door is locked - Security Level 2" width="220px"></span> Around the corner from the stairs, heading back towards the bow, is a bulkhead door marked 'Main Stores'. You try turning the handle but it won't move. The door lock says 'Security Level 2'. <<if $hasKeycard2 is true>>\ [[› Use Keycard Level 2|Stores inside]] <<else>>\ The bulkhead door is sealed shut. Only a Level 2 keycard will open this. <</if>>\ [[› Back to the corridor|Stairs Deck 2]]
<span class="image"><img src="img/lock_2.webp" alt="The door is locked - Security Level 2" width="220px"></span> The door to the medical room requires a keycard. Above the handle, it's marked 'Level 2'. You put your ear to the door, but there's no sound from within. <<if $hasKeycard2 is true>>\ [[› Use Keycard Level 2|Medical inside]] <<else>>\ You try the handle, but the door is locked tight. You try ramming it with your shoulder, but it's surprisingly sturdy. <</if>>\ [[› Back to the corridor|Stairs Deck 2]]
<span class="image"><img src="img/lock_3.webp" alt="The door is locked - Security Level 3" width="220px"></span> You pause and listen at the door – you can't hear anyone inside. You try the handle but it's securely locked. You look down; the door lock is marked 'Security Level 3'. <<if $hasKeycard3 is true>>\ [[› Use Keycard Level 3|Lab inside]] <<else>>\ You try knocking on the door, but there's only silence from within. It looks like you'll need to find a Level 3 keycard. <</if>>\ [[› Back to the corridor|Stairs Deck 2]]
<span class="image"><img src="img/lock_1.webp" alt="The door is locked - Security Level 1" width="220px"></span> The door to the Operations room is locked with a standard security lock marked 'Level 1'. <<if $hasKeycard1 is true>>\ [[› Use Keycard Level 1|Operations inside]] <<else>>\ You try the handle, the door rattles a little, but there's no way to force it. You'll need to obtain Level 1 security clearance. <</if>>\ [[› Back to the corridor|Stairs Deck 2]]
<span class="image"><img src="img/lock_3.webp" alt="The door is locked - Security Level 3" width="220px"></span> The door to the security office is, unsurprisingly, locked and requires a keycard. Above the lock it reads 'Security Level 3'. <<if $hasKeycard3 is true>>\ [[› Use Keycard Level 3|Security inside]] <<else>>\ You test the handle just in case, but of course it's locked. You'll need a Level 3 keycard. <</if>>\ \ <<if $hasKeycard3 is not true and $vrieman gt 1 and $securityseen is not true>>\ There's a faint sound coming from inside, as if someone's typing on a keyboard. You put your ear to the door, but you hear nothing further. <<linkreplace "› Try knocking on the door">>You knock lightly on the door just in case someone is in there, but you don't hear anything more. You try again, just to be sure… but still there's no answer. Perhaps it was nothing.<<set $securityseen to true>><</linkreplace>> <</if>>\ [[› Back to the corridor|Stairs Deck 2]]
<<if $mainimg is not false>><span class="image"><img src="img/posters_wall.webp" alt="image: On the wall beside you are some company posters." width="520px"></span> <</if>><<if visited () lt 2>>\ You follow the corridor along, down towards the stern of the ship. As you go, it gets darker and the steady thrum of the ship's engines becomes more apparent. At the end of the corridor is a set of double doors with a sign saying '<i>Down to Deck 1 - authorised staff only</i>'. It looks like this is the only way to access the engine room and the rest of Deck 1, but the door is locked and marked 'Security Level 3'. Stuck on the wall beside you are three company posters. Below them is another deck plan showing your current location. There are a couple of toilets on either side of the corridor and a little further back there are doors to the showers and the gym. <<else>>\ You're at the end of the corridor on Deck 2, towards the stern of the ship. It's darker here and the steady growl of the ship's engines vibrates somewhere below your feet. <<if lastVisited("Wait 2") is 1>>\ There is no sign of anyone around and you're not entirely certain which direction they went. <</if>>\ \ <<if visited ("Engine room")>>\ Before you there are a set of double doors that lead down to Deck 1 and there are a few rooms on either side of the corridor. <<else>>\ Before you there are a set of double doors with a sign above them saying '<i>Down to Deck 1 - authorised staff only</i>'. It looks like this is the only way to access the engine room and the rest of Deck 1. On the wall beside you are some company posters. There are also a few more rooms on either side of the corridor. <</if>><</if>>\ <<link "› View the deck plan">> <<script>> Dialog.setup("YOUR LOCATION", "small"); Dialog.wiki(Story.get("Deck2b").processText()); Dialog.open(); <</script>> <</link>> <<link "› Look at the posters">> <<script>> Dialog.setup("COMPANY POSTERS", "small"); Dialog.wiki(Story.get("Posters").processText()); Dialog.open(); <</script>> <</link>> Explore: <<if $hasShowernote>>[[› Gym|Gym]] (searched)<<else>>[[› Gym|Gym]]<</if>> <<if $hasCaptainsthumb>>[[› Showers|Showers]] (searched)<<else>>[[› Showers|Showers]]<</if>> <<if visited ("Toilet wall")>>[[› Toilets|Toilets]] (searched)<<else>>[[› Toilets|Toilets]]<</if>> <<if visited ("Engine room")>>[[› Doors down to Deck 1|Engine room]] (unlocked)\ <<elseif visited ("Deck 1")>>[[› Doors down to Deck 1|Deck 1]] (Level 3)<<else>>[[› Doors down to Deck 1|Deck 1]]<</if>> Move: [[› Up the corridor|Stairs Deck 2]] (bow ›)
<<if $easy is true>><<set $mode ++>><</if>>\ <<set $vrieman to 2>><div id="center"><H1> CHAPTER 2 </H1> <H2> 'The Spy' </H2> <span class="image"><img src="img/CH2.gif" alt="'I think this spy hacked into the Navigation System. You'll need to find a way to access and reset it.'" width="540px"></span> <<timed 0.5s t8n>><<link "› Continue" "Corridor">> <<set $ch to "CHAPTER 2">> <</link>><</timed>> </div>
<<set $decision1 to true>>You swipe the card across the lock. A red light flashes briefly but there is no other sound. You hear movement, the sound of someone furiously trying to open the door and then silence. The man's face appears once again. <span id ="sp">"It's not working! Try it again!"</span> You try once more. Again, you hear the sound of him desperately trying to open the door. <span id ="sp">"Did you find Gerhardt? Get him to try!"</span> He appears in the window once more, <span id ="sp">"Where's...?"</span> He sees the look on your face and realises Gerhardt isn't coming, <span id ="sp">"...Oh Jesus. He got him, didn't he? God what a mess! And we were so close to a full test!" "Damn it! The door won't open. You'll have to unlock it from the Security office instead. I'm sorry, but it's up to you now, you need to sort this out! Find a way to free me and we can get off this floating coffin before it all goes mushroom-shaped!"</span> <<include "questions">>
<span id ="sp">"Well… I guess you knew the passphrase, so I'm going to trust we're on the same side. The chemical leak… I don't know about that, but they were really keen to keep people away from Deck 1, that's for sure. I don't know how much they told you, but this ship is an off-the-books research vessel. They've been working on… well, it's all very secretive… some kind of nuclear reactor? They think it could be the solution to the world's energy problems! It's on a ship because if it goes wrong it needs to be at least a hundred miles away from anywhere populated. And yes, it's as crazy as it sounds! We were getting ready for a full test of the prototype and then... well, rumour was that there's a spy on board and they were trying to sabotage the reactor! If that's true and they manage to set it off, it could take us and a hundred square miles of ocean with it. And if that happens in Chinese territory, it could get VERY messy!"</span> <<include "questions">>
<span id ="sp">"There was some sort of incident with the science team. The lead scientist, a 'Dr Vrieman'... well, you know what they say about genius being so close to madness? Well, he's definitely a genius! Gerhardt decided to lock away some key components to make sure that nobody could mess with the device, just in case. Not long after that, the Captain announced there was a chemical leak and they were evacuating the ship. So I'm packing my stuff and this guy shows up at my door wearing an old gas mask. Then he smashed the lock and trapped me in here! I think they evacuated the ship so fast they didn't even notice I was missing. The thing is, now I think I got off lucky, because whoever he is, this guy is stalking the ship and killing the remaining crew while he tries to find those missing components!"</span> <<include "questions">>
<span id ="sp">"Right. This is where you come in. First things first, you need to turn the ship around. You need to set it back to its original course and away from populated areas. I think this spy hacked into the navigation system on the bridge, so you need to find a way to access that and reset it. Once that's done, you then need to find those components before he does."</span> <<include "questions">>
<span id ="sp">"The components? Don't worry about those yet. Focus on changing our course first. But I guess if you find any on the way... Well, he'll need an ethanol based solvent – pure medical alcohol could work? And he'll also need some sort of industrial coolant to stop the device from overheating before it gets to full power. The last, but probably the most important one, he'll need a custom-made circuit board; he can't start the prototype without it! But I have no idea where any of those might be. Come back when you've turned the ship and I'll see if I can give you some pointers, but keep a look out just in case!"</span> <<include "questions">>
<span id ="sp">"The ship has an automatic navigation system. Just plug in the route and off it goes. It seems that the spy managed to hack into it, probably using a stolen keycard. He's changed course and locked everyone else out of the system. You're going to need to find the password he used to gain access. Once you're in, you can just reset it and the ship will take care of the rest. As for finding the password… well, I guess if you can find the spy…? I'm really not sure. But however you do it, do it fast, because we're running out of time!"</span> <<include "questions">>
<<timed 0.1s t8n>><span class="zoom"><img src="img/ipad_unlocked.webp" alt="The Security iPad. The screen is unlocked. It looks like a company system for notes and documents relating to ship security. There are three recent notes of interest." width="100%"></span><</timed>> <<if $foundiPad is not true>><<set $foundiPad to true>>\ Success! The iPad screen unlocks and you're able to gain access. <</if>>\ \ It seems like it's a company device mainly used for security information such as admin, notes and reports. You scroll through the contents. Most of it doesn't seem relevant to you apart from perhaps the three most recent entries: <<link "› Components">> <<script>> Dialog.setup("SECURITY iPAD", "small"); Dialog.wiki(Story.get("IPAD2").processText()); Dialog.open(); <</script>> <</link>> <<link "› Navigation">> <<script>> Dialog.setup("SECURITY iPAD", "small"); Dialog.wiki(Story.get("IPAD3").processText()); Dialog.open(); <</script>> <</link>> <<link "› Urgent meeting">> <<script>> Dialog.setup("SECURITY iPAD", "small"); Dialog.wiki(Story.get("IPAD4").processText()); Dialog.open(); <</script>> <</link>> [[› Back to the drawer|Drawer]]
<<if $mainimg is not false>><span class="image"><img src="img/main_stores_wide.webp" alt="image: The main stores, a large area full of shelving units" width="100%"></span> <</if>><<if $hasKeycard3 is not true>>\ <<if visited () lt 2>>You swipe your keycard, the lock beeps and you turn the handle. Inside you find a large area filled with rows of shelving units. You search through them at random. They contain all manner of supplies, from clothes to tools such as drills and screwdrivers, along with a wide array of food and drink. You wonder if it's worth taking something to use as a weapon, but if someone really is roaming around with a gun, none of these items will be much use. You notice that attached to one of the shelves is a clipboard with some notes from the store manager. <<linkreplace "› Search around for alcohol">>In one area of the floor, you notice there are a couple of smashed bottles, all contents long since evaporated away. Perhaps they fell off in the storm? You search through the other shelves looking for more. You find several crates of beer and a few bottles of wine, but you don't think any of these will do the job. <</linkreplace>> <<else>>You're in the Main stores, a large space filled with rows and rows of shelving units containing a wide range of supplies manner of supplies. There are a couple of smashed bottles on the floor and a clipboard attached to one of the shelves with notes from the store manager. There's plenty here to search through, but you're not really sure there's anything you need, at least not right now. You make a note to return later if you discover there's something here that could help you. <</if>>\ <<link "› Look at the clipboard">> <<script>> Dialog.setup("The clipboard ", "window"); Dialog.wiki(Story.get("Clipboard").processText()); Dialog.open(); <</script>> <</link>> [[› Back to the corridor|Stairs Deck 2]] <<else>>Around the corner from the stairs is the bulkhead door marked 'Main Stores'. You swipe your keycard and walk in to find a large space filled with rows and rows of shelving units. They contain all manner of supplies; from clothes to tools such as drills and screwdrivers along with an array of food and drink. There's also a clipboard hanging on one of the shelves showing a list of items to be replaced. <<if $hasHarry is true>><span id="guide">You have already retrieved 'Harry' from the stores. There's nothing else of much use to you here.</span> <<else>>If there's something else you'd like to search for, enter its name below: <<if $easy is true>>\ <<if $hasHarrynote is not true>>\ <span id="guide">If nothing in the list works, you may not have found the right clue yet. You may need to visit Deck 1 first...</span> <</if>>\ <<listbox "$select">> <<optionsfrom $items>> <</listbox>> <<button "SEARCH">> <<if $select is "Harry">>\ <<goto "Harry">>\ <<elseif $select is "Paper clip">>\ <<replace "#output">>You don't see any paper clips.<</replace>>\ <<else>>\ <<replace "#output">><<= either(["You don't find anything."])>><</replace>>\ <</if>><</button>> <span id="output"></span> <<else>>\ <span class="textenter"><<textbox "_input" "" >><<button "SEARCH">></span>\ <<if ["harry", "oldharry"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<if $hasHarrynote is true>><<goto "Harry">><<else>><<replace "#output">>Who is 'Harry'? Maybe he works in the engine room?<</replace>><</if>>\ <<elseif ["paperclip"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>It seems the Main stores have almost everything... apart from paper clips.<</replace>>\ <<elseif ["vodka"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>You see some alcohol, but no vodka. You suspect the last of the vodka is smashed on the floor.<</replace>>\ <<elseif ["boltcutters", "cutters"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>There's nothing to cut<</replace>>\ <<elseif ["chestfreezer", "freezer"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>There are no freezers here.<</replace>>\ <<elseif $hasHarrynote is not true>>\ <<replace "#output">><<= either(["You may not have found the right clue yet..."])>><</replace>>\ <<else>>\ <<replace "#output">><<= either(["You don't find anything that will help you.", "Did you find a note down in the engine room?"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span> <</if>>\ \ <<linkreplace "› Search around for alcohol">>In one area of the floor, you notice there are a couple of smashed bottles, but all contents have long since evaporated away. Perhaps they fell off in the storm? You search through the other shelves looking for any more. You find several crates of beer and a few bottles of wine, but you don't think any of these will do the job. <</linkreplace>> <<link "› Look at the clipboard">> <<script>> Dialog.setup("The clipboard ", "window"); Dialog.wiki(Story.get("Clipboard").processText()); Dialog.open(); <</script>> <</link>><</if>> [[› Back to the corridor|Stairs Deck 2]] <</if>>
<<if $imagemode is true>>\ <span class="zoom"><img src="img/clipboard.webp" alt="MAIN STORES SUPPLIES TO BE REPLACED Item: Stationery: Running low Hammer: Broken. To be replaced Bolt cutters: Signed out by Dr Vrieman Medical: Bandages, Chloroform, Painkillers: Astrid has requested a full restock due to a recent incident. Salt: Ella, more requested Alcohol: Removed by Gerhardt Gas mask: Missing?" width="500px"></span><<else>>\ MAIN STORES SUPPLIES TO BE REPLACED ITEM: <i>Stationery: Running low Hammer: Broken. To be replaced Bolt cutters: Signed out by Dr Vrieman Medical: Bandages, Chloroform, Painkillers: Astrid has requested a full restock due to a recent incident. Salt: Ella, more requested Alcohol: removed by Gerhardt Gas mask: Missing?</i> <</if>>\ You walk over to the clipboard and take a closer look. It looks like the store manager has a list of items that need to be returned or resupplied. As you unhook it from the shelf, another note falls to the floor... <<link "› Read the note">> <<script>> Dialog.setup("The translation", "window"); Dialog.wiki(Story.get("Elias note").processText()); Dialog.open(); <</script>> <</link>>
<<if $mainimg is not false>><span class="image"><img src="img/med_bay.webp" alt="image: a small but well-stocked medical bay. There is a single bed with an occupant. They're strapped in – but it looks like they're no longer alive." width="100%"></span> <</if>><<if lastVisited("Stairs Deck 2") is 1 or visited () is 1>>You swipe the card and the door dutifully unlocks. You step inside to find a small but well-stocked medical bay. <<else>>You're back in the medical bay. <</if>>There are a few hospital-style beds lined up against one wall along with desks and various medical equipment. <<if $haspostcard is true>>On the other side of the room lies the body of Johansen.<<else>>On the other side of the room is a single bed – this one with an occupant. There's no sign of movement and you fear the worst.<</if>> There are shelves and cupboards lining the other side; you file through a few of them looking for clues or anything that could help you. You find two bottles marked 'medical alcohol' but both are empty. <<if $mednote is not true>>On a nearby desk, you find some sort of medical log. <<link "› Read the medical log">> <<script>> Dialog.setup("Medical log", "window"); Dialog.wiki(Story.get("Medical note").processText()); Dialog.open(); <</script>> <</link>><<else>>You found a medical log here. It's now safely stored in your pack. <</if>> [[› Check the patient|Patient]] [[› Back to the corridor|Stairs Deck 2]]
<<if visited () gt 1 and $haspostcard is true>>The man is tied to the bed with thick restraints. There are bruises around his face and arms. On the body is an empty wallet with the name: "Karl Johansen" on the front. You found a postcard folded inside, but that's now stored safely in your pack. <span class="useitem"><img src="img/wallet.webp" alt="An empty wallet with the name 'Karl Johansen' on the front"></span> Clearly, it was never this 'spy' who was stalking the ship and looking for the components. <<if $hasKeycard3 is not true>>\ The only possession he left behind was the postcard, and it seems to be the only lead you have. You wonder if the man in Cabin 2 could help you decipher it? <</if>>\ [[› Back to the medical bay|Medical inside]] [[› Back to the corridor|Stairs Deck 2]] <<else>>\ The man is tied to the bed with thick restraints. It looks like he was a prisoner. On closer examination it looks like he's been beaten. There are bruises around his face and arms. You reach out to feel for a pulse, but his flesh is cold and lifeless. You decide to search his clothes. All you can find is a wallet with a name embossed on the front: <i>"Karl Johansen"</i>. The wallet itself is empty apart from an old postcard folded inside. <span class="useitem"><img src="img/wallet.webp" alt="An empty wallet with the name 'Karl Johansen' on the front"></span> You recognise the name. It seems that you've finally found the 'spy', but clearly he is no longer a threat to anyone. You'd hoped that Johansen would be able to give you the password you need to access the navigation computer, but it looks like he's taken that to his grave. <<if $haspostcard is not true>>\ <<link "› Take the postcard">> <<script>> Dialog.setup("A tourist's postcard", "window"); Dialog.wiki(Story.get("Postcard").processText()); Dialog.open(); <</script>> <</link>> <<else>>\ You have taken the postcard and added it to your pack. <<if $hasKeycard3 is not true>>\ <span id="guide">With Johansen dead, the postcard seems to be your only lead. Perhaps $nom can help you decipher it?</span> <</if>><</if>>\ [[› Back to the medical bay|Medical inside]] [[› Back to the corridor|Stairs Deck 2]] <</if>>
<<if $mainimg is not false>><span class="smallimage"><img src="img/operations.jpg" alt="image: There's a long desk with several chairs around it, along with shelves and cabinets along the side."></span> <</if>><<if visited ("Whiteboard")>>You swipe your keycard and walk in to the Operations room. Inside you find quite a large space, the size of two or three cabins. There's a table with several chairs, shelves and cabinets along the side wall. It looks like some sort of communal area or meeting room. There is a large whiteboard at the far end with some meeting notes on it. On closer inspection, it looks like a list of names involved with the evacuation. [[› View the whiteboard|Whiteboard]] [[› Back to the corridor|Stairs Deck 2]] <<else>>You swipe the keycard and the door unlocks. You push the door open to reveal quite a large space, the size of two or three cabins. There's a long table with several chairs around it, along with shelves and cabinets down the side of the room. It looks like some sort of communal area or meeting room. If you'd like to look at something in particular (or use an item) enter it below: <span id="guide"><<if $easy is true>>\ <<if $hasOperationsnote is not true>>\ You may not have found the right clue yet. <<if $vrieman lt 2>>Perhaps you should talk to your contact in Cabin 2? <<else>>There might be something useful on the Security iPad.<<if $hasiPad is not true>> But you'll need to find it first.<</if>> <</if>><</if>><</if>></span>\ \ <<if $easy is true>>\ \ <<listbox "$select">> <<optionsfrom $items>> <</listbox>> <<button "SEARCH">> <<if $select is "Whiteboard">>\ <<goto "Whiteboard">>\ <<elseif $select is "Choose:">>\ <<replace "#output">>Select an item from the list. if nothing works, you just haven't found the right clue yet.<</replace>>\ <<elseif $select is "Paper clip">>\ <<replace "#output">>A paper clip is not going to help here.<</replace>>\ <<elseif $select is "Hidden drawer">>\ <<replace "#output">>You search through the drawers, but find nothing of value. There doesn't seem to be anything resembling a 'hidden' drawer here.<</replace>>\ <<else>>\ <<replace "#output">><<= either(["That isn't going to work here."])>><</replace>>\ <</if>><</button>> <span id="output"></span> [[› Back to the corridor|Stairs Deck 2]] <<else>>\ \ <span class="textenter"><<textbox "_input" "" >><<button "SEARCH">></span>\ <<if ["whiteboard"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<if $hasOperationsnote is true or $hasiPad is true>><<goto "Whiteboard">><<else>><<replace "#output">>You'll need to find the Security iPad first...<</replace>><</if>>\ <<elseif ["paperclip"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>A paperclip is not going to help you here.<</replace>>\ <<elseif ["hiddendrawer", "drawer", "drawers"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>You search through the drawers, but find nothing of value.<</replace>>\ <<elseif ["table", "desk"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>There's nothing on the table.<</replace>>\ <<elseif ["shelves", "cabinets"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>You search the shelves and cabinets but find nothing that will help you.<</replace>>\ <<elseif ["ipad", "securityipad"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>You can't see any sign of an iPad. It's probably elsewhere.<</replace>>\ <<elseif $vrieman lt 2>>\ <<replace "#output">><<= either(["Maybe your contact in Cabin 2 could help?"])>><</replace>>\ <<else>>\ <<replace "#output">><<= either(["You search, but find nothing useful.", "There might be a clue on the Security iPad…"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span> [[› Back to the corridor|Stairs Deck 2]] <</if>><</if>>\
<<set $whiteboard to true>>\ <<if $imagemode is true>>\ <span class="zoom"><img src="img/whiteboard.webp" alt="Emergency evacuation of all crew. Crew who have volunteered to remain: Lead officers: Captain: Ansel Karlsson, Security: Gerhardt Schafer Lead science team: Joseph Vrieman, Karl Johansen, David Stevens Volunteers who will lead evacuation: Elias Nillson (Store manager), Astrid Berggren (Medical Officer), Ella Petrov (Head Chef) " width="600px"></span> <<else>>\ Written on the whiteboard: <i>Emergency evacuation of all crew. Crew who have volunteered to remain: Lead officers: Captain: Ansel Karlsson, Security: Gerhardt Schafer Lead science team: Joseph Vrieman, Karl Johansen, David Stevens Volunteers who will lead evacuation: Elias Nillson (Store manager), Astrid Berggren (Medical Officer), Ella Petrov (Head Chef)</i> <</if>> You walk over and examine the <b>whiteboard</b> at the far end of the room. It looks like there are some meeting notes written on it, including a list of the staff involved in the ship's evacuation. Clearly, the whiteboard is too large to take, but you make some notes on your phone for future reference. <<if $haslockerkey is not true>>As you're reading, you notice something catch the light on the floor nearby – something small and metallic. <<linkreplace "› Pick up the small metal object">><<set $haslockerkey to true>><span class="useitem"><img src="img/locker-key.webp" alt="A small metal key with the number '54' on it."></span>\ <<if $imagemode is true>>\ You bend down and find a small metal key, perhaps dropped and left by accident? You add it to your pack.<<else>>\ You bend down and find a small metal key, perhaps dropped and left by accident? It has the number '54' on the front. You add it to your pack.<</if>><</linkreplace>> <<else>>\ This is also where you found the small key, which is now in your pack. <</if>>\ [[› Back to the Operations room|Operations inside]] [[› Back to the corridor|Stairs Deck 2]]
<<if $mainimg is not false>><span class="smallimage"><img src="img/gym.jpg" alt="image: a well equipped gym with a series of metal lockers around the walls"></span> <</if>><<if $hasShowernote is true>>The door to the gym opens and you walk in. It doesn't look like anything has changed here. There are a series of lockers around the side of the room; many of them are open and empty, including locker <b>054</b>. <span id="guide">The note you found about the cleaning the showers is stored safely in your pack.</span> \ <<else>>\ <<if visited () is 1>>The door to the gym opens and you walk into a surprisingly spacious room littered with gym equipment. It's completely dark in here; you walk over and hit the light the switch. A single flickering striplight blinks on and the strange contorted machines cast odd silhouettes around you. There's a loose dumbbell rolling around on the floor as the storm tilts the room; every now and again there's a 'clang' as it hits the wall.<<else>>The gym is illuminated by a single flickering neon light and the odd, twisted forms of the gym equipment litter the room like frozen revellers at some strange mechanical dance hall.<</if>> There are a series of lockers around the side of the room. Some of them are open and empty, but there are a few that are still locked. If you have a locker key, you can try it by entering the locker number below: <<if $easy is true>>\ <<if $haslockerkey is true>>\ <span id="guide">You found a metal key, it's in your pack. Just try the number on it!</span> <<else>>\ <span id="guide">You don't have a locker key yet, you'll have to find one!</span> <</if>><</if>>\ \ <<set _output = []>>\ <span id="code"><<cycle "_dial1">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="code"><<cycle "_dial2">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="code"><<cycle "_dial3">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span class="textenter"><<button "OPEN">></span> <<if _output.length === 0>>\ <<if _dial1 + _dial2 + _dial3 == "054" and $haslockerkey is true>>\ <<goto "locker">>\ <<elseif _dial1 + _dial2 + _dial3 == "054">>\ <<replace "#output">>You might be able to open that locker... if you had a key.<</replace>>\ <<elseif _dial1 + _dial2 + _dial3 == "540" and $haslockerkey is true>>>\ <<replace "#output">>Are you sure the key is number '540'?<</replace>>\ <<elseif $haslockerkey is true>>\ <<replace "#output">>That's not the right locker. Check the number on the key you found...<</replace>>\ <<else>>\ <<replace "#output">>That didn't work. You'll need to find a locker key.<</replace>>\ <</if>>\ <</if>>\ <</button>> <span id="output"></span> <</if>>\ [[› Back to the corridor|Corridor Deck 2]]
<<if $holeinwall is true>><<if $mainimg is not false>><span class="image"><img src="img/showers_hole.jpg" alt="image: There are four shower cubicles, each numbered, starting with 1 on the left and going up to 4 on the right. There is a smashed hole in the tiled wall on the right."></span> <</if>>The shower room is cold and damp. Along one wall stand four empty shower cubicles. The wall on the right hand side has a hole smashed through it revealing the blocked toilet on the other side. Shards of broken tiles litter the floor beneath. <<if $hasCaptainsthumb is true>><span id="guide">You have the silver watch, taken from the body that blocks the door on the other side. You also have the pour soul's thumb. There's nothing more you can do here.</span> [[› Back to the corridor|Corridor Deck 2]] \ <<else>><<if $hasSilverwatch is true>><span id="guide">You retrieved a silver watch from the body that blocks the door on the other side. There seems to be no way to move it.</span> [[› Reach into the hole|Reach in]] [[› Back to the corridor|Corridor Deck 2]] \ <<else>>[[› Reach into the hole|Reach in]] [[› Back to the corridor|Corridor Deck 2]]<</if>><</if>> \ <<else>><<if $mainimg is not false>><span class="zoom"><img src="img/showers.jpg" alt="There are four shower cubicles. Each of them are numbered; starting with 1 on the left and going up to 4 on the right." width="780px"></span> <</if>>\ <<if $hasKeycard3 is true>>\ The shower room is cold, damp and smells of mildew. There are four shower cubicles, each of them empty. You also notice that some of the tiles on the right-hand wall don't seem to match, as if that section has only recently been rebuilt. You tap on them again just in case and this time you do notice a slightly hollower sound. There's no gap or any way to prize them off and they seem quite sturdy. You suspect you wouldn't be able to damage them with your bare hands. If you'd like to search somewhere or use an item, just enter it below. <<if $easy is true>>\ <<if $hasHarry is not true>>\ <span id="guide">If nothing in the list works, you may not have found the right clue yet. You'll need to find something you can use on that tiled wall...</span> <</if>>\ <<listbox "$select">> <<optionsfrom $items>> <</listbox>> <<button "USE">> <<if $select is "Harry" and $hasHarry is true>>\ <<goto "Tiled wall">>\ <<elseif $select is "Harry">>\ <<replace "#output">>Harry isn't here.<</replace>>\ <<elseif $select is "Paper clip">>\ <<replace "#output">>A paper clip? That's not going to help.<</replace>>\ <<elseif $select is "Bolt cutters">>\ <<replace "#output">>There's nothing to cut<</replace>>\ <<else>>\ <<replace "#output">><<= either(["That doesn't look right.", "That's not going to work."])>><</replace>>\ <</if>><</button>> <span id="output"></span> <<else>>\ <span class="textenter"><<textbox "_input" "" >><<button "USE">></span>\ <<if ["harry"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase()) and $hasHarry is true>>\ <<goto "Tiled wall">>\ <<elseif ["harry"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>Harry isn't here.<</replace>>\ <<elseif ["hammer"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<if $hasHarry is true>><<replace "#output">>Do you mean <i>'Harry'</i>?<</replace>><<else>><<replace "#output">>A hammer would be useful... if you had one<</replace>><</if>>\ <<elseif ["boltcutters", "cutters"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>There's nothing to cut.<</replace>>\ <<elseif ["vodka"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>Now is not the time for drinking.<</replace>>\ <<elseif ["paper clip", "paperclip"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>You're not going to achieve much with a paper clip.<</replace>>\ <<elseif $hasHarry is not true>>\ <<replace "#output">><<= either(["You haven't found anything you can use here yet. Keep searching!"])>><</replace>>\ <<else>>\ <<replace "#output">>Check your pack, you must have something you can use here?<</replace>>\ <</if>>\ <</button>> <span id="output"></span> <</if>>\ [[› Back to the corridor|Corridor Deck 2]] <<else>>\ <<if $imagemode is true and $mainimg is not false>>\ The shower room is cold, damp and smells of mildew. There are four numbered shower cubicles. You check inside each in turn, but find nothing of interest. <<else>>\ The shower room is cold, damp and smells of mildew. There are four numbered shower cubicles, each with a number on the door: ranging from '1' on the left to '4' on the right. You check inside each in turn, but find nothing of interest. <</if>>\ On examining the rest of the room, you also notice that some of the tiles on the right-hand wall don't quite match the rest, as if that section has only recently been rebuilt. You try tapping on them, but they feel solid enough. It seems, for now at least, there's nothing else to find here. [[› Back to the corridor|Corridor Deck 2]] <</if>><</if>>\
<<if $mainimg is not false>><span class="image"><img src="img/toilet.webp" alt="image: The toilets. Written on the side of the toilet wall you see: 'What happened to Stevens?' and 'Harry was here!'" width="520px"></span> <</if>><<if visited ("Toilet wall") lt 1>>There are two small unisex toilets on either side of the corridor. The door to the port-side toilet opens easily and you walk in to an unpleasant chemical smell. The room is sparse, but practical. There is nothing particularly unusual to see. <<linkreplace "› Try the other toilet door">>You try the toilet door on the starboard-side of the corridor. The handle turns, but the door won't open. In fact it looks like it's been locked from the inside. You try it with a little more force but it still won't move.<</linkreplace>> [[› Examine the wall|Toilet wall]] <<else>>There are two small unisex toilets on either side of the corridor. The port-side door opens easily enough and you walk into a familiar chemical smell; otherwise there's nothing particularly unusual to see. <<if $hasSilverwatch is true>>\ You try the toilet door on the starboard side. The handle turns but the door won't move. Of course, now you know what lies on the other side. It seems that the dead body is jammed up against the door and no amount of pushing will shift it. <<else>>\ You try the starboard toilet. The handle turns but the door won't budge. It could be locked, but it feels like there's something blocking the door on the other side. You try it with a little more force but it still won't move. You wonder what could be in there and if perhaps there might be another way to gain access? <</if>><</if>>\ [[› Back to the corridor|Corridor Deck 2]]
<span class="image"><img src="img/lock_3.webp" alt="The door is locked - Security Level 3" width="220px"></span> <<if visited ("Engine room")>>\ You swipe the keycard and the doors unlock. Cautiously, you take the metal steps down towards the engine room and the lowest level of the ship. [[› Step down to Deck 1|Engine room]] <<else>>\ <<if $hasKeycard3 is true>>These doors are the only way to access the engine room and the rest of Deck 1. [[› Use the Level 3 security card|Engine room]] [[› Back to the corridor|Corridor Deck 2]] <<else>>It looks like these doors are the only way to access the engine room and the rest of Deck 1. As with many of the other doors, there is a keycard reader and a sign reading 'Security Level 3'. To gain access, you'll need to find a Level 3 security card. [[› Back to the corridor|Corridor Deck 2]] <</if>><</if>>\
<<set $hasShowernote to true>><<if $mainimg is not false>><span class="smallimage"><img src="img/lockers.jpg" alt="Locker 54"></span> <</if>>You walk over to locker number <b>054</b>, the key seems to fit and with a bit of extra force, the locker door opens! Dissapointingly, the locker itself is bare. You just find a small post-it note stuck to the inside of the door. It seems to be some cleaning instructions for the showers. <<if $hascrumplednote is true>>You realise that this information could help you work out the combination to the safe in Cabin 3!<</if>> <<link "› Examine the note">> <<script>> Dialog.setup("Note", "small"); Dialog.wiki(Story.get("Shower note").processText()); Dialog.open(); <</script>> <</link>> [[› Back to the corridor|Corridor Deck 2]]
<<set $hasKeycard3 to true>><<if $mainimg is not false>><img src="img/bridge_2.webp" alt="The bridge" width="100%"> <</if>>You're on the bridge of The Kuolema. It's dark, lit only by blinking lights and computer screens. There's nothing new showing on the radar. The radio has been sabotaged, its microphone ripped out. The earlier burst of audio you heard has been replaced by a faint sound of static; you hear no further voices. You add the Level 3 Security Keycard to your pack along with the others. You still have some tasks left to do, but you have successfully managed to correct the ship's course and the auto-navigation system is now steering the ship back towards international waters. You update your mission notes and ponder your next move. You briefly wonder how $nom is doing, trapped in his cabin. You could check to see if he's still okay and update him on your progress. But you also know there's someone else on board looking for those components. You still need to find and secure them before the ship is truly safe. [[› Examine the navigation system|The navigation system]] [[› Head out to the front of the ship|the top deck]] [[› Head back to the stern|The stern]]
<<set $hasworkorder to true>>\ <<if $imagemode is true>>\ <span class="zoom"><img src="img/showers-note.webp" alt="The note reads: Regarding your concerns re. constant flooding of the starboard-side toilet on Deck 2; it looks like the shower drains can’t cope when all cubicles are in use. Your suggestion to entirely block access to that toilet from the shower room could be done. However, please note this will simply be plasterboard with new tiling over the top. It will be waterproof and should stop all future flooding, but excessive force against the shower wall could easily damage it. With this in mind, please let us know if you’d like us to proceed with the work. Underneath is written: 'Approved. Just liaise with the boys in the engine room to get this sorted. Ansel Karlsson.'" width="550px"></span><<else>>\ The note reads: <i>Regarding your concerns re. constant flooding of the starboard-side toilet on Deck 2; it looks like the shower drains can’t cope when all cubicles are in use. Your suggestion to entirely block access to that toilet from the shower room could be done. However, please note this will simply be plasterboard with new tiling over the top. It will be waterproof and should stop all future flooding, but excessive force against the shower wall could easily damage it. With this in mind, please let us know if you’d like us to proceed with the work.</i> Underneath is written: <i>Approved. Just liaise with the boys in the engine room to get this sorted.</i> It's signed: <i>Ansel Karlsson.</i> <</if>>\
<<if $mainimg is not false>><span class="smallimage"><img src="img/book_shelf.webp" alt="There's a collection of hefty leather-bound historical tomes detailing great battles, wars and victories around the world. You can't see any of the book titles."></span> <</if>>On the right-hand side, the books are larger and all appear to be non-fiction. There's a collection of hefty leather-bound historical tomes detailing great battles, wars and victories around the world. If there's a particular book you'd like to read, enter its title below. <<if $easy is true>>\ <<if $crosswordsolved is not true>>\ <span id="guide">If nothing in the list works, you may not have found the right clue yet...</span> <</if>>\ <<listbox "$select">> <<optionsfrom $items>> <</listbox>> <<button "READ">> <<if $select is "Spain at War">>\ <<goto "Secret room">>\ <<else>>\ <<replace "#output">><<= either(["That's not a book.", "There's no book by that name."])>><</replace>>\ <</if>><</button>> <span id="output"></span> <<else>>\ <span class="textenter"><<textbox "_input" "" >><<button "READ">></span>\ <<if ["spainatwar"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<if ($crosswordsolved) or ($D1 and $D2 and $A1 and $A6)>><<goto "Secret room">><<else>><<replace "#output">>You should probably try solving some of the crossword first...<</replace>><</if>>\ <<elseif ($crosswordsolved)>><<replace "#output">>Perhaps the crossword solution will help here?<</replace>>\ <<else>>\ <<replace "#output">><<= either(["That book doesn't look very interesting.", "You don't find a book with that title.", "There's a specific book you're looking for – try solving the crossword..."])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span> <</if>>\ <span id="guide"><<if $easy is true and visited ("The Crossword")>>\ You get the feeling that one of these books could be important and that the Captain has referenced it somehow on the crossword puzzle. <<elseif $easy is true>>\ You suspect that one of these books could be important. Perhaps the Captain has made a note of it somewhere? <</if>></span>\ \ [[› Search the bookshelves on the left|Books left]] [[› Back to the cabin|Cabin 1 inside]] [[› Back to the corridor|Corridor]]
<<if $mainimg is not false>><<timed 3s t8n>><span class="image"><img src="img/bookshelf.webp" alt="image: The bookshelf has hinged open to reveal a new area of the room beyond." width="570px"></span><</timed>> <</if>>A particular dusty volume "<b>Spain at War</b> - Vol 1" catches your eye as its title matches the circled letters from the crossword. You pull the book out to read it, hoping for some hidden clue within the pages. However, the book seems to be fake; it's merely made of solid wood and is jammed in to support the shelf above. You pull on it again and feel something give; now the entire bookshelf feels unsteady and you're worried you've broken it. You try to hold it in place, but realise the entire shelf is on a hinge that's become unlocked. You cautiously open it wider, revealing a hidden area of the room beyond. [[› Step into the hidden area|Secret room 1]] [[› Back to the cabin|Cabin 1 inside]] [[› Back to the corridor|Corridor]]
You click on the Tasks section. it looks like the Captain had set himself some tasks to do. Not all of them have been completed. <h2>TASKS</h2> <div id="screen"><span id="pctext"><b>DUE</b> <ul> <li>Get the ship back on course.</li> <li>Install the new circuit board into the master control panel once Vrieman is out of the way.</li> <li>Locate the device plans. Vrieman must have hidden the hard copies.</li></ul><b>COMPLETED</b> <ul> <li>The updated circuit board is ready to go and is currently in my secure storage locker. I've changed the code to the date I got married.</li> <li>Disable control panel access so Vrieman can't tamper with it. Note: We just glued the glass panel down. It's clumsy but should do the job for now.</li> <li>Facilitate a ship-wide evacuation and keep everyone away from the device in the cargo hold.</li> <li>We'll need to have a brief funeral for Stevens. We'll just say it was an unfortunate workplace accident.</li></ul></span></div> [[› Back|Laptop start]]
You read through the Captain's recent emails and find an exchange between him and one of the scientists. You're not sure if this helps you, but it's clear to see that Dr Stevens was worried about something. <h2>INTERNAL EMAIL</h2> <div id="screen"><span id="pctext"><b>TO:</b> Captain Ansel Karlsson <b>SUBJECT:</b> Concerns re. reactor test Captain, I am concerned about advancing to full operation. The new circuit board seems to have been updated to increase the potential power yield of the reactor. I believe these changes may make any stability checks null and void. I would like to request that we take some additional time to create an emergency shut-down procedure. If anything goes wrong, this could be applied to kill the ignition process. This may still result in the destruction of the reactor itself, but would at least prevent a catastrophic chain reaction. I estimate this would require no more than an additional week to test and put in place. -- <b>Dr David Stevens</b> Science team </span></div> <<button "NEXT EMAIL" "Email 2">><</button>> [[› Back|Laptop start]]
You find what looks like a secure messaging application showing regular communication between the Captain and someone high up at Achlys. You read through some of the recent history. There's a brief mention of the circuit board, along with something about them remotely changing the security computer password. These messages certainly put them both in a different light. <<if $decision4 is 0>>Interestingly, it looks like the Secure Comms channel still remains open.<<else>>The Secure Comms channel is now closed.<</if>> <h2>SECURE COMMUNICATIONS</h2> <div id="screen"><span id = "pctext"><b>MESSAGE 1</b></span> <span id="text_left">Are we still on schedule Karlsson? We can’t disappoint the buyers.</span> <span id="text_right">We’re currently running ahead of schedule. The team have made incredible progress and I believe it will be ready for a full power demonstration very soon.</span> <span id="text_left">What about Vrieman?</span> <span id="text_right">He’s still unpredictable, but very focussed on his work.</span> <span id="text_left">Good, we don’t need any more outbursts. He’s an asset right now, but we can see him becoming a liability.</span> <span id="text_right">Agreed. We have removed and destroyed the original circuit board as requested. The science team think we’re upgrading it’s efficiency. Redundant safety features have been replaced, resulting in increased power yield. This will enable us to explore potential military uses.</span></div> <<button "NEXT MESSAGE" "Secure messages 2">><</button>> [[› Back|Laptop start]]
<<if $decision4 gt 0>>\ You check the Secure Comms channel, but it's now closed. You'll get nothing more from Achlys. You close the laptop and step back into the Captain's cabin to consider your next move. You take one more look around; it feels like you've done all you can in here. [[› Re-read the message you sent|Secure messages 4]] [[› Back to the cabin|Cabin 1 inside]] <<else>>\ <<set $achlyscode to random(179, 863)>><h2>SECURE COMMUNICATIONS </h2> <div id="screen"><span id = "pctext"><b>SEND NEW MESSAGE?</b></span> <span id="text_right">...</span></div> <<if visited ("no message")>>The 'Secure Comms' channel is still open. You still have the option to send a message directly to Achlys. You decided not to before, do you want to reconsider? <<else>>\ You're about to close the laptop and leave when you realise that the 'Secure Comms' channel still appears to be open. It must be on a different system, somehow still able to communicate with the outside world. You could send a message to out! You're now faced with a decision. You sit and think for a moment, wondering what the best approach might be. Clearly, they are not entirely trustworthy, but this may be your only opportunity to call for rescue. <</if>>\ Send one of the messages below: <<timed 2s t8n>>[[› 'The Captain and Head of Security are dead, murdered by someone on the ship. Send help!'|message 1]] [[› 'I think Doctor Vrieman has gone insane and is trying to set off the reactor. Please advise.'|message 2]] [[› 'The ship is secure and back on course. I am now ready for rescue.'|message 3]] [[› 'This is Ansel. The situation has become critical. Send in a rescue team.'|message 4]] <i>or</i> [[› Don't send anything|no message]] <</timed>> <</if>>
<<if $mainimg is not false>><span class="smallimage"><img src="img/cabin_2_face.webp" alt="image: suddenly a face appears at the window"></span> <</if>>You tap on the door, but there's no sound from within. You whisper <i>"expedite"</i> loudly at the window. You're about to give up when a familiar voice comes from inside. <span id ="sp"><<if visited () is 1>>"Hey is that you? I heard someone walking around earlier. Was that you!?<<elseif visited () is 2>>"Hey! You're still alive! Just be careful, you're my ticket out of here. If you see the guy in the gas mask, just run!<<else>>"Still looking? I'm sorry, I can't do much stuck in here!<</if>> How's it going with the navigation system? Did you find the password?"</span> <<if $haspostcard is true>>[[› 'I found the spy – but he's dead!'|Postcard clue]]<<else>>[[› 'Not yet, but I'm still looking!'|Keycard Clue]]<</if>> [[› Back to the corridor|Corridor]]
<span id ="sp">"Ok, you've turned the ship around, so you're halfway there!" "Next you need to find those three components: the alcohol, the coolant and the circuit board. Once you have all three, you need to head to the security room and put them in the safe." "When they're all securely stored away, we can get this door open and send out a call for rescue!"</span> <<include "questions2">>
<span id ="sp">"Oh right, well anything with a very high alcohol content would do, I would try searching either the Medical Bay or maybe the Main stores? If there's nothing in those places, er... I'm out of ideas – sorry!"</span> <<include "questions2">>
<span id ="sp">"I guess the Engine room guys might have some? If not, I suppose the Science lab is probably the best place to look..? I don't know! Let's just hope he hasn't got to it first!"</span> <<include "questions2">>
<span id ="sp">"Yeah, I thought that one might be the hardest to find. You could try the Science lab, but my guess is that either Gerhardt or Karlsson has taken it. I'm assuming you've already searched Gerhardt's cabin, so if it's not there, the Captain must have put it somewhere. I think he had a storage locker down in the engine room – he could have put it in there? If not, then he might have hidden it somewhere in his cabin. The good news is that I'm pretty sure 'he' hasn't found it yet - the ship hasn't blown up and we're still here, so... that's a good sign right?"</span> <<include "questions2">>
<span id ="sp">"Once you've found the components, you just need to get into the Security room and put them in the safe. You'll need to use the computer in there to open it. Obviously, that will require a password, but I might actually know it... unless they've changed it of course. The security around here used to be pretty lax, but I wouldn't be surprised if they changed the password once they realised something was up. Anyway, it is, or at least it used to be "password_01" - if you can believe that! Give it a try, you never know. If it throws up an error, then they'll have updated it. I reckon the Captain would have more info if they did, he kept a secret laptop stashed somewhere, if it's anywhere it'll be on that."</span> <<include "questions2">>
<<if visited ("I found them")>>\ <span id ="sp">"I knew you could do it! Go put them all in the Security safe. I think I know what we need to do next, so come back here when you're done!"</span> <<elseif visited () is 1>>\ <span id ="sp">"Well done with the Navigation and good luck finding the rest of those components, you're doing great! I'll speak to you again from the Security room and we can finally get this door open and get out of here! Till then, I'm going to stay very quiet, I don't want him to remember he has a loose end to tie up!"</span> <<else>>\ <span id ="sp">"Keep going, you're doing really well! Come back when you've put those components in the safe. I think there's a long range comms system on the bridge. If it's still working, then that will be the key to getting rescued and getting out of here!"</span> <</if>>\ [[› Back to the main corridor|Corridor]]
<<if $hasLN2 is not true>><<run $items.push('Liquid Nitrogen')>><<set $hasLN2 to true>><</if>><span class="image"><img src="img/LN2.webp" alt="A thermally insulated metal canister of Liquid Nitrogen" width="350px"></span> You see a large and quite new-looking <b>chest freezer</b> sitting by the back wall. You walk over to it and open it up. It's stuffed full of frozen items, all covered in a white sheen of frost. You pull out a few at random: a leg of lamb and several Tupperware boxes full of mystery stew. Beneath them, buried at the bottom, you spot a sturdy aluminium box. You reach inside; it's incredibly cold to the touch. You pull it out gingerly. It looks like this is the coolant you've been searching for! You store the liquid nitrogen away for future use. Luckily, you can just about fit it into your pack. <span id="guide">Well done, that's one of your objectives completed! <<if $hasLN2 is not false and $hasVodka is not false and $hasCircuitboard is not false>>\ You have now found all three of the missing components. It's time to head to Security! <<elseif $hasCircuitboard is not false>>Now you just need to find the missing ethanol. <<elseif $hasVodka is not false>>Now you just need to find the missing circuit board. <<else>>Now you just need to find the missing ethanol and the circuit board. <</if>></span>\ [[› Back to the corridor|Down the corridor]]
<<set $hasHarry to true>><span class="image"><img src="img/harry.webp" alt="A very new looking hammer with the name 'Harry' written on the side." width="450px"></span> You search through the items, looking for anything that could fit the 'Harry' name. To one side, near where the tools are kept, you find a box with '<b>HARRY</b>' written on the front. Perhaps it's a brand name? You open it up to reveal a very new-looking hammer. Someone has painted a smiley face on it. Clearly, someone in engineering has a sense of humour. 'Harry' has a nice weight to it and it makes you feel just a little bit safer. You're not sure it'll help much in a fight, but it's better than nothing. You pack it away just in case it proves useful. [[› Back to the Main stores|Stores inside]] [[› Back to the corridor|Stairs Deck 2]]
<<if $mainimg is not false>><span class="smallimage"><img src="img/science_lab.jpg" alt="The Science lab is a complete mess, it looks like there was some sort of struggle in here."></span> <</if>><<if visited() gt 2>>You're in the Science lab. It's a bit of a mess. There are several long tables littered with papers and machine parts. On the left-hand side, there's a whiteboard attached to the wall and there's a makeshift bed at the far end.<<else>>Cautiously, you open the door, aware there could be someone lying in wait inside. The door opens and you step in... The Science lab is a complete mess. It looks like there was some sort of struggle in here. There are several long tables littered with papers, parts and strange machinery. Over on the left-hand side, there's a whiteboard attached to the wall with a scientific diagram on it. On the opposite side, you notice a few odd marks along the wall. Notes are scattered on the floor and it even looks like someone was sleeping in here for a while; there's a makeshift bed at the far end. There's certainly no one here now. You attempt to search through some of the detritus looking for something useful.<</if>> Examine: <<if $hasStevensnotes is true>>[[› The drawers|Search the drawers]] (searched)<<else>>[[› The drawers|Search the drawers]]<</if>> <<if $hasVriemandiary gt 0>>[[› The bed|Search the bed]] (searched)<<else>>[[› The bed|Search the bed]]<</if>> <<if visited ("Examine the marks on the wall")>>[[› The marks on the wall|Examine the marks on the wall]] (searched)<<else>>[[› The marks on the wall|Examine the marks on the wall]]<</if>> <<if visited ("Look at the whiteboard")>>[[› The whiteboard|Look at the whiteboard]] (searched)<<else>>[[› The whiteboard|Look at the whiteboard]]<</if>> [[› Back to the main corridor|Stairs Deck 2]]
<<if $mainimg is not false>><span class="smallimage"><img src="img/notebook-drawer.jpg" alt="The drawer is full of circuit board parts, but they're all unusable."></span> <</if>>The drawers are full of charts and diagrams. There are a bunch of circuit boards and other computer equipment, but they've all been smashed to pieces; nothing in there is usable. <<if $hasStevensnotes is true>>You previously found Dr Stevens notebook here, but that's now in your pack. <<else>>You also find a notebook, it has the name 'Doctor Stevens' written on the front. It's full of complex scribbles and scientific formulas, along with some general notes and comments. <<link "› Read Doctor Stevens' notes">>\ <<script>> Dialog.setup("Doctor Stevens - notes", "window"); Dialog.wiki(Story.get("Stevens notes").processText()); Dialog.open(); <</script>> <</link>><</if>>\ [[› Back to the lab|Lab inside]] [[› Back to the main corridor|Stairs Deck 2]]
You search through the bed. It seems like someone had been sleeping in the lab for a while, but it doesn't look like it's been used recently. <<if $hasVriemandiary is 1>>It was here that you found diary, it's now stored in your pack. <<else>><<set $hasVriemandiary to 1>>Among the folds of a blanket, you find a small, well-thumbed diary. There's no name on it and you wonder who it might have belonged to. Towards the back of the diary, several pages have been ripped out. The final entry is concerning... <<link "› Read the diary">> <<script>> Dialog.setup("A diary", "window"); Dialog.wiki(Story.get("Vriemans notes").processText()); Dialog.open(); <</script>> <</link>> <</if>> [[› Back to the lab|Lab inside]] [[› Back to the main corridor|Stairs Deck 2]]
<<if $mainimg is not false>><span class="smallimage"><img src="img/bullet-wall.jpg" alt="image: a close-up view of the wall. There's a bullet hole and what looks like a smear of blood."></span> <</if>>You walk over to the wall on the right. On closer examination you find a hole in the wall panel. You suspect it was made by a bullet. There are a few smeared marks beside it along with a stain on the floor below. The colour has faded to a dark reddy brown, but they're unmistakably blood stains. [[› Back to the lab|Lab inside]] [[› Back to the main corridor|Stairs Deck 2]]
<<if $imagemode is true>>\ <span class="image"><img src="img/lab_whiteboard.webp" alt="On the whiteboard is written: The basic principles of our fusion process: A small amount of fuel creates a massive amount of energy. Hydrogen: Deuterium + Tritium + Fission Catalyst = FUSION. Beside it, a clipping from a newspaper, the headline reads: Doctor J. Vrieman and Doctor D. Stevens win the Achlys Award for outstanding achievement in Nuclear Fusion research. (The rest of the article is too small to read)" width="550px"></span> <<else>>\ On the whiteboard is written: <i>The basic principles of our fusion process: A small amount of fuel creates a massive amount of energy. Hydrogen: Deuterium + Tritium + Fission Catalyst = FUSION.</i> Beside it, a clipping from a newspaper, the headline reads: <i>Doctor J. Vrieman and Doctor D. Stevens win the Achlys Award for outstanding achievement in Nuclear Fusion research.</i> (The rest of the article is too small to read) <</if>>\ Over on the left-hand side of the room there's a whiteboard with a diagram on it. It looks like this shows how they proposed to fuel their prototype fusion reactor. There's also a newspaper clipping attached. It seems to show Dr Stevens and Dr Vrieman accepting a science award. Even though the photo is too small and blurry to make out any details, they look like they're both enjoying the moment together. [[› Back to the lab|Lab inside]] [[› Back to the main corridor|Stairs Deck 2]]
<<if $mainimg is not false>><span class="smallimage"><img src="img/security.jpg" alt="image: The security office. A row of monitors sits above a desktop computer."></span> <</if>>The security office is a rather mundane room with just a desk, chair and a row of monitors above. At the back of the room is a large and very solid-looking metal safe. On the desk sits a computer screen. The flickering monitors above it each show a camera feed from one of the many rooms on the ship. You recognise several that you've already been to. Strewn around on the desk are some papers, a few keycards and an official security manual, but you're not sure if there's anything there that will help you much. <<if visited ("Security PC")>>[[› Use the Security system|Security PC]]<<else>>[[› Use the security system|The security system]]<</if>> [[› Look through the security manual|Look through the Keycard manual]] [[› Check the safe|Check the safe]] [[› Check the monitors|Monitors]] [[› Back to the corridor|Stairs Deck 2]]
<span class="image"><img src="img/login.webp" alt="Security computer - admin access." width="100%"></span> It looks like the security system should give you access to the safe controls. Unfortunately, it requires an admin password. If you have it, enter it below. <span id="guide"><<if $easy is true>>\ <<if visited ("Secure messages 3")>>You found a message on the Captain's laptop. It mentioned that the password had been updated – the new password is in your notes. <<elseif visited ("Secret room 1")>>\ You don't have the password yet, but there may be a reference to it on the Captain's laptop you found. <<elseif visited ("The Crossword")>>\ The password must be somewhere. Perhaps you should try completing that crossword in the Captain's cabin... <<else>>\ Perhaps the Captain has the password? <</if>><</if>></span>\ \ <span class="textenter"><<textbox "_input" "" >><<button "ENTER">></span>\ <<if ["apate_01"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<if visited("Secure messages 3") or $Devmode is true>><<goto "Security PC">><<else>><<replace "#output">>ERROR. Please try again later. Access the Captain's laptop first.<</replace>><</if>>\ <<elseif ["password_01"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>ERROR. This is an old password. The password has been remotely updated.<</replace>>\ <<elseif ["spainatwar"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>That sounds more like the title of a book?<</replace>>\ <<elseif ["penthos"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>The admin override code is for Achlys laptops only.<</replace>>\ <<elseif ["paperclip"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>Paperclip!? Nope.<</replace>>\ <<elseif ["helsinki"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>Right password, wrong system.<</replace>>\ <<elseif visited("Secure messages 3") is 0>>\ <<replace "#output">><<= either(["The password was rejected.", "You don't have the new password yet, you'll need to find it somewhere..."])>><</replace>>\ <<else>>\ <<replace "#output">>You have the new password – check your notes...<</replace>>\ <</if>>\ <</button>> <span id="output"></span> <<if $hasUSB is true>>\ <<linkreplace "› Try the Security thumb-drive">>\ You look around for a USB port, but you can't find one. It seems like the Security thumb-drive won't get you into this system. <</linkreplace>> <</if>>\ \ [[› Back to the Security office|Security inside]] [[› Back to the corridor|Stairs Deck 2]]
<span class="smallimage"><img src="img/manual_cover.webp" alt="The Achlys security manual"></span> You open up the official security manual. The only useful thing you can see is a set of deck plans showing all the security access levels around the ship and a few pages of FAQs. The map shows some doors down on Deck 1 that require a Level 4 access card. Although there are a few extra keycards lying around, they are all security levels 1 and 2. There's no sign of a Level 4 access card anywhere. Perhaps there's one in the safe? <<link "› Read the Security manual">> <<script>> Dialog.setup("Security Manual", "small"); Dialog.wiki(Story.get("Security manual").processText()); Dialog.open(); <</script>> <</link>> [[› Back to the Security office|Security inside]] [[› Back to the corridor|Stairs Deck 2]]
<<set $holeinwall to true>><<set $hasHarry to true>><<if $mainimg is not false>><span class="image"><img src="img/harry.webp" alt="A hammer with the name 'Harry' written on the side, along with a smiley face." width="400px"></span> <</if>>You feel around the wall but the tiles seem solid enough. You retrieve '<b>Harry</b>' from your pack and tap lightly on a few, but the wall actually seems stronger than you'd hoped. However, moving over a little reveals a hollower sound; there's definitely a weaker area there. Cautiously at first, and then with more gusto, you swing the hammer. The tiles shatter and explode on impact. The wall is thin and soon you've created a hole large enough to reach into. It's dark in there, but you can make out a familiar chemical smell. You must have opened an old access way into the other toilet. You can't see enough to be sure, but there's definitely something pushed up against the toilet door. [[› Reach in|Reach in]] [[› Back to the showers|Showers]] [[› Back to the corridor|Corridor Deck 2]]
<<set $holeinwall to true>><<if $mainimg is not false>><span class="smallimage"><img src="img/hole.webp" alt="A hole, smashed through the wall, you can just about see through to the room next door"></span> <</if>><<if $hasSilverwatch is true>>You carefully reach inside. As before, you can feel the arm of the lifeless corpse.<<else>><<set $hasSilverwatch to true>>You reach inside, careful to avoid the sharp edges of the smashed tiles. You feel a bundle of material, possibly clothes, presumably piled up by the door and blocking it from opening. You try to pull them away but they're heavy and just won't budge. As you move your hand further, you realise your mistake. The clothes are attached to something else... and an accidental brush against cold flesh confirms your worst fears. You pull your arm back in revulsion. Gingerly, you reach in again. You attempt to move the body away from the door, but it's literally a dead weight and you're fumbling blindly for puchase. You try again, this time managing to find the poor soul's arm. You grab hold of some sort of metal strap and pull, but the strap breaks and the body slumps back against the door. You pull your arm back out of the hole to find you're holding the broken strap of a silver watch. <<link "› Examine the silver watch">> <<script>> Dialog.setup("A silver watch", "small"); Dialog.wiki(Story.get("Silver watch").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ You're not sure there's much else you can do. The body is jammed in there and it doesn't look like you can move it. However, if you'd like to try using an item or searching for something, enter it below: <<if $easy is true>>\ <<listbox "$select">> <<optionsfrom $items>> <</listbox>> <<button "USE">> <<if $select is "Bolt cutters">>\ <<goto "thumb decision">>\ <<elseif $select is "Paper clip">>\ <<replace "#output">>You wave the paperclip around a bit. It's of zero use.<</replace>>\ <<elseif $select is "Harry">>\ <<replace "#output">>You've already used Harry here, the hole won't get any larger.<</replace>>\ <<else>>\ <<replace "#output">><<= either(["You may have something else you can use here."])>><</replace>>\ <</if>><</button>> <span id="output"></span> <<else>>\ <span class="textenter"><<textbox "_input" "" >><<button "USE">></span>\ <<if ["boltcutters", "cutters", "bolt"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<goto "thumb decision">>\ <<elseif ["harry"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>You've already used Harry here, the hole won't get any larger.<</replace>>\ <<elseif ["paperclip", "paper clip"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>You wave the paperclip around a bit. It's of zero use.<</replace>>\ <<elseif ["vodka"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>When this is all over, you'll definitely need a drink.<</replace>>\ <<else>>\ <<replace "#output">>Check your pack, you may have something you can use here.<</replace>>\ <</if>>\ <</button>> <span id="output"></span> <</if>>\ [[› Back to the showers|Showers]] [[› Back to the corridor|Corridor Deck 2]]
<<set $holeinwall to true>><span class="image"><img src="img/bolt-cutters.webp" alt="The bolt cutters" width="400px"></span> You're now faced with a decision. <<if visited ("Secret room")>>\ Using the bolt cutters on the dead body could get a bit gruesome. Are you <i>sure</i> you want to do this? <<else>>\ Using the bolt cutters on the body seems a bit extreme and you're not entirely sure why you would even need to do something like that. This could get a little gruesome. Are you <i>sure</i> you want to do this? <</if>>\ Do you: [[› Use the bolt cutters to remove a digit|thumb]] <i>or</i> [[› Reconsider|Reconsider]] <span id="guide">This decision may have consequences...</span>
<<if $mainimg is not false>><span class="image"><img src="img/engine_room.webp" alt="image: The engine room. Down a corridor of machinery, you can see a large bulkhead door."></span> <</if>><<if visited () gt 1>><<if lastVisited("Corridor Deck 2") is 1>>You swipe the keycard and the doors unlock. Cautiously, you take the metal steps down towards the engine room and the lowest level of the ship. <<else>>You're in the main area of the engine room, at the foot of the metal steps that lead back up to Deck 2 and the rest of the ship. <</if>>The space extends around to the left and right. Looking back down towards the bow of the ship there's a solid bulkhead door which presumably leads towards the cargo hold. Underneath the steps you can see two small, solid-looking lockers set into the wall. One is marked 'Tools' and the other is marked 'Storage'. \ <<else>>The light flashes and the doors unlock. You open them to reveal a dark space with narrow metal steps on the left and right-hand sides. Both lead down to the deck below. The noise of the ship's engines is much louder here, drowning all sounds of the storm outside. You cautiously sniff the air for even the slightest hint of chemical odour. You're not sure if it's safe, but if you want to explore Deck 1, then you're going to have to risk it. The steps lead you down to the bowels of the ship. It's a dark, noisy space full of twisting pipe-work. The increasingly heavy smell of oil actually puts you more at ease. Even so, you'd rather not spend too long down here, just in case the chemical leak story was true. The space extends around the engines. Further down a corridor of machinery, you can see a large bulkhead door. To one side, underneath the steps, you can see two small but sturdy-looking lockers set into the wall. One is marked 'Tools', the other is marked 'Storage'. <</if>>\ <<if $hasHarrynote is true>>[[› Try the Tools locker|Tools locker]] (searched)<<else>>[[› Try the Tools locker|Tools locker]]<</if>> <<if $hasCircuitboard is not false>>[[› Try the Storage locker|Storage locker]] (searched)<<else>>[[› Try the Storage locker|Storage locker]]<</if>> <<if visited ("Explore the Engine room")>>[[› Explore the engine room|Explore the Engine room]] (searched)<<else>>[[› Explore the engine room|Explore the Engine room]]<</if>> <<if visited ("Bulkhead door")>>[[› Head to the bulkhead door|Bulkhead door]] (Level 4)<<else>>[[› Head to the bulkhead door|Bulkhead door]]<</if>> [[› Climb back up to Deck 2|Corridor Deck 2]]
<<if $mainimg is not false>><span class="smallimage"><img src="img/tools.jpg" alt="The Tools locker"></span> <</if>>The tools locker opens easily enough. However, inside there's just a mess of spanners and screwdrivers all looking well-used and rather ancient. You briefly consider taking one to use as a weapon, but they're all quite small and lightweight; you're not sure they'd be very effective. <<if $hasHarrynote is true>><span id="guide">You have already taken the note about 'Harry'. There's nothing else of use to you here.</span> <<else>> There are also a couple of canisters marked 'coolant'. You pick them up, but they're clearly empty. There's nothing you think you could use in here, but you do find a note stuck to the back of the locker. You take it and add it to your pack, wondering who this 'Harry' guy could be. <<link "› Read the note">> <<script>> Dialog.setup("Engineering note", "small"); Dialog.wiki(Story.get("Harry note").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ [[› Back to the engine room|Engine room]]
<span class="image"><img src="img/keypad.jpg" alt="A digital keypad" width="220px"></span> <<if $hasCircuitboard is not false>>\ The locker stands open and empty. You have already retrieved the circuit board from inside. <<else>>\ This locker looks quite new and is solidly built; you don't think you'd be able to force it open. The locker has a digital keypad and requires a six-digit number. If you know the code, enter it below. \ <span id="guide"><<if $easy is true>>\ <<if $hasSilverwatch is true>>You found a silver watch with a date on it, taken from the body behind the shower wall. <<if visited ("Books left")>>In Cabin 1, you found an empty anniversary gift box.<</if>> <<if visited ("Secret room") is 0>> There may be a final clue hidden somewhere in the Captain's cabin.<<elseif visited ("Tasks") is 0>> There may be a final clue on the Captain's laptop.<</if>><<else>>You don't have the code yet, but maybe the Captain had access to this locker? <</if>> <<if visited ("Tasks")>> On the Captain's laptop, he mentioned that he'd set the combination to the date he got married. <<if visited () gt 1>>The watch was in a silver anniversary box... <<if visited () gt 6>>How long is a silver anniversary? Perhaps $nom can help. <<else>> There must be a way to find out the right year. Maybe $nom can help?<</if>><</if>><</if>> <<else>>\ <<if visited ("Tasks") and visited () gt 1>>\ On the Captain's laptop, he mentioned that he'd put the circuit board in the storage locker and set the combination to the date he got married. The year he got married won't be the same as his anniversary. <<if visited () gt 3>>The watch was in a silver anniversary box... <<if visited () gt 6>>You try to remember – how long is a silver anniversary? Perhaps $nom can help? <<elseif visited () gt 3>> There must be a way to find out the right year. Maybe $nom can help?<</if>><</if>> <</if>><</if>></span>\ \ <<set _output = []>>\ <span id="code"><<cycle "_dial1">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="code"><<cycle "_dial2">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="code"><<cycle "_dial3">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="code"><<cycle "_dial4">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="code"><<cycle "_dial5">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="code"><<cycle "_dial6">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span class="textenter"><<button "ENTER">></span> <<if _output.length === 0>>\ <<if $hasSilverwatch is true>>\ <<set _output = ["That didn't work.", "You'll need to find the right combination."]>>\ <<else>>\ <<set _output = ["You haven't found the combination yet.", "You'll need to find the combination somewhere."]>>\ <</if>><</if>>\ <<if _dial1 + _dial2 + _dial3 + _dial4 + _dial5 + _dial6 == 180399 and $hasSilverwatch is true>>\ <<goto "Circuitboard">>\ <<elseif _dial1 + _dial2 + _dial3 + _dial4 + _dial5 + _dial6 == 180399>>\ <<replace "#output">>The keypad beeps as if that's the right code, but the locker refuses to open for some reason.<</replace>>\ <<elseif _dial1 + _dial2 + _dial3 + _dial4 + _dial5 + _dial6 == 180324>>\ <<if $hasSilverwatch is true>><<set $trieddate to true>><<replace "#output">>If only it were that easy.<</replace>><<else>><<replace "#output">>You should try and find the Captain first...<</replace>><</if>>\ <<else>>\ <<replace "#output">><<= _output.pluck()>><</replace>>\ <</if>>\ <</button>> <span id="output"></span> <</if>>\ [[› Back to the engine room|Engine room]]
<<if $mainimg is not false>><span class="smallimage"><img src="img/engine_room_deadend.webp" alt="image: The narrow corridor eventually comes to a deadend"></span> <</if>><<if visited () gt 1>>The engine room is full of machinery. The big bulky engines take up much of the space around you. The narrow corridor eventually comes to a dead-end. Other than the machinery and pipe-work, there's nothing else of interest here. [[› Turn back to the engine room|Engine room]] <<else>>The engine room is full of machinery and turbines all chugging away to their ceaseless rhythm. The big bulky engines take up much of the space, reducing the room itself to a twisting corridor around them. The narrow area eventually comes to a dead-end in front of you. Other than machinery and pipe-work, there's nothing else of interest here. You're about to head back when suddenly you hear a new sound from somewhere behind you. You stop and listen. Over the noise of the engines, you can hear someone coming down the metal steps from the deck above. <<if $decision1 is true>>\ You hesitate for a moment wondering whether to call out or run. You have no idea if this person is friend or foe... <<else>>\ Your first thought is to run, but there's nowhere to go. You're suddenly feeling very trapped down here. You have no idea who this could be, but if it's the man in the gas mask you could be in grave danger... <</if>>\ [[› Confront them|Confront]] [[› Wait and see what happens|Wait and see]] [[› Hide|Hide]] <</if>>
<<if $mainimg is not false>><span class="smallimage"><img src="img/Engine_door.webp" alt="image: a large metal bulkhead door"></span> <</if>>You walk up to the large metal bulkhead door and cautiously peer through the small window, wary of who might be hiding beyond. You can see a dimly lit corridor with doors on either side and another large metal door at the end. There's no movement. You can feel an odd vibration here; it's different from the noise of the engines behind you and seems to be emanating from the area beyond the door. There's a large lever handle to open it, but you see that it's marked 'Security Level 4'. <span id="guide">You haven't found a Level 4 keycard yet. You'll have to come back later.</span> [[› Back to the engine room|Engine room]]
<<if $hasCircuitboard is not true>><<run $items.push('Circuit board')>><<run $items.push('Security USB')>><<set $hasUSB to true>><<set $hasCircuitboard to true>><</if>><span class="image"><img src="img/circuit_board.webp" alt="A custom made 'Mark 3' circuit board" width="520px"></span> It worked! The lock beeps and the door springs open. You reach inside and find a small, static-shielded case. You open it to discover a custom-made 'Mark 3' circuit board. <<if visited ("Laptop open")>>\ At the back of the locker, you also find a Security thumb drive. <span id="guide">This thumb drive could be used to access company laptops. However, you already found a slightly more gruesome solution.</span> <<else>>\ At the back of the locker, you also find a Security thumb drive. <</if>>\ <span class="useitem"><img src="img/Security_USB.webp" alt="A Security USB thumb-drive"></span> <span id="guide">Well done, you found the circuit board! That's one of your objectives completed! <<if $hasLN2 is not false and $hasVodka is not false and $hasCircuitboard is not false>>\ You have now found all three of the missing components. It's time to head to the security office! <<elseif $hasLN2 is not false>>Now you just need to find the missing alcohol. <<elseif $hasVodka is not false>>Now you just need to find the missing coolant. <<else>>Now you just need to find the missing alcohol and the coolant. <</if>></span>\ [[› Back to the engine room|Engine room]]
Feeling brave, you stand and call out to the figure, hoping they might be someone willing to help. You hear the sound of footsteps stop. There's a pause and you call out once again. The footsteps continue, getting slowly louder as they approach. Through the dark you see an ominous silhouetted figure approaching. He appears to be wearing an old gas mask and it gives him a monstrous appearance as he advances through the gloom. He gets to within a few meters before standing stationary for a moment, as if considering his options. In one hand he's holding some sort of metal canister, in the other he holds a gun. You are already regretting your decision. [[› You're about to say something...|Shoot]]
<<set $neardeath to 2>><<if $mainimg is not false>><span class="smallimage"><img src="img/silhouette.webp" alt="image: You see the silhouette of a man"></span> <</if>>You have no idea who this could be, but you don't want to take any chances. You immediately crouch out of sight behind some large pipework, praying that the figure isn't searching for you. The steps get louder and then stop. You steal a glance, peering around cover to see the silhouette of a man. It looks like he's wearing an old gas mask and is holding a metal canister in his hand. You quickly duck your head back down, hoping you weren't seen. There is an agonising pause and you're convinced you'll be discovered, but after a moment, you hear the footsteps moving away. There's a distant beep as a keycard lock is swiped and the sound of a heavy door opening. It closes again and you're left to the sound of the engines. You wait a little longer to make sure he's definitely gone. Cautiously you stand and peer around the corner... but there's no sign of him. You explore the rest of the engine room, but there's not much more to see here and you really don't feel like hanging around. [[› Head back to the main area|Engine room]] [[› Cautiously follow him towards the bulkhead door|Bulkhead door]]
<span class="smallimage"><img src="img/engine_room_deadend.webp" alt="image: The narrow corridor eventually comes to a deadend"></span> You stand, waiting in the shadows; not sure whether to run or call out. You hear the sound of footsteps stop. You assume the owner has reached the bottom of the stairs, but you can't hear any further movement. One of your tasks was to search for survivors and this could be someone who needs your help. Perhaps they have valuable information that could be crucial to your mission? <<if $decision1 is true>>\ You feel torn by indecision, but whoever it is they're standing between you and the exit. <<else>>\ But without a weapon, you feel torn by indecision. If this is the man who's been stalking the crew, you may not survive the encounter. Every instinct tells you to run or hide, but whoever it is, they're standing between you and the exit. <</if>>\ [[› Wait and see|Wait]] [[› Call out|Confront]] [[› Hide|Hide]]
You're not sure what to do, but indecision keeps you rooted to the spot. You decide to wait it out and see what happens. You hear the sound of footsteps again; the person is moving and you realise the sound is getting louder. The only way out is past the approaching figure. Through the dark, you see the ominous silhouette of a man walking slowly towards you through the gloom. He appears to be wearing an old gas mask, giving him a terrifying appearance. He gets closer and then stops. He stands, staring silently at you; head slightly tilted as if considering his options. You feel like you're frozen in place. You look down, in one hand he's holding some sort of metal canister, in the other he holds a gun. [[› You're about to say something...|Shoot]]
<<set $hasVriemandiary to 2>><<if $imagemode is true>>\ <span class="zoom"><img src="img/diary_2.webp" alt="So many problems overcome in the last few weeks! I think we’re finally ready to test her full potential. (Here there's a sketch labelled 'P:1'. It shows the ship and the extraction of Hydrogen from the seawater it's surrounded by to produce Deuterium.) The Deuterium extraction from the Hydrogen in seawater gives us a simple, safe and almost unlimited fuel source – and the new coolant is keeping the whole process from over-heating. I sometimes wonder if it’s really mesolving these problems? More and more I’m convinced I’m being guided to discover something that has always existed – the untapped potential of the universe! It’s almost as if I’m simply tuning in to a radio station that has been broadcasting since the dawn of time. If God existed, would she speak to us like this? And yet, I am surrounded by doubters. Johansen is disrupting the team and there seems to be some friction between him and David for some reason. David on the other hand, he worries too much. He just needs to have more faith! We work well together, but he can be so infuriating with his caution! He’s far too timid and is always looking for problems. It just slows our progress. We’re about to solve the world‘s energy needs – using something as simple, abundant and safe as seawater – and yet he hesitates?" width="770px"></span>\ <<else>>\ <i>So many problems overcome in the last few weeks! I think we’re finally ready to test her full potential.</i> (Here there's a sketch labelled 'P:1'. It shows the ship and the extraction of Hydrogen from the seawater it's surrounded by to produce Deuterium.) <i>The Deuterium extraction from the Hydrogen in seawater gives us a simple, safe and almost unlimited fuel source – and the new coolant is keeping the whole process from over-heating. I sometimes wonder if it’s really mesolving these problems? More and more I’m convinced I’m being guided to discover something that has always existed – the untapped potential of the universe! It’s almost as if I’m simply tuning in to a radio station that has been broadcasting since the dawn of time. If God existed, would she speak to us like this? And yet, I am surrounded by doubters. Johansen is disrupting the team and there seems to be some friction between him and David for some reason. David on the other hand, he worries too much. He just needs to have more faith! We work well together, but he can be so infuriating with his caution! He’s fartoo timid and is always looking for problems. It just slows our progress. We’re about to solve the world‘s energy needs – using something as simple, abundant and safe as seawater – and yet he hesitates?</i> <</if>>\ <<link "› Next page">> <<script>> Dialog.setup("Dr Vrieman's diary - page 3", "window"); Dialog.wiki(Story.get("Diary 3").processText()); Dialog.open(); <</script>> <</link>>
You pick up the phone and turn it on. Fortunately, there's no passcode required. Unfortunately, there's also no reception. There are no recent phone logs, but you scroll through the messages. One of them looks familiar. Whoever owns this phone must have sent you that original text. <div id="narrow"><span id="text_right">You're being used</span> <span id="text_left">Who is this? How did you get my number?</span> <span id="text_right">If you land on that ship, you'll never make it off alive</span> <span id="text_left">Is that a threat? So what do you want me to do?</span> <span id="text_left">Hello?</span> </div>
<<set $Q to 0>><<if $mainimg is not false>><span class="image"><img src="img/perses_dark.webp" alt="image: at the far end of the cargo hold, something is giving off huge amounts of heat and light in pulsing waves. Standing before it is the silhouette of a man." width="100%"></span> <</if>><<if visited () lt 2>>You stand, aware of the pounding in your head. You're not sure what the gas was, but it's given you a killer headache. You touch your temple and realise there's blood there; you feel woozy for a moment and then it passes. You push open the container door to find yourself in a surprisingly large space. This must be the cargo hold on the lowest deck of the ship. <</if>>\ \ The light pulses and flows in waves around you. It's emanating from something at the far end of the room. Standing before it is the silhouette of a man. He doesn't move. He simply stares at it as if in rapture. [[› Move towards him|Move towards him]] [[› Head in the opposite direction|Head the opposite direction]]
<<if $mainimg is not false>><span class="smallimage"><img src="img/inside_cargo.webp" alt="image: You wake up to find yourself in some kind of metal cargo container."></span> <</if>><<if visited () is 1>>Images and thoughts fill your mind and you can't quite put the pieces together. You landed on a ship that was in trouble. You remember exploring the ship, assuming it was deserted. You remember finding your contact and something about a fusion reactor. Then you remember the figure in the gas mask... and it all comes flooding back. You gradually come to, but you're still feeling dizzy. You have no idea how long you've been unconscious. You seem to be in some kind of metal cargo container. You can feel the sway of the ship beneath you, so you must still be on board somewhere. You look around. It seems like this container has been turned into a makeshift cabin. There's a mattress on the floor and the place is a bit of a mess. It's littered with scrawled sketches and diagrams that make very little sense. You spot a phone among the items, but it's not yours. You search, but your pack is nowhere to be seen. There is no light source, yet the metal walls are bathed with a blue glow that spills from the part-opened doorway. You become aware, in addition to the creaks and groans of the ship itself, that there's a deep electrical humming sound coming from outside.<<else>>You're back in the cargo container, Dr Vrieman's makeshift cabin. The metal walls are bathed in a blue glow coming from outside. There's a mattress on the floor and the place is a bit of a mess. It's littered with sketches and notes that make very little sense. Nestled amongst them sits someone's phone.<</if>> <<link "› Check the notes">> <<script>> Dialog.setup("Dr Vrieman's diary - missing pages", "window"); Dialog.wiki(Story.get("Diary 2").processText()); Dialog.open(); <</script>> <</link>> <<link "› Check the phone">> <<script>> Dialog.setup("A found phone", "window"); Dialog.wiki(Story.get("Phone 2").processText()); Dialog.open(); <</script>> <</link>> <<if visited ("Confrontation") gt 0>>\ [[› Head back outside|Confrontation]] <<elseif visited ("why?") gt 0>>\ [[› Head back outside|Confrontation]] <<elseif visited ("Get up and look outside") gt 0>>\ [[› Head back outside|Get up and look outside]] <<else>>\ [[› Get up and look outside|Get up and look outside]] <</if>>\
Cautiously, you move forward, aware this man may be capable of anything. He's already killed at least two people, maybe more. You can't be sure what the device giving off so much energy is, but you suspect it’s the fusion reactor – and it looks like he's managed to turn it on. <span id ="sp">"She's beautiful, isn't she?"</span> The figure speaks to you but doesn't turn. The sound of his voice echoes around the hold, making it seem to be coming from all around you. <span id ="sp">"Don't worry, she's not dangerous. At least, not yet."</span> There's a long pause. Finally, he turns. The cold, dead eyes of the gas mask stare back at you. He reaches back, undoes the straps and removes the mask. As you feared, it's the man you first met, supposedly trapped in Cabin 2. Doctor Joseph Vrieman smiles at you as if welcoming an old friend. His blue eyes glow in the unearthly light. <span id ="sp">"Well, this has been quite the adventure, hasn't it?"</span> Your mind feels foggy and confused. He's still smiling at you, it makes you nervous. [[› 'I don't understand...?'|why?]] [[› 'why...?'|why?]] [[› say nothing|why?]]
<<if $mainimg is not false>><span class="image"><img src="img/blast_door.webp" alt="image: a huge steel bulkhead door blocks your path" width="560px"></span> <</if>><<if visited () lt 2>>Your head is still throbbing, but you turn and run as far away from that device and the insane Dr Vrieman as you can get. You remember looking at the ship's plans; there should be another door somewhere that must lead back to the engine room. You find it. A huge steel bulkhead door blocks your path. It looks more like a blast-door, designed to withold a huge amount of force – that does not bode well.<<else>>You're back at the large blast-door at the opposite end of the Cargo hold.<</if>> There's a large lever-like handle. You try to twist it open but it won't move at all. You see with frustration, a familiar keycard lock set into the frame. It says 'Security Level 4'. You don't have a Level 4 access card. There's nothing you can do, you'll have to turn back to the main hold and the figure waiting there. He must have the keycard on him. Perhaps you can take it somehow, or simply convince him to let you go? [[› Head back to the main hold|Cargo hold]]
<<if $mainimg is not false>><span class="image"><img src="img/perses.webp" alt="image: at the far end, something is giving off huge amounts of heat and light in pulsing waves. Standing before it is the silhouette of a man." width="100%"></span> <</if>><<if visited () gt 1>>\ You're back in the main cargo hold, lit by the glowing device at the far end. <<if visited ("Move towards him")>>Dr Vrieman has turned back to it, as if enthralled.<<else>>The figure is turned away from you, staring into the light.<</if>> Behind you is the large bulkhead door. On the far right-hand side there are a few cargo containers, one of which was the one you woke up in. On the left-hand side there are boxes and crates fed by huge cables and ducts that almost seem to be moving, pulsing in time with the glow. <<else>>\ The cargo hold is a surprisingly large space. It's dominated by the glowing device at the far end which is the only source of light. It casts long shadows that reach out towards the furthest corners of the hold. <<if visited ("Move towards him")>>Dr Vrieman has turned back to it, still staring mesmerised – like a moth to a flame.<<else>>The man seems to be ignoring you, and instead stares, mesmerised – like a moth to a flame.<</if>> As your eyes gradually become accustomed to the pulsing light you can make out more equipment dotted around the edges. Behind you is the large bulkhead door. On the far right-hand side, there are a few cargo containers; one of which was the one you woke up in. On the left-hand side, there are several boxes and crates along with huge, snaking cables that litter the area, giving the appearance of writhing tentacles slowly invading the ship. <</if>>\ <<if $hasKeycard4 is true>>[[› Confront Doctor Vrieman|Confrontation]]<<elseif visited ("why?") gt 0>>[[› Confront Doctor Vrieman|Confrontation]]<<else>>[[› Confront Doctor Vrieman|Move towards him]]<</if>> <<if visited ("Follow the cables")>>[[› Follow the cables|Follow the cables]] (searched)<<else>>[[› Follow the cables|Follow the cables]]<</if>> <<if $tempviewed is true>>[[› Back to the cargo container|Cargo container]] (searched)<<else>>[[› Back to the cargo container|Cargo container]]<</if>> <<if $hasKeycard4 is true>>[[› Back to the bulkhead door|Open the bulkhead door]]<<else>>[[› Back to the bulkhead door|Head the opposite direction]]<</if>>
<<if $mainimg is not false>><span class="image"><img src="img/blast_door.webp" alt="image: a huge steel bulkhead door blocks your path" width="560px"></span> <</if>><<if visited () lt 2>>You've had enough of this. Vrieman is still monologuing, but you don't care. You’re getting the hell out of here. Your head is still throbbing, but you turn and run as far away from that device as you can get. You remember looking at the ship's plans; there should be another door and an exit that leads back to the engine room. <span id ="sp">"Good luck!"</span> You hear him call after you. He doesn't appear to be giving chase. <</if>>You get as far as a huge, steel bulkhead door. There's a large lever-like handle; you try to twist it open but it won't move at all. You see a familiar keycard lock set into the frame. It says 'Security Level 4'. [[› Use the Level 4 keycard|Lower corridor]] [[› Back to the Cargo hold|Cargo hold]]
<<set $Q ++>>He looks at you quizzically for a moment, <span id ="sp">"I thought you'd figured it out?" "For the last eight years, we have been working towards the goal of creating a clean and sustainable energy source. We wanted something that could be used practically in everything from homes to space travel. Nuclear fusion! Free, clean energy. I thought we were going to save the world." "What I didn't know was that Achlys, the company that funds us, had other ideas. I suppose I'd always known that a company that can put billions into secret projects is probably not entirely trustworthy. Of course, they wanted to sell the technology to the highest bidder rather than just share it with the world as I'd hoped." "As soon as they started inviting private tenders, it began to unravel. When they started talking about military contracts, I realised the inevitability of it all. I wasn't saving the world – quite the opposite. It was just a matter of time before we destroyed ourselves." "Then one of my own team, he killed... he..."</span> Dr Vrieman pauses for a moment, clears his throat and continues, <span id ="sp">"...he tried to sabotage the project and escape with the plans. Achlys panicked, got rid of the crew and even tried to get rid of me." "And now we're here. The new control board is in place and the coolant is doing its job. So... thank you. I really don't think I could have finished her without you."</span> <<include "Questions1">>
<<set $Q ++>>Dr Vrieman looks at you, a touch of amusement on his face, <span id ="sp">"It's all in the Security manual. Those security doors have a manual override on the inside so people can't get trapped if something goes wrong. Very sensible!" "I knew you were on your way and I couldn't find those damned components they'd hidden. If I'd known the Captain had locked the new circuit board away... well, by the time I realised I needed him alive, it was too late." "So, I damaged the outer lock and pretended I was trapped in my room. Then I just let you think I was your 'contact' and put on an act to get you to do all the work." "And you did so well! I spent most of the time in Security, watching your progress on the monitors. It was quite entertaining. The question you have to ask yourself is: did you solve those problems on your own, or were you guided?"</span> <<include "Questions1">>
<<set $Q ++>>Dr Vrieman makes a dismissive gesture. <span id ="sp">"That's all just noise, petty squabbling over the scraps. Don't you see? None of that matters! They think they can take control, but it's too late. She's here and there's nothing any of them can do about it!" "This is why the human race will never be able to reach its full potential. Nation against nation, government against government. We're children fighting in the schoolyard. We're too busy distrusting each other when we should be working together! We're strangling the world, yet we're stuck, unable to change. We need something else, something outside ourselves to force us to see the bigger picture!" "Forget Achlys, forget the Russians, the Americans, the Chinese; none of that matters now. This is about her. Her birth will change it all. She will be the force the human race needs to see past these petty boundaries and unite – if not in love, then in fear!" "The only two people in the world who can stop this are right here. I chose this and you, well, I'm sorry, but you don't have a choice."</span> <<include "Questions1">>
<<set $Q ++>>Dr Vrieman turns back to the glowing machine at the far end of the room. <span id ="sp">"You know the greatest challenge we had? It wasn't the power output. In a way, that's the easy part. It was always ignition, bringing her to life. The amount of energy needed is incredible. But once she's going, once she is truly born, she is self-sustaining. I have no idea how long she could run for on her own, maybe years!" "But they had to meddle. They changed the control system; increasing the power yield, but making her less stable in the process. There is always a trade-off."</span> He turns back to you and there's a strange mixture of euphoria and sadness in his eyes. <span id ="sp">"When I realised what they intended to do, I wiped the project data from their servers. They'll never be able to replicate any of this without the plans." "I'm sorry you came – I did try to warn you. But at least you played your part. This will re-write the future of the human race and you get the best seat in the house!"</span> <<include "Questions1">>
You lunge forward hoping to take him by surprise. But he's quicker than you'd thought, ducking backwards out of your reach. He quickly raises his arm, gun in hand and it's pointing right at you. <span id ="sp">"I don't want to shoot you. You've earned yourself a better end than that, but don't force me."</span> He smiles as if to say: 'all is forgiven... but don't try that again'. <span id ="sp">"..now, where were we..?"</span> [[› Back to the 'conversation'|Confrontation]]
<<if $mainimg is not false>><span class="image"><img src="img/vrieman_2.webp" alt="image: Dr Vrieman, stands before you, a slight snear plays on his face." width="540px"></span> <</if>><<if visited () is 1>>Dr Vrieman is haloed in light, like some sort of angelic being, as the reactor continues to glow behind him. A vague smile plays on his lips. He stands, patiently awaiting whatever you may ask, as if he has all the time in the world. His eagerness to explain himself perhaps just a cover for the emotions that boil within.<<elseif visited () is 2>>Dr Joseph Vrieman patiently looks at you. He seems amused and strangely elated. As if his entire life had been building towards this exact moment. As if he were a delighted and nervous father waiting to greet his newborn. He seems excited and eager to talk, but you realise you'll need to find a way to make him listen. In the background behind him, the device slowly pulses – like a heartbeat.<<else>>Dr Vrieman is staring at the glowing device at the far end of the room. You're sure it's got even brighter since you first saw it. He turns to face you again and his expression seems strangely calm, as if he's still wearing some kind of mask. If you want to convince him, you're going to have to find a way to break through it.<</if>> <<include "Questions1">>
<<set $Q ++>><<set $hasKeycard4 to true>>Dr Vrieman looks at you a little confused. <span id ="sp">"Don't you understand? Haven't I explained? Your part is done. You simply get to watch her moment of creation." "Of course, you could run if you really wanted to, but how far could you get? She's nearly here – you can feel her power! I doubt you'd have time to make it off the ship. You'll get a much better view here." "Still, if you really want to go, I won't stop you. I think you've done enough to choose your fate. But I don't know why you'd want to fill your last moments with panic and miss the glory of her birth." "Here, you'll need this..."</span> He reaches into his pocket, withdraws another keycard and hands it to you. This one is marked 'Security Level 4'. <<linkreplace "› Take the Keycard">>\ <img src="img/keycard4.webp" alt="Security Keycard: Level 4 (phobos)" width="350px"><</linkreplace>> [[› Continue the 'conversation'|Confrontation]] [[› Look for the exit|Open the bulkhead door]]
<span id ="sp">"Don't be afraid, it won't hurt. Our deaths will have more meaning than our lives ever could. There will be a glorious release of power as she's born, it will light up the sky and send a message to the world!" "But she's not here for destruction. You turned us around, we're now miles from any populated areas. She doesn't need to destroy life to change it!" "So... what is this so called 'evidence' you think I need to see?"</span> <span id="guide">What phrase could you say that might force him to listen?</span> <<if $easy is true>>\ <<listbox "$select">> <<optionsfrom $items>> <</listbox>> <<button "SAY">> <<if $select is "Cascade reaction">>\ <<goto "Stop this!">>\ <<elseif $select is "Paper clip">>\ <<replace "#output">>A paper clip won't convince anyone!<</replace>>\ <<else>>\ <<replace "#output">><<= either(["Two words, written by someone he respects..."])>><</replace>>\ <</if>><</button>> <span id="output"></span> <<else>>\ <span class="textenter"><<textbox "_input" "" >><<button "USE">></span>\ <<if ["cascadereaction", "cascade"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<goto "Stop this!">>\ <<elseif ["mattress"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>A mattress? That's not going to convince him!<</replace>>\ <<elseif ["paperclip"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>The paper clip is entirely useless<</replace>>\ <<else>>\ <<replace "#output">><<= either(["Two words, written by someone he respects...", "Check through the evidence you've found."])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span> <</if>>\ [[› Back to the 'conversation'|Confrontation]] [[› Turn and run for the bulkhead door|Open the bulkhead door]]
<<set $Q ++>><span id ="sp">"Yes, I killed them. That was unfortunate, not my intention. When Johansen revealed himself as a spy and shot... ah... that's when I realised the dream was truly over. It was stupid pretending otherwise." "When Ansel and Gerhardt turned on me and I found out they intended to sell the device – and perhaps even weaponise it – I realised I had run out of options. I couldn't let them take control of it. Ansel was meant to be your 'contact'. He would have told you a pack of lies and used you to cover up this whole mess. He claimed he believed in the dream, but he was working with Achlys to turn it into something else."</span> He looks up at you, an earnest expression on his face. <span id ="sp">"But, I'm not a monster. That's why I got you to turn the ship and head somewhere far away from land. When she is born, she won't kill thousands of people, but she will still light up the sky for all to witness her potential. Then they'll know to fear her true power."</span> <<include "Questions1">>
<<set $Q ++>>He looks down, crestfallen. <span id ="sp">"When I joined Achlys, WE were the dream; ignoring political power, the idea of profit and fame. We were working for the betterment of humanity, to give free energy to the world!" "And to my shame, I spent so long feeling guilty – guilty that I didn't entirely believe it like THEY seemed to. I worried too much about my own petty ambitions. And I became paranoid there was a hidden agenda." "So I hacked into their system and read their messages. That's when I saw what they had planned. And that's when I realised the dream never really existed at all. It's not just them, it's not just Achlys – it's us, it's the human race. We can't help ourselves." "I realised the only way to save us was through fear. It's the only universal language that shouts louder than our desires for power and money. We need something to look up to, something that cannot be argued or bargained with."</span> <<include "Questions1">>
<<set $trust to 0>>\ You tell him of Doctor Stevens' concerns about this <b>cascade reaction</b> and hand him his notes showing the scientific evidence he'd been working on. Dr Vrieman looks visibly stung when you mention his colleague's name. You expect him to finally listen and understand – to snap out of this madness. Instead, he simply throws the research to the ground without reading it. <span id ="sp">"You're lying! He would have told me! Why should I trust anything you say!?"</span> He tilts his head slightly as if weighing your worth. His face seems calm, but you can tell there's a seething anger buried just under the surface. <<if $decision1 is true>>\ <span id ="sp">"I suppose you did try to free me from my cabin. But does that make you foolish or gullible!?"</span> [[› 'Foolish?'|Q2][$trust ++]] [[› 'Gullible?'|Q2][$trust ++]] [[› 'Isn't that what you would have done?'|Q2][$trust +=2]] <<else>>\ <span id ="sp">"When I asked you to free me from my cabin. You lied to my face and didn't even try! Why should I trust you now!?"</span> [[› 'But I was right not to trust you wasn't I?'|Q2][$trust ++]] [[› 'And you were lying right back!'|Q2]] [[› 'You just looked really suspicious!'|Q2][$trust --]] <</if>>\
<<set $Q ++>><span id ="sp">"The Captain? I only used the gas on him, but maybe I used too much? It's tricky to get the dose right. He had enough time to run and hide and lock himself in the toilet like the coward he is. I think he was so terrified he had a heart attack. But, yes, I accept, maybe I killed him."</span> He continues, <span id ="sp">"It was Gerhardt who killed Johansen, not me, although he probably deserved it after he shot D..."</span> Vrieman stops for a moment as if he stumbled over an unexpected thought. He looks up, then continues as if nothing happened. <span id ="sp">"Gerhardt tortured him to find out what he knew. He even tried to force me at gunpoint to butcher her – my beautiful creation. In the end, I shot him with the gun he was going to use on me. It was really just self-defence." "I hadn't truly understood how cruel and violent we are as a species, not until these last few days. We never really evolved at all. How could we ever strive for godhood, when killing is all we're good for?"</span> <<include "Questions1">>
<<if $mainimg is not false>><span class="image"><img src="img/main_panel_21.webp" alt="image: a complex-looking control panel. The readout shows there is just over 21 minutes remaining..." width="100%"></span> <</if>>Following some of the larger cables along the floor, they lead you to a complex-looking control panel set into the wall. Many of the cables terminate there. The screen has a readout showing information about the main reactor. It looks like everything is building up to a full power test of the device very soon. There are a lot of buttons on the panel along with a number keypad sealed under glass that looks like it's been glued shut. You wonder if there might be the way to shut the whole system down. You try pressing a few buttons, but nothing happens. You dare not touch anything else in case you make things worse! You'll need to find something (or someone) to help you. [[› Back to the Cargo hold|Cargo hold]]
<<if $mainimg is not false>><span class="image"><img src="img/deck1.webp" alt="image: a dark, gloomy corridor. On either side of you are four new cabins."></span> <</if>><<if visited () is 1>>You swipe the keycard. The light flashes and you twist the lever to release the lock. You heave the huge bulkhead door open and find yourself in a dark, gloomy corridor. You recognise this space; you glimpsed it through the window from the engine room. <</if>>\ \ <<if visited () lt 4>>On either side of you are four new cabins. The doors are all open and the cabins all look similar: plain rooms with four bunk beds and minimal storage space. Even though the rooms are fairly large, it still must have felt quite cramped for the crew down on this level. There are no windows at all down here, giving it an oppressive and claustrophobic feel. The occupants have all long since evacuated the ship, taking any possessions they had with them, although there are a few clothes strewn around as if they left in a hurry.<<else>>You're back in the lower corridor on Deck 1. You have access to four cabins. The cabins are large, plain rooms with four bunk beds each.<</if>> <<if $packopen is true>>[[› Cabin 5|Cabin 5]] (searched)<<else>>[[› Cabin 5|Cabin 5]]<</if>> <<if $hasBlacklight is true>>[[› Cabin 6|Cabin 6]] (searched)<<else>>[[› Cabin 6|Cabin 6]]<</if>> <<if $hasEvidence is true>>[[› Cabin 7|Cabin 7]] (searched)<<else>>[[› Cabin 7|Cabin 7]]<</if>> <<if $hasStevensnote2 is true>>[[› Cabin 8|Cabin 8]] (searched)<<else>>[[› Cabin 8|Cabin 8]]<</if>> [[› Head down the corridor|Head down the corridor]] [[› Back to the Cargo hold|Cargo hold]]
You peer through the small window set in the large bulkhead door. It looks like the engine room lies beyond, leading to the stairs that will take you up to Deck 2. The door is marked 'Security Level 4' and you already have your keycard ready. All the while the blue light still pulses from the cargo hold behind you and the noise seems to be getting louder... [[› Open the bulkhead door|Engine room 2]] [[› Back to the corridor|Lower corridor]]
<<if $mainimg is not false>><span class="smallimage"><img src="img/cabin_5.webp" alt="image: Cabin 5 is a bare, utilitarian room with four bunk beds"></span> <</if>>You step into Cabin 5. It's a bare, utilitarian room with four bunk beds, a single, shared cupboard and some shelving units. You check, but these have all been emptied. <<if $packopen is true>><span id="guide">You found your pack here and a few of the items you'd collected. The rest are all probably gone for good. There's nothing else for you in here.</span> <<else>>\ <<set $packopen to true>>\ <<set $haspaperclip to true>><<set $hasBoltcutters to true>><<set $hasHarry to true>>\ <<run $items.push('Harry')>><<run $items.push('Bolt cutters')>><<run $items.push('Paper clip')>>\ You see your pack on one of the lower bunks, but it looks like Dr Vrieman has gone through it all; its contents are strewn across the bed. While some of the objects you had previously collected are still here, most of them, including your phone, are missing, most likely destroyed. You'll just have to make do without them. You put everything back that might still be useful and add the new keycard to the others. <span id="guide">Your pack is now available again in the side menu.</span> [[› Check what remains of your pack|YOUR PACK]] <</if>>\ [[› Back to the main corridor|Lower corridor]]
<<if $mainimg is not false>><span class="smallimage"><img src="img/cabin_6.webp" alt="image: Cabin 6 is a plain room with four bunk beds, very similar to the others."></span> <</if>>You step into Cabin 6, it's a similar layout to the others, a plain room with four bunk beds. As with the others, all the storage areas have been cleared. <<if $hasBlacklight is true>>You previously found the <b>blacklight</b> here. There's nothing else to find in this cabin. <<else>>There's not much else to see in here, but if you'd like to search a particular place, enter it below: <<if $easy is true>>\ <<listbox "$select">> <<optionsfrom $items>> <</listbox>> <<button "SEARCH">> <<if $select is "Mattress">>\ <<goto "Mattress">>\ <<elseif $select is "Paper clip">>\ <<replace "#output">>A paper clip won't help you<</replace>>\ <<else>>\ <<replace "#output">><<= either(["That doesn't look right."])>><</replace>>\ <</if>><</button>> <span id="output"></span> <<else>>\ <span class="textenter"><<textbox "_input" "" >><<button "SEARCH">></span>\ <<if ["mattress", "matress", "mattres"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<if $hasStevensnote2 is true>><<goto "Mattress">><<else>><<replace "#output">>You have no reason to search there right now<</replace>><</if>>\ <<elseif ["blacklight"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>You try shining the blacklight around, but there's too much light in the cabin to illuminate much in here.<</replace>>\ <<elseif ["paperclip"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>There's not much you can do with a paperclip<</replace>>\ <<elseif ["boltcutters"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>You already have the bolt cutters<</replace>>\ <<elseif ["harry"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>You search for Harry... and find him in your pack<</replace>>\ <<else>>\ <<replace "#output">><<= either(["You don't find anything.", "There's nothing there."])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span> <</if>><</if>>\ [[› Back to the main corridor|Lower corridor]]
<<if $mainimg is not false>><span class="smallimage"><img src="img/cabin_7.webp" alt="image: Cabin 7, it's almost pitch black in here, you can't see anything"></span> <</if>>You step into Cabin 7. There's no light in this room so you can barely see anything at all. As far as you can tell, it looks the same as the others. <<if $hasEvidence is true>><span id="guide">You have already searched this cabin and found Dr Stevens evidence hidden in the ceiling. It's time to take this and use it to convince Dr Vrieman.</span> <<else>>You can't see much in here, but if you'd like to search a particular place or use an item, enter it below: <<if $easy is true>>\ <<listbox "$select">> <<optionsfrom $items>> <</listbox>> <<button "USE">> <<if $select is "Blacklight">>\ <<goto "Use Blacklight">>\ <<elseif $select is "Paper clip">>\ <<replace "#output">>A paper clip won't help you<</replace>>\ <<elseif $select is "Mattress">>\ <<replace "#output">>You search under all of the mattresses but you don't find anything<</replace>>\ <<else>>\ <<replace "#output">><<= either(["That doesn't look right."])>><</replace>>\ <</if>><</button>> <span id="output"></span> <<else>>\ <span class="textenter"><<textbox "_input" "" >><<button "USE">></span>\ <<if ["blacklight", "ablacklight", "backlight"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<if $hasBlacklight is true>><<goto "Use Blacklight">><<else>><<replace "#output">>You don't have a blacklight<</replace>><</if>>\ <<elseif ["mattress"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>You search under all of the mattresses but you don't find anything<</replace>>\ <<elseif ["paperclip"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>A paper clip won't help you at all<</replace>>\ <<elseif ["boltcutters"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>There's nothing to cut<</replace>>\ <<elseif ["harry"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>You wave the hammer around, hitting things at random. It doesn't help.<</replace>>\ <<else>>\ <<replace "#output">><<= either(["You don't find anything.", "There's nothing there."])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span> <</if>><</if>>\ [[› Back to the main corridor|Lower corridor]]
<<if visited () is 1>>\ You step into Cabin 8. It looks similar to the others, but this one looks cleaner and tidier than the rest. The beds are made and there's no mess on the floor. <<else>>\ You're back inside Cabin 8. <</if>>\ <<if $hasStevensnote2 is not true>>\ On one of the beds, you find a folder full of papers. Inside the folder are a few personal letters and a notebook, all written by Doctor Stevens. <<if $imagemode is true>><span class="zoom"><img src="img/envelope.webp" alt="On the folder is written: Dr Stevens. Personal effects. 'Doctor Stevens was buried at sea today. They still won't even tell us how he died. He left a few belongings behind. I guess they were going to collect them, but now we're evacuating, I suppose we just leave them here?'" width="480px"></span> <<else>>\ On the folder is written: Dr Stevens. Personal effects. <i>'Doctor Stevens was buried at sea today. They still won't even tell us how he died. He left a few belongings behind. I guess they were going to collect them, but now we're evacuating, I suppose we just leave them here?'</i> <</if>>\ <<link "› Look at the notebook">> <<script>> Dialog.setup("Dr Stevens - notes", "window"); Dialog.wiki(Story.get("Mattress note").processText()); Dialog.open(); <</script>> <</link>> <<else>>\ On one of the beds is a folder full of papers. Inside it you found a notebook written by Doctor Stevens, which is now in your pack. \ <span id="guide"><<if $hasEvidence is not true>>\ It seems that he was working on evidence to prove his theory, but he never got the chance to present it to Dr Vrieman. If he managed to complete it, this evidence may well be hidden somewhere in these lower cabins. If you can locate it, you could use it to convince Dr Vrieman to shut down the reactor before something terrible happens... <<else>>\ You found Dr Stevens evidence. It's time to confront Dr Vrieman! <</if>></span><</if>>\ [[› Back to the main corridor|Lower corridor]]
<span class="useitem"><img src="img/blacklight.webp" alt="image: A small, portable blacklight. It looks a bit like a torch."></span> <<if $hasBlacklight is not true>><<set $hasBlacklight to true>><<run $items.push('Blacklight')>><</if>>You search each bed in turn, pulling out the <b>mattress</b> to see if there's anything underneath. In the last one, you find what looks like a small torch. However, when you switch it on to test it, you realise that it's actually an ultraviolet <b>blacklight</b>. You take it, just in case you find a use for it elsewhere. [[› Back to the main corridor|Lower corridor]]
<<if $mainimg is not false>><span class="image"><img src="img/blacklight_ceiling.webp" alt="image: a glowing handprint is visible on the ceiling when you cast the blacklight up there"></span> <</if>>You get the small <b>blacklight</b> out, turn it on, and cast it over the room. It doesn't really illuminate much at all (it's certainly no use as a torch!), but it does reveal areas people have touched. Smeared handprints eerily glow in the dark, like the faded ghosts of the crew who used to work here. Only when you cast the light upwards do you notice another glowing print on the ceiling, which seems strangely out of place. [[› Push the ceiling tile|Push the ceiling tile]] [[› Back to the main corridor|Lower corridor]]
<<if $hasEvidence is not true>><<set $hasEvidence to true>><<set $hasDiagram to true>><<run $items.push('Cascade reaction')>><</if>>Standing on the bed, you can just about reach the ceiling above. You push in the same spot as the hand-print – and the tile moves. You reach your hand into the gap and, after a moment of searching, find a small spiral-bound notepad and something that looks like a circuit diagram. You read through the notes you've found; it looks like Dr Stevens managed to compile some scientific evidence before he died. You hope it's not too late to use this, to convince Dr Vrieman that he's about to make a terrible mistake. As you look over the notes, a sudden thought occurs to you. You realise you've now explored every room on the ship. You now know for certain that it's just you and Dr Vrieman left alive. However this ends, it just comes down to the two of you... <<link "› Dr Stevens's research">> <<script>> Dialog.setup("Dr Stevens's research", "window"); Dialog.wiki(Story.get("Cascade reaction").processText()); Dialog.open(); <</script>> <</link>> \ <<link "› A circuit diagram">> <<script>> Dialog.setup("A circuit diagram", "window"); Dialog.wiki(Story.get("Diagram").processText()); Dialog.open(); <</script>> <</link>> [[› Back to the main corridor|Lower corridor]]
<<if $imagemode is true>>\ <span class="zoom"><img src="img/cascade_reaction.webp" alt="We have massively underestimated the potential energy output! Joseph’s ‘Stability Equation’ is based on a single reaction with a limited fuel source. He has not factored in the *cascade reaction*! I have compiled all my evidence in the contents of this notebook. It should be enough to convince Joseph and the rest of the team. If the reactor is activated anywhere near seawater, I can’t even begin to imagine the destruction it could cause! If the reactor is allowed to reach critical mass, it will be too late to shut off the power. In that case, the only thing we could do: (at this point there is a figure written in the notes 'D:4') Emergency shut-down procedure: 1. Remove the coolant to re-route heat dissipation. 2. Reboot the initiation sequence via the control panel (re-enter the usual code). 3. Force a shut-down by resetting the order of the circuit board modules. IMPORTANT: This is an untested solution! But the moment the shut-down activates, the reactor will release ALL its built up energy. This will likely destroy the reactor and most of the ship!" width="770px"></span><<else>>\ The notes read: <i>We have massively underestimated the potential energy output! Joseph’s ‘Stability Equation’ is based on a single reaction with a limited fuel source. He has not factored in the </i><b>cascade reaction</b>! <i>I have compiled all my evidence in the contents of this notebook. It should be enough to convince Joseph and the rest of the team. If the reactor is activated anywhere near seawater, I can’t even begin to imagine the destruction it could cause! If the reactor is allowed to reach critical mass, it will be too late to shut off the power. In that case, the only thing we could do:</i> (at this point there is a figure written in the notes: 'D:4') <i>Emergency shut-down procedure: 1. Remove the coolant to re-route heat dissipation. 2. Reboot the initiation sequence via the control panel (re-enter the usual code). 3. Force a shut-down by resetting the order of the circuit board modules. IMPORTANT: This is an untested solution! But the moment the shut-down activates, the reactor will release ALL its built up energy. This will likely destroy the reactor and most of the ship!</i> <</if>>\
<<if $mainimg is not false>><span class="image"><img src="img/engine_room.webp" alt="image: You emerge into the familiar space of the engine room. Behind you, the solid bulkhead door leads back to the lower cabins." width="500px"></span> <</if>>You open the heavy door and emerge into the far end of the engine room. Ahead are the steps up to the next deck, to the side of them you can see the two lockers, now both open. Behind you, the solid bulkhead door leads back to the lower cabins. You have no time to waste, you can already hear the sound building behind you. <<if visited ("Run up to Deck 2")>>\ You know there's no escape, you have to find a way to avert the disaster! <<else>>\ You realise you now have a choice: head back and see if you can stop it, or head on and try to escape whatever may be coming... [[› Run up to Deck 2|Run up to Deck 2]] <i>or</i> <</if>>\ [[› Go back to the lower corridor|Lower corridor]]
<<set $death++>><<set $decision5 to true>>\ <<if $mainimg is not false>><<timed 0.1s t8n>><span class="image"><img src="img/swirl.webp" alt="image: there's an intense burst of ethereal violet light, brighter than the sun" width="765px"></span><</timed>> <</if>>The ever-present humming sound has now reached an almost deafening level. You glance back, looking at the bulkhead door and the cargo hold beyond it. Perhaps you could have found a way to shut down the reactor, but it's a risk you're not willing to take. You turn and run up the metal steps, through the doors and onto the corridor of Deck 2, feeling just a little safer. The noise below you increases in volume until... <<timed $ttext+5+'s' t8n>>...there is a single moment of almost complete silence.<</timed>> <<timed $ttext+7+'s' t8n>>With no one there to convince him otherwise, Dr Vrieman has initiated the device.<</timed>> <<timed $ttext+9+'s' t8n>>You turn, ready to run – and in that instant, there's an intense burst of ethereal violet light, brighter than the sun. Your heart catches and your first thought is simply awe as, just for a brief moment, the light seems to swirl around you...<</timed>> <<timed $ttext+12+'s' t8n>>...there is no second thought.<</timed>> <<timed $ttext+13+'s' t8n>>[[› Rewind|Lower corridor]]<</timed>>
<<if visited () is 1>><span id ="sp">"He saw it, before me, before any of us! David was a good man, a brilliant man and Johansen, he killed... he..."</span> He looks up at you, his face a mixture of grief, confusion and panic, shouting, <span id ="sp">"This isn't what I planned!"</span> He turns back to the glowing device at the far end of the room and almost whispers, <span id ="sp">"I... I didn't think that's what she wanted..?"</span> He looks lost in confusion and you think perhaps you've finally got through to him, but his expression hardens. His eyes flash with desperation and he raises his gun, pointing it right at you, shouting, <span id ="sp">"It doesn't matter. It's too late! She will make sense of the world – even if she has to destroy it first!"</span> <span id="guide">Time is running out and you won't be able to shut down the reactor until you've either subdued him or persuaded him to help...</span> <<else>><<if $mainimg is not false>><span class="smallimage"><img src="img/vrieman_gun.webp" alt="image: Dr Vrieman, stands before you, gun in hand, panic in his eyes."></span> <</if>>Vrieman's eyes are filled with desperation and his gun is pointing right at you. You sense he's right on the edge. One slip could mean your end, but if you can somehow get through his defences, you might have a chance to convince him he's wrong. He stands between you and the glowing reactor at the far end of the cargo hold. One way or another, you're going to have to deal with him if you have any chance of averting disaster. <span id="guide">You should choose your next words carefully...</span> <</if>>\ <<include "Questions 2">>
You decide to push him and you can't help the anger creeping into your voice. He stares at you, a challenge in his eyes <span id ="sp">"No! I'm... I'm doing this to save humanity, we've run out of options!"</span> The last part comes out as a shout, his anger getting the better of him. His arm is raised, the gun is trembling, <span id ="sp">"I can't let you get to me, I..."</span> You can see you've pushed him too far and he'll no longer listen to reason. [[› 'Wait! I didn't mean that!'|Confrontation 4]]
He looks surprised and angry, <span id ="sp">"It's not a bomb! it's a... a solution! Humanity is obsessed with destroying itself, this is just a matter of timing! I have to believe that she has a reason for this. All of it has to have a meaning... otherwise..."</span> He stops, trailing off, lost in confusion; the gun no longer pointing at you. You hesitate, perhaps now would be the time to strike? But he looks up and as if reading your mind. He quickly raises the gun once more. His eyes stare coldly at you. For a moment, it felt like you were getting through to him, but now it looks like logic alone won't be enough. <<include "Questions 2">>
<<set $death++>><span class="smallimage"><img src="img/gun.webp" alt="image: the gun fires"></span> His eyes light up and his arm steadies, <span id ="sp">"Mad? I'm the SANE one! Have you seen the state of the world!? People fighting each other over invented borders, over greed and power; when we could have built something so much better! She may bring destruction, but humanity will survive. And they will rebuild and learn and perhaps become better and greater because of it." "I HAVE to believe that. It can't all have been for nothing!"</span> The last part comes out as a shout, his anger getting the better of him. His arm is raised, the gun is trembling, <span id ="sp">"I won't let you stop her!"</span> There's a loud bang as the gun goes off. He looks surprised as if he didn't mean to fire. You look down to see a slowly spreading stain spread across your chest. You stumble and fall to the ground. Your last view is of Dr Vrieman standing over you. He drops the gun and turns back to face his 'god' while the light drains away... [[› Rewind...|Confrontation 4]]
You sigh. Crazy or not, you suspect that Dr Vrieman is right. Humanity doesn't deserve to be saved, and, let‘s face it, you were never going to make it out of this alive. Perhaps it was destined to be this way. You may as well accept your fate. And who could pass up the option to witness the birth of a god? [[› Wait for the inevitable|Emergence]] [[› Reconsider and try to change his mind|Confrontation 4]]
He stops, momentarily caught off guard by your question, <span id ="sp">"What dream? There is only her now, nothing else matters!"</span> You can see his arm trembling, his aim is unsteady... [[› '...to create a God'|to destroy the world]] [[› '...to gain the respect of your peers'|to destroy the world]] [[› '...to be the first to crack the secret of fusion power'|Secret of fusion]] [[› '...to give free energy to the world'|Free energy]] [[› '...to make millions from your discoveries'|to destroy the world]] [[› '...to destroy the world'|to destroy the world]]
<span id ="sp">"Ha! You want me to feel sorry for you, is that it?" "I had no reason to trust you, I don't know what side you're on. Perhaps you were tricked too, but that's not my problem! Sure, I lied to you, but are we really still stuck on that?"</span> He motions behind him <span id ="sp">"Look! Look at her, she's greater and more powerful than even I had imagined! I have to believe she's here for a reason. She's here to wipe away our petty arguments and start afresh!" "I don't know what side you're on, but if you're here to stop me... I won't let you."</span> You can see you missed your chance to break through his defences, it will be harder to convince him now... [[› 'Ok! You're right, let's start over...'|Confrontation 4]]
Vrieman looks stung, a battle of anger and confusion plays out on his face, but anger gains the upper hand, <span id ="sp">"It's not... not like that... she represents something greater than us. She represents fundamental forces that we can't possibly control; the untamed building blocks of the universe. She WILL bring meaning... She HAS to...!"</span> He seems uncertain, his 'faith' seems to be on shaky ground. You're not sure even he truly believes in this god he's invented. He looks back up at you and raises the gun once more, his expression becomes colder and you can see the narrow window you might have had to change his mind has almost shut. <span id ="sp">"If I was guided onto this path, then it MUST be for a reason. I don't have to understand it, I simply have to accept it."</span> [[› 'That came out wrong, I meant to say...'|Confrontation 4]]
As he's talking, you slowly reach into your pack and retrieve the hammer. But he sees the movement and guesses your intention, immediately taking a step back out of your reach. He raises the gun. It's now aimed right at your head, his arm is as steady as a rock. <span id ="sp">"I thought we'd got over this? I don't want to kill you, but I will if I must..."</span> Make a choice, it's now or never... [[› Leap forward and attack|Leap forward]] <i>or</i> [[› Put the hammer away and try something different|Confrontation 4]]
<<set $death++>><<set $decision6 to true>><<if $mainimg is not false>><span class="smallimage"><img src="img/gun.webp" alt="image: the gun fires"></span> <</if>>You can see his arm trembling, his aim is unsteady. He's still mumbling to himself as you dart forward to grab the gun, but he's standing in shadow while you're almost blinded by the light. He reacts faster than his big frame would suggest, twisting his arm out of reach. He steps out of the way and as you turn to face him again, you see the gun is already aimed at your head - as steady as a rock. <span id ="sp">"I thought we'd got over this? You seem to think I'd have some guilt in shooting you, but we're both dead already, it makes no difference to me..."</span> Before you can react, he fires. Your last view is of Dr Vrieman standing over you. He mumbles something, it may be an apology. Then he drops the gun and turns back to face his 'god' while the light drains away... <<if visited ("you lost a friend")>>[[› Rewind...|you lost a friend]]<<elseif visited ("Free energy")>>[[› Rewind...|Free energy]]<<else>>[[› Rewind...|Confrontation 4]]<</if>>
<span id ="sp">"I... I don't know. I don't think there's time and I doubt we have the tools we need."</span> He reads through David's notes again, this time with a little more enthusiasm, <span id ="sp">"Ok, he mentions three steps: 1: Remove the coolant 2: Enter the initiation code 3: Then reset the control sequence"</span> As he engrosses himself in the problem his voice changes, as if you've made him remember the man he was before. As if just the admission of loss has helped him restore a little reason. He sounds like he's found a <i>new</i> purpose. <span id ="sp">"I'm not sure this is going to work. The reaction is too far gone! If we're lucky, it should stop the process before the cascade reaction starts, but at this late stage it will release all the built-up energy, turning this entire deck into a lump of molten metal!"</span> He turns to you with a look of determination, <span id ="sp">"We don't have long, and success or failure, I don't think we're getting out of this alive..."</span> [[› CHAPTER 5|CH5]] <span id="sub4" style="color: #567"><b>STORY PROGRESS: 85%</b></span>
<<set $death++>><<set $decision6 to true>><<if $mainimg is not false>><span class="smallimage"><img src="img/gun.webp" alt="image: the gun fires"></span> <</if>>You decide to test him, feigning slightly to the left before leaping forward – hammer ready to strike. You see the surprise register on his face, but he steps back quickly; just far enough that the hammer whistles past his face mere inches away. In that instant there's a flash and a noise that echoes around the cargo hold... At first you think he's missed, but your legs give way and you collapse on the floor in front of him. Your last view is of Dr Vrieman standing over you, mumbling something, <span id ="sp">"...I'm sorry, I'm so sorry..."</span> He drops the gun and turns back to face his 'god' while the light drains away... <<if visited ("you lost a friend")>>[[› Perhaps violence isn't the answer...|you lost a friend]]<<elseif visited ("Free energy")>>[[› Perhaps violence isn't the answer...|Free energy]]<<else>>[[› Perhaps violence isn't the answer...|Confrontation 4]]<</if>>
<<set $start to true>><<set $hasVodka to true>><<set $hasStevensnote2 to false>>\ <<set $items to ["Choose:", "The gun", "Bolt cutters", "Paper clip", "Harry", "Vodka", "Blacklight"]>>\ \ You look at Dr Vrieman, a genius, a madman, a murderer; perhaps a visionary who's lost his way. But it's up to both of you now to stop this. You can feel the grim edge of panic clawing at you. Even if you succeed in shutting down the reactor, you may only have minutes left. You push it to the back of your mind; you have a job to do and fear won't help you. <h3>Step 1: Remove the coolant</h3><span id ="sp">"Removing the coolant isn't as easy as it sounds, it's already connected and it's too close to her... to the reactor. There's no way we'll be able to get close enough!"</span> He motions over to a collection of metal containers that stand towards the back of the space near the device. Huge snaking ducts feed directly from those into the reactor. You hesitate, still struggling with this sudden change. After his initial deceit, can you trust anything he says? <<if $packopen is not true>>\ <<set $packopen to true>>\ <<set $haspaperclip to true>><<set $hasBoltcutters to true>>\ <<set $hasHarry to true>><<set $hasVriemandiary to 2>>\ Vrieman casualy points at something on the floor nearby. You move towards it and are surprised to find your pack. Or at least, what remains of it. You pick it up, but it's a lot lighter that it used to be. You have a quick check inside to discover most of the items you'd previously found are missing – presumably gone for good. You'll just have to get by without them. <</if>>\ \ Vrieman moves over towards the large containers, he shouts over to you above the increasingly loud hum, <span id ="sp">"Those are the cooling units. If the device was off, we could just open them up and remove the LN2, but it's too hot. I can't get any closer!"</span> <<linkreplace "› Remove the coolant yourself">>\ You cautiously move forward towards the containers and the cooling units they contain. The heat increases with every step – it feels like you're walking towards a raging fire. The light is so intense you can't see anything. You try to shield your face as you stumble forwards almost blind. You get close enough to touch the outer metal of one of the containers, but it burns your skin and you have to quickly withdraw your hand. It's going to be too hot to touch. You wonder if there's something you could use, but you realise you'd just be swinging blindly. You briefly consider running back for the gun, but firing indiscriminately at a fusion reactor might not be the wisest move. Vrieman was right: it's way too hot here and you can't see anything at all. You're forced to step back, away from the intense heat, and reassess the situation. <</linkreplace>>\ [[› Investigate the ducts|Investigate the ducts]]
<<if $mainimg is not false>><span class="smallimage"><img src="img/duct.webp" alt="There are several huge insulated ducts coming out of the containers, some snaking nearby and then feeding directly into the reactor."></span> <</if>>You notice several huge insulated ducts coming out of the containers, some snaking nearby and then feeding directly into the reactor. They must be the conduits that carry the frozen gas into the device. Vrieman sees you looking, <span id ="sp">"Yes, good idea, we could destroy those somehow, but we'll need to be careful!"</span> You need to find a way to damage or puncture the insulated duct... <<if $easy is true>>\ <<listbox "$select">> <<optionsfrom $items>> <</listbox>> <<button "USE">> <<if $select is "Bolt cutters">>\ <<goto "Boltcutters fail">>\ <<elseif $select is "The gun">>\ <<goto "Gun fail">>\ <<elseif $select is "Harry">>\ <<goto "Harry again">>\ <<elseif $select is "Paper clip">>\ <<replace "#output">>A paper clip. Really?<</replace>>\ <<else>>\ <<replace "#output">><<= either(["That won't work.", "You must have something that could work."])>><</replace>>\ <</if>><</button>> <span id="output"></span> <<else>>\ If you have an item you'd like to try, type it in below. <span class="textenter"><<textbox "_input" "" >><<button "USE">></span>\ <<if ["boltcutters", "cutters", "bolt"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<goto "Boltcutters fail">>\ <<elseif ["harry"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<goto "Harry again">>\ <<elseif ["gun", "thegun"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<goto "Gun fail">>\ <<elseif ["hammer"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>He has a name...<</replace>>\ <<elseif ["paperclip", "paper clip"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>A paperclip. Really?<</replace>>\ <<elseif ["blacklight"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>The blacklight won't help here.<</replace>>\ <<elseif ["vodka"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>Now is probably not the right time to get drunk.<</replace>>\ <<else>>\ <<replace "#output">><<= either(["You need to damage it somehow.", "You must have something that could work.", "Check your pack, there must be something you could use?"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span> <</if>>\
<<if $codeword is 0>><<set $codeword to 1>><<run $items.push('“Expedite”')>><<run Engine.show()>><</if>><div id="narrow"><span id="text_left">Mission update: there is an operative of ours on board. He will be your main contact</span> <span id="text_right">Ok. Do we have any further details about what's happened?</span> <span id="text_left">He will give you a full update when you get there</span> <span id="text_left">He knows you're on the way, but we've still had no response from the ship itself</span> <span id="text_right">How will I know him?</span> <span id="text_left">Use code word: <strong><bold>'expedite'</bold></strong> to establish contact</span> <<button "BACK">> <<script>> Dialog.setup("Phone", "small"); Dialog.wiki(Story.get("Phone").processText()); Dialog.open(); <</script>> <</button>> <<button "NEXT">> <<script>> Dialog.setup("Message 2: unknown", "small"); Dialog.wiki(Story.get("Message 2").processText()); Dialog.open(); <</script>> <</button>> </div>
<<set $codeword to 2>><div id="narrow"><span id="text_left">You're being used</span> <span id="text_right">Who is this? How did you get my number?</span> <span id="text_left">If you land on that ship, you'll never make it off alive</span> <span id="text_right">Is that a threat? So what do you want me to do?</span> <span id="text_right">Hello?</span> <<button "BACK">> <<script>> Dialog.setup("Phone", "small"); Dialog.wiki(Story.get("Phone").processText()); Dialog.open(); <</script>> <</button>> </div>
<img src="img/phone.webp" alt="A standard issue phone" width="160px"> <<if $vrieman gt 0>>\ Your phone has no signal, so much of its functionality is not working. <<if $hasKeycard3 is true>>GPS shows that you're now making good progress away from the mainland. <<else>>GPS shows that you're still heading slowly but surely towards the mainland. <</if>>\ You also have your mission notes. <<else>>\ <<set $packopen to true>>\ Your phone is a basic model provided to you for the mission. For security reasons it has very little functionality other than a GPS map and a notes app which will be used to report on your mission once you return. Worryingly, it's showing that it has no signal at all. The original plan was that your rescue depended on you making a call to confirm the ship was safe. You'll have to find a working ship's radio you can use instead, but in the meantime, it seems like you're stuck here. You open the map, but it doesn't show you anything you don't already know. You're in the middle of the South China Sea, heading slowly but surely towards the mainland. <</if>>\ <<if $codeword is 2>>\ <<link "› Messages">> <<script>> Dialog.setup("Message 1: HQ", "small"); Dialog.wiki(Story.get("Message 1").processText()); Dialog.open(); <</script>> <</link>> (viewed) <<else>>\ <<link "› Messages">> <<script>> Dialog.setup("Message 1: HQ", "small"); Dialog.wiki(Story.get("Message 1").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ <<link "› Mission notes">> <<if $hasKeycard3 is true>>\ <<script>> Dialog.setup("MISSION NOTES - PAGE 2", "small"); Dialog.wiki(Story.get("Notes2").processText()); Dialog.open(); <</script>> <<else>>\ <<script>> Dialog.setup("MISSION NOTES", "small"); Dialog.wiki(Story.get("Notes1").processText()); Dialog.open(); <</script>> <</if>>\ <</link>> <<if $easy is not 10>>\ <<link "› To do list">> <<script>> Dialog.setup("TO DO", "small"); Dialog.wiki(Story.get("To do").processText()); Dialog.open(); <</script>> <</link>> <</if>>
<span class="image"><img src="img/deck3a.jpg" alt="Location: You are by the main stairs on Deck 3" width="100%"></span> MOVE: <<link "‹ STERN">> <<goto "Corridor">> <<script>>Dialog.close();<</script>><</link>> | <<link "BOW ›">><<goto "Ships Mess">><<script>>Dialog.close();<</script>><</link>> <span style="float:right;"><<if $deckplans is true>><<link "MAP">><<script>>Dialog.setup("DECK PLANS", "window");Dialog.wiki(Story.get("The Map").processText());Dialog.open();<</script>><</link>><</if>></span>\
<span class="image"><img src="img/deck3b.jpg" alt="Deckplan: The main corridor, Deck 3" width="100%"></span> MOVE: <<link "‹ STERN">> <<goto "Down the corridor">> <<script>>Dialog.close();<</script>><</link>> | <<link "BOW ›">><<goto "The stairs">><<script>>Dialog.close();<</script>><</link>> <span style="float:right;"><<if $deckplans is true>><<link "MAP">><<script>>Dialog.setup("DECK PLANS", "window");Dialog.wiki(Story.get("The Map").processText());Dialog.open();<</script>><</link>><</if>></span>\
<span class="image"><img src="img/deck3c.jpg" alt="Deckplan: The corridor - stern, Deck 3" width="100%"></span> MOVE: <<link "‹ STERN">> <<goto "Stern">> <<script>>Dialog.close();<</script>><</link>> | <<link "BOW ›">><<goto "Corridor">><<script>>Dialog.close();<</script>><</link>> <span style="float:right;"><<if $deckplans is true>><<link "MAP">><<script>>Dialog.setup("DECK PLANS", "window");Dialog.wiki(Story.get("The Map").processText());Dialog.open();<</script>><</link>><</if>></span>\
<<if $imagemode is true>>\ <span class="zoom"><img src="img/evac-note.webp" alt="EMERGENCY EVACUATION ORDER. There has been a dangerous chemical leak in the cargo hold area. In the interest of crew safety, I have made the decision to evacuate the ship. All staff are to pack their belongings (essentials only) and make their way to Deck 4 for evacuation via the life rafts. Team leaders have been assigned – please follow their orders. There is currently no immediate danger as long as you stay away from Deck 1. I, along with a select team, including the science team leads, will remain onboard to monitor the situation and attempt to get things under control. ANSEL KARLSSON – CAPTAIN." width="640px"></span><<else>>\ EMERGENCY EVACUATION ORDER <i>There has been a dangerous chemical leak in the cargo hold area. In the interest of crew safety, I have made the decision to evacuate the ship. All staff are to pack their belongings (essentials only) and make their way to Deck 4 for evacuation via the life rafts. Team leaders have been assigned – please follow their orders. There is currently no immediate danger as long as you stay away from Deck 1. I, along with a select team, including the science team leads, will remain onboard to monitor the situation and attempt to get things under control.</i> ANSEL KARLSSON – CAPTAIN <</if>>\
<<if $imagemode is true>><span class="zoom"><img src="img/blood_note.webp" alt="The note reads: Ansel, Johansen was a Russian agent! Right under our nose the whole time! I don’t know how, but he’s managed to completely lock us out of the Navigation system. Comms, GPS and AIS are down, and we’re locked into a new course – we don’t have much time left to turn this around! It’s really shaken Vrieman. I’m worried he might have finally snapped. We need to deal with this before it gets worse. ...components... ...in the... (the rest of the note is unreadable)" width="610px"></span><<else>>\ The note reads: <i>Ansel, Johansen was a Russian agent! Right under our nose the whole time! I don’t know how, but he’s managed to completely lock us out of the Navigation system. Comms, GPS and AIS are down, and we’re locked into a new course – we don’t have much time left to turn this around! It’s really shaken Vrieman. I’m worried he might have finally snapped. We need to deal with this before it gets worse... ...components... ...in the...</i> (the rest of the note is unreadable) <</if>>
<<if $mainimg is not false>><span class="smallimage"><img src="img/above-ship.webp" alt="image: Your view directly down to the ship below through the pouring rain."></span> <</if>>Despite the waves that beat against its hull, it seems like a dark oasis of calm within the ocean. You feel a shudder as the pilot deftly adjusts the torque and the helicopter leans back to slow its speed, all the while fighting the winds outside to match the course of the ship as it looms towards you. You spot movement on the deck, far down below. A bobbing torch light and a dark figure moving swiftly as it makes its way towards the bow of the ship. Perhaps that's your contact? Before you know it, the two officers are up and moving, all speed and casual efficiency. The door is wrenched open and you're blasted by the wind and rain. In moments, the harness is fitted, and before you can protest, you're being briskly manoeuvred out the door. You glance down at the heaving hulk of iron below you. Small patches of light are cast by the still-working lamps dotted around its top deck. It's a long way down. [[› Signal for them to winch you down|Winch down]] [[› Ask the crew something|Winch down][$temp to true]]
<<if $easy is not true>><span id="sub1"><<link "› PLAY MODE IS: ORIGINAL">><<set $easy to true>> <<run Engine.show()>> <<script>> Dialog.setup("SETTINGS", "small"); Dialog.wiki(Story.get("SETTINGS").processText()); Dialog.open(); <</script>> <</link>></span> 'Original' mode is more faithful to the original game (look out for <b>bold</b> keywords). If you prefer a more 'guided' experience, switch to 'Story' mode. <<else>>\ <span id="sub1"><<link "› PLAY MODE IS: STORY">><<set $easy to false>> <<run Engine.show()>> <<script>> Dialog.setup("SETTINGS", "small"); Dialog.wiki(Story.get("SETTINGS").processText()); Dialog.open(); <</script>> <</link>></span> 'Story' mode is the same game, but with extra hints. <b>Bold</b> keywords are automatically added to a drop-down menu when you find them. <</if>>\ <<if $mainimg is not false>>\ <span id="sub1"><<link "› ENVIRONMENT IMAGES ARE: ON">> <<set $mainimg to false>> <<run Engine.show()>> <<script>> Dialog.setup("SETTINGS", "small"); Dialog.wiki(Story.get("SETTINGS").processText()); Dialog.open(); <</script>> <</link>></span> Most locations are depicted using images. Some of these are created with the help of AI image tools – turn this off to disable all AI generated images. <<else>>\ <span id="sub1"><<link "› ENVIRONMENT IMAGES ARE: OFF">> <<set $mainimg to true>> <<run Engine.show()>> <<script>> Dialog.setup("SETTINGS", "small"); Dialog.wiki(Story.get("SETTINGS").processText()); Dialog.open(); <</script>> <</link>></span> Location and environment images are off. This makes the game more like a traditional text-only game and ensures that no AI generated images are shown. <</if>>\ <<if $imagemode is true>>\ <span id="sub1"><<link "› IMMERSIVE TEXT IS: ON">> <<set $imagemode to false>> <<run Engine.show()>> <<script>> Dialog.setup("SETTINGS", "small"); Dialog.wiki(Story.get("SETTINGS").processText()); Dialog.open(); <</script>> <</link>></span> Many clues and notes are shown as images. This is the recommended way to play. Turn this off to view them as text-only. All images also contain relevant 'alt' text. <<else>>\ <span id="sub1"><<link "› IMMERSIVE TEXT IS: OFF">> <<set $imagemode to true>> <<run Engine.show()>> <<script>> Dialog.setup("SETTINGS", "small"); Dialog.wiki(Story.get("SETTINGS").processText()); Dialog.open(); <</script>> <</link>></span> All images that contain important text are now shown as text only. This is less immersive but you may find it easier to read. <</if>>\ <<if $ttext is 0>><span id="sub1"><<link "› TIMED TEXT IS: ON">> <<set $ttext to -100>> <<run Engine.show()>> <<script>> Dialog.setup("SETTINGS", "small"); Dialog.wiki(Story.get("SETTINGS").processText()); Dialog.open(); <</script>> <</link>></span> Delayed (or 'timed') text is used sparingly to aid the story, it's recommended to leave it on. <<else>>\ <span id="sub1"><<link "› TIMED TEXT IS: OFF">> <<set $ttext to 0>> <<run Engine.show()>> <<script>> Dialog.setup("SETTINGS", "small"); Dialog.wiki(Story.get("SETTINGS").processText()); Dialog.open(); <</script>> <</link>></span> Timed text is currently off. You can turn it back on by clicking the link above. <</if>>\ <<if $itch is false>>\ <div id="tablet">\ <span id="sub1"><<link "› TOGGLE FULLSCREEN">><<run Fullscreen.toggle({ navigationUI : "show" })>><</link>></span> </div><</if>>\ \ <span id="sub1"><<link "› GAMEPLAY TIPS">> <<script>> Dialog.setup("GAMEPLAY TIPS", "small"); Dialog.wiki(Story.get("Need help?").processText()); Dialog.open(); <</script>> <</link>></span>
<<if $vrieman is not 2>><<set $vrieman to 2>><<run $items.push('Hidden drawer')>><</if>>\ <<if visited ("Change course")>><span id ="sp">"So reprogram the navigation system and turn the ship around. Gerhardt may have more info on his security iPad. He always carried it around with him, but if you didn't see it you could try his cabin? There's a <b>hidden drawer</b> under his desk, try in there."</span> <<else>><span id ="sp">"I like it – straight to action! Ok, let's skip the details. Here's what you need to know. First priority: reprogram the navigation system and turn the ship around. When you've done that, you need to find and secure three components. There should be more info on Gerhardt's security iPad. He always carried it around with him, but if you didn't see it, try the <b>hidden drawer</b> under his desk in Cabin 4.</span> <</if>>\ \ <<if $decision1 is true>>\ <span id ="sp">"Once you've managed to turn the ship, come back here and we can work out how to get me out so we can both escape. Until then, I'm afraid you're on your own." "Oh, and thank you for trying to free me. We'll find a way to open this door somehow." "Be careful and good luck!"</span> <<else>>\ <span id ="sp">"Once you've managed to turn the ship, come back here and we can work out how to get me out so we can both escape. Until then, I'm afraid you're on your own. Just be careful, if you see that guy in the gas mask, run the opposite direction!"</span> The man stares directly at you for a moment, his gaze unfathomable, <span id ="sp">"Thank for you for trying to free me. Not everyone would have. If we can't trust each other, we'll never get out of this. Good luck!"</span> You feel a little guilty at this and consider trying the keycard for real, but you've made your decision. And if there really is a killer stalking the ship, he might be safer stuck inside! <</if>>\ [[› Back to the corridor|CH1 end]] [[› Questions|Whats going on]] (ask again)
<<if $mainimg is not false>><span class="image"><img src="img/ipad_drawer.webp" alt="A slim drawer, almost hidden from view under the desk. Inside it you find an iPad." width="520px"></span> <</if>>You check under the table and find a slim drawer almost completely hidden from view. Thankfully, it slides open easily enough. <<if $hasiPad is not true>>\ <<if $foundiPad is true>>\ Inside you find an iPad. You have already managed to unlock it. <<linkreplace "› Take the iPad">>\ You take the iPad and put in your pack.<<set $hasiPad to true>><</linkreplace>> <<else>>\ Inside you find a company iPad. You turn it on, but annoyingly the iPad is locked and requires a passcode to access it. You search around the drawer and the desk itself, but you can't find any reference to it. <<if $easy is true>>You notice that the screen is covered with smear marks. You consider cleaning it, but then think better of it.<</if>> [[› Look at the iPad|iPad on]] <</if>>\ <<else>>\ This is where you originally found the security iPad, which is now safely stored in your pack. <</if>>\ [[› Back to the cabin|Cabin 4 inside]] [[› Back to the corridor|Corridor]]
<span class="zoom"><img src="img/ipad_off.webp" alt="iPad. The screen is off. It's covered in marks. It looks like there are recent fingerprints over the numbers: 7, 5, 6 and 2, but it's tricky to work out the order they were pressed." width="800px"></span> <<link "› Turn the screen on" "iPad on">><</link>> <<linkreplace "› Enter the 4-digit unlock code">>\ <span class="textenter"><<textbox "_input" "" >> <<button "ENTER">></span>\ <<if ["2657"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<goto "iPad open">>\ <<script>> Dialog.close(); <</script>> <<elseif ["7562"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">><<= either(["Try the other way around?"])>><</replace>>\ <<else>>\ <<replace "#output">><<= either(["The screen remains locked.", "The screen hasn't been cleaned for a while.", "There must be a way to discover the code?"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span>\ <</linkreplace>>\ [[› Back to the drawer|Drawer]] [[› Back to the cabin|Cabin 4 inside]] [[› Back to the corridor|Corridor]]
<<set $decision1 to false>>You're not entirely sure this man can be trusted. You decide not to take any chances. You knock and tell him that you've tried the card. You hear movement, the sound of someone furiously trying to open the door and then silence. Naturally, the door won't open. His face appears once again. <span id ="sp">"It's not working! Try it again!"</span> Once more, you pretend to swipe the card. Once more he furiously tries to open the door to no avail. <span id ="sp">"Get Gerhardt to try. Did you find him..?"</span> The man sees the look on your face. and realises the awful truth, <span id ="sp">"...Oh Christ! He got him didn't he?" "God what a mess! And we were so close to a full test!" "I was sure the keycard would open the door! Damn it! Are you sure you tried it? ...No I'm sorry, of course you did. We have to trust each other!" "It's up to you now, you need to sort this out! You'll have to unlock the door from the Security room instead. Just... find a way to free me and we can get off this floating coffin before it all goes mushroom-shaped!"</span> <<include "questions">>
<<if $imagemode is true>>\ <span class="zoom"><img src="img/welcome.webp" alt="The letter reads: Dear [new staff member], Welcome to the team! We’re so pleased you’ve chosen to join us on our great adventure! Whatever your personal expertise, we know you’ve all been hand-picked as the best of the best. Because, without you, we can never achieve our dream, so thank you for being part of it! The world is suffering, we’re on the edge of a climate disaster and our governments seem to be completely powerless to change their ways. So who will bring the change the world so desperately needs? It’s clear it’s up to private companies and individuals (individuals like you!) to change the world. Why should we feel guilty when we turn on a light switch? Why should we have to curb our collective addiction to power? We say, let power be free! We aim to leave ancient fossil fuels behind and usher in an entirely new age, an age of clean, green and unlimited energy. And how will we power this energy revolution? Well, that’s the secret... but just look around you... why do you think we’re on a ship..? We’d love to tell you more; you’ve really joined us at an incredible time. We’re on the cusp of a world-changing announcement. So, just watch this space! ACHLYS: THE POWER TO CHANGE" width="680px"></span><<else>>\ The letter reads: <i>Dear [new staff member], Welcome to the team! We’re so pleased you’ve chosen to join us on our great adventure! Whatever your personal expertise, we know you’ve all been hand-picked as the best of the best. Because, without you, we can never achieve our dream, so thank you for being part of it! The world is suffering, we’re on the edge of a climate disaster and our governments seem to be completely powerless to change their ways. So who will bring the change the world so desperately needs? It’s clear it’s up to private companies and individuals (individuals like you!) to change the world. Why should we feel guilty when we turn on a light switch? Why should we have to curb our collective addiction to power? We say, let power be free! We aim to leave ancient fossil fuels behind and usher in an entirely new age, an age of clean, green and unlimited energy. And how will we power this energy revolution? Well, that’s the secret... but just look around you... why do you think we’re on a ship..? We’d love to tell you more; you’ve really joined us at an incredible time. We’re on the cusp of a world-changing announcement. So, just watch this space! ACHLYS: THE POWER TO CHANGE</i> <</if>>\
<<if visited ("Whats going on")>>[[› 'What's going on?'|Whats going on]] (asked)<<else>>[[› 'What's going on?'|Whats going on]]<</if>> <<if visited ("Why are you locked in")>>[[› 'Why are you locked in?'|Why are you locked in]] (asked)<<else>>[[› 'Why are you locked in?'|Why are you locked in]]<</if>> <<if visited ("Where do I come in")>>[[› 'What can I do?'|Where do I come in]] (asked)<<else>>[[› 'What can I do?'|Where do I come in]]<</if>> <<if visited ("Where do I come in")>>\ <<if visited ("Components")>>[[› 'What components?'|Components]] (asked)<<else>>[[› 'What components?'|Components]]<</if>> <<if visited ("Change course")>>[[› 'How do we change course?'|Change course]] (asked)<<else>>[[› 'How do we change course?'|Change course]]<</if>> <</if>>\ [[› 'I've got this'|I've got this]] (leave the conversation)
<span class="image"><img src="img/deck2a.jpg" alt="Deckplan: Deck 2 corridor - bow" width="100%"></span> MOVE: <<link "‹ STERN">> <<goto "Corridor Deck 2">> <<script>>Dialog.close();<</script>><</link>> | <<link "BOW ›">><<if visited ("Stores inside")>><<goto "Stores inside">><<else>><<goto "Main stores">><</if>><<script>>Dialog.close();<</script>><</link>> <span style="float:right;"><<if $deckplans is true>><<link "MAP">><<script>>Dialog.setup("DECK PLANS", "window");Dialog.wiki(Story.get("The Map").processText());Dialog.open();<</script>><</link>><</if>></span>\
<span class="image"><img src="img/deck2b.jpg" alt="Deckplan: Deck 2 corridor - stern" width="100%"></span> MOVE: <<link "‹ STERN">> <<goto "Deck 1">> <<script>>Dialog.close();<</script>><</link>> | <<link "BOW ›">><<goto "Stairs Deck 2">><<script>>Dialog.close();<</script>><</link>> <span style="float:right;"><<if $deckplans is true>><<link "MAP">><<script>>Dialog.setup("DECK PLANS", "window");Dialog.wiki(Story.get("The Map").processText());Dialog.open();<</script>><</link>><</if>></span>\
<<set $hasShowernote to true>>\ <<if $imagemode is true>>\ <span class="zoom"><img src="img/cubicles_note.webp" alt="'The showers are flooding again! Seems to start with the drain in the cubicle on the far left. I think it needs unblocking? If that doesn't do the trick, do the one on the far right and maybe the one next to it? And if it's STILL not draining, do the far left one again, hopefully that should clear it.'" width="510px"></span><<else>>\ The note reads: <i>'The showers are flooding again! Seems to start with the drain in the cubicle on the far left. I think it needs unblocking? If that doesn't do the trick, do the one on the far right and maybe the one next to it? And if it's STILL not draining, do the far left one again, hopefully that should clear it!'</i> <</if>>\
<<set $ch to "CHAPTER 1">><<set $start to true>>\ <<if $easy is true>><<set $mode ++>><</if>>\ <div id="center"><H1> CHAPTER 1 </H1> <H2> 'Arrival' </H2> <span class="image"><img src="img/CH1.gif" alt="A story about: Life... Death... Truth... Deceit... Vision... Belief... Science... Change... Greed... Loss... and Power." width="540px"></span><div id="center">\ <<timed 0.5s t8n>><<link "› Continue" "Begin">> <<set $ch to "CHAPTER 1">> <</link>><</timed>> </div>
<<if $haspaperclip is not true>><<set $haspaperclip to true>><<run $items.push('Paper clip')>><<run Engine.show()>><</if>>\ <span class="image"><img src="img/paperclip.webp" alt="A small metal paperclip" width="160px"></span> You examine the document for further clues, but can find nothing other than the information printed on the front. You do notice a small <b>paper clip</b> still attached to the top of the page. You remove it, and briefly consider throwing it away. You decide to put it into your pack, just in case you find a use for it later. <<link "› Back">> <<script>> Dialog.setup("Mission Briefing", "window"); Dialog.wiki(Story.get("Mission Briefing").processText()); Dialog.open(); <</script>> <<run Engine.show()>> <</link>>\
<<set $hascrumplednote to true>>\ <<if $imagemode is true>>\ <span class="zoom"><img src="img/crumpled_note.webp" alt="A crumpled note reads: Hey idiot! I found your level 2 keycard. If Gerhardt finds out you lost it again, he'll kill you! I've put it in the safe. The combination is the order we always have to clear those shower drains!" width="490px"></span><<else>>\ The note reads: <i>Hey idiot! I found your level 2 keycard. If Gerhardt finds out you lost it again, he'll kill you! I've put it in the safe. The combination is the order we always have to clear those shower drains!</i> <</if>>\
<<if $mednote is not true>><<set $mednote to true>><<run $items.push('Vodka')>><</if>>\ <<if $imagemode is true>><span class="zoom"><img src="img/doctors_note.webp" alt="ACHLYS - MEDICAL TEAM Astrid Berggren - Ships Medical Officer › Firearm incident involving Dr Vrieman, Dr Stevens and Dr Johansen. Dr Stevens suffered a gunshot wound to the upper chest and is in critical condition. Dr Johansen was restrained, sedated then moved to the medical facilities. Note: Although I protested, Gerhardt insisted on questioning him alone. › Dr Johansen was found dead later that evening. There was additional evidence of physical injury to the head and upper torso – likely cause of death. Note: Gerhardt insisted the patient was still alive when he left him. › Since the incident, Dr Vrieman has begun to exhibit violent and unpredictable behaviour (possibly post-traumatic stress?). He attempted to take a bottle of medical alcohol from our stores. We have since discovered that our anaesthetic gas is also missing. He may become a danger to himself and others. Note: Gerhardt ordered me to destroy all the medical alcohol. Apparently Dr Vrieman needs it for something? Well, now we have none – which should at least sort that problem I suppose. Unless he's desperate enough to resort to *vodka*!? They still want to proceed with the test – we should cancel and return to port! › Emergency officers meeting called. Note: Some sort of emergency, a chemical leak? I’ve seen no evidence, but they’re insisting we abandon ship. I’m not sure what to believe, but there’s something going on and I think I might be best off as far away as possible." width="770px"></span>\ <<else>>\ ACHLYS - MEDICAL TEAM Astrid Berggren - Ships' Medical Officer <i>› Firearm incident involving Dr Vrieman, Dr Stevens and Dr Johansen. Dr Stevens suffered a gunshot wound to the upper chest and is in critical condition. Dr Johansen was restrained, sedated then moved to the medical facilities. Note: Although I protested, Gerhardt insisted on questioning him alone. › Dr Johansen was found dead later that evening. There was additional evidence of physical injury to the head and upper torso – likely cause of death. Note: Gerhardt insisted the patient was still alive when he left him. › Since the incident, Dr Vrieman has begun to exhibit violent and unpredictable behaviour (possibly post-traumatic stress?). He attempted to take a bottle of medical alcohol from our stores. We have since discovered that our anaesthetic gas is also missing. He may become a danger to himself and others. Note: Gerhardt ordered me to destroy all the medical alcohol. Apparently Dr Vrieman needs it for something? Well, now we have none – which should at least sort that problem I suppose. Unless he's desperate enough to resort to </i><b>vodka</b><i>!? They still want to proceed with the test – we should cancel and return to port! › Emergency officers meeting called. Note: Some sort of emergency, a chemical leak? I’ve seen no evidence, but they’re insisting we abandon ship. I’m not sure what to believe, but there’s something going on and I think I might be best off as far away as possible.</i> <</if>>\
<<if $haspostcard is not true>><<set $haspostcard to true>><<run Engine.show()>><</if>>\ <<if $imagemode is true>>\ <span class="zoom"><img src="img/postcard.webp" alt=" postcard showing the image of an unknown city. The quote at the top reads: 'Her Energy and Life Shine, her people are full of an Intense and Natural Kindness and her streets are filled with Intrigue.'" width="460px"></span><<else>>\ A postcard showing the image of an unknown city. The quote at the top reads: <i>'Her Energy and Life Shine, her people are full of an Intense and Natural Kindness and her streets are filled with Intrigue.'</i> <</if>>\
<<if $mainimg is not false>><<timed 0s t8n>><span class="image"><img src="img/intro.webp" alt="image: A view from above, looking down on a stormy ocean. Illuminated by the distant glow of the setting sun, you see it; just a dark shape at first, then the distant hulk of The Kuolema emerges from the gloom..." width="100%"></span><</timed>> <</if>><<timed $ttext+0.4+'s' t8n>>You stare out at the dark horizon as the rain lashes down outside. All noise is drowned by the constant machine whir of the rotor blades above you. The cabin lurches again as the ferocious winds beat against the side of the AW101 Merlin, threatening to pluck it out of the sky.<</timed>> <<timed $ttext+0.6+'s' t8n>>You glance at the faces of the two Navy officers with you in the cabin, but there's no emotion shown. You check your pack for maybe the twentieth time, just to calm your nerves.<</timed>> <<timed $ttext+0.8+'s' t8n>>There's a noise from the front; the pilot has spotted something. One of the officers leans across you and motions out of the window. You turn and scan the crashing waves below but see nothing... then, illuminated by the distant glow of the setting sun, you see it. Just a dark shape at first, then the metal hulk of <i>The Kuolema</i> emerges out of the gloom...<</timed>> <<timed $ttext+1+'s' t8n>>[[› Continue|Arrival]]<</timed>>
<<if $hasglossary is not true>><<set $hasglossary to true>><<run Engine.show()>><</if>>\ <<if visited ("Crossword")>><<if $quicklink is not true>><<set $quicklink to true>><<run Engine.show()>><</if>><</if>>\ <<if $imagemode is true>>\ <span class="zoom"><img src="img/glossary.webp" alt="A Nautical Glossary. Words: Aft: at or near the boats stern Anchor: a heavy object used to moor a ship Ballast: extra weight added to provide stability Bridge: a command room or platform Cabin: a small private room on a ship Captain: the person in command Crew: a group who work closely together Galley: the kitchen in a ship or aircraft Hatch: an opening in the deck giving access to the interior Helm: a tiller or wheel for steering Lanyard: a short line that attaches one object to another Mast: a tall upright post, or other structure on a ship Mess: An area onboard for the crew to relax, eat and drink Port: the left hand side of the boat looking forward Porthole: a small, usually round window on a ship Radar: a device that sends out radio waves to detect objects Rudder: steers the ship by moving from side to side Sail: material, usually canvas, designed to catch the wind Starboard: right-hand side of the boat looking forward Stern: the rearmost part of the ship" width="670px"></span>\ <<else>>\ <b>A Nautical Glossary:</b> Aft<i>: at or near the boats stern</i> Anchor<i>: a heavy object used to moor a ship</i> Ballast<i>: extra weight added to provide stability</i> Bridge<i>: a command room or platform</i> Cabin<i>: a small private room on a ship</i> Captain<i>: the person in command</i> Crew<i>: a group who work closely together</i> Galley<i>: the kitchen in a ship or aircraft</i> Hatch<i>: an opening in the deck giving access to the interior</i> Helm<i>: a tiller or wheel for steering</i> Lanyard<i>: a short line that attaches one object to another</i> Mast<i>: a tall upright post, or other structure on a ship</i> Mess<i>: An area onboard for the crew to relax, eat and drink</i> Port<i>: the left hand side of the boat looking forward</i> Porthole<i>: a small, usually round window on a ship</i> Radar<i>: a device that sends out radio waves to detect objects</i> Rudder<i>: steers the ship by moving from side to side</i> Sail<i>: material, usually canvas, designed to catch the wind</i> Starboard<i>: right-hand side of the boat looking forward</i> Stern<i>: the rearmost part of the ship</i> <</if>>\
Your head is full of all the information you've just been given. <<if visited ("Change course")>>A prototype nuclear reactor? What kind of device could possibly solve the world's energy needs? <<else>>And you're certain that you don't have all the facts yet.<</if>> If even half of what you've been told is true, you need to complete your mission and get off this ship! You really wish you could get a call out and update the rescue team on these new developments, but that will just have to wait until you can find a working long-range radio. <<if $decision1 is true>>\ You feel a little sorry for $nom trapped in his cabin, but hopefully you'll be able to find a way to free him later. <<else>>\ You're still not sure how much you can trust $nom, but you do feel a little guilty for keeping him trapped in his cabin. Perhaps he'll be able to earn your trust later. <</if>>\ [[› CHAPTER 2|CH2]] <span id="sub4" style="color: #567"><b>STORY PROGRESS: 15%</b></span>
<<link "› Mission briefing">> <<script>> Dialog.setup("Mission Briefing", "window"); Dialog.wiki(Story.get("Mission Briefing").processText()); Dialog.open(); <</script>> <</link>> \ <<link "› Deck plans">> <<script>> Dialog.setup("DECK PLANS", "window"); Dialog.wiki(Story.get("The Map").processText()); Dialog.open(); <</script>> <</link>> \ <<link "› Your phone">> <<script>> Dialog.setup("Phone", "small"); Dialog.wiki(Story.get("Phone").processText()); Dialog.open(); <</script>> <</link>> <<linkreplace "› Bolt cutters">>\ <span class="useitem"><img src="img/bolt-cutters.webp" alt="Bolt cutters" /></span>\ <</linkreplace>> \ <<if $haspaperclip is true>>\ <<linkreplace "› A small paper-clip">> <span class="useitem"><img src="img/paperclip.webp" alt="A small metal paper clip"></span>\ <</linkreplace>> <</if>>\ \ <<if $hasglossary is true>>\ <<link "› Nautical glossary">> <<script>> Dialog.setup("The Nautical glossary", "window"); Dialog.wiki(Story.get("Glossary").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ \ <<if $hasKeycard4 is true>>\ <<linkreplace "› Security Keycards">> <span class="useitem"><img src="img/keycard1234.webp" alt="Security Keycards - Level 1, 2, 3 and 4"></span>\ <</linkreplace>> <<elseif $hasKeycard3 is true>>\ <<linkreplace "› Security Keycards">> <span class="useitem"><img src="img/keycard123.webp" alt="Security Keycards - Level 1, 2 and 3"></span>\ <</linkreplace>> <<elseif $hasKeycard2 is true>>\ <<linkreplace "› Security Keycards">> <span class="useitem"><img src="img/keycard12.webp" alt="Security Keycards - Level 1 and 2"></span> <</linkreplace>> <<elseif $hasKeycard1 is true>>\ <<linkreplace "› Security Keycard Level 1">> <span class="useitem"><img src="img/keycard1.webp" alt="Security Keycard Level 1"></span> <</linkreplace>> <</if>>\ \ <<if $hasBloodnote is true>>\ <<link "› A bloodstained note">> <<script>> Dialog.setup("A bloodstained note", "small"); Dialog.wiki(Story.get("A bloody note").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ \ <<if $hascrumplednote is true>>\ <<link "› A crumpled note">> <<script>> Dialog.setup("A crumpled note", "small"); Dialog.wiki(Story.get("Gym note").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ \ <<if $hasiPad is true>>\ <<link "› The Security iPad">> <<script>> Dialog.setup("SECURITY iPAD", "small"); Dialog.wiki(Story.get("IPAD1").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ \ <<if $haslockerkey is true>>\ <<linkreplace "› A small metal key">> <span class="useitem"><img src="img/locker-key.webp" alt="A small metal key with the number '54' on it."></span>\ <</linkreplace>> <</if>>\ \ <<if $hasShowernote is true>>\ <<link "› The shower drains note">> <<script>> Dialog.setup("The shower drains note", "small"); Dialog.wiki(Story.get("Shower note").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ \ <<if $mednote is true>>\ <<link "› A medical log">> <<script>> Dialog.setup("A medical log", "window"); Dialog.wiki(Story.get("Medical note").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ \ <<if $haspostcard is true>>\ <<link "› A tourist's postcard">> <<script>> Dialog.setup("A tourist's postcard", "window"); Dialog.wiki(Story.get("Postcard").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ \ <<if $hasworkorder is true>>\ <<link "› A work order for the showers">> <<script>> Dialog.setup("A work order for the showers", "window"); Dialog.wiki(Story.get("Showers note").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ \ <<if $hasVriemandiary is 1>>\ <<link "› Dr Vrieman's diary">> <<script>> Dialog.setup("Dr Vrieman's diary", "window"); Dialog.wiki(Story.get("Vriemans notes").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ \ <<if $hasStevensnotes is true>>\ <<link "› Dr Stevens' notebook">> <<script>> Dialog.setup("Dr Stevens' notebook", "window"); Dialog.wiki(Story.get("Stevens notes").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ \ <<if $hasVodka is true>>\ <<linkreplace "› A bottle of vodka">> <span class="useitem"><img src="img/vodka.webp" alt="A bottle of '3X3 Triple Distilled Vodka'"></span>\ <</linkreplace>> <</if>>\ \ <<if $hasLN2 is true>>\ <<linkreplace "› Liquid Nitrogen">> <span class="useitem"><img src="img/LN2.webp" alt="A pack of Liquid Nitrogen"></span>\ <</linkreplace>> <</if>>\ \ <<if $hasHarrynote is true>>\ <<link "› A note about 'Harry'">> <<script>> Dialog.setup("Engineering note", "small"); Dialog.wiki(Story.get("Harry note").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ \ <<if $hasHarry is true>>\ <<linkreplace "› 'Harry'">> <span class="useitem"><img src="img/harry.webp" alt="Harry (the hammer)"></span>\ <</linkreplace>> <</if>>\ \ <<if $hasSilverwatch is true>>\ <<link "› A silver watch">> <<script>> Dialog.setup("A silver watch", "small"); Dialog.wiki(Story.get("Silver watch").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ \ <<if $hasCaptainsthumb is true>>\ <<linkreplace "› A severed thumb">> <span class="useitem"><img src="img/thumb.webp" alt="A severed thumb"></span>\ <</linkreplace>> <</if>>\ \ <<if $hasUSB is true>>\ <<linkreplace "› A security thumb-drive">> <span class="useitem"><img src="img/Security_USB.webp" alt="A security USB thumb-drive"></span>\ <</linkreplace>> <</if>>\ \ <<if $hasCircuitboard is true>>\ <<linkreplace "› A custom circuit board">> <span class="useitem"><img src="img/circuit_board.webp" alt="A custom 'Mark 3' circuitboard"></span>\ <</linkreplace>> <</if>>\ \ <<if $hasBidReport is true>>\ <<link "› The Achlys Bid Report">> <<script>> Dialog.setup("Achlys Bid Report", "window"); Dialog.wiki(Story.get("Bid report").processText()); Dialog.open(); <</script>> <</link>> <</if>>\
<<set $haspersesnote to true>>\ <<if $imagemode is true>>\ <span class="zoom"><img src="img/science_note.webp" alt="ACHLYS - SCIENCE TEAM FINAL REPORT. Doctor Joseph Vrieman. As you know, we're using isotopes of hydrogen as fuel for the main reaction. This means the fuel source is completely safe and we have an almost unlimited supply. We have moved isotope extraction from the ship into the device itself, so it is now completely self-sustaining. And of course, once the main process has begun, it will produce no harmful radiation. Current levels show the device is working well within safety limits. More importantly, our recent tests have delivered incredible results, with power output beyond anything we could have imagined. Where others are merely scratching at the surface, I have delivered a creation that harnesses the power of the stars: true, self-sustaining fusion power. We have finally achieved our goal: unlimited clean energy with no harmful impact on the world. This will change everything. We are now finally ready to proceed to full operation." width="640px"></span><<else>>\ The letter reads: <i>ACHLYS - SCIENCE TEAM FINAL REPORT Doctor Joseph Vrieman As you know, we're using isotopes of hydrogen as fuel for the main reaction. This means the fuel source is completely safe and we have an almost unlimited supply. We have moved isotope extraction from the ship into the device itself, so it is now completely self-sustaining. And of course, once the main process has begun, it will produce no harmful radiation. Current levels show the device is working well within safety limits. More importantly, our recent tests have delivered incredible results, with power output beyond anything we could have imagined. Where others are merely scratching at the surface, I have delivered a creation that harnesses the power of the stars: <u>true, self-sustaining fusion power</u>. We have finally achieved our goal: unlimited clean energy with no harmful impact on the world. <u>This will change everything</u>. We are now finally ready to proceed to full operation.</i> <</if>>\
<<if $easy is true>><<set $mode ++>><</if>>\ <div id="center"><H1> CHAPTER 3 </H1> <H2> 'The Captain' </H2> <span class="image"><img src="img/CH3.gif" alt="'Whoever he is, this guy is stalking the ship and killing the remaining crew while he tries to find those missing components'" width="540px"></span> <<timed 0.5s t8n>><<link "› Continue" "CH3 start">> <<set $ch to "CHAPTER 3">> <</link>><</timed>> </div>
<<set $eliasnote to true>>\ <<if $imagemode is true>>\ <span class="zoom"><img src="img/translation.webp" alt="The note reads: 'Ella, I think Stevens knows something. I'm running out of time. This is my last chance to get the (plans? blueprints?) for the (device? machine?) and get off the ship. I've (broken? hacked?) the navigation (computer? system?) and locked them out. That should cause some (trouble? chaos?) and allow me to escape. But if you need to regain control, the (access? password?) is the city where we first met. If anything goes wrong, get off the ship as fast as you can. Johansen.' Gerhardt asked me to translate this. My Russian isn't great, but this is the best I could do. What's this about? Elias." width="540px"></span><<else>>\ The note reads: <i>"Ella, I think Stevens knows something. I'm running out of time. This is my last chance to get the (plans? blueprints?) for the (device? machine?) and get off the ship. I've (broken? hacked?) the navigation (computer? system?) and locked them out. That should cause some (trouble? chaos?) and allow me to escape. But if you need to regain control, the (access? password?) is the city where we first met. If anything goes wrong, get off the ship as fast as you can. Johansen."</i> <i>Gerhardt asked me to translate this. My Russian isn't great, but this is the best I could do. What's this about? Elias.</i> <</if>>\
<<set $notes to true>><<linkreplace "› Arrival">>\ <b>Arrival:</b> There was supposed to be someone here to meet me when I arrived, but, so far, no sign of anyone. The door to the bridge was locked. All the lifeboats have gone, but there's one small life raft left. I found some bolt cutters nearby and used them to get into the bridge. There's no one steering the ship and no sign that anyone is onboard. The navigation system is locked on course. <<if $johansen gt 0>>It seems to be locked by the user 'Johansen'.<</if>> <<if $briefing is true>> I have re-checked my mission briefing and the deck plans. It looks like my first priority is to find my contact. Hopefully someone is still on board. If they are, they should be somewhere on Deck 3. <</if>><</linkreplace>> \ <<if $codeword gt 0>><<linkreplace "› Contact codeword">>\ <b>Contact codeword:</b> There is a message on my phone that says there's someone on the ship who can brief me properly. The code word to establish contact is '<b>expedite</b>'. <</linkreplace>> <</if>>\ \ <<if $vrieman is 0 and visited ("Cabin 2")>><<linkreplace "› Cabin 2">>\ <b>Cabin 2:</b> The door to Cabin 2 is locked, but it looks damaged. There was a noise from inside, I think there might be someone in there. Maybe there's something I can say that will get them to come to the door? <</linkreplace>> <</if>>\ \ <<if $vrieman gt 0>><<linkreplace "› My contact & the store code">>\ <b>My contact & the store code:</b> I found my contact! He's currently locked inside Cabin 2. He's told me I need to find the Security Officer and that I should also try the store room at the end of the corridor. The code to open it is: <b>$storecode</b> <</linkreplace>> <</if>>\ \ <<if $hasKeycard1 is true>><<linkreplace "› The storeroom">>\ <b>The storeroom:</b> I opened the storeroom. Inside I found the body of the dead security officer – it looks like he was murdered! What the hell is going on? He had a note on him and a Level 1 Security Keycard; I added them both to my pack. Perhaps I should try this keycard on the door to Cabin 2 and see if it works? <</linkreplace>> <</if>>\ \ <<if $vrieman gt 1>><<linkreplace "› New objectives">>\ <b>New objectives:</b> <<if $nom is "David">>$nom <<else>>My contact <</if>> is still trapped in Cabin 2. He claims there's some kind of nuclear reactor onboard. Is he telling the truth? I'm not sure what to believe. It seems like I need to find a way to turn the ship around. To do that, I need to get the password to the navigation system from Johannsen. I also need to find Gerhardt's security iPad. It might be inside a <b>hidden drawer</b> in his cabin? <</linkreplace>> <</if>>\ \ <<if visited ("Drawer")>>\<<linkreplace "› The security iPad">>\ <b>The security iPad:</b> <<if $foundiPad is not true>>I found the security iPad. It needs a code to unlock it, but I can't find the code anywhere. Maybe there's another way to discover it? <<else>>I found and managed to unlock Gerhardt's security iPad. On it there's some useful information relating to those missing components. There's also something about the navigation system with a note saying someone called 'Elias' was going to try and translate it. I wonder who this Elias is, and where I can find them? <</if>>\ <</linkreplace>> <</if>>\ \ <<if $hasOperationsnote is true>><<linkreplace "› The Operations room">>\ <b>The Operations room:</b> <<if $whiteboard is not true>>I found a note on the security iPad about an important meeting in the Operations room. A list of names have been written up on a <b>whiteboard</b>. I should head down to Deck 2 and check it out. <<else>>In the Operations room there's a whiteboard with some names on it. I took some notes: <i>Crew who have volunteered to remain: Lead officers: Captain: Ansel Karlsson, Security: Gerhardt Schafer Lead science team: Joseph Vrieman, Karl Johansen, David Stevens Volunteers who will lead the evacuation: Elias Nillson (Store manager), Astrid Berggren (Medical Officer), Ella Petrov (Head Chef)</i> <<if $hasShowernote is true>>\ I also found a key to a gym locker. <<elseif visited ("Gym") gt 0>>\ I also found a small metal key. Perhaps that will open one of the lockers in the Gym? <<else>>\ I also found a small metal key. <<if $easy is true>>It looks like a locker key?<<else>>I wonder what it fits?<</if>> <</if>><</if>>\ <</linkreplace>> <</if>>\ \ <<if visited ("The safe")>><<linkreplace "› The safe">>\ <b>The safe:</b> There's a small safe in Cabin 3. I think it has a Level 2 Keycard inside. <<if $hasShowernote is true>>I found a note that gives the suggested order for cleaning the shower drains. According to the crumpled note I found, that should help me get the combination.<<else>>I found a crumpled note that says the combination has something to do with cleaning the shower drains? I'm not sure that helps me much yet. I'll need to return once I've found the code.<</if>> <</linkreplace>> <</if>>\ \ <<if $hasKeycard2 is true>>\ <<linkreplace "› Keycard Level 2">>\ <b>Keycard Level 2:</b> I figured out the combination to the safe! Inside, I found a note from a 'Doctor Vrieman' who was leading the science team. It seems like they have created a working fusion reactor! They were preparing for a full test – I need to find out more. In the meantime, I now have access to any Level 2 security door. <</linkreplace>> <</if>>\ \ <<if $haspostcard is true>><<linkreplace "› Medbay and the postcard">>\ <b>Medbay and the postcard:</b> I found the 'spy' Johansen. If he was ever a threat, he certainly isn't one now. If there is a killer on board, I'm not sure it was him. I don't know what happened here, but I need to get his password so I can unlock the navigation system. All he had on him was a postcard, but I don't recognise the picture. <<if visited ("Postcard clue")>> I spoke to <<if $nom is not "David">> the guy in Cabin 2 <<else>> David <</if>> – he seems to think that this is the key to accessing the navigation system on the bridge. I'm just going to have to figure it out.<<else>>Perhaps I should show it to the guy in Cabin 2?<</if>> <</linkreplace>> <</if>>\ \ <<if $hasKeycard2 is true>><<linkreplace "› The navigation system">>\ <b>The navigation system:</b> I need to find a way to access the navigation system on the bridge, but it seems that Johansen is the only one who has the password. <<if $eliasnote is true>> However, I did find a note in the main stores. It was a translation of the russian message. It sounds like the password is the name of a city? It's a start, but I'll need more to go on.<</if>>\ <</linkreplace>> <</if>>\ <<if $hasKeycard3 is true>>\ <<button "PAGE 2">> <<script>> Dialog.setup("Mission Notes - page 2", "small"); Dialog.wiki(Story.get("Notes2").processText()); Dialog.open(); <</script>> <</button>> <</if>>\ <<button "BACK">> <<script>> Dialog.setup("Phone", "small"); Dialog.wiki(Story.get("Phone").processText()); Dialog.open(); <</script>> <</button>> <<if $easy is not 10>><span style="float:right;"><<button "TO DO">> <<script>> Dialog.setup("TO DO LIST", "small"); Dialog.wiki(Story.get("To do").processText()); Dialog.open(); <</script>> <</button>></span><</if>>\
<<linkreplace "› The navigation system">>\ <b>The navigation system:</b> I figured out the password – my first objective is complete! I've managed to turn the ship around and we should now be heading back towards international waters. <<if $decision2 is true>>I took a risk and decided to turn the AIS tracking back on. At least now the rescue team will know where we are. ...but so will everyone else.<<else>>I took a risk and kept the AIS tracking off. I'm not sure this ship is safe yet and I don't want to put anyone else in danger. But now no one knows we've changed course.<</if>> Now I just have to figure out what's going on and find these missing components. I've started a new notes page just to keep things organised. <</linkreplace>> \ <<linkreplace "› The components">>\ <b>The components:</b> I need to find and secure three 'components': <b>• The ethanol</b><<if $hasVodka is 1 or $hasKeycard4 is true>>: I found some 'triple distilled' vodka. It's now locked securely in the safe.<<elseif $hasVodka is not false>>: I found some 'triple distilled' vodka, I think this will suffice. <<elseif $mednote is true>>: There's no medical alcohol in the Med bay, but I did find a doctors log that mentions something I could search for instead. <<else>>: no leads on this component yet.<</if>> <b>• The coolant</b><<if $hasLN2 is not false>>: I found some Liquid Nitrogen. This should be perfect as a coolant. <<if $hasLN2 is 1>>It's now locked securely in the safe.<</if>><<elseif $hasStevensnotes is true>>: I found some notes written by Dr Stevens, he mentions where they might be storing the coolant.<<else>>: no leads on this component yet.<</if>> <b>• The circuit board</b><<if $hasCircuitboard is not false>>: I found the 'Mark 3' circuit board hidden in the engine room. <<if $hasCircuitboard is 1>>It's now locked securely in the safe.<</if>><<elseif visited ("Tasks")>>: On the Captain's laptop, he mentioned that he'd stored the circuit board in a storage locker. He set the access code to his wedding date. <<if $hasSilverwatch is true>>I guess that's not the same as the date of his anniversary? <</if>><<elseif $hasiPad and visited ("Storage locker")>>: On the security iPad it says this could be locked in a storage locker – perhaps the one I found down in the engine room?<<else>>: no leads on this component yet.<</if>> Once I have them all, I need to lock them away inside the main safe in the security room. <</linkreplace>> \ <<if $radio is true>>\ <<linkreplace "› Long range comms">>\ <b>Long range comms:</b> There's a long range communication system on the bridge. I'll need to find the correct channel frequency somewhere so I can send out a message and get rescued. \ <<if $achlyscode lt 9999>>\ I recieved a message from Achlys. They say I need to secure the device (or the device plans). Once I have them, I should contact them on channel: <b>$achlyscode</b>. <</if>>\ \ <<if $hasBidReport is true>>\ I found a report that contains information about an OPEC cartel and the Navy. They're both involved in a bidding war for the prototype reactor. Once I've secured the ship, I could contact either OPEC: <b>$opeccode</b> or the Navy: <b>$navycode</b> to arrange a rescue. I'll need to consider my options. <</if>>\ <</linkreplace>> <</if>>\ \ <<if $hasworkorder is true>>\ <<linkreplace "› The showers">>\ <b>The showers:</b> <<if $hasSilverwatch is not true>>\ I found a work order that says one of the walls in the showers might be 'fragile'. Perhaps I can find something to help me break through it? <<else>>\ I managed to smash a hole through the wall of the showers into the starboard side toilet. Inside, there's a dead body propped up against the toilet door. I can't move it at all, but I did retrieve a silver watch. There's a date on the back of it. \ <<if $hasCaptainsthumb is true>>\ I used the bolt cutters on the body trapped in the toilet. I now have his severed thumb. I feel like I crossed a line there, but I did what had to be done. This better work. <</if>><</if>>\ <</linkreplace>> <</if>>\ \ <<if visited ("Cabin 1 inside")>>\ <<linkreplace "› The Captain's cabin">>\ <b>The Captain's cabin:</b> I managed to get into Cabin 1. Inside I found several items. <<if visited ("Books left")>>\ There's an empty silver gift box that looks like it used to contain a bracelet or a watch. <</if>>\ \ <<if $hasworkorder is true and visited ("Engine room") is 0>>\ I found a work order. It seems that they tiled over an old door from the showers to the starboard toilet. It also mentions something about the engine room. Now I have a Level 3 keycard, I should probably head down to Deck 1 and see what I can find. <</if>>\ \ <<if visited ("The Crossword")>>\ There's a crossword with some lines drawn over it. Nearby there's a bookshelf with some naval history books. I have a feeling these might be linked somehow – maybe I should try solving it? <</if>>\ \ <<if visited ("Secret room")>>\ <<if visited ("Secure messages 3")>>\ I managed to get into the Captain's laptop! It's all pretty incriminating. It looks like Achlys are trying to sell their technology to the highest bidder. It also seems like someone onboard wiped all their project data from the servers. They have since changed the Security computer password to <b>apate_01</b>. <<else>>\ I solved the crossword and managed to gain access to a secret area of the room. Inside I found the Captain's laptop, but it requires his fingerprint. I'll need to find a way to access it somehow. <<if $hasUSB is true and $USBpass is true>>\ I wonder if the password '<b>PENTHOS</b>' mentioned in the Security manual might work with the USB thumb-drive I found? <</if>>\ <</if>><</if>>\ <</linkreplace>> <</if>>\ \ <<if visited ("Tools locker")>>\ <<linkreplace "› The engine room">>\ <b>The engine room:</b> I finally got down into the engine room. No sign of any chemical leak as far as I can tell. I found a tools locker. There's nothing in there I could use, but there was a note about someone called '<b>Harry</b>' – who is apparently now somewhere in the main stores? <<if $hasHarry is not true>> I should head back there and see if I can find him. <<else>> I found '<b>Harry</b>' – turns out he's actually a hammer. I wonder if I can find a use for him somewhere?<</if>> \ <<if visited ("Storage locker")>>\ I also found a 'storage' locker. It requires a 6-digit code to open it. <<if $hasSilverwatch is not true>>I don't have the code yet, I'll need to find it somewhere.<</if>> <<if $trieddate is true>>I tried using the date on the back of the silver watch, but annoyingly, it didn't work. It must be related though?<</if>><</if>> \ <<if visited ("Explore the Engine room") and $death is 0>>\ I think I finally came face to face with the man in the gas mask! He seemed to vanish into the cargo hold. I'm safe as long as he stays in there. I can't let him find those components! <</if>>\ <</linkreplace>> <</if>>\ \ <<if visited ("Lab inside")>>\ <<linkreplace "› The science lab">>\ <b>The Science lab:</b> I accessed the science lab. It looks like something happened in there, it's in quite a mess. I found a notebook from a Doctor Stevens. That could be a lead on finding the coolant? I also found part of a diary, but there are some pages missing. The final page is worrying. <</linkreplace>> <</if>>\ \ <<if visited ("Security inside")>>\ <<linkreplace "› The security office">>\ <b>The Security office:</b> I managed to get into the Security room. \ <<if $hasUSB is true and $USBpass is true and visited ("Laptop open") lt 1>>\ I wonder if I could access the Captain's laptop using the password '<b>PENTHOS</b>' mentioned in the Security manual? <</if>>\ \ <<if $seen gt 0>>\ I checked the video monitors. My contact says I should locate all three components and put them in the safe to make sure they're secure. <</if>>\ \ <<if visited ("Security PC")>>\ I managed to gain access to the Security system, I can now open the safe! <<elseif visited ("Secure messages 3")>>\ According to the messages I found on the Captain's laptop, the password to the Security system was changed to '<b>apate_01</b>'. <<else>>\ I found a Security manual along with a large safe and a row of video monitors. It looks like I'll need to access the security computer in order to open that safe. <</if>>\ \ <<if $hasBidReport is true>>\ I found a report detailing the bidding war between an OPEC cartel, Russia and the Navy. This is concerning! I'm starting to feel like a pawn in the middle of all of this. They were going to notify the winning bidder using: OPEC channel: <b>$opeccode</b> Navy channel: <b>$navycode</b> <</if>>\ \ <</linkreplace>> <</if>>\ <<button "PAGE 1">> <<script>> Dialog.setup("Mission Notes - page 1", "small"); Dialog.wiki(Story.get("Notes1").processText()); Dialog.open(); <</script>> <</button>> <<button "BACK">> <<script>> Dialog.setup("Phone", "small"); Dialog.wiki(Story.get("Phone").processText()); Dialog.open(); <</script>> <</button>> <<if $easy is not 10>><span style="float:right;"><<button "TO DO">> <<script>> Dialog.setup("TO DO LIST", "small"); Dialog.wiki(Story.get("To do").processText()); Dialog.open(); <</script>> <</button>></span><</if>>\
<span class="zoom"><img src="img/crossword.webp" alt="A crossword puzzle. There are red lines linking some of the missing letters. You'll need to solve most of the puzzle to get the answer." width="530px"></span> [[› Try solving the crossword|Crossword]] [[› Back to the cabin|Cabin 1 inside]] [[› Back to the corridor|Corridor]]
<<if $A1 and $A2 and $A3 and $A4 and $A5 and $A6 and $A7 and $A8>>ACROSS (SOLVED)<<set $across to true>><<else>>ACROSS<</if>> <<if $A1 is true>>3. <b>PORT</b><<else>><<linkreplace "3. A rich and fruity vintage (4)">>3. A rich and fruity vintage (4) <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["port"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $A1 to true>><<set $crossans ++>> <<replace "#output">><<= either(["CORRECT!"])>><</replace>>\ <<goto "Crossword">> <<else>>\ <<replace "#output">><<= either(["That isn't right"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span><</linkreplace>><</if>> \ <<if $A2 is true>>8. <b>ANCHOR</b><<else>><<linkreplace "8. The weight that ties you down (6)">>8. The weight that ties you down (6) <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["anchor"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $A2 to true>><<set $crossans ++>> <<replace "#output">><<= either(["CORRECT!"])>><</replace>>\ <<goto "Crossword">> <<else>>\ <<replace "#output">><<= either(["That isn't right"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span><</linkreplace>><</if>> \ <<if $A3 is true>>10. <b>AFT</b><<else>><<linkreplace "10. Fat rearranged (3)">>10. Fat rearranged (3) <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["aft"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $A3 to true>><<set $crossans ++>> <<replace "#output">><<= either(["CORRECT!"])>><</replace>>\ <<goto "Crossword">> <<else>>\ <<replace "#output">><<= either(["That isn't right"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span><</linkreplace>><</if>> \ <<if $A4 is true>>11. <b>LANYARD</b><<else>><<linkreplace "11. A cord, rope or strap, often used to fasten things on a ship (7)">>11. A cord, rope or strap, often used to fasten things on a ship (7) <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["lanyard"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $A4 to true>><<set $crossans ++>> <<replace "#output">><<= either(["CORRECT!"])>><</replace>>\ <<goto "Crossword">> <<else>>\ <<replace "#output">><<= either(["That isn't right"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span><</linkreplace>><</if>> \ <<if $A5 is true>>12. <b>HATCH</b><<else>><<linkreplace "12. Comes in-between the egg and the chicken (5)">>12. Comes in-between the egg and the chicken (5) <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["hatch"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $A5 to true>><<set $crossans ++>> <<replace "#output">><<= either(["CORRECT!"])>><</replace>>\ <<goto "Crossword">> <<else>>\ <<replace "#output">><<= either(["That isn't right"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span><</linkreplace>><</if>> \ <<if $A6 is true>>14. <b>SAIL</b><<else>><<linkreplace "14. A wind-catcher (4)">>14. A wind-catcher (4) <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["sail"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $A6 to true>><<set $crossans ++>> <<replace "#output">><<= either(["CORRECT!"])>><</replace>>\ <<goto "Crossword">> <<else>>\ <<replace "#output">><<= either(["That isn't right"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span><</linkreplace>><</if>> \ <<if $A7 is true>>15. <b>BRIDGE</b><<else>><<linkreplace "15. Over troubled water (6)">>15. Over troubled water (6) <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["bridge"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $A7 to true>><<set $crossans ++>> <<replace "#output">><<= either(["CORRECT!"])>><</replace>>\ <<goto "Crossword">> <<else>>\ <<replace "#output">><<= either(["That isn't right"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span><</linkreplace>><</if>> \ <<if $A8 is true>>18. <b>RUDDER</b><<else>><<linkreplace "18. This one’s for turning (6)">>18. This one’s for turning (6) <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["rudder"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $A8 to true>><<set $crossans ++>> <<replace "#output">><<= either(["CORRECT!"])>><</replace>>\ <<goto "Crossword">> <<else>>\ <<replace "#output">><<= either(["That isn't right"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span><</linkreplace>><</if>> \
<<if $D1 and $D2 and $D3 and $D4 and $D5 and $D6 and $D7 and $D8 and $D9 and $D10>>DOWN (SOLVED)<<set $down to true>><<else>>DOWN<</if>> <<if $D1 is true>>1. <b>BALLAST</b><<else>><<linkreplace "1. Extra weight, usually lead or iron (7)">>1. Extra weight, usually lead or iron (7) <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["ballast"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $D1 to true>><<set $crossans ++>> <<replace "#output">><<= either(["CORRECT!"])>><</replace>>\ <<goto "Crossword">> <<else>>\ <<replace "#output">><<= either(["That isn't right"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span><</linkreplace>><</if>> \ <<if $D2 is true>>2. <b>STARBOARD</b><<else>><<linkreplace "2. The other side of the ship (9)">>2. The other side of the ship (9) <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["starboard"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $D2 to true>><<set $crossans ++>> <<replace "#output">><<= either(["CORRECT!"])>><</replace>>\ <<goto "Crossword">> <<else>>\ <<replace "#output">><<= either(["That isn't right"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span><</linkreplace>><</if>> \ <<if $D3 is true>>4. <b>PORTHOLE</b><<else>><<linkreplace "4. The round window (8)">>4. The round window (8) <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["porthole"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $D3 to true>><<set $crossans ++>> <<replace "#output">><<= either(["CORRECT!"])>><</replace>>\ <<goto "Crossword">> <<else>>\ <<replace "#output">><<= either(["That isn't right"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span><</linkreplace>><</if>> \ <<if $D4 is true>>5. <b>RADAR</b><<else>><<linkreplace "5. Radio location system (5)">>5. Radio location system (5) <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["radar"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $D4 to true>><<set $crossans ++>> <<replace "#output">><<= either(["CORRECT!"])>><</replace>>\ <<goto "Crossword">> <<else>>\ <<replace "#output">><<= either(["That isn't right"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span><</linkreplace>><</if>> \ <<if $D5 is true>>6. <b>MAST</b><<else>><<linkreplace "6. A tall upright post (4)">>6. A tall upright post (4) <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["mast"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $D5 to true>><<set $crossans ++>> <<replace "#output">><<= either(["CORRECT!"])>><</replace>>\ <<goto "Crossword">> <<else>>\ <<replace "#output">><<= either(["That isn't right"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span><</linkreplace>><</if>> \ <<if $D6 is true>>7. <b>CABIN</b><<else>><<linkreplace "7. A shelter or compartment (5)">>7. A shelter or compartment (5) <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["cabin"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $D6 to true>><<set $crossans ++>> <<replace "#output">><<= either(["CORRECT!"])>><</replace>>\ <<goto "Crossword">> <<else>>\ <<replace "#output">><<= either(["That isn't right"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span><</linkreplace>><</if>> \ <<if $D7 is true>>9. <b>CAPTAIN</b><<else>><<linkreplace "9. The person in command (7)">>9. The person in command (7) <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["captain"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $D7 to true>><<set $crossans ++>> <<replace "#output">><<= either(["CORRECT!"])>><</replace>>\ <<goto "Crossword">> <<else>>\ <<replace "#output">><<= either(["That isn't right"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span><</linkreplace>><</if>> \ <<if $D8 is true>>13. <b>HELM</b><<else>><<linkreplace "13. Taking the wheel (4)">>13. Taking the wheel (4) <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["helm"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $D8 to true>><<set $crossans ++>> <<replace "#output">><<= either(["CORRECT!"])>><</replace>>\ <<goto "Crossword">> <<else>>\ <<replace "#output">><<= either(["That isn't right"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span><</linkreplace>><</if>> \ <<if $D9 is true>>16. <b>GALLEY</b><<else>><<linkreplace "16. Chef’s home (6)">>16. Chef’s home (6) <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["galley"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $D9 to true>><<set $crossans ++>> <<replace "#output">><<= either(["CORRECT!"])>><</replace>>\ <<goto "Crossword">> <<else>>\ <<replace "#output">><<= either(["That isn't right"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span><</linkreplace>><</if>> \ <<if $D10 is true>>17. <b>CREW</b><<else>><<linkreplace "17. Those aboard, willing to serve (4)">>17. Those aboard, willing to serve (4) <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["crew"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $D10 to true>><<set $crossans ++>> <<replace "#output">><<= either(["CORRECT!"])>><</replace>>\ <<goto "Crossword">> <<else>>\ <<replace "#output">><<= either(["That isn't right"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span><</linkreplace>><</if>>
<<if $A1 and $A2 and $A3 and $A4 and $A5 and $A6 and $A7 and $A8>><<set $across to true>><</if>>\ <<if $D1 and $D2 and $D3 and $D4 and $D5 and $D6 and $D7 and $D8 and $D9 and $D10>><<set $down to true>><</if>>\ \ <<if $across and $down>>\ <<if $crosswordsolved is not true>><<set $crosswordsolved to true>><<run $items.push('Spain at War')>>\<</if>>\ <span class="image"><img src="img/crossword_solved.webp" alt="The crossword puzzle is solved! The red lines link these letters: S P A I N A T W A R." width="600px"></span> You solved the crossword! You're not entirely sure if that was time well spent, but you can see the red lines now link some of the letters together to form three separate words. <<if $imagemode is not true>>The red lines link these letters: S P A I N A T W A R.<</if>> <<else>>\ <<if visited () gt 2>>\ <<linkreplace "› View the crossword">><span class="image"><img src="img/crossword_noclues.webp" alt="A crossword puzzle. There are red lines linking some of the missing letters. You'll need to solve most of the puzzle to get the answer." width="550px"></span><</linkreplace>> <<else>>\ <span class="image"><img src="img/crossword_noclues.webp" alt="A crossword puzzle. There are red lines linking some of the missing letters. You'll need to solve most of the puzzle to get the answer." width="550px"></span> <</if>>\ <<include "Across">> <<include "Down">> <span id="guide"><<if $easy is true>>\ <<if $hasglossary is true and $quicklink is not true>>\ You realise that this is the 'Mariner' crossword, so every answer must be a ship-related word. The Nautical Glossary you found could really help here! <<elseif $hasglossary is not true>>\ There's probably something to be found on the ship that could really help you solve this crossword. <</if>><</if>></span>\ \ <<if $quicklink is true>>\ <<link "› View the Nautical glossary">> <<script>> Dialog.setup("The Nautical glossary", "window"); Dialog.wiki(Story.get("Glossary").processText()); Dialog.open(); <</script>> <</link>> <<if $easy is true>>\ <<set _crossleft to 18-$crossans>>\ <<set _skipleft to 10-$crossans>>\ <<if _skipleft lte 0>>\ <span id="guide">If you wish, you can now skip <<link "skip">><<set $across to true>><<set $down to true>><<set $crosswordskip to true>><<goto "Crossword">><</link>> the remainder of this puzzle.</span> <<else>>\ <span id="guide">Armed with the glossary, you'll find this crossword is easier to solve than it seems. However, if you wish, you can skip this puzzle by getting _skipleft more words correct.</span> <</if>><</if>><</if>><</if>>\ \ <<if visited () lt 50 and $crosswordsolved is not true>>\ <<set _crossleft to 18-$crossans>>\ <span id="guide">Complete the crossword to see all the answers in place. <<if _crossleft is 1>>Just one left!<<else>>_crossleft words left.<</if>></span> <</if>>\ \ [[› Back to the cabin|Cabin 1 inside]] [[› Back to the corridor|Corridor]]
<<if $mainimg is not false>><span class="smallimage"><img src="img/silver-box.jpg" alt="A silver box sits on one of the shelves. On the top is written 'Happy Anniversary'"></span> <</if>>The bookshelves on the left are mainly fiction, consisting of thrillers and old novels by the likes of Clive Cussler and Tom Clancy. You browse through them, but none of them look particularly interesting. There are also a few ornaments proudly displayed, one of which is a small silver box with an inscription on it that reads <i>"Happy Anniversary"</i>. You open the box. It looks like it used to hold a gift, perhaps an expensive silver watch? However, there's nothing in there now. <<if visited ("Secret room")>>[[› Step into the secret area|Secret room 2]]<<else>>[[› Search the bookshelves on the right|Books right]]<</if>> [[› Back to the cabin|Cabin 1 inside]] [[› Back to the corridor|Corridor]]
<<if $hasStevensnotes is not true>><<set $hasStevensnotes to true>><<run $items.push('Chest freezer')>><</if>>\ <<if $imagemode is true>>\ <span class="zoom"><img src="img/stevens_notes.webp" alt="Everyone is gearing up for the full test in a few days. The mood should be high, but instead there’s an air of distrust. We can’t even start the ignition process because the Captain took the main circuit board. Apparently they’re updating its efficiency. My admiration for Joseph is immense. He really is a genius. But I'm concerned about him too. He’s so focused on the test, I think it’s affecting him. He's become more agitated and irritable, and has even started referring to the device as ‘her’. Maybe it’s nothing? Otherwise, it’s all going well. The device is working even better than expected. I just feel that in our haste we’ve missed something. We’re rushing forwards, but I worry that we’ve not considered all the consequences. Joseph assures me it’s completely stable. I’m sure he’s right, but still... I need to investigate further. That said, I genuinely believe that this device will change the world and I’m proud to be part of the team. Gerhardt is worried one of the new staff hires might be a corporate spy and has asked me to report anything strange. Well, something’s definitely not right with Johansen. I’m going to have to confront him about it. We recently swapped the active cooling for liquid nitrogen, but we’re lacking proper storage. Gerhardt has given the coolant to Ella to keep in the new *chest freezer*. I guess that will have to do until we get something better. There is a graph to one side with a note: Power output is almost off the charts. The most recent test produced over nine hundred times more energy than we put in!" width="770px"></span>\ <<else>>\ Written inside the notebook: <i>Everyone is gearing up for the full test in a few days. The mood should be high, but instead there’s an air of distrust. We can’t even start the ignition process because the Captain took the main circuit board. Apparently they’re updating its efficiency. My admiration for Joseph is immense. He really is a genius. But I'm concerned about him too. He’s so focused on the test, I think it’s affecting him. He's become more agitated and irritable, and has even started referring to the device as ‘her’. Maybe it’s nothing? Otherwise, it’s all going well. The device is working even better than expected. I just feel that in our haste we’ve missed something. We’re rushing forwards, but I worry that we’ve not considered all the consequences. Joseph assures me it’s completely stable. I’m sure he’s right, but still... I need to investigate further. That said, I genuinely believe that this device will change the world and I’m proud to be part of the team. Gerhardt is worried one of the new staff hires might be a corporate spy and has asked me to report anything strange. Well, something’s definitely not right with Johansen. I’m going to have to confront him about it. We recently swapped the active cooling for liquid nitrogen, but we’re lacking proper storage. Gerhardt has given the coolant to Ella to keep in the new </i><b>chest freezer</b><i>. I guess that will have to do until we get something better.</i> There is a graph to one side with a note: <i>Power output is almost off the charts. The most recent test produced over nine hundred times more energy than we put in!</i> <</if>>\
<<if $imagemode is true>><span class="zoom"><img src="img/diary_1.webp" alt="My dream is almost a reality, but I'm terrified I've made a deal with the devil. Achlys promised unlimited funds, with no strings attached, and I never thought to question it. My vision was for free energy - an end to the ancient dependence on fossil fuel that has been choking our planet. We're supposed to be a non-governmental company working for the betterment of the human race. So why does Ansel keep talking about 'investors' and 'other uses'? David and I are the perfect team. Caution holds him back, but sometimes I must admit, he sees things that I miss. With Johansen the team feels wrong. He keeps asking to see the plans? I'm worried he has some other agenda. From now on, the plans stay with me and only me. I must remind myself why we are creating this. I must have the vision to see beyond the petty ambitions of those who 'employ' me. There is no god other than the very fabric of the universe - and we are all made of the same stuff. This is about becoming the gods we could be. This is about taking responsibility for our own actions. This is not a moment to hesitate. Humanity stands on a crossroads of its own making. We must force ourselves to be optimistic for the future of mankind. This is about freeing the world from the tyranny of those who wish to keep us all in the dark ages. (there is also a small 'T:2' written in the margin)" width="770px"></span>\ \ <<else>>\ \ <i>My dream is almost a reality, but I'm terrified I've made a deal with the devil. Achlys promised unlimited funds, with no strings attached, and I never thought to question it. My vision was for free energy - an end to the ancient dependence on fossil fuel that has been choking our planet. We're supposed to be a non-governmental company working for the betterment of the human race. So why does Ansel keep talking about 'investors' and 'other uses'? David and I are the perfect team. Caution holds him back, but sometimes I must admit, he sees things that I miss. With Johansen the team feels wrong. He keeps asking to see the plans? I'm worried he has some other agenda. From now on, the plans stay with me and only me. I must remind myself why we are creating this. I must have the vision to see beyond the petty ambitions of those who 'employ' me. There is no god other than the very fabric of the universe - and we are all made of the same stuff. This is about becoming the gods we could be. This is about taking responsibility for our own actions. This is not a moment to hesitate. Humanity stands on a crossroads of its own making. We must force ourselves to be optimistic for the future of mankind. This is about freeing the world from the tyranny of those who wish to keep us all in the dark ages.</i> (there is also a small <i>'T:2'</i> written in the margin) <</if>>\ <<link "› Flick to the last page">> <<script>> Dialog.setup("A diary - final page", "window"); Dialog.wiki(Story.get("Last page").processText()); Dialog.open(); <</script>> <</link>>
<<if $mainimg is not false>><span class="smallimage"><img src="img/cabin_2_face.webp" alt="image: suddenly a face appears at the window"></span> <</if>><<if visited () gt 1>>You tap lightly on the door. After a moment, your contact approaches the window. <span id ="sp">"Hey, I'm not sure what else I can tell you? Are you any closer to getting into Security and opening this door yet? You have to hurry!"</span> <<else>>\ You gently knock on the door. There's a brief pause and then sounds of movement. A nervous face cautiously peers out, looking left and right to check you're alone, <span id ="sp">"Hey, I felt the ship moving, changing course? I'm hoping that means you worked out the navigation password? If so, nicely done!"</span> <</if>> <<include "questions2">>
<span id ="sp">"Johansen's dead? But... I thought... So if Johansen's dead, who killed...? What the hell is going on?" "Did he have anything on him? Something that will let you gain acccess to the navigation system? Maybe a password or a code or something?"</span> <<if $haspostcard is true>>You search your pack for the postcard and hold it up to the window, hoping he'll be able to help. <span id ="sp"><<if $easy is true>>\ "Hmmm... sorry, I don't recognise it. It looks like it could be for a capital city though? And there's something odd about that quote at the top?" <<else>>""Hmmm... sorry, I don't recognise it. It looks like it could be for a capital city though?" <</if>></span><</if>>\ \ <span id ="sp">"Look, I know you didn't ask for any of this but we're running out of time. Get up to the bridge, figure it out and turn this ship around!" </span> [[› Back to the corridor|Corridor]]
<<if $hasKeycard2 is true>>\ <span id ="sp">"You found a Level 2 keycard! That should open up a few more doors for you. Try the Main stores or the Med bay on the next deck down!"</span> <<else>>\ <span id ="sp">"You're going to have to get into some of the other cabins, to do that you're going to need to get hold of a Level 2 keycard from somewhere. No idea where though, but just keep exploring - I have faith in you!"</span> <</if>>\ [[› Back to the corridor|Corridor]]
<<if $mainimg is not false>><span class="image"><img src="img/toilet.webp" alt="image: The toilets. Written on the side of the toilet wall you see: 'What happened to Stevens?' and 'Harry was here!'" width="520px"></span> <</if>>You notice some writing on the toilet walls: <i>"What happened to Stevens?"</i>, <i>"Harry was here!"</i> – probably scrawled by bored occupants. There's a small sink attached to the wall and you catch sight of your own reflection in a dirty mirror above it. You look tired. You have barely had a chance to stop and take a breath from the initial briefing to here, stuck on a ship in the midde of the ocean on the other side of the world. Why did they pick you for this mission? Of course, you're capable, but you're still a relatively inexperienced field operative, tasked with something that perhaps seems more suited to an entire team. Maybe they really did think it was just going to be a simple 'meet and greet' scenario? You sigh and brush a little hair from your eyes. Of course, you're used to being underestimated… Your train of thought is suddenly interupted by a noise from somewhere up the corridor. [[› Quietly lock the toilet door and wait|toilet wait]] [[› Open the door and look for the source of the sound|Open and look]]
You gently shut and bolt the door. You stand. Motionless. Waiting. After a while you start to relax. You're getting spooked by the groans of the ship. It must have been nothing... Then, the unmistakable sound of footsteps. Impossible to tell the direction at first, but as they get steadily louder you realise they're coming down the corridor towards you. They sound slow, heavy and unhurried. Soon they're directly outside the door. And then they stop. You can hear a slow, rasping breathing sound coming from the other side of the door... [[› Wait in silence|Wait 2]]
You open the door and step out into the corridor. You're sure you heard the sound of footsteps. You stop and look back up the corridor, but you're not sure which direction the sound had come from. You stay silent and motionless, but after a while, you start to think that perhaps you imagined it. [[› The corridor|Corridor Deck 2]]
There is an agonising pause that feels like it stretches on for minutes. Then the footsteps continue down the corridor. You hear the sound of a security door unlocking, opening and then after a moment, closing again. And then silence once more. You wait a few moments in case the footsteps return. After a while, you feel confident that whoever it was has gone. [[› Step back into the corridor|Corridor Deck 2]]
<<if visited ("Objectives")>>\ [[› 'So what are my objectives again?'|Objectives]] (asked) <<else>>\ [[› 'So what are my objectives again?'|Objectives]] <</if>>\ <<if visited ("Objectives")>>\ <<if $hasVodka is false>>\ <<if visited ("Alcohol")>>\ [[› 'I'm having trouble finding the Alcohol'|Alcohol]] (asked) <<else>>\ [[› 'I'm having trouble finding the Alcohol'|Alcohol]] <</if>><</if>>\ <<if $hasLN2 is false>>\ <<if visited ("Coolant")>>\ [[› 'Where can I find the Coolant?'|Coolant]] (asked) <<else>>\ [[› 'Where can I find the Coolant?'|Coolant]] <</if>><</if>>\ <<if $hasCircuitboard is false>>\ <<if visited ("Circuit board")>>\ [[› 'I have no idea where the Circuit board is'|Circuit board]] (asked) <<else>>\ [[› 'I have no idea where the Circuit board is'|Circuit board]] <</if>><</if>>\ <<if $hasLN2 is not false and $hasCircuitboard is not false and $hasVodka is not false>>\ <<if visited ("I found them")>>\ [[› 'I found all three components!'|I found them]] (asked) <<else>> [[› 'I found all three components!'|I found them]] <</if>><</if>>\ <<if visited ("Security PC") lt 1>>\ <<if visited ("Security computer")>>\ [[› 'How do I get into the Security safe?'|Security computer]] (asked) <<else>>\ [[› 'How do I get into the Security safe?'|Security computer]] <</if>><</if>>\ <<if visited ("Tasks") and visited ("Storage locker")>>\ <<if visited ("Anniversary")>>\ [[› 'Do you know how long a 'silver anniversary' is?'|Anniversary]] (asked) <<else>>\ [[› 'Do you know how long a 'silver anniversary' is?'|Anniversary]] <</if>><</if>>\ <</if>>\ [[› 'Ok, I'll see you later'|Ok, speak later]] (end the conversation)
<<if $mainimg is not false>><span class="image"><img src="img/nav_system_3.webp" alt="image: The navigation system looks incredibly complex. The radio has been vandalised." width="100%"></span> <</if>><<if $decision2 is true>>You decide to re-enable the tracking system, hoping that this will make any rescue more likely. You make the required changes and hope that the powers that be can see the small dot representing your location appear on their screens. You've done everything you can here; you hope and pray it is enough to avoid potential disaster. You feel a sense of relief. One of your key objectives is now complete, and the ticking sense of urgency you've felt since you arrived eases a little. It feels like rescue is not too far away. Now you just have to find the rest of the components... Your thoughts are startled by the sudden sound of static as the radio bursts to life: <<type 40ms>><span id="sub2"><i>"...Kuolema...come in Kuolema... it looks ...ke you've regained control? ...an now see you.. .our syste... We... ...r course has changed? ...ease respond... Come in Kuole... ... ...eed an urgent update... do ... ...the plans?... ...is ... device safe?... ...are you there Karlsson? ..."</i></span><</type>>\ \ <<else>>\ You take a risk and decide to keep the tracking system disabled. Until the ship is entirely safe, you're not sure you want to broadcast its presence. That may make any rescue mission trickier, but it should also keep unwanted visitors away. You've done everything you can here, you hope and pray it is enough to avoid potential disaster. You feel a sense of relief. One of your key objectives is now complete, and the ticking sense of urgency you've felt since you arrived eases a little. Now you just have to find the rest of the components... Your thoughts are startled by the sudden sound of static as the radio bursts to life: <<type 40ms>><span id="sub2"><i>"...Kuolema...come in Kuolema... ...ease respond... Come in Kuole... ... ...eed an urgent update... ...ave you... managed to rega... ..ontrol? ... ...is ...device safe?... Hav...ou ...ocated the plans? ...are you there Karlsson? ..." </i></span><</type>><</if>>\ You excitedly reach for the microphone to reply, before realising with shock that the radio mic has been ripped from the console; loose wires are all that remain. In fact, it's so damaged that it's a wonder the radio is working at all. But you realise the more worrying part... It did not look like that when you first arrived. [[› CHAPTER 3|CH3]] <span id="sub4" style="color: #567"><b>STORY PROGRESS: 35%</b></span>
<<if $mainimg is not false>><span class="image"><img src="img/laptop-fingerprint.jpg" alt="The laptop has a fingerprint reader by the keyboard." width="100%"></span> <</if>>Beneath the keyboard you see a small fingerprint reader required to unlock the laptop. You'll have to find something that will allow you to gain access. <<if $hasUSB is true>>\ <<linkreplace "› Use the Security thumb-drive">>You retrieve the Security Override from your pack and insert it into the laptop's USB port. The screen immediately displays an admin prompt. If you have the security admin code, enter it below. <span id="guide"><<if $easy is true>>\ <<if $USBpass is true>>\ You found the security admin code written in the security manual, you should check your notes. <<else>>\ The security admin code must be written down somewhere? Maybe it's in the security office? <</if>><</if>></span>\ \ <span class="textenter"><<textbox "_input" "" >><<button "ENTER">></span>\ <<if ["penthos"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<goto "Laptop open USB">>\ <<elseif ["helsinki"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>Nice try.<</replace>>\ <<else>>\ <<replace "#output">><<= either(["Password rejected.", "You need the security admin code."])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span>\ \ <</linkreplace>> <</if>>\ \ <<if $hasCaptainsthumb is true>>\ [[› Use the severed thumb|Laptop open]] <</if>>\ \ <<if $hasUSB is not true and $hasCaptainsthumb is not true>>\ You try your own fingerprint several times, but of course it doesn't work. You look around for anything that could have the Captain's fingerprint on it. You don't see anything, but you suspect that only works in the movies anyway. It seems, one way or another, that you'll need to find something that enables you to gain access. Reluctantly, you step away from the laptop and back into the cabin. <span id="guide">You'll have to return here once you've found something that can help you unlock the laptop.</span> <</if>>\ \ [[› Back to the cabin|Cabin 1 inside]] [[› Back to the corridor|Corridor]]
<<set $decision3 to false>><span class="image"><img src="img/laptop_screen.jpg" alt="The laptop screen" width="100%"></span> <span id="guide">You are clearly the sort of person who will let nothing stand in between you and your goal! There may have been another way to gain access, but time is of the essence.</span> You retrieve the cold flesh from your pack and press the severed thumb onto the fingerprint reader. There's a worrying pause and you briefly wonder if you cut the right digit off. Then with no small amount of relief, you see the screen unlock. You wipe a little blood from the keyboard and continue. The laptop springs to life and you look over the contents. You browse through it all in the hope that it might contain something useful... <<if visited ("Email 2")>>[[› Internal email|Email 1]] (read)<<else>>[[› Internal email|Email 1]]<</if>> <<if visited ("Secure messages 3")>>[[› Secure Comms|Secure messages 1]] (read)<<else>>[[› Secure Comms|Secure messages 1]]<</if>> <<if visited ("Tasks")>>[[› Tasks|Tasks]] (read)<<else>>[[› Tasks|Tasks]]<</if>> [[› Close the laptop|Send message]]
<span class="image"><img src="img/laptop_screen.jpg" alt="The laptop screen" width="100%"></span> <span id="guide">You are clearly the sort of person who will explore every option to find a solution! There may have been another way to gain access, but you suspect you made the best choice.</span> You enter the admin code. There's a worrying pause as the screen turns off for a moment. Then text briefly flashes up saying <i>ADMINISTRATOR ACCESS</i> before the laptop springs to life. You browse through the laptop's contents in the hope that it might contain something useful... <<if visited ("Email 2")>>[[› Internal email|Email 1]] (read)<<else>>[[› Internal email|Email 1]]<</if>> <<if visited ("Secure messages 3")>>[[› Secure Comms|Secure messages 1]] (read)<<else>>[[› Secure Comms|Secure messages 1]]<</if>> <<if visited ("Tasks")>>[[› Tasks|Tasks]] (read)<<else>>[[› Tasks|Tasks]]<</if>> [[› Close the laptop|Send message]]
<<if $mainimg is not false>><span class="image"><img src="img/secret_room.webp" alt="image: Inside the small space, you find a table and chair with the only light coming from an angle-poised desk lamp" width="770px"></span> <</if>>The bookshelves on the right still lean at an awkward angle, giving you access to the secret area beyond. Inside is the Captain's hidden laptop. <<if visited ("Laptop start")>>[[› Use the laptop|Laptop start]]<<else>>[[› Try the fingerprint reader|Fingerprint]]<</if>> [[› Back to the cabin|Cabin 1 inside]] [[› Back to the corridor|Corridor]]
<span class="image"><img src="img/laptop_screen.jpg" alt="The laptop screen" width="100%"></span> You examine the contents of the Captain's secret laptop. You browse through it all in the hope that it might contain something useful. <<if visited ("Email 2")>>[[› Internal email|Email 1]] (read)<<else>>[[› Internal email|Email 1]]<</if>> <<if visited ("Secure messages 3")>>[[› Secure Comms|Secure messages 1]] (read)<<else>>[[› Secure Comms|Secure messages 1]]<</if>> <<if visited ("Tasks")>>[[› Tasks|Tasks]] (read)<<else>>[[› Tasks|Tasks]]<</if>> [[› Close the laptop|Send message]]
<<if $hasHarrynote is not true>><<set $hasHarrynote to true>><<run $items.push('Harry')>><<run Engine.show()>><</if>>\ <<if $imagemode is true>>\ <span class="zoom"><img src="img/engineering-note.webp" alt="'Work's been completed in the showers, but sad news – I'm afraid old *Harry* died in the process. I know he meant a lot to all of us. Don't worry though, he's been replaced. You can now find him in the Main stores.'" width="390px"></span><<else>>\ The note reads: <i>Work's been completed in the showers, but sad news – I'm afraid old <b>Harry</b> died in the process. I know he meant a lot to all of us. Don't worry though, he's been replaced. You can now find him in the Main stores.</i> <</if>>\
<<if $imagemode is true>>\ <span class="zoom"><img src="img/silver_watch.webp" alt="A silver watch. On the back is written: 'Happy anniversary my love. 18.03.24" width="770px"></span><<else>>\ A silver watch. On the back is written: <i>"Happy anniversary my love. 18.03.24"</i> <</if>>\
<<set $hasCaptainsthumb to true>><<set $decision3 to false>>\ <<if visited ("Books left")>>\ The dead man trapped inside must be the missing Captain. You're not sure what happened to him, but clearly, you’ll be getting no information from him now. <<else>>\ You have no idea who the dead body is or what might have happened to them. <</if>>\ <<if visited ("Secret room")>>\ Perhaps there is one useful thing he can give you. You shudder at the very idea, but you need to access that laptop and can think of no other way. <<else>>\ There's no way to dislodge or even pull the body through the hole. The only thing you can do is use the bolt cutters to cut something off. You're not entirely sure why you need to, but for some reason you feel this is something that just has to be done. <</if>>\ You retrieve the bolt cutters from your pack, thrust them into the hole, and search for his arm. You trace your way up to the hand and find his thumb. You manage to squeeze your other arm into the hole and, glad that you can't fully see what you're doing, grip the bolt cutters and apply pressure until you hear the crunch of bone. With a little more effort, you manage to cut all the way through – almost dropping the thumb as it comes loose. You pull both arms back into the light. Thankfully there's not too much blood. You store the thumb away for future use, trying not to think too hard about what you've just done. <<if $mainimg is not false>><<timed 7s t8n>><span class="useitem"><img src="img/thumb.webp" alt="The Captain's thumb"></span><</timed>> <<timed 8s t8n>>[[› Back to the showers|Showers]] [[› Back to the corridor|Corridor Deck 2]]<</timed>><<else>>\ [[› Back to the showers|Showers]] [[› Back to the corridor|Corridor Deck 2]]<</if>>
<<set $decision3 to true>>You can't bring yourself to do it. There has to be another way. And if you can't find one, you can always come back later. [[› Back to the showers|Showers]] [[› Back to the corridor|Corridor Deck 2]]
<h2>SECURE COMMUNICATIONS</h2> <div id="screen"><span id = "pctext"><b>MESSAGE 2</b></span> <span id="text_left">What the hell happened? How were you infiltrated?</span> <span id="text_right">We had an incident with Johansen, he tried to take the plans. There was a fight and it turned out he was armed. By the time we overpowered him, he’d shot Dr Stevens.</span> <span id="text_left">And Johansen?</span> <span id="text_right">He’s still alive but wounded. He's currently in medical while we interrogate him.</span> <span id="text_left">Who is he working for? Corporate or government?</span> <span id="text_right">It looks like the Russians got to him. He was involved with Ella and they threatened her life, forcing him to steal the device plans. Fortunately we stopped him before he could, but he did manage to hack our Nav system before he made his move. Comms are down too.</span> <span id="text_left">How was this allowed to happen? Where is Gerhardt?</span> <span id="text_right">Gerhardt is questioning him now. It looks like he was planning to send a distress call out once we were in Chinese waters. That would force their coast guard to board the ship. He then planned to escape in the confusion.</span> <span id="text_left">It is imperative we retain control of the ship, the device and our intellectual property. Find out everything this spy knows and get the ship back on course. His wellbeing is irrelevant.</span> <span id="text_right">Understood. But we can't keep this quiet from the crew. We're struggling to explain the sudden change of course, let alone the fact that one of the science team is dead. Added to that, it seems to have pushed Dr Vrieman over the edge. He's locked himself in the cargo hold.</span> <span id="text_left">We no longer have confidence in the loyalty of the crew. Make up a story and get them off the ship. Say there's been a chemical leak; that should keep the coast guard away. Keep a skeleton staff onboard; key officers only. And make sure Dr Vrieman can't meddle with the reactor. He's served his purpose and has caused us too many problems.</span></div> <<button "NEXT MESSAGE" "Secure messages 3">><</button>> [[› Back|Laptop start]]
<h2>SECURE COMMUNICATIONS</h2> <div id="screen"><span id = "pctext"><b>MESSAGE 3</b></span> <span id="text_left">We have not heard from you since our last message. Have you regained control? Please report.</span> <span id="text_left">The Security computer has been compromised; project data has been wiped. Our system shows that it was accessed from on board the ship. We have now changed the password remotely to: <b>apate_01</b></span> <span id="text_left">We need to sort this problem immediately! It is VITAL that we do not lose control of the device. The buyers are already agitated. The plans alone are worth billions!</span> <span id="text_left">If the ship's course is not corrected, you will be in Chinese waters within the day. We are putting emergency plans into effect. We have liaised with a Navy team who will help to cover up this incident. They're sending an operative – they will be expendable and unaware of all details – keep it that way. Expect security validation word: 'expedite'.</span></div> <<if $decision4 gt 0>>\ <<button "NEXT MESSAGE" "Secure messages 4">><</button>> <</if>>\ [[› Back|Laptop start]]
<h2>INTERNAL EMAIL</h2> <div id="screen"><span id="pctext"><b>TO:</b> Dr David Stevens <b>SUBJECT:</b> Re: Concerns re. reactor test Thank you for your suggestion, however, we are working to a very tight schedule and do not have time for additional delays. Dr Vrieman has assured us that the device is operating well within safety margins and his stability equation still holds. An additional week to create a procedure that will never be needed is therefore not required. -- <b>Ansel Karlsson</b> Captain, The Kuolema </span></div> [[› Back|Laptop start]]
<<set $decision4 to 1>><h2>SECURE COMMUNICATIONS </h2> <div id="screen"><span id = "pctext"><b>SENDING...</b></span> <<type 40ms>><span id="text_right">The Captain and Head of Security are dead, murdered by someone on the ship. Send help!</span><</type>> <<if $decision2 is true>><<timed 10s>><<type 46ms>><span id="text_left">Understood. The ship is being tracked via AIS. There is now a no-fly zone set up around your location - no air or sea transport allowed within 100 miles. Secure the device. If that becomes impossible, locate the plans. We can arrange a significant finders fee.</span><</type>><</timed>><<else>><<timed 9s>><<type 46ms>><span id="text_left">Understood. Your AIS is disabled, we can't track your position. Because of this, there is now an area wide alert. There is a no-fly zone set up around your last known location - no air or sea transport allowed within 100 miles. We are unable to send rescue until you ensure either the device is safe or you have the plans.</span><</type>><</timed>><</if>> <<timed 22s>><<type 40ms>><span id="text_left">Confirm with us directly using channel <b>$achlyscode</b>.</span><</type>><</timed>> <<timed 25s>><span id = "pctext"><b>CHANNEL CLOSED</b></span><</timed>></div> You type out your message, pause for a moment wondering if this is the right thing to do, then hit 'send'. You wait anxiously, wondering if you'll get a reply. There's a long delay and you're about to give up, but then a new message appears on the screen. \ <<timed 26s>> The channel has now been closed at their end, it looks like that's all you'll get. [[› Back to the cabin|Cabin 1 inside]] <</timed>>
<<set $decision4 to 3>><h2>SECURE COMMUNICATIONS </h2> <div id="screen"><span id = "pctext"><b>SENDING...</b></span> <<type 40ms>><span id="text_right">The ship is secure and back on course. I am now ready for rescue.</span><</type>> <<if $decision2 is true>>\ <<timed 10s>><<type 46ms>><span id="text_left">Well done! AIS is working and we can see you on our systems. However, before we can sanction a rescue you must secure the device and ensure it cannot be operated or tampered with. If that becomes impossible, retrieve the plans. Confirm once secure using channel <b>$achlyscode</b>.</span><</type>><</timed>> <<else>>\ <<timed 10s>><<type 46ms>><span id="text_left">Thank you. However, AIS appears to be turned off, so we can't arrange a rescue. You must ensure the device is safe and cannot be operated or tampered with. If that becomes impossible, retrieve the plans. Once done, send us your location using channel <b>$achlyscode</b>.</span><</type>><</timed>> <</if>>\ <<timed 23s>><span id = "pctext"><b>CHANNEL CLOSED</b></span><</timed>></div> You type out your message, pause for a moment wondering if this is the right thing to do, then hit 'send'. You wait anxiously, wondering if you'll get a reply. There's a long delay and you're about to give up, but then a new message appears on the screen. \ <<timed 24s>> The channel has now been closed at their end, it looks like that's all you'll get. [[› Back to the cabin|Cabin 1 inside]] <</timed>>
<<set $decision4 to 4>><h2>SECURE COMMUNICATIONS </h2> <div id="screen"><span id = "pctext"><b>SENDING...</b></span> <<type 40ms>><span id="text_right">This is Ansel. The situation has become critical. Send in a rescue team.</span><</type>> <<timed 10s>><<type 46ms>><span id="text_left">I'm sorry Ansel. You failed to carry out your orders. Emergency plans are now in effect.</span><</type>><</timed>> <<if $decision2 is true>>\ <<timed 12s>><<type 46ms>><span id="text_left">We have arranged for a Navy operative to secure the ship. If that fails we'll have to take more drastic measures. You are being tracked via AIS and there is now a no-fly zone set up around your location - no air or sea transport allowed within 100 miles.</span><</type>><</timed>><<else>>\ <<timed 12s>><<type 46ms>><span id="text_left">We have arranged for a Navy operative to secure the ship. If that fails we'll have to take more drastic measures. There is now a no-fly zone set up within 100 miles of your last known location.</span><</type>><</timed>><</if>> <<timed 16s>><<type 46ms>><span id="text_left">If you require rescue, you'll need to justify it. Secure the device then retrieve the plans. Use channel <b>$achlyscode</b> once you have them.</span><</type>><</timed>> <<timed 33s>><span id = "pctext"><b>CHANNEL CLOSED</b></span><</timed>></div> You type out your message, pause for a moment wondering if this is the right thing to do, then hit 'send'. You wait anxiously, wondering if you'll get a reply. There's a long delay and you're about to give up, but then a new message appears on the screen. \ <<timed 34s>> The channel has now been closed at their end, it looks like that's all you'll get. [[› Back to the cabin|Cabin 1 inside]] <</timed>>
<<set $decision4 to 2>><h2>SECURE COMMUNICATIONS </h2> <div id="screen"><span id = "pctext"><b>SENDING...</b></span> <<type 40ms>><span id="text_right">I think Doctor Vrieman has gone insane and is trying to set off the reactor. Please advise.</span><</type>> <<timed 10s>><<type 46ms>><span id="text_left">Who is this? Is that Ansel?</span><</type>><</timed>> <<timed 13s>><<type 46ms>><span id="text_left">We shall assume not. Thank you, we shall take this under advisement. Do not allow him access to the device. Subdue him by any means necessary. Lethal force is recommended. Once the device and the ship is safe, send confirmation using channel <b>$achlyscode</b> and we will send in a rescue team.</span><</type>><</timed>> <<timed 26s>><span id = "pctext"><b>CHANNEL CLOSED</b></span><</timed>></div> You type out your message, pause for a moment wondering if this is the right thing to do, then hit 'send'. You wait anxiously, wondering if you'll get a reply. There's a long delay and you're about to give up, but then a new message appears on the screen. \ <<timed 27s>> The channel has now been closed at their end, it looks like that's all you'll get. [[› Back to the cabin|Cabin 1 inside]] <</timed>>
<<set $achlyscode to 9999>><<set $decision4 to 0>>\ You consider your options, but in the end, you suspect that any communication with Achlys will not go well. Reluctantly, you decide to close the laptop and step back into the Captain's cabin to plan your next move. For now at least, the channel remains open; so you can change your mind if you wish. You take one more look around. It feels like you've done all you can in here. [[› Back to the cabin|Cabin 1 inside]]
<<if $mainimg is not false>><span class="smallimage"><img src="img/security.jpg" alt="image: The security office. A row of monitors sits above a desktop computer."></span> <</if>><h3>Camera feeds</h3>DECK 1: <<linkreplace "› Engine room">><b>Engine room</b> The light goes on and the screen switches to show a grainy black and white view of the Engine room. You can see a set of metal steps that lead up to the deck above. Underneath them are two metal lockers. There's nothing else unusual to see. <</linkreplace>> <<linkreplace "› Cargo hold">><b>Cargo hold</b> The light switches on and the screen flickers, but all you get is a black picture. It seems like this camera is broken – or has been disabled.<</linkreplace>> DECK 2: <<linkreplace "› Science lab">><b>Science lab</b> The light flicks on and the screen stutters, eventually showing the interior of the science lab. Machine parts are littered on the floor and there's a bundle of material in one corner that looks like a makeshift bed. You can't see anyone in there. <</linkreplace>> <<linkreplace "› Med bay">><b>› Med bay</b> The room light flashes and you're shown a familiar, if rather grainy image of the med bay. The body of Johansen still lies there on the bed, another lifeless body on this morgue of a ship.<</linkreplace>> DECK 3: <<linkreplace "› Cabin 1">><b>Cabin 1</b> The light flashes and the screen switches to show the interior of Cabin 1. You can see a rather luxurious room with wood pannelling, a large oak table and row of bookshelves. It doesn't look as if there's anyone in there. <</linkreplace>> \ <<linkreplace "› Cabin 2">><b>Cabin 2</b> The small LED illuminates and you see the interior of a dark cabin. You can see a very untidy desk strewn with papers, books and a large leather-bound folder of some kind. There's a bed on the far side, but no sign of the man trapped in there. \ <<if $seen is 0>><<set $seen to 1>>\ Suddenly, his face looms large on the screen! <span id ="sp">"Hey, is that you? The camera light just came on. I'm really hoping that's you! "This thing only works one way, so I can't hear or see you, but I'm guessing you've made it into Security?"</span> He waits for a moment, then continues, <span id ="sp">"So how's it going with those components? If you've found them all, you just need to access the computer to unlock the safe and store them away securely. Once you've done that, you can get me out of here and we can get off this damn ship!"</span> There's a long pause while he stares into the camera. Then he vanishes off-screen. <<elseif $seen is 1>><<set $seen to 2>>\ <span id ="sp">"Please tell me you have them all now!? I'm going crazy in here!"</span> His voice comes out of the speakers, but you can't see him on the screen. <span id ="sp">"Look, I've got an idea of how to get me out. Come back here when you've put those components in the safe!"</span> You don't hear anything more. <</if>>\ <</linkreplace>> \ <<linkreplace "› Cabin 3">>\ <b>Cabin 3</b> The small light turns on and the picture changes to show the interior of cabin 3. You can see a familiar room with the bed, the desk and the cupboard. There's no sign of movement. <</linkreplace>> <<linkreplace "› Cabin 4">>\ <b>Cabin 4</b> The LED flashes on, the screen changes and you can now see into cabin 4. The picture of the dead security officer still stands on the desk. The empty desk drawer remains open underneath. You're fairly sure you left it shut. Has someone else been in there?<</linkreplace>> [[› Back to the Security office|Security inside]] [[› Back to the corridor|Stairs Deck 2]]
<<timed 0.2s t8n>><span id="sub2"><b>☑ The bottle of vodka is stored inside</b></span><</timed>> <<timed 0.6s t8n>><span id="sub2"><b>☑ The liquid nitrogen is stored inside</b></span><</timed>> <<timed 1.0s t8n>><span id="sub2"><b>☑ The circuit board is stored inside</b></span><</timed>> <<timed $ttext+1.7+'s' t8n>>You gently place the last component inside. You try closing the door, but it's a lot heavier than it looks. You return to the computer and hit <i>Close the safe</i>. You turn to watch the safe door slowly close of its own accord. In moments, the components and the ship will be secure. You feel a genuine sense of accomplishment!<</timed>> <<timed $ttext+4+'s' t8n>>At that moment you hear a noise from somewhere outside the Security office door.<</timed>> <<timed $ttext+5+'s' t8n>><<linkreplace "You turn...">><<timed 0s t8n>>You turn to see the handle slowly twisting…<</timed>> <<timed $ttext+1.4+'s' t8n>>Suddenly the door bursts open and a large figure wearing an ominous-looking gas mask strides in. He's holding some sort of canister. It's letting off a cloud of noxious gas which begins to fill the room. He advances, blocking any chance of escape. You stand, shocked, backing away from him, but there's nowhere to go.<</timed>> <<timed $ttext+6.5+'s' t8n>><span id ="sp">"I knew you could find them all! Now we have everything we need to set her free!"</span><</timed>> <<timed $ttext+9+'s' t8n>>The voice is slightly muffled behind the mask, but you have a horrible feeling you recognise it.<</timed>> <<timed $ttext+11+'s' t8n>>You're trying not to breathe in the gas, but you can't help it. As he's talking, the world seems to lurch. You're aware you're falling. You feel your head hit something as you go down and you can feel yourself losing consciousness. The figure walks slowly towards you, leans over, and hits the <i>Open the safe</i> button.<</timed>> <<timed $ttext+17+'s' t8n>>You watch, unable to do anything as the almost-closed safe door slowly starts to open again, revealing the components inside. The man leans down towards you and you can see his blue eyes peering at you through the scratched glass.<</timed>> <<timed $ttext+22+'s' t8n>><<if $decision1 is false>><span id ="sp">"I think neither of us has been entirely honest. But let's try again. My name is Doctor Joseph Vrieman."</span><<else>><span id ="sp">"I'm sorry, I haven't been entirely honest. My name is Doctor Joseph Vrieman."</span><</if>><</timed>> <<timed $ttext+25+'s' t8n>>His voice is quiet, murmering almost to himself.<</timed>> <<timed $ttext+26+'s' t8n>><span id ="sp">"Don't worry, she'll be with us soon. Then everything will make sense."</span><</timed>> <<timed $ttext+27+'s' t8n>>It's the last thing you hear before your world fades to darkness...<</timed>> <<if $mainimg is not false>>\ <<timed $ttext+28+'s' t8n>><img src="img/gasmask.webp" alt="Dr Joseph Vrieman stares at you through the cracked glass of the gas mask" width="100%"><</timed>> <</if>>\ \ <<timed $ttext+29+'s' t8n>>[[› CHAPTER 4|CH4]] <span id="sub4" style="color: #567"><b>STORY PROGRESS: 70%</b></span><</timed>><</linkreplace>><</timed>>
<<if $mainimg is not false>>\<span class="smallimage"><img src="img/security_safe_closed.webp" alt="The Security safe"></span> <</if>><<if visited () is 1>>The password is accepted! <</if>>\ \ You log into the computer and scroll through the options, but it seems to be quite a limited system. You search around for some way to open the door to Cabin 2, but you can't see anything. However, it does look like the computer is able to automatically open and close the safe behind you. [[› Open the safe|Access report]] <<linkreplace "› Close the safe">> The safe is already closed.<</linkreplace>> [[› Back to the Security office|Security inside]] [[› Back to the corridor|Stairs Deck 2]]
<<if $hasLN2 is 1 and $hasVodka is 1 and $hasCircuitboard is 1>><<goto "The stranger">><</if>>\ <<if $mainimg is not false>><span class="smallimage"><img src="img/security_safe_open.webp" alt="The security safe - the heavy metal door begins to open"></span> <</if>><<if $hasBidReport is not true>>\ You hit the <i>'Open the safe'</i> button and there is a loud 'clunk' behind you as the automatic locks inside it disengage. Then, slowly but surely, the door begins to open on motorised hinges. The door itself looks like it's several inches thick of solid steel. You wait patiently for the door to open. Once it has, you peer inside hoping to find something of value, but all you find is another Achlys report. <<link "› Take a look at the report">>\ <<script>> Dialog.setup("Achlys Bid Report", "window"); Dialog.wiki(Story.get("Bid report").processText()); Dialog.open(); <</script>> <</link>> <<else>>\ <<if lastVisited("Security PC") is 1 or lastVisited("Check the safe") is 1>>You access the computer and hit <i>Open the safe</i>. As before, the locks disengage and door opens slowly but surely. You peer inside.<</if>> The bid report you found is now in your pack and you have also made a note of the channel codes in your mission notes. <<if $hasLN2 is not false and $hasVodka is not false and $hasCircuitboard is not false>>\ Finally, your objectives are almost complete! Once you've stored all three items, the ship will be secure. Then you can focus on freeing your contact and calling for rescue. Of course, there's still the matter of the device itself, but you can worry about that later. <<elseif $hasBidReport is true>>\ You can now store the three components securely inside the safe: <</if>>\ \ <<if $hasVodka is true>>\ <<link "› Put the vodka inside">> <<set $items.delete("Vodka")>><<set $hasVodka to 1>><<goto "Access report">>\ <</link>> \ <<elseif $hasVodka is false>>\ <span id="sub2" style="color: #BCD"><b>• You have yet to locate the ethanol</b></span> \ <<elseif $hasVodka is 1>>\ <span id="sub2"><b>☑ The bottle of vodka is safely stored inside</b></span> <</if>>\ \ <<if $hasLN2 is true>>\ <<link "› Put the liquid nitrogen inside">> <<set $items.delete("Liquid Nitrogen")>><<set $hasLN2 to 1>><<goto "Access report">>\ <</link>> \ <<elseif $hasLN2 is false>>\ <span id="sub2" style="color: #BCD"><b>• You haven't found the coolant yet</b></span> \ <<elseif $hasLN2 is 1>>\ <span id="sub2"><b>☑ The liquid nitrogen is safely stored inside</b></span> <</if>>\ \ <<if $hasCircuitboard is true>>\ <<link "› Store the circuit board inside the safe">> <<set $items.delete("Circuit board")>><<set $hasCircuitboard to 1>><<goto "Access report">>\ <</link>> \ <<elseif $hasCircuitboard is false>>\ <span id="sub2" style="color: #BCD"><b>• You're still missing the circuit board</b></span> \ <<elseif $hasCircuitboard is 1>>\ <span id="sub2"><b>☑ The circuit board is safely stored inside</b></span> <</if>>\ \ <<if $hasLN2 is false or $hasVodka is false or $hasCircuitboard is false>>\ <span id="guide">You will have to return once you've located them all.</span> <</if>><</if>>\ [[› Close the safe|Security inside]]
<<if $easy is true>><<set $mode ++>><</if>>\ <<set $packopen to false>><<set $hasPhone to false>><<set $hasVodka to false>><<set $notes to false>><<set $items to ["Choose:"]>>\ <div id="center"><H1> CHAPTER 4 </H1> <H2> 'Dr. Vrieman' </H2> <span class="image"><img src="img/CH4.gif" alt="'My dream was to give free energy to the world. But I have lost all faith in humanity.'" width="540px"></span> <<timed 0.5s t8n>><<link "› Continue" "Cargo container">> <<set $ch to "CHAPTER 4">> <</link>><</timed>> </div>
You change the channel to <b>$achlyscode</b>. You are now able to send a message to <b>Achlys</b>, along with your GPS location. <<if $hasPlans is true>>\ <<if visited ("ACHLYS") gt 2>>Are they your best choice? Would humanity really be safe with this technology in their hands? <<else>>\ They may be the ones most able to make use of this fusion discovery, and they genuinely seem to want to use the technology to create clean, green energy for the world – as long as they make a profit in the process. Of course, their 'move fast and break things' attitude may also put the world at risk. <</if>>\ [[› 'The ship is lost, but I have the plans and I am ready to negotiate'|Stern final][$message to 1]] [[› Reconsider|Navigation final]] <<elseif $hasKeycard4 is true>>\ However, Achlys were only ever interested in saving the device – or the device plans. You have neither and your welfare is not on their agenda. You don't have anything to negotiate with. You're better off getting out of here and hoping for rescue. [[› Reconsider|Navigation final]] <<else>>\ Are Achlys the best choice? They seem very keen to get hold of these 'plans' they mentioned, but you've not come across them anywhere. They also said you should only contact them once the ship was secure. You decide to wait until the components are safely locked away before sending out a rescue call. [[› Back to the navigation system|The navigation system]] <</if>>\
<<link "› Deck plans">> <<script>> Dialog.setup("DECKPLANS", "window"); Dialog.wiki(Story.get("The Map").processText()); Dialog.open(); <</script>> <</link>> \ <<if $haspaperclip is true>>\ <<linkreplace "› A small paper-clip">> <span class="useitem"><img src="img/paperclip.webp" alt="A small metal paper clip"></span>\ <</linkreplace>> <</if>>\ \ <<linkreplace "› Security Keycards">> <span class="useitem"><img src="img/keycard1234.webp" alt="Security Keycards - Levels 1, 2, 3 and 4"></span>\ <</linkreplace>> \ <<if $hasVriemandiary is 2>>\ <<link "› Dr Vrieman's diary">> <<script>> Dialog.setup("Dr Vrieman's diary - First page", "window"); Dialog.wiki(Story.get("Vdiary1").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ \ <<if $hasBoltcutters is true>>\ <<linkreplace "› Bolt cutters">>\ <span class="useitem"><img src="img/bolt-cutters.webp" alt="The bolt cutters" /></span>\ <</linkreplace>> <</if>>\ \ <<if $hasHarry is true>>\ <<linkreplace "› 'Harry'">> <span class="useitem"><img src="img/harry.webp" alt="Harry - the hammer"></span>\ <</linkreplace>> <</if>>\ \ <<if $hasBlacklight is true>>\ <<linkreplace "› A blacklight">> <span class="useitem"><img src="img/blacklight.webp" alt="A small, portable blacklight. It looks a bit like a torch."></span>\ <</linkreplace>> <</if>>\ \ <<if $hasStevensnote2 is true>>\ <<link "› Dr Stevens - notes">> <<script>> Dialog.setup("Dr Stevens - notes", "window"); Dialog.wiki(Story.get("Mattress note").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ \ <<if $hasEvidence is true>>\ <<link "› Dr Stevens - research">> <<script>> Dialog.setup("Dr Stevens - research", "window"); Dialog.wiki(Story.get("Cascade reaction").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ \ <<if $hasDiagram is true>>\ <<link "› A circuit diagram">> <<script>> Dialog.setup("A circuit diagram", "window"); Dialog.wiki(Story.get("Diagram").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ \ <<if $hasVodka is true>>\ <<linkreplace "› A bottle of vodka">> <span class="useitem"><img src="img/vodka.webp" alt="A bottle of 'Triple Distilled Vodka'"></span>\ <</linkreplace>> <</if>>\ \ <<if $hasPlans is true>>\ <<linkreplace "› A leather-bound folder">> <span class="useitem"><img src="img/leather_folder.webp" alt="A leather-bound folder. There's a complex pattern on the front. Below it is written 'Dr Joseph Vrieman'."></span>\ <</linkreplace>> <</if>>\ \ <<if $hasPhone is true>>\ <<link "› Your phone">> <<script>> Dialog.setup("Phone", "window"); Dialog.wiki(Story.get("Phone").processText()); Dialog.open(); <</script>> <</link>> <</if>>\ \ <<set $flood -->>\
<<if $mainimg is not false>><span class="smallimage"><img src="img/vrieman_1.webp" alt="image: Dr Vrieman, stands before you, his expression unreadable. Next to him on the floor stands an open bottle of Vodka, the one you unwittingly found for him."></span> <</if>>He smiles at you like a patient teacher to a child, as if waiting for you to catch up. <span id ="sp">"I enjoyed watching your progress while you searched the ship. I really didn't know where they'd hidden those components."</span> He turns and gestures to the device glowing at the back of the room. <span id ="sp">"This is what you've come to see. They just wanted something they could sell. I'll give them so much more."</span> He stoops to pick up something. At first you're worried he's going for his gun, but you see a familiar glass bottle and two shot glasses nearby on the floor. <span id ="sp">"Here, you'll need this."</span> He steps closer and passes you a small glass of colourless liquid. <span id ="sp">"Don't worry, it's just vodka. I think we'll both need it for what's to come, don't you?"</span> His laugh rings out, echoing around the metal walls. You realise your head was still swimming after coming to just moments ago. You felt mesmerised by the slow, steady pulse of light and sound along with the incredible sense of power building just meters away. The laugh snaps you back to your senses. <<include "Questions1">>
<<if visited ("What's going on?") is 0>>\ [[› 'What's going on?'|What's going on?]] <</if>>\ <<if visited ("I thought you were locked in?") is 0>>\ [[› 'I thought you were locked in?'|I thought you were locked in?]] <</if>>\ <<if $hasKeycard4 is not true>>\ [[› 'Will you let me go?'|Will you let me go?]] <</if>>\ <<if visited ("What happens now?") is 0>>\ [[› 'What happens now?'|What happens now?]] <</if>>\ \ <<if $hasKeycard4 is true>>\ \ <<if visited ("But you still killed them") is 0 and visited ("How do you excuse murder?") gt 0>>\ [[› 'But you still killed them, Karlsson, Gerhardt and Johansen?'|But you still killed them]] <</if>>\ \ <<if $Q gt 1 and visited ("What about Achlys?") is 0>>\ [[› 'What about Achlys, the Russians and the Chinese...?'|What about Achlys?]] <</if>>\ \ <<if visited ("You tried to kill me!") is 0 and $Q gt 2 and $neardeath is 1>>\ [[› 'You tried to kill me!'|You tried to kill me!]] <</if>>\ \ <<if visited ("Was that you?") is 0 and $Q gt 3>>\ [[› 'Was that you on the top deck when I arrived?'|Was that you?]] <</if>>\ \ <<if visited ("How do you excuse murder?") is 0 and $Q gt 4>>\ [[› 'How do you excuse murder?'|How do you excuse murder?]] <</if>>\ \ <<if visited ("You keep talking about 'her'?") is 0 and $Q gt 6>>\ [[› 'You keep talking about "her"?'|You keep talking about 'her'?]] <</if>>\ \ <<if visited ("What about your dream?") is 0 and $Q gt 7>>\ [[› 'What about your dream?'|What about your dream?]] <</if>>\ \ <<if visited ("I think maybe you're right") is 0 and $Q gt 8>>\ [[› 'I think maybe you're right, maybe this IS the answer...'|I think maybe you're right]] <</if>>\ \ <<if $hasEvidence is true>>\ [[› 'Millions will die! And I have the evidence to prove it!'|Millions will die - and I have the evidence to prove it!]] <<elseif $Q gt 0>>\ <<if visited ("Stop this! This could kill innocent people!")>>[[› 'Stop this! Innocent people will die!'|Stop this! This could kill innocent people!]] (asked)<<else>>[[› 'Stop this! Innocent people will die!'|Stop this! This could kill innocent people!]]<</if>> <</if>>\ <</if>>\ <<if visited ("Try to overpower him") is 0>>\ [[› Try to overpower him|Try to overpower him]] <</if>>\ <<if $hasKeycard4 is true>>\ [[› Head for the exit|Open the bulkhead door]] <<else>>\ [[› Turn and run|Head the opposite direction]] <</if>>\
<span id ="sp">"Ha! No, that's not her plan. There will be a glorious release of power as she's born. It will light up the sky, but it's a message, a sign, that's all." "Naturally, it will destroy the ship and anything nearby, but she's not interested in violence and death. You turned us around. We're now miles from any populated areas. It will simply be the awe of her creation that will force humanity to realise that there is something far greater than itself!" "But why am I even discussing this with you? You're not a scientist! How could you know, when I gave her life!?"</span> You realise that if you let him, Vrieman will just keep talking. You suspect you'll never be able to convince him he's wrong unless you can find evidence from someone he respects, something that proves this could be much worse than he realises. <span id="guide">You're going to have to find this evidence elsewhere...</span> <<include "Questions1">>
<<set $Q ++>><span id ="sp">"Oh, I wondered if you'd seen me. I'd hoped you hadn't. I just wanted to make sure there was no easy way off the ship – for either of us. We're both here for the duration, you see. I had to go back and disable the radio for the same reason. No one is coming. There will be no rescue. <<if $decision2 is true>>But you had to turn AIS back on. Now everyone knows where we are. You forced me to accelerate my plans, but if they have any sense they'll be keeping as far away as possible!<<else>>And I know you kept AIS disabled – so no one knows where we are!<</if>> Unfortunately, you disturbed me before I could cut the last life raft free. It's probably long since blown away by now. I only just made it back down to my cabin before you came banging on the door!"</span> <<include "Questions1">>
<<set $Q ++>>He turns back towards the reactor, glowing at the far end of the room. <span id ="sp">"Just look at her! You're looking at the birth of a god." "You may not believe now, but you will. After all, what is a god? Something so much greater and more powerful than us, something capable of both destruction and creation. Something that will bring meaning to our lives. She is all of those things!" "When you behold a power as incredible as this, it doesn't feel like a machine that I've 'invented'. It feels like something I've simply been allowed to find - something that has always been there, just waiting for the right time. The more I worked, the more it felt like she guided my hand, that her rebirth was inevitable." "The Greeks had a name for her: 'Perses'. She has come to save us from ourselves. Just like a wildfire that sweeps through an old forest, it ends up creating new life – she will do the same for humanity." "There's no way to stop her emergence. And why should we?"</span> <<include "Questions1">>
You sigh. Crazy or not, you suspect that Dr Vrieman is right. Humanity doesn't deserve to be saved, and, let‘s face it, you were never going to make it out of this alive. Perhaps it was destined to be this way. You may as well accept your fate. And who could pass up the option to witness the birth of a god? [[› Wait for the inevitable|Emergence]] [[› Reconsider and try to change his mind|Confrontation]]
<<set $death++>>\ <<if visited ("Cabin 8")>>\ <<if $mainimg is not false>><<set $perses to true>><span class="image"><img src="img/explode.webp" alt="A massive explosion of blue light seen from space as it rips through the earth's atmosphere..." width="100%"></span> <</if>>You and Vrieman stand together in silence as the machine slowly builds in noise and power. Before long, you can only see the blue light as it sears your vision. And when she finally emerges... she changes everything. <<else>>\ <<set $perses to true>><<if $mainimg is not false>><img src="img/blue_explosion.webp" alt="An explosion of blue light sears your vision. It's the last thing you ever see."> <</if>>You and Dr Vrieman stand in silence as the machine slowly builds in noise and power. Before long, you can only see the blue light as it sears your vision. Soon the heat and power is unbearable. When it comes, the end is violent but fleeting. The ship and everything on board are vapourised in an instant. As to the extent of its destructive power... thankfully, that's something you'll never know. <</if>>\ <<if visited ("What happens next is up to us")>>\ [[› Rewind...|What happens next is up to us]] <<elseif visited ("Free energy")>>\ [[› Rewind...|Free energy]] <<elseif visited ("Confrontation 4")>>\ [[› Rewind...|Confrontation 4]] <<elseif visited ("Stop this!")>>\ [[› Rewind...|Stop this!]] <<else>>\ [[› Rewind...|Confrontation]] <</if>>
<<if visited ("That's not a fusion reactor, it's a bomb!") lt 1>>\ [[› 'That's not a fusion reactor, it's a bomb!'|That's not a fusion reactor, it's a bomb!]] <</if>>\ \ <<if visited ("You're just another mad scientist") lt 1>>\ [[› 'You're just another mad scientist'|You're just another mad scientist]] <</if>>\ \ <<if visited ("Emergence") lt 1>>\ [[› 'You're right, this is what the world deserves'|You're right, this is what the world deserves]] <</if>>\ \ [[› 'What about your dream?'|Your dream]] \ <<if visited ("You used me!") lt 1>>\ [[› 'You used me!'|You used me!]] <</if>>\ \ <<if visited ("That's no God! You're a scientist, not a cultist!") lt 1>>\ [[› 'That's no God! You're a scientist, not a cultist!'|That's no God! You're a scientist, not a cultist!]] <</if>>\ <<if visited ("Leap forward") lt 1 and $packopen is true>>\ [[› Grab 'Harry' and attack him|Grab 'harry']] <</if>>\
<<set $opeccode to 931>><<set $navycode to 718>>\ <<if $hasBidReport is not true>><<set $hasBidReport to true>><<goto "Access report">><</if>>\ <<if $imagemode is true>>\ <span class="zoom"><img src="img/bid_report.webp" alt="CURRENT BIDDING STATUS The OPEC cartel is the current highest bidder for the Perses tech, with the Navy trailing. The original bid by the Russians has been withdrawn. EVALUATION The OPEC cartel is offering the highest bid by a significant margin. However, they are insisting on complete exclusivity. We think they are prepared to throw everything at this simply to bury the technology and ensure oil remains the priority for as long as possible. We’re not entirely sure this aligns with our own goals. The Navy bid is significantly lower, but it does come with an interesting incentive. They are offering an ‘insurance package’. If anything goes wrong at any stage, they will help us cover it up and ensure it never goes public. They are willing to allow us to explore continued R&D for public and private uses. As for them, they are already exploring options for a fusion-powered fleet and strategic WMDs. The Russian bid has just been withdrawn; it's not clear why as of yet. At this time we are still considering all options. Of course, we can still choose to withdraw the offer and retain sole control of the device and the plans. Once the board has decided, we will communicate with the winning bidder using these secure channels: OPEC CARTEL: 931 NAVY: 718" width="680px"></span>\ \ <<else>>\ \ CURRENT BIDDING STATUS <i>The OPEC cartel is the current highest bidder for the Perses tech, with the Navy trailing. The original bid by the Russians has been withdrawn.</i> EVALUATION <i>The OPEC cartel is offering the highest bid by a significant margin. However, they are insisting on complete exclusivity. We think they are prepared to throw everything at this simply to bury the technology and ensure oil remains the priority for as long as possible. We’re not entirely sure this aligns with our own goals. The Navy bid is significantly lower, but it does come with an interesting incentive. They are offering an ‘insurance package’. If anything goes wrong at any stage, they will help us cover it up and ensure it never goes public. They are willing to allow us to explore continued R&D for public and private uses. As for them, they are already exploring options for a fusion-powered fleet and strategic WMDs. The Russian bid has just been withdrawn; it's not clear why as of yet. At this time we are still considering all options. Of course, we can still choose to withdraw the offer and retain sole control of the device <u>and</u> the plans. Once the board has decided, we will communicate with the winning bidder using these secure channels:</i> OPEC CARTEL: <b>931</b> NAVY: <b>718</b> <</if>>\
You change the channel to <b>$navycode</b>. You are now able to send a message to <b>the Navy</b>, along with your GPS location. <<if $hasPlans is true>>\ <<if visited ("NAVY") gt 2>>Are they your best choice? This seems like the safest choice for you, but is it the safest choice for the world? <<else>>\ Clearly, they are your best chance of getting rescued – you are working for them after all. In fact, you're likely to get a major promotion if you share this research with them. They are, of course, more focused on warfare applications, but the technology should eventually make its way to the creation of clean energy for the masses too. <</if>>\ [[› 'The ship is lost, but I have the plans – ready for pickup'|Stern final][$message to 2]] [[› Reconsider|Navigation final]] <<elseif $hasKeycard4 is true>>\ However, the Navy were only really interested in saving the device – or the device plans – your failure to secure either might be something they can't forgive. They may even choose to silence you, just to keep things quiet. You don't have anything to negotiate with. You're better off getting out of here and hoping for rescue. [[› Reconsider|Navigation final]] <<else>>\ You stop and think for a moment. Is the Navy your best choice? Your original mission was to secure the ship and communicate with them only once you were sure it was safe. You're not entirely convinced that's true yet. You decide that it might be better to wait until you've found and secured those components. [[› Back to the navigation system|The navigation system]] <</if>>\
You change the channel to <b>$opeccode</b>. You are now able to send a message to <b>the OPEC cartel</b>, along with your GPS location. <<if $hasPlans is true>>\ <<if visited ("OPEC") gt 2>>Are they your best option? You stand to do very well from this deal, but do you want to let this technology fall into their hands? <<else>>\ You're likely to get a huge financial reward if you hand the research over to them; you'll be set for life! And of course, if they just 'bury' the technology, this may end up being the safest way to ensure that it doesn't get used for warfare or result in some kind of terrible accident. <</if>>\ [[› 'The device is lost, but I have the plans and I'm ready to negotiate'|Stern final][$message to 3]] [[› Reconsider|Navigation final]] <<elseif $hasKeycard4 is true>>\ However, OPEC are only interested in the device – or the device plans – and you have neither. Whilst they may well be pleased such technology has been lost forever, you're wellbeing is of no interest to them and you don't have anything to negotiate with. You're better off getting out of here and hoping for rescue. [[› Reconsider|Navigation final]] <<else>>\ Is the OPEC cartel your best option? They will certainly be keen to hear from you, but until you have secured the device, you don't have anything to negotiate with. You can't guarantee the ship is entirely safe yet and you certainly don't have any plans to give – if they even exist. You decide that it may be better to wait until you're sure one way or the other. [[› Back to the navigation system|The navigation system]] <</if>>\
<<if $hasStevensnote2 is not true>><<set $hasStevensnote2 to true>><<run $items.push('Mattress')>><<run Engine.show()>><</if>>\ <<if $imagemode is true>>\ <span class="zoom"><img src="img/mattress.webp" alt="The note reads: Gregor keeps stealing my light. He treats it like a toy! And he has a childish habit of hiding things under his *mattress*. I've raised these staff issues before, but everyone just seems too focussed on the coming test. More importantly, my initial calculations are complete and VERY concerning! Once started, the fusion reaction is self-sustaining, it just needs fuel. The fuel consists of Deuterium, which is extracted from seawater and Tritium, created during the fusion process itself. Fuel extraction and creation is entirely contained within the main reactor. To start the ignition process we're using a series of micro nuclear fission reactions. Each one creates enough power to set off the next. This slowly builds until there’s enough combined power to focus in one single blast to start the fusion process. But the latest updates to the circuit board may result in an uncontrolled cascade. Normally, that wouldn't be an issue, as the reactor would simply exhaust its fuel supply. However, if the fusion reaction goes into cascade while surrounded by seawater (the very fuel it needs) the reaction could continue to build. If that happens within the ocean itself, the effects would be unimaginable! WE HAVE TURNED THE ENTIRE OCEAN INTO FUEL AND WE ARE ABOUT TO LIGHT A MATCH! We MUST NOT turn it on WHILST AT SEA! They won’t listen to me until I have enough evidence. I’ll keep my research hidden until then. In the meantime, I've started working on a solution. They may fire me if they find out, but I have to find a way to make them listen!" width="770px"></span><<else>>\ The note reads: <i>Gregor keeps stealing my light. He treats it like a toy! And he has a childish habit of hiding things under his </i><b>mattress</b>. <i>I've raised these staff issues before, but everyone just seems too focussed on the coming test. More importantly, my initial calculations are complete and VERY concerning! Once started, the fusion reaction is self-sustaining, it just needs fuel. The fuel consists of Deuterium, which is extracted from seawater and Tritium, created during the fusion process itself. Fuel extraction and creation is entirely contained within the main reactor. To start the ignition process we're using a series of micro nuclear fission reactions. Each one creates enough power to set off the next. This slowly builds until there’s enough combined power to focus in one single blast to start the fusion process. But the latest updates to the circuit board may result in an uncontrolled cascade. Normally, that wouldn't be an issue, as the reactor would simply exhaust its fuel supply. However, if the fusion reaction goes into cascade while surrounded by seawater – the very fuel it needs – the reaction could continue to build. If that happens within the ocean itself, the effects would be unimaginable! <u>WE HAVE TURNED THE ENTIRE OCEAN INTO FUEL AND WE ARE ABOUT TO LIGHT A MATCH!</u> We MUST NOT turn it on WHILST AT SEA! They won’t listen to me until I have enough evidence. I’ll keep my research hidden until then. In the meantime, I've started working on a solution. They may fire me if they find out, but I have to find a way to make them listen!</i><</if>>\
<<set $tempviewed to true>>\ <<if $imagemode is true>>\ <span class="zoom"><img src="img/diary_3.webp" alt="David is dead. I can’t eat. I can’t sleep. My mind is tormented. Such violence defies all reason. Is that what it is to be human? We put on a mask of civility, but underneath, we’re all just murderers. I hacked into Ansels’ secret messages. They have all been lying to me. I hate myself for being so naive. They want to use her. They don’t realise what she is truly capable of. I have to believe this is happening for a reason. It’s the only thing that keeps me going. Such senseless death. There must be a purpose to it all? They have sent an ‘operative’ and hidden the remaining components. Perhaps I shall set one to find the other." width="364px"></span>\ <<else>>\ <i>David is dead. I can’t eat. I can’t sleep. My mind is tormented. Such violence defies all reason. Is that what it is to be human? We put on a mask of civility, but underneath, we’re all just murderers. I hacked into Ansels’ secret messages. They have all been lying to me. I hate myself for being so naive. They want to use her. They don’t realise what she is truly capable of. I have to believe this is happening for a reason. It’s the only thing that keeps me going. Such senseless death. There must be a purpose to it all? They have sent an ‘operative’ and hidden the remaining components. Perhaps I shall set one to find the other.</i> <</if>>\ <<link "› Back to the previous page">> <<script>> Dialog.setup("Dr Vrieman's diary - page 2", "window"); Dialog.wiki(Story.get("Diary 2").processText()); Dialog.open(); <</script>> <</link>>
<<if $mainimg is not false>><span class="image"><img src="img/secret_room.webp" alt="image: Inside the small space, you find a table and chair with the only light coming from an angle-poised desk lamp" width="770px"></span> <</if>>Inside the small space you find a table and chair with the only light coming from an angle-poised desk lamp. There's a laptop on the desk – you wonder why the Captain felt the need to keep this secret? You open it up and press some keys hoping the screen will spring to life, or perhaps bring up a password prompt; but nothing happens. You then notice a fingerprint reader by the side of the keyboard. Damn! Short of having the Captain there himself, you're not sure there's any way for you to gain access. [[› Try the fingerprint reader|Fingerprint]] [[› Back to the cabin|Cabin 1 inside]] [[› Back to the corridor|Corridor]]
<<if $imagemode is true>><span class="zoom"><img src="img/diary_1.webp" alt="My dream is almost a reality, but I'm terrified I've made a deal with the devil. Achlys promised unlimited funds, with no strings attached, and I never thought to question it. My vision was for free energy - an end to the ancient dependence on fossil fuel that has been choking our planet. We're supposed to be a non-governmental company working for the betterment of the human race. So why does Ansel keep talking about 'investors' and 'other uses'? David and I are the perfect team. Caution holds him back, but sometimes I must admit, he sees things that I miss. With Johansen the team feels wrong. He keeps asking to see the plans? I'm worried he has some other agenda. From now on, the plans stay with me and only me. I must remind myself why we are creating this. I must have the vision to see beyond the petty ambitions of those who 'employ' me. There is no god other than the very fabric of the universe - and we are all made of the same stuff. This is about becoming the gods we could be. This is about taking responsibility for our own actions. This is not a moment to hesitate. Humanity stands on a crossroads of its own making. We must force ourselves to be optimistic for the future of mankind. This is about freeing the world from the tyranny of those who wish to keep us all in the dark ages. (there is also a small 'T:2' written in the margin)" width="770px"></span> \ <<else>>\ \ <i>My dream is almost a reality, but I'm terrified I've made a deal with the devil. Achlys promised unlimited funds, with no strings attached, and I never thought to question it. My vision was for free energy - an end to the ancient dependence on fossil fuel that has been choking our planet. We're supposed to be a non-governmental company working for the betterment of the human race. So why does Ansel keep talking about 'investors' and 'other uses'? David and I are the perfect team. Caution holds him back, but sometimes I must admit, he sees things that I miss. With Johansen the team feels wrong. He keeps asking to see the plans? I'm worried he has some other agenda. From now on, the plans stay with me and only me. I must remind myself why we are creating this. I must have the vision to see beyond the petty ambitions of those who 'employ' me. There is no god other than the very fabric of the universe - and we are all made of the same stuff. This is about becoming the gods we could be. This is about taking responsibility for our own actions. This is not a moment to hesitate. Humanity stands on a crossroads of its own making. We must force ourselves to be optimistic for the future of mankind. This is about freeing the world from the tyranny of those who wish to keep us all in the dark ages.</i> (there is also a small <i>'T:2'</i> written in the margin) <</if>>\ <<link "› Next page">> <<script>> Dialog.setup("Dr Vrieman's diary - page 2", "window"); Dialog.wiki(Story.get("Vdiary2").processText()); Dialog.open(); <</script>> <</link>>
<<if $imagemode is true>>\ <span class="zoom"><img src="img/diary_2.webp" alt="So many problems overcome in the last few weeks! I think we’re finally ready to test her full potential. (Here there's a sketch labelled 'P:1'. It shows the ship and the extraction of Hydrogen from the seawater it's surrounded by to produce Deuterium.) The Deuterium extraction from the Hydrogen in seawater gives us a simple, safe and almost unlimited fuel source – and the new coolant is keeping the whole process from over-heating. I sometimes wonder if it’s really me solving these problems? More and more I’m convinced I’m being guided to discover something that has always existed – the untapped potential of the universe! It’s almost as if I’m simply tuning in to a radio station that has been broadcasting since the dawn of time. If God existed, would she speak to us like this? And yet, I am surrounded by doubters. Johansen is disrupting the team and there seems to be some friction between him and David for some reason. David on the other hand, he worries too much. He just needs to have more faith! We work well together, but he can be so infuriating with his caution! He’s far too timid and is always looking for problems. It just slows our progress. We’re about to solve the world‘s energy needs – using something as simple, abundant and safe as seawater – and yet he hesitates?" width="770px"></span> <<else>>\ <i>So many problems overcome in the last few weeks! I think we’re finally ready to test her full potential.</i> (Here there's a sketch labelled 'P:1'. It shows the ship and the extraction of Hydrogen from the seawater it's surrounded by to produce Deuterium.) <i>The Deuterium extraction from the Hydrogen in seawater gives us a simple, safe and almost unlimited fuel source – and the new coolant is keeping the whole process from over-heating. I sometimes wonder if it’s really me solving these problems? More and more I’m convinced I’m being guided to discover something that has always existed – the untapped potential of the universe! It’s almost as if I’m simply tuning in to a radio station that has been broadcasting since the dawn of time. If God existed, would she speak to us like this? And yet, I am surrounded by doubters. Johansen is disrupting the team and there seems to be some friction between him and David for some reason. David on the other hand, he worries too much. He just needs to have more faith! We work well together, but he can be so infuriating with his caution! He’s far too timid and is always looking for problems. It just slows our progress. We’re about to solve the world‘s energy needs – using something as simple, abundant and safe as seawater – and yet he hesitates?</i> <</if>>\ <<link "› Next page">> <<script>> Dialog.setup("Dr Vrieman's diary - page 3", "window"); Dialog.wiki(Story.get("Vdiary3").processText()); Dialog.open(); <</script>> <</link>>
<<if $imagemode is true>>\ <span class="zoom"><img src="img/diary_3.webp" alt="David is dead. I can’t eat. I can’t sleep. My mind is tormented. Such violence defies all reason. Is that what it is to be human? We put on a mask of civility, but underneath, we’re all just murderers. I hacked into Ansels’ secret messages. They have all been lying to me. I hate myself for being so naive. They want to use her. They don’t realise what she is truly capable of. I have to believe this is happening for a reason. It’s the only thing that keeps me going. Such senseless death. There must be a purpose to it all? They have sent an ‘operative’ and hidden the remaining components. Perhaps I shall set one to find the other." width="364px"></span> <<else>>\ <i>David is dead. I can’t eat. I can’t sleep. My mind is tormented. Such violence defies all reason. Is that what it is to be human? We put on a mask of civility, but underneath, we’re all just murderers. I hacked into Ansels’ secret messages. They have all been lying to me. I hate myself for being so naive. They want to use her. They don’t realise what she is truly capable of. I have to believe this is happening for a reason. It’s the only thing that keeps me going. Such senseless death. There must be a purpose to it all? They have sent an ‘operative’ and hidden the remaining components. Perhaps I shall set one to find the other.</i> <</if>>\ <<link "› Last page">> <<script>> Dialog.setup("Dr Vrieman's diary - last page", "window"); Dialog.wiki(Story.get("Vdiary4").processText()); Dialog.open(); <</script>> <</link>>
<<if $imagemode is true>>\ <span class="zoom"><img src="img/diary_4.webp" alt="The last page is filled with a complex sketch of some kind of device, below it is written the word 'PERSES'. On the other side of the page, in hastily scribbled handwriting are these words: I have lost all hope in humanity. We were never gods. It seems that we must take the other path after all. It seems that this is what the world requires. Perses whispers to me. She has guided me from the start. She is the bringer of light. I must decide whether to set her free." width="770px"></span> <<else>>\ The last page is filled with a complex sketch of some kind of device, below it is written the word 'PERSES'. On the other side of the page, in hastily scribbled handwriting are these words: <i>I have lost all hope in humanity. We were never gods. It seems that we must take the other path after all. It seems that this is what the world requires. Perses whispers to me. She has guided me from the start. She is the bringer of light. I must decide whether to set her free.</i> <</if>>\ <<link "› Back to the start">> <<script>> Dialog.setup("Dr Vrieman's diary - first page", "window"); Dialog.wiki(Story.get("Vdiary1").processText()); Dialog.open(); <</script>> <</link>>
<<if $imagemode is true>>\ <span class="zoom"><img src="img/circuit_board_diag.webp" alt="A diagram showing the circuit board you found titled: 'Perses circuit board (Mark 3) - ignition control' Lines show five key modules on the board that relate to: Timing, Power, Data, Sync and Control Written underneath: To shut down the ignition sequence, reset the processing order of the main modules on the circuit board." width="660px"></span><<else>>\ A diagram showing the circuit board you found titled: <i>Perses circuit board (Mark 3) - ignition control</i> Lines show five key modules on the board that relate to: <u>Timing</u>, <u>Power</u>, <u>Data</u>, <u>Sync</u> and <u>Control</u> Written underneath: <i>To shut down the ignition sequence, reset the processing order of the main modules on the circuit board.</i><</if>>\
<span id ="sp">"That was simply a goal, a means to an end but never a dream. But it doesn't matter now, she is almost here. My dreams are unimportant. She will wipe away everything, so humanity can start afresh!"</span> [[› 'No wait! Your dream was...'|Your dream]]
<<if visited () lt 3>>Vrieman looks taken aback, as if you had reached into his mind and retrieved an idea he had buried away. He talks in stumbling words, as if trying to make sense of conflicting thoughts and emotions, <span id ="sp">"That... that was when I still had faith in humanity. When I still had optimism for the world. I believed we could solve our own problems, that we could be gods! But then I saw how cruel and violent we are. We need... we need something to believe in. Something that will make sense of all this death and chaos! She has to bring meaning! Because... because nothing makes sense anymore. Not since... since I lost..."</span> <<else>>\ <span id ="sp">"...she has to bring meaning! Because... because nothing makes sense anymore. Not since... since I lost..."</span> <</if>>\ He trails off mid-sentence. His arm drops a little and his eyes stare, not at you, but into the distance. You can see his mask slipping, and behind it, the trauma that pushed him over the edge; the pain of something he lost... <<if visited ("you've lost it!") lt 1>>\ [[› '...you've lost it!'|you've lost it!]] <</if>>\ <<if visited ("you lost faith in Achlys") lt 1>>\ [[› '...you lost faith in Achlys'|you lost faith in Achlys]] <</if>>\ [[› '...you lost a friend'|you lost a friend]] <<if visited ("you lost your perspective") lt 1>>\ [[› '...you lost your perspective'|you lost your perspective]] <</if>>\ <<if visited ("you lost your mind!") lt 1>>\ [[› '...you lost your mind!'|you lost your mind!]] <</if>>\ <<if visited ("you lost your dream") lt 0>>\ [[› '...you lost your dream'|you lost your dream]] <</if>>\ <<if visited ("Emergence") lt 1>>\ [[› 'You're right, let's destroy the world'|let's destroy the world]] <</if>>\ <<if visited ("Go for his gun") lt 1>>[[› Go for his gun|Go for his gun]]<</if>>
<span id ="sp">"That was never my dream! But it doesn't matter now, she will wipe all of this away. Perhaps those who remain will be able to start afresh. It's up to her now, we don't have a choice."</span> Vrieman looks determined, his confidence slowly returning; as if you've somehow confirmed he was right all along. If you have any hope of convincing him, you'll need to show him you understand who he is – or who he used to be. <<if $packopen is true>>\ [[› Retrieve 'Harry' and attack him|Grab 'harry']] <</if>>\ [[› Give up|let's destroy the world]] [[› 'Wait! Just one more chance!'|Your dream]]
You decide to push him, and you can't help the anger creeping into your voice. He stares at you, a challenge in his eyes <span id ="sp">"No! I'm... I'm doing this to SAVE humanity, we've run out of options!"</span> The last part comes out as a shout, his anger getting the better of him. His arm is raised, the gun is trembling, <span id ="sp">"I can't let you get to me, I..."</span> You can see you've pushed him too far and he'll no longer listen to reason. [[› 'Wait! I didn't mean that!'|Free energy]]
It's no use. Perhaps you could have persuaded him, but you're not entirely convinced he's wrong. There's something broken in this world. Perhaps a terrible disaster will actually make a difference, and allow humanity to rebuild better? It's time to stop fighting the inevitable. And who could pass up the option to witness the birth of a god? [[› Wait for the inevitable|Emergence]] <<if visited ("What happens next is up to us")>>[[› Reconsider|What happens next is up to us]]<<else>>\ [[› Reconsider and try to change his mind|Free energy]]<</if>>
Vrieman's face flushes with anger and he shouts, <span id ="sp">"Achlys! They gave me the money and tools I needed to create all of this. They gave me a ship! I hoped they were doing it to save the world, but in the end they were just doing it for themselves. A desire not born of altruism, but of greed. But can I blame them? I should have known. They're just a symptom of the way we run the world; a symptom that needs a cure!"</span> The confusion and uncertainty that filled him moments ago has now been burned away and replaced by rage. Any hope you had to get through his anger has almost vanished... <<if $packopen is true>>\ [[› Reach for 'Harry'|Go for his gun]] <</if>>\ [[› Accept the inevitable|let's destroy the world]] [[› 'Wait! I think I know what you lost...'|Free energy]]
You try to sound calm and understanding, but it's hard to be heard over the noise of the reactor, <span id ="sp">"Perspective? She has helped me gain a new perspective on the world. I thought she was simply a messenger, but now I realise she is here to burn the entire forrest down! She'll bring purpose and meaning back into our lives! I have to believe that, otherwise he'll have died for nothing, and that... that doesn't make sense!"</span> You realise that he is grimly hanging on to the last threads of hope that his faith will be rewarded and beneath that, something else, perhaps the thing that truly set him on this path. The window you might have to get through to him is closing rapidly... [[› 'Wait! I think I know what you lost...'|Free energy]]
<span class="smallimage"><img src="img/gun.webp" alt="image: the gun fires"></span> His eyes light up and his arm steadies, <span id ="sp">"Mad? I'm the SANE one, have you seen the state of the world!? People fighting each other over invented borders, over greed and power – when we could have built something so much better! She may bring destruction, but humanity will survive. And they will rebuild and learn and perhaps become better and greater because of it." "I HAVE to believe that. It can't all have been for nothing!"</span> The last part comes out as a shout, his anger getting the better of him. His arm is raised, the gun is trembling, <span id ="sp">"I won't let you stop her!"</span> There's a loud bang as the gun goes off. He looks surprised as if he didn't mean to fire. You stare at him in shock, but it seems like his trembling aim was off and the bullet must have missed you by inches. It may not miss a second time though... [[› 'Stop! Put the gun down! Listen...|Free energy]]
His eyes flare with sudden anger, <span id ="sp">"What!? What's that got to do with... ANYTHING!!? Dr Stevens... David... he was a good man, and yes, his death was a shock but..." "...but..."</span> You see emotions pass over his face like drifting shadows. Slowly the anger drains away. He lowers the gun. His voice changes, and he talks so softly you can barely hear him. <span id ="sp">"When he died, I think ...I lost something."</span> He continues, as though mumbling quietly to himself. <span id ="sp">"He was a quiet man. He never shouted or tried to claim credit for his own ideas. I used to think that made him weak. In truth, I never could have created all of this on my own." "After his death, I was desperate for answers and drowning in anger. It all seemed so senseless. I had to believe it had happened for a reason, that there was some great purpose to it all."</span> He turns to stare at the glowing device at the back of the room, as if willing a response from it; anything to take the weight of responsibility from his own shoulders. After a moment, he turns back to face you, and it's clear something has changed within him. The violence and anger has gone; now he might finally listen to reason... [[› 'What happens next is up to us'|What happens next is up to us]] [[› 'Let's choose to save lives rather than destroy them'|What happens next is up to us]] [[› 'You're right, we shouldn't stop it – this is our destiny'|let's destroy the world]] <<if $packopen is true and visited ("Leap forward") lt 2>>\ [[› Choose this moment of weakness to attack him|Leap forward]] <</if>>\
The noise of the reactor is slowly building and you have to raise your voice to be heard, <span id ="me">"You lost your dream. You've created something incredible, something that could change the world for the better. If you let this happen, you'll set humanity back by centuries. It won't stop wars it will start them! All people will fear is the idea of scientific progress!"</span> Vrieman looks confused, as if he hadn't thought through the implications; simply trusting that it was all in the hands of some higher power. Behind it all though you glimpse something else, a more personal pain that pushed him to breaking point. He's wavering, but your opportunity to get through to him is rapidly vanishing... [[› 'No wait! I think I know what you lost...'|Free energy]]
<<if $mainimg is not false>><span class="image"><img src="img/vrieman_3.webp" alt="image: Dr Vrieman stands before you – but something has changed. You have finally broken through his defences and you can see your words have affected him." width="540px"></span> <</if>>You can see your words have affected him. The walls he built around himself have crumbled and his anger has all but evaporated... at least for now. After a moment he speaks. A little nervously at first, almost as if ashamed of his previous actions. <span id ="sp">"You're right. I'm... I'm sorry. I would stop this if I could. But... but it's too late."</span> As he's talking he places the gun quietly down on the ground, almost absent-mindedly. Perhaps now would be the moment you could attack and overpower him? But you realise, it wouldn't matter. You need to shut down this reactor and you're going to need his help. Despite your mixed feelings, it's plain you're going to have to work together. All the while, the light and noise coming from the device at the far end of the cargo hold is building... [[› 'We have to do something! What about this shut-down procedure?'|The solution]] [[› 'Dr Stevens was working on a solution, we owe it to him to try!'|The solution]] [[› 'Maybe we shouldn't fight the inevitable?'|let's destroy the world]]
<<if $easy is true>><<set $mode ++>><</if>>\ <div id="center"><H1> CHAPTER 5 </H1> <H2> 'Kuolema' </H2> <span class="image"><img src="img/CH5.gif" alt="'You know what they say about genius bring so close to madness? Well, he's definitely a genius!'" width="540px"></span> <<timed 0.5s t8n>><<link "› Continue" "Chapter 5">> <<set $ch to "CHAPTER 5">> <</link>><</timed>> </div>
<<if $mainimg is not false>><span class="smallimage"><img src="img/security_safe_closed.webp" alt="The Security safe"></span> <</if>>The safe sits on the opposite side of the room. It's large and very solidly built; there's no way to break it open and anything stored inside will certainly be very secure. You can see why this is going to be the safest place to store those components. There are no obvious dials, buttons or even a handle. It looks like it's opened and closed automatically; it's most likely accessed via the security computer system. <<if $hasBidReport is true>>[[› Open the safe using the Security computer|Access report]] <<elseif visited ("Security PC")>>[[› Open the safe using the Security computer|Security PC]] <</if>>\ [[› Back to the Security office|Security inside]] [[› Back to the corridor|Stairs Deck 2]]
<span class="image"><img src="img/harry.webp" alt="Harry to the rescue!" width="350px"></span> You rummage through your pack and see the smiling face of 'Harry'. He is definitely not the ideal tool for the job, but you don't have many other options. <span id ="sp">"You're going to use a hammer!? That stuff is minus 320 degrees!!"</span> You grab Harry and move closer to the nearest duct. Even at this distance, the heat the reactor is giving off is almost too much to take and you can barely see anything at all through the blinding light. [[› Use the 'hammer' end|Use the hammer end]] [[› Use the 'claw' end|Use the claw end]]
<<set $death++>><<if $mainimg is not false>><span class="image"><img src="img/frozen_gas.webp" alt="image: multiple jets of frozen gas erupt towards you" width="100%"></span> <</if>>You grip Harry firmly and swing him with all your strength... <span id ="sp">"Wait! be careful..!"</span> The hammer crunches into the duct, almost flattening it. It doesn't break at first and you consider another swing, but the pressure inside quickly builds. It suddenly explodes in multiple bursts around the damaged section. Dr Vrieman looks on in horror as multiple jets of frozen gas erupt towards you. You jump back, but it's too late; there's no way to avoid it. You scream in agony as the searing cold instantly burns your face and hands. You feel your muscles lock and you fall into the deadly cloud as it expands and envelopes you in its numbing embrace... [[› Rewind...|Investigate the ducts]]
<<set $timer to -1>>You grip 'Harry', spin it so the claw is facing downwards and swing it with all your strength... <span id ="sp">"Wait! be careful..!"</span> <<set $items.delete("Harry")>><<set $hasHarry to false>>As soon as the hammer makes contact there is a loud bang and a huge, pressurised jet of frozen gas explodes from the duct. Harry jams into the casing and is ripped from your hands as the pipework jolts like something alive. You're only just fast enough to leap back and out of the way of the freezing cloud. You can feel your skin burn with intense cold even from there. You see the hammer buried in the torn duct shatter with the sudden temperature change, but Harry has done his work. You watch as the frozen gas continues to flow, pulsing like blood from an artery. The icy tendrils sink with their own weight, out and across the floor – creeping slowly towards you. <span id ="sp">"...That's one way to do it. You just got VERY lucky. Let's hope you have some luck left over. We're going to need it!"</span> As you both move further back to safety, you can feel the ambient temperature start to climb. <span id ="sp">"We've also just sped up the process. We now have very little time left..."</span> [[› Step 2|Step 2]]
<<set $timer to 6>><<set $items.delete("The gun")>><<set $secs to 14>>\ <span class="image"><img src="img/main_panel_6.webp" alt="A complex control panel. On the left, a count-down timer showing around 6 minutes left. On the right, more graphs and data is shown, including a figure that reads 'S:3'." width="100%"></span> <h3>Step 2: Enter the initiation code</h3>Dr Vrieman beckons you across the room. He's talking quickly as he moves. <span id ="sp">"Ok, we'll need to reboot the sequence at the main control panel, but we'll need to enter the initiation code first."</span> You follow him over to the far side of the area, grateful to be further away from the pulsing heat. He leads you over to a complex control panel set into the wall. There are several screen readouts and it's covered with a myriad of buttons. You notice the time on the clock shows you have just over <b>$timer minutes</b> remaining... <span id="guide">You can see the remaining time in the side menu.</span> [[› Enter the initiation code|Unglue]]
<<set $secs -= 27>><span class="image"><img src="img/vodka.webp" alt="Finally the vodka has a use" width="240px"></span> <<set $items.delete("Vodka")>><<set $hasVodka to false>>Of course, the vodka could work! Vrieman retrieves the bottle, opens it and pours the remains liberally over the glue holding down the glass panel. Sure enough, after a few moments, you can see the glue begin to dissolve, softening around the edges. <span id ="sp">"There! Science at work!"</span> You're surprised to hear the enthusiasm in his voice. After a few more frantic seconds, you're able to scratch enough of it away for it to loosen its grip on the cover. [[› Prize open the glass cover|Ignition code]]
<<if $timer gt 4>><<set $secs -= 37>><<else>><<set $secs -= 17>><</if>>\ <span class="image"><img src="img/keypad_2.webp" alt="A standard number keypad. Two clear fingerprints are marked over the numbers '7' and '6'." width="230px"></span> You suddenly remember the <b>blacklight</b> you found. You retrieve it from your pack and switch it on. <<if $imagemode is true>>The ghostly glow illuminates two clear fingerprint marks.<<else>>The ghostly glow illuminates two clear fingerprint marks over the numbers '7' and '6'.<</if>> Your chances of guessing the right number have now increased massively! <<set _output = []>>\ <span id="code"><<cycle "_dial1">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="code"><<cycle "_dial2">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="code"><<cycle "_dial3">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span class="textenter"><<button "ENTER">></span> <<if _output.length === 0>>\ <<set _output = ["That didn't work.", "You'll need to find the right combination.", "Take a guess!"]>>\ <</if>>\ <<if _dial1 + _dial2 == 76 or _dial2 + _dial3 == 76 or _dial1 + _dial3 == 76>>\ <<goto "Power nodes">>\ <<else>>\ <<set $secs -= 17>><<replace "#output">><<= _output.pluck()>><</replace>><<run UIBar.setStoryElements()>><</if>>\ <</button>>\ <span id="output"></span>
<<set $items.delete("Blacklight")>><<set $hasBlacklight to false>>\ <<if $timer gt 4>><<set $secs -= 36>><<else>><<set $secs -= 21>><</if>>\ <<if $mainimg is not false>><span class="image"><img src="img/panel_2.webp" alt="image: On the right side of the control panel more graphs and data is shown, including a figure that reads 'S:3'." width="400px"></span> <</if>>The control panel lights up. You sigh in relief – your guess was right! It looks like you still have some luck left after all. Dr Vrieman looks surprised and perhaps a little impressed. <span id ="sp">"Oh, now I'm starting to see why they sent you."</span> He turns back to studying the various screen readouts. <span id ="sp">"According to David's notes, we just need to reset the module sequence. That will force the system to automatically shut down... and then we'll be toast."</span> As he says the last few words, he glances up at you, and there's a glint of madness in his eyes. It's almost like he's enjoying this final challenge. [[› Step 3|Step 3]]
<<if $timer gt 3>><<set $secs -= 33>><<else>><<set $secs -= 15>><</if>>\ <span class="image"><img src="img/panel_2.webp" alt="image: On the right side of the control panel more graphs and data is shown, including a figure that reads 'S:3'." width="400px"></span> <h3>Step 3: Reset the control sequence</h3><span id ="sp">"So we just need to enter the correct processing order for the main modules on the circuit board." "If this works, we'll save the world from a terrible disaster, but it will still produce enough heat to vaporise the reactor, most of this deck and us along with it..."</span> He sees the look on your face as he says this, <span id ="sp">"Oh, don't worry, it'll be instant; we won't feel a thing. Then this whole sorry ship will sink to the bottom of the ocean where it belongs!"</span> He looks like he's relishing one last chance to be a scientist again, the despair you saw earlier temporarily buried away. <<if $easy is true>>\ <<if visited () lt 2>>\ <span id ="sp">"I think I recall seeing them somewhere? Maybe I made a note of the order? I can't remember! Look around, check your pack. They'll be somewhere!"</span> <<elseif visited () lt 3>>\ <span id ="sp">"I'm trying to remember the order. David and I used to make notes as we changed the sequence. We always just abbreviated them. 'T:1', 'C:3' – that sort of thing."</span> <<else>>\ <span id ="sp">"Wait! Look, there on the control panel! 'S:3' – I think that means 'Sync' should be the third in the sequence! Now you just have to find the others. Check your pack!"</span> <</if>>\ <<else>>\ <<if visited () lt 2>>\ <span id ="sp">"The order should be written down somewhere?"</span> <<elseif visited () lt 3>>\ <span id ="sp">"I'm trying to recall the correct order. I'm sure I made a note of them? We used to abbreviate the module names if that helps?"</span> <<elseif visited () lt 4>>\ <span id ="sp">"I think I recall seeing them somewhere? Maybe I made a note of the order? I can't remember! Look around, check your pack. They'll be somewhere!"</span> <<elseif visited () lt 5>>\ <span id ="sp">"I'm trying to remember the order. David and I used to make notes as we changed the sequence. We always just abbreviated them. 'T:1', 'C:3' – that sort of thing."</span> <<else>>\ <span id ="sp">"Wait! Look, there on the control panel! 'S:3' – I think that means 'Sync' should be the third in the sequence! Now you just have to find the others. Check your pack!"</span> <</if>><</if>>\ Enter the correct sequence: <<set _output = []>>\ <span id="control">1:<<cycle "_dial1">><<optionsfrom ["NONE", "TIMING", "SYNC", "POWER", "DATA", "CONTROL"]>><</cycle>></span> <span id="control">2:<<cycle "_dial2">><<optionsfrom ["NONE", "TIMING", "SYNC", "POWER", "DATA", "CONTROL"]>><</cycle>></span> <span id="control">3:<<cycle "_dial3">><<optionsfrom ["NONE", "TIMING", "SYNC", "POWER", "DATA", "CONTROL"]>><</cycle>></span> <span id="control">4:<<cycle "_dial4">><<optionsfrom ["NONE", "TIMING", "SYNC", "POWER", "DATA", "CONTROL"]>><</cycle>></span> <span class="textenter"><<button "TRY">></span> <<if _output.length === 0>>\ <<set _output = ["That didn't work.", "You'll need to find the right order.", "The order might be written down somewhere..."]>>\ <</if>>\ <<if _dial1 + _dial2 + _dial3 + _dial4 == "POWERTIMINGSYNCDATA">>\ <<goto "Step 3 done">>\ <<else>>\ <<set $secs -= 42>><<replace "#output">><<= _output.pluck()>><</replace>><<run UIBar.setStoryElements()>><</if>>\ <</button>>\ <span id="output"></span>
<<if $timer gt 3>><<set $secs -= 34>><<else>><<set $secs -= 17>><</if>>\ You enter the module sequence into the console... ...the sequence is accepted! You share a look with Dr Vrieman. Whatever your differences, you know this is the end. You just hope this averts something far more terrible. You hit 'Enter'... <<button "ENTER">> <<goto "Enter 1">> <</button>>
<<if $timer gt 2>><<set $secs -= 31>><<else>><<set $secs -= 15>><</if>>\ You close your eyes and wonder what death feels like... <<timed $ttext+2+'s' t8n>>...nothing happens...<</timed>> <<timed $ttext+4+'s' t8n>>You hit 'Enter' again...<</timed>> <<timed $ttext+5+'s' t8n>><<button "ENTER">> <<goto "Enter 2">> <</button>> <</timed>>
<<if $timer gt 2>><<set $secs -= 37>><<else>><<set $secs -= 18>><</if>>\ <<set $hasEvidence to false>>The clock is still counting down. You're staring at the control panel screen. It looks like the sequence you entered was correct, but nothing has changed. <span id ="sp">"It's not working! This is what happens when you try an untested theory!"</span> Vrieman is deep in thought. <span id ="sp">"We'll have to connect those modules the old-fashioned way!"</span> He bends down and opens a panel under the control system. He hesitates a moment, then reaches in and swiftly pulls the 'Mark 3' circuit board from its housing. The countdown continues unaffected. <span id ="sp">"Look, we'll have to physically connect those modules directly on the circuit board and bypass the control panel settings completely. We'll need a short length of metal or wire that can be shaped to fit – find something!"</span> You look around. You'll need to find something – and quickly! <<if $easy is true>>\ <<listbox "$select">> <<optionsfrom $items>> <</listbox>> <<button "USE">> <<if $select is "Paper clip">>\ <<goto "The paperclip">>\ <<elseif $select is "Bolt cutters">>\ <<set $secs -= 11>><<replace "#output">>The only wires you can see are all connected. Using the bolt cutters on them would probably just break something important!<</replace>>\ <<else>>\ <<set $secs -= 11>><<replace "#output">><<= either(["That won't work"])>><</replace>>\ <</if>><</button>> <span id="output"></span> <<else>>\ If you have an item you'd like to try, type it in below. <span class="textenter"><<textbox "_input" "" >><<button "USE">></span>\ <<if ["paperclip", "paper-clip", "smallpaper-clip", "asmallpaperclip", "asmallpaper-clip", "smallpaperclip", "thepaperclip", "paper", "clip"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<goto "The paperclip">>\ <<elseif ["bolt", "boltcutters", "cutters"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $secs -= 11>><<replace "#output">>The only wires you can see are all connected. Using the bolt cutters on them would probably just break something important!<</replace>>\ <<else>>\ <<set $secs -= 11>><<replace "#output">><<= either(["That won't work.", "Check your pack!", "You need to find a short piece of wire..."])>><</replace>><<run UIBar.setStoryElements()>><</if>>\ <</button>> <span id="output"></span> <</if>>\ \
<<if $timer gt 1>><<set $secs -= 27>><<elseif $timer lt 1>><<set $timer to 0>><<set $secs -= 7>><<else>><<set $secs -= 17>><</if>>\ <<run UIBar.setStoryElements()>>\ <<set $items.delete("Paper clip")>><<set $haspaperclip to false>>\ <span class="image"><img src="img/paperclip.webp" alt="The saviour – a small metal paper clip." width="250px"></span> You desperately search through your pack, looking for anything that could work. You see the small paper clip and quickly hand it to Dr Vrieman. You knew you'd find a use for it! <span id ="sp">"Ok, that will do"</span> He turns to you, <span id ="sp">"I think... I think this might actually work..."</span> He bends the paper clip and connects it to each of the modules on the circuit board in the right order; it doesn't look very stable. Then, he gently re-inserts the board back into the control panel and steps back to the keypad, ready for one last attempt to reboot the sequence and put a stop to the cascade reaction. He pauses and turns to you, <span id ="sp">"It's such a shame it has to end this way. She really could have changed everything."</span> He seems like an entirely different person to the man you confronted earlier. The warring emotions still exist somewhere below the surface, but there's a poise to him now – a glimpse of the scientist he was before. <span id ="sp">"Thank you. You've done everything you can. You don't bear responsibility for what comes next. She... IT doesn't either. You've helped me realise that. I'm responsible. And I owe this to David..." <<if $timer is 0>>"There's less than a minute left on the clock."<<elseif $timer is 1 and $secs lte 30>>"There's over a minute left on the clock."<<elseif $timer is 1 and $secs gt 30>>"There's just under 2 minutes left on the clock."<<else>>"There's about $timer minutes left on the clock."<</if>> "I'll wait until the last moment, then I'll hit 'Enter'. You might still have a chance."</span> For a moment, you're not sure what he means. Then he turns to you, his voice full of sudden urgency, <span id ="sp">"Get as far away from this ship as you can... RUN!"</span> [[› Stay with Dr Vrieman|Stay with Dr Vrieman]] [[› Get the hell out of there|Get the hell out of there]]
<<set $death++>><<set $timer to -1>><<set $secs to 63>><<if $mainimg is not false>><span class="image"><img src="img/fire.webp" alt="image: a huge fireball explodes towards you..." width="100%"></span> <</if>>You shake your head. Like it or not, you're both in it for the duration. You were never going to make it out alive anyway. Perhaps it was destined to be this way. Dr Vrieman nods at you and, without a pause, turns and enters the reboot sequence. There is a moment when the pulsing blue light suddenly cuts out and you're enveloped in an almost perfect silence... You experience an intense sense of peace. Your job is done. Against all odds, you stopped the cascade reaction. The world will never know how close it came. Then a sudden flash of heat and a moment of pain. You hope you saved a lot of lives. [[› Rewind...|The paperclip]]
<<set $secs -= 3>><<set $hasDiagram to false>><<if $mainimg is not false>><span class="smallimage"><img src="img/blast_door.webp" alt="image: before you is the large blast door that leads to the rest of the ship"></span> <</if>>You look at him one last time: a genius who wanted to improve life for all humanity, but a man driven to the edge of sanity by violence and loss. Hero or villain, you realise the sacrifice he's about to make because of the device he created and the decisions he'd made. His invention, his creation – it could have saved the world. And then... you run. <<if $trust gte 11>>\ <span id ="sp">"The <b>plans</b> – they're in my cabin! I trust you."</span> He calls out after you and you turn to steal a final glance in his direction. Despite his sacrifice, he actually looks at peace, as if he has finally come to terms with something deep within himself. You want to say something – but you don't have the words. That final look between you is enough. <<elseif $trust gte 9>>\ <span id ="sp">"The <b>plans</b> – they're in my cabin! You choose their fate."</span> He calls out after you, but you don't have time to ask him what he means. <span id ="sp">"The ship will go down bow first. Lock the bulkhead door to the mess, it will buy you more time!"</span> <<elseif $trust gte 7>>\ <span id ="sp">"The <b>plans</b>. In my cabin. You choose their fate!"</span> He calls out after you, but you don't have time to ask him what he means. <</if>>\ \ You run as if your life depends on it. Because it does. Back to the large bulkhead door, you swipe the keycode and heave it open. You lock it securely behind you, knowing it won't be enough to shield you from the blast. Down the corridor, past the lower decks, whose emptiness tells its own tale of this doomed ship. Your heart beating fast, almost in time to the increasing pulsing sounds coming from the hold. On to the next door. Again, you swipe your keycard. Again you lock it behind you, hoping that this one might protect you. All the while, clenching your teeth, waiting for the inevitable explosion that could mean your end. [[› Run on into the engine room|Run on into the Engine room]] (‹ stern) [[› Turn back to the Cargo hold|Back to the hold]] (bow ›)
<<set $death++>><<set $timer to -1>><<set $secs to 59>><<if $mainimg is not false>><span class="image"><img src="img/fire.webp" alt="image: a huge fireball - a sudden flash of heat and a moment of pain." width="100%"></span> <</if>>You take your time to explore. It's time you don't have. There is an almighty explosion behind you. You turn to see light burst from around the bulkhead door. It holds for a second... and then you're engulfed. At least it's a quick death. <<if visited ("Get the hell out of there")>>[[› Rewind...|Get the hell out of there][$secs to 47, $timer to 0]]<<else>>[[› Rewind...|The paperclip]]<</if>>
<<if $mainimg is not false>><span class="smallimage"><img src="img/posters_wall.webp" alt="On the wall beside you are some company posters. Scribbled in one corner, someone has written: 'She will devour the ocean in order to light up the sky'"></span> <</if>><<if visited () lt 2>>\ You climb the metal steps two at a time. It can only be a matter of seconds now before... <<timed $ttext+2+'s'>>There is an intense 'thump'. You're not sure if it's a sound or a vibration, but you feel it in every fibre.<</timed>> <<timed $ttext+4.5+'s'>>There's a jolt from behind and you feel like you've been hit by a truck as the air is forced from your body and you're thrown to the ground. The ship lurches and shudders, as if being torn in half by an angry god.<</timed>> <<timed $ttext+7+'s' t8n>>You open your eyes. You're still alive. You realise that Dr Vrieman must have rebooted the device and the shut-down must have worked. The 'cascade reaction' has been averted. You have saved the world from disaster – but you don't have time to celebrate or mourn his death.<</timed>> <<timed $ttext+8+'s' t8n>>There is a terrible screeching sound from the deck below and you hear what sounds like an explosion of metal. The bulkhead doors must have given way. If you had been down there just a few seconds longer... Then a crash of water and a blast of heat shoots up the stairs behind you. Steam fills the air as it rushes up from the lower decks; the air has the acrid smell of burning metal.<</timed>> <<timed $ttext+9+'s' t8n>>You glance at the posters and the deck plan on the wall nearby. You're back on Deck 2, at the stern of the ship.<</timed>> <<timed $ttext+10+'s' t8n>>Explore: [[› Gym|Gym2]] [[› Showers|Showers2]] [[› Toilets|Toilets2]] [[› Back down to Deck 1|Deck 1 no more]] Run: [[› Down the corridor|Stairs Deck 2 final]] (bow ›)<</timed>> <<else>>\ \ You glance at the posters and the deck plan on the wall nearby. You're back on Deck 2, at the stern of the ship... and you need to get off this deck as fast as you can. <<include "flood">>\ Explore: <<if visited ("Gym2")>>[[› Gym|Gym2]] (searched) <<else>>\ [[› Gym|Gym2]] <</if>>\ <<if visited ("Showers2")>>[[› Showers|Showers2]] (searched) <<else>>\ [[› Showers|Showers2]] <</if>>\ <<if visited ("Toilets2")>>[[› Toilets|Toilets2]] (searched) <<else>>\ [[› Toilets|Toilets2]] <</if>>\ <<if visited ("Deck 1 no more") lt 1>>[[› Back down to Deck 1|Deck 1 no more]] <</if>>\ Run: [[› Down the corridor|Stairs Deck 2 final]] (bow ›) <</if>>\
You turn back to the doors that lead down to Deck 1, but you're not sure if there even <i>is</i> a deck down there any more. Water is already gushing through the cracks in the doors; it won't be long before they give way. <<include "flood">>\ [[› Back to the corridor|Run up the stairs - Deck 2]]
<<set $flood ++>>\ <<if $flood lte 1>>\ Water has already started pooling around your feet. <<elseif $flood is 2>>\ There are a series of distant explosions beneath you and you feel the structure of the ship vibrate and buckle with each one. Water is now rushing in from the lower decks making the going unsteady. <<elseif $flood is 3>>\ There is a loud rushing sound and the metal hull screams as if in anguish. Steam fills the air and the water froths and boils as it surges in. The water is rising and it's getting harder to walk through it. <<elseif $flood is 4>>\ The water is rushing in like a tide. You can feel the strange currents of boiling hot water and freezing cold ocean mix and swirl around your knees. It's now a lot harder to fight your way through. <<elseif $flood is 5>>\ The water is surging around you. It's now up past your waist and it's becoming almost impossible to fight the force of the current as it tries to drag you under. <<elseif $flood is 6>>\ The water is raging; pulling you down and along with it as it tries to reclaim the remains of the ship. You try to swim against it, but you're almost entirely at its mercy. <<else>>\ <<goto "Drowned">>\ <</if>>\
The gym is a chaos of equipment with training gear and lockers leaning at bizarre angles. The floor on the far side has partially given way and you can hear the roar of the seething water below. The ship tilts further and a series of weights dislodge from their storage rack and come hurtling towards you. You have to leap out of the way to avoid them. The lights in here are flickering madly giving the appearance of some mad nightclub from hell. Then they finally go out and plunge the room into darkness. <<include "flood">>\ [[› Back to the corridor|Run up the stairs - Deck 2]]
You run into the shower room. The lights are off and you can barely see anything. Along one wall stand the four empty shower cubicles. The wall on the right hand side has a hole smashed through it – revealing the blocked toilet on the other side. Shards of broken tiles litter the floor beneath. There's nothing for you in here. <<include "flood">>\ [[› Back to the corridor|Run up the stairs - Deck 2]]
You barge into the toilet, but there's nothing new to see. The same chemical smell, the same graffiti on the walls. You're not sure what you were hoping to find. The other toilet is still blocked by the dead Captain and it looks like he'll be going down with the ship. <<include "flood">>\ [[› Back to the corridor|Run up the stairs - Deck 2]]
<<if $mainimg is not false>><span class="image"><img src="img/corridor_flood.webp" alt="image: Water crashes and boils into the corridor'" width="100%"></span> <</if>><<if visited () is 1>>You pick yourself up and run full pelt down the corridor.<</if>> You can hear the water rushing up behind you. You turn your head to see it explode onto the narrow space. Instantly the air begins to fill with a combination of water, spray and steam. There must be an incredible amount of heat in what remains of the lower decks. You don't have long before this entire deck is flooded. <<include "flood">>\ Explore: <<if visited ("Main stores2")>>[[› Main stores|Main stores2]] (searched) <<else>>\ [[› Main stores|Main stores2]] <</if>>\ <<if visited ("Medical2")>>[[› Medical|Medical2]] (searched) <<else>>\ [[› Medical|Medical2]] <</if>>\ <<if visited ("Science lab2")>>[[› Science lab|Science lab2]] (searched) <<else>>\ [[› Science lab|Science lab2]] <</if>>\ <<if visited ("Operations2")>>[[› Operations|Operations2]] (searched) <<else>>\ [[› Operations|Operations2]] <</if>>\ <<if visited ("Security2")>>[[› Security|Security2]] (searched) <<else>>\ [[› Security|Security2]] <</if>>\ Run: [[› Up the stairs to Deck 3|Stairs Deck 3 final][$flood to 0]] (up) [[› Back down the corridor|Run up the stairs - Deck 2]] (‹ stern)
The bulkhead door of the main stores leans at an awkward angle. You step inside to find many of the shelves have completely collapsed and the contents of boxes, tins and other containers are scattered across the floor. At the far end of the room, the entire section is on fire and you can feel the heat of it from the doorway as the caustic smoke fills the room. You consider searching through the debris, but another set of shelves teeters, then crashes to the ground and you think better of it. <<include "flood">>\ [[› Back to the corridor|Stairs Deck 2 final]]
A single striplight still shines giving the med bay a cold and haunting light. The floor is twisted and warped and the entire contents of the room – tables, beds, chairs, cabinents – are all piled at one end; as if the whole thing had been shaken and turned upside down. The dead body of Johansen lies amongst them. There's nothing for you in here. <<include "flood">>\ [[› Back to the corridor|Stairs Deck 2 final]]
The Science lab door has blown off its hinges and lies further inside the room. The room was already a chaos of machinery, research and lab equipment – it's not improved since. The lights are off in here and you can barely make out anything it contains. There's a loud 'thump' from below and you see the floor buckle upwards with the force of yet another small explosion. It's a miracle this deck still holds, but it won't last long... <<include "flood">>\ [[› Back to the corridor|Stairs Deck 2 final]]
It's pitch black in the Operations room, but you can dimly make out a pile of chairs and the whiteboard against the far wall. The ship gives another lurch and leans to its side; the entire contents of the room start to shift and slide in your direction. You run back to the corridor and hear them slam against the wall where you just stood. <<include "flood">>\ [[› Back to the corridor|Stairs Deck 2 final]]
The Security door is shut tight. You twist the handle and are about to walk in... just in time, you realise the floor has completely given way. The Security system, desk and the safe have all vanished into the depths below. In their place, boiling steam issues forth as if from the depths of hell – lit by the unearthly glow of molten metal. Your hear another eruption and you quickly slam the security door shut before you're engulfed. <<include "flood">>\ [[› Back to the corridor|Stairs Deck 2 final]]
<<set $temp to 0>><<set $notes to false>><<set $hasPhone to false>><<set $hasPlans to false>>\ <<set $flood to 0>><<set $death++>><<if $mainimg is not false>><span class="image"><img src="img/water.webp" alt="image: As the water rises above your head, you realise it's too late, you missed your chance... " width="100%"></span> <</if>>As you head in that direction, the water rushes around and above you leaving you scrabbling for any remaining air. It's pitch black and you're no match for the force of the current as it rushes through the ship, dragging you along with it. It's too late, you missed your chance... Soon the heat and the water claim you. You become yet another victim of The Kuolema and your lifeless body is dragged down into the depths along with the mysteries it contained. [[› Rewind...|Run up the stairs - Deck 2]]
<<if $mainimg is not false>><span class="image"><img src="img/stairs_flood.webp" alt="image: the main stairs leading fup to the top deck. Steam and spray fill your vision, the glow of the morning sun beckons from above." width="100%"></span> <</if>><<if visited () lt 2>>You run as fast as you can from the rushing water behind you. Sprinting up the stairs you emerge onto the familiar stairway of Deck 3. <</if>>Behind you, the corridor leads into the gloom towards the stern. <<if lastVisited ("Heading up") is 1>>To the side, the corridor leads towards the ship's mess. There is now a loud creaking sound coming from that direction. <<elseif $flood lte 1 and $temp is 0>>To the side, a smaller corridor leads around towards the mess – and there is a strange creaking sound coming from that direction. <<elseif $flood lte 3 and $temp is 0>>To the side, the corridor leads towards the ship's mess. The creaking sound is getting louder now and is coming from that direction.<<elseif $flood gte 4>>To the side, a smaller corridor leads around towards the mess – and water is now flooding in from that direction. <<elseif $flood lte 4 and $temp is not 0>>To the side, a smaller corridor leads around towards the mess – and the bulkhead door you managed to lock. <<else>> To the side, a smaller corridor leads around towards the mess. <</if>> The main stairs continue up to the top deck and the freedom of the open air. <<include "flood2">>\ Move: [[› Down the main corridor|Corridor final]] (‹ stern) <<if $flood gte 4>>\ [[› Head towards the mess|Ships Mess final]] (bow ›) <<elseif $temp gt 0>>\ [[› The bulkhead door to the mess|Ships Mess final]] (locked) <<else >>\ [[› Investigate the creaking sound|Ships Mess final]] (bow ›) <</if>>\ [[› Climb up the stairs to the top deck|Heading up]] (up) [[› Down the stairs to Deck 2|Stairs Deck 2 final][$flood to 6]] (down)
<<set $temp to 0>>You finally emerge onto the top deck and you're greeted by the deep golden glow of an early morning sunrise – you had completely lost track of time. The storm has passed and the skies are clear. It's so good to finally be out in the open air! The ship tilts violently, snapping you out of your brief reverie. You look out towards the bow and realise that it's now almost entirely submerged. The crashing waves boil and seethe, as if trying to devour the remains of the ship. The roar of water and creaking metal is almost deafening. The lower decks are completely underwater and the top deck isn't far behind. You're going to have to get off this sinking wreck somehow. You don't have too far to jump here as you're quite close to the surface of the ocean already. You could leap now, or try to make your way up towards the bridge. <<if visited ("Jump into the water") lt 1>>\ [[› Jump into the water|Jump into the water]] <</if>>\ [[› Head up to the bridge|The bridge final]]
<<if $mainimg is not false>><span class="image"><img src="img/final_corridor.webp" alt="Down the main corridor, the ship is leaning at an unnerving angle" width="590px"></span> <</if>><<if $hasPlans is true>>Just as you're about the leave the cabin, there's a loud tearing noise from somewhere beneath you. A huge cloud of super-heated steam blasts down the corridor outside. You feel the heat of it as it scalds your skin. You cautiously peer out, aware there could be another explosion at any moment. The air is thick with steam and the water is rising rapidly; the temperature is hot, almost scalding. The corridor towards the stern beckons, but your instincts tell you it's safer to head back to the stairs. <<else>>\ <<if visited () is 1>>As you make your way down the corridor, there's another sudden lurch, and you find yourself thrown to one side as the ship leans at an unnerving angle. <</if>>The lights are all off and you can barely see anything. Steam begins to fill your vision and all you can hear is the sound of rushing water and groaning metal. <</if>>\ <<include "flood2">>\ <<if $flood is 2 and $temp is 0 and $hasPlans is not true>>\ Adding to the noise you hear the sudden sound of breaking glass. You turn, it seems to be coming from somewhere towards the bow... <<elseif $flood gt 3 and $temp is not 0 and $hasPlans is not true>>\ You turn to see water surging in from the lower decks. Despite locking the bulkhead door to the mess, the ship is sinking fast and you're almost out of time. <<elseif $flood gt 3 and $temp is 0>>\ You turn to see water surging in from the side corridor leading to the mess. Perhaps if you had been able to do something earlier, you might have had more time. <</if>>\ \ <<if visited ("Cabin 1 final")>>[[› Cabin 1|Cabin 1 final]] (searched) <<else>>[[› Cabin 1|Cabin 1 final]] <</if>>\ <<if $hasPhone and $hasPlans>>[[› Cabin 2|Cabin 2 final]] (searched) <<else>>[[› Cabin 2|Cabin 2 final]] <</if>>\ <<if visited ("Cabin 3 final")>>[[› Cabin 3|Cabin 3 final]] (searched) <<else>>[[› Cabin 3|Cabin 3 final]] <</if>>\ <<if visited ("Cabin 4 final")>>[[› Cabin 4|Cabin 4 final]] (searched) <<else>>[[› Cabin 4|Cabin 4 final]] <</if>>\ [[› Run down the corridor|Corridor 2 final]] (‹ stern) [[› Head back to the stairs|Stairs Deck 3 final]] (bow ›)
<<if $temp gt 0>><<set $flood -->>You have already locked the bulkhead door, but it won't hold for long. There's nothing else for you here. \ <<elseif $flood gte 4>>\ You take the side corridor towards the mess, but you don't get far. Water is now rushing in from the open bulkhead door and it's impossible to wade through the force of the torrent. Perhaps if you had closed that door earlier… \ <<else>>\ <<set $temp to 1>><<if $mainimg is not false>><span class="image"><img src="img/mess_final.webp" alt="image: inside the ship's mess, through the windows you can see this entire section is already underwater. The glass has already started to crack." width="100%"></span> <</if>>You take the side corridor and run into the ship's mess. The whole room leans forward at a dizzying angle, pulling you and the rest of its contents down towards the front of the ship as it sinks below the waves. You glance out through the windows and are shocked to see that you're looking out into the depths. This whole section is already underwater! You hear bottles and glasses smashing to the floor as they cascade from the bar. The windows are already creaking in distress. Despite the thick safety glass, the water pressure is building and you know they won't hold for long. You turn, pulling yourself back up to the bulkhead door, locking it behind you as you go. You realise that locking this door will buy you just a little extra time before the raging waters break through. <</if>>\ [[› Back to the stairs|Stairs Deck 3 final]] (‹ stern)
You run to the Captain's cabin, hoping to retrieve the laptop and maybe send out a new message. You try opening the door, but no matter how many times you swipe your card, it refuses to unlock. With no power, the security door locks have started to shut down. You look back towards the main stairs, the water is already rushing up from the lower decks. <<include "flood2">>\ [[› Back to the corridor|Corridor final]]
<<if $hasPhone is true and $hasPlans is true>><<set $flood -->>\ You have already found the device plans and your phone, there's nothing else to salvage here, you should head back to the stairs as quickly as you can! [[› Back to the corridor|Corridor final]] <<else>>\ <<if $mainimg is not false>><span class="smallimage"><img src="img/cabin_2.webp" alt="image: A window into cabin 2, it's too dark to see inside"></span> <</if>>You run over to Cabin 2, Dr Vrieman's cabin. You peer into the window, but it's pitch black inside. The lock is smashed, but the door is slightly ajar. Dr Vrieman did say he could always get out. <<include "flood2">>\ \ <<if $easy is true>><<set _f to 4>><<else>><<set _f to 3>><</if>>\ \ <<if $flood gte _f and $temp is not 0>>\ You turn to see the torrent rushing towards you – despite locking the bulkhead door, you took too long and the ship is sinking fast. <<elseif $flood gte _f>>\ You turn to see the torrent rushing towards you – pouring in from the side corridor that leads towards the bow. It won't be long before the water floods this entire deck. <<elseif $temp is not 0>>\ You glance back up the corridor. It seems the bulkhead door is holding the flood at bay, but you know it won't hold for long... <<else>>\ You glance back, you should have just enough time to explore inside – as long as you hurry! <</if>>\ [[› Open the door and step inside|Step inside]] [[› Back to the corridor|Corridor final]] <</if>>\
You run over to Cabin 3. The door stands open, in fact, the door is damaged and is almost hanging off its hinges. You stand on the threshold of the room, the lights are all off and you can't see much inside. You're trying to remember what it is you came to this cabin for. You peer in. You can see the small but well-equipped cabin, with the cupboard and the personal safe. The cupboard doors are open, the uniforms are strewn across the floor. There is nothing new to find in here. <<include "flood2">>\ [[› Back to the corridor|Corridor final]]
You run over to the door to Cabin 4, the door is open and you run inside. The once neatly filed papers are now scattered everywhere and the photo of the dead Security officer lies smashed on the floor. The hidden drawer is open, but there's nothing inside. Otherwise, it's largely as you left it. <<include "flood2">>\ [[› Back to the corridor|Corridor final]]
The corridor continues towards the stern of the ship. It's hard to progress now as the ship is leaning at such an angle and water flows in steadily, flooding the corridor. To the right, the doors to the store room are open and much of its contents are strewn across the floor. To the left, the door to the galley is open wide and despite the dark interior, you can see the smashed and jumbled contents inside. Nearby, you see the now floating body of the dead security officer, who still lies where you left him; as if guarding the way and warning off unwary travellers. In front of you, a set of doors with a sign reading "<i>Danger unsafe</i>" and you wonder if you should take heed of its warning. <<include "flood2">>\ [[› Head to the external doors|External doors]] (‹ stern) [[› Turn back|Corridor final]] (bow ›)
You scrabble around in the darkness and glimpse a couple of items in a small box on the table nearby. In the dim light, it looks like a phone and a large leather-bound folder. You can hear the water rushing into the corridor outside – you don't have much time. <<if $easy is not true>>\ <<include "flood2">> <</if>>\ \ <<if $easy is true and $flood lt 6>>\ [[› Grab both items|Grab them both]] <<elseif $flood lt 5>>\ [[› Grab both items|Grab them both]] <<else>>\ [[› Grab both items|Grab fail]] <</if>>\ [[› Back to the corridor|Corridor final]]
<<set $temp to 0>><<set $notes to false>>\ <<set $flood to 5>><<set $dead ++>><<if $mainimg is not false>><span class="smallimage"><img src="img/stern_outside_end.jpg" alt="image: you're standing on the dangerous observation platform at the stern of the ship"></span> <</if>>You push open the doors expecting to emerge into the darkness of the storm. Instead, the skies look clear and there's a deep orange sunrise just emerging on the horizon - you had lost all sense of time. You're on a viewing platform that sits over the stern of the ship. Looking over the edge reveals a mass of flame and twisted wreckage that was once the lower decks. The ship is leaning at an alarming angle, pushing the stern higher into the air as the bow begins to sink. As you wonder what to do next, there is another explosion and the ship is rocked yet again. Suddenly the precarious platform you're standing on gives way, plunging you down into the churning waves. The sharp and torn metal remains of the lower decks emerge from the water right below you. There's nothing you can do, your body hits the jagged metal at speed ...you're dead by the time you hit the water. <<if visited ("Grab them both")>>\ <<set $flood to 3>>\ <<timed 0.1s t8n>>[[› Rewind...|Grab them both]]<</timed>> <<else>>\ <<if $hasPlans is true or $hasPhone is true>>\ <span id="guide">'Rewind' will take you back to the stairs on Deck 3. You will lose any items you may have just picked up...</span> <<else>>\ <span id="guide">'Rewind' will take you back to the stairs on Deck 3.</span> <</if>>\ <<set $hasPhone to false>><<set $hasPlans to false>>\ <<timed 0.1s t8n>>[[› Rewind...|Stairs Deck 2 final]]<</timed>> <</if>>
<<set $death++>><<if $mainimg is not false>><span class="image"><img src="img/jump.webp" alt="image: Your last sight is of the golden glow of the morning sky above you as it ripples and flickers just out of reach"></span> <</if>>You leap into the seething, warring mass of metal, water and steam. You gasp as your body hits the water and you claw your way to the surface, trying to avoid the huge metal hull as it's sucked downwards into the depths. But you're too close to it – the ship's pull is too strong and its clutches drag you down with it no matter how hard you swim. Your last sight is of the golden glow of the morning sky above you as it ripples and flickers just out of reach... You were so close! [[› Rewind...|Top deck final]]
<<set $radio to true>><<if $mainimg is not false>><span class="image"><img src="img/nav_system_3.webp" alt="image: You're back in the bridge, but you don't have long before it's engulfed!" width="100%"></span> <</if>>As the bow of the ship descends beneath the waves, you find yourself climbing almost uphill, up the stairs and into the bridge. You have no time to check the controls; it would do little good now anyway. <<if $hasPhone is true>>\ You glance out out of the window. If you're quick, you should have enough time to send out a rescue call. You know your options are not ideal, but they're still better than being stranded in the middle of the South China Sea. [[› Send out a call for rescue|Navigation final]] [[› Exit the bridge and take your chances|Stern final]] <<else>>\ You might have enough time to check the Navigation system, but as both the device and the research are lost, it's probably better to get off the ship as fast as you can. [[› Check the Navigation system|Navigation final]] [[› Head out of the bridge to the stern of the ship|Stern final]] <</if>>\
<<if $mainimg is not false>><span class="image"><img src="img/nav_system_3.webp" alt="image: The navigation system is showing the Long-range Emergency Communications system - it requires a channel number" width="100%"></span> <</if>><<set $opeccode to 931>><<set $navycode to 718>><<set $message to 0>>\ <<if visited () is 1>>\ You quickly move over to the Navigation system. You have to hold on to the desk as the whole room slants at an alarming angle. Through the windows you can see the seething waves advancing towards you as the ship sinks ever lower. \ <<if $radio is not true>><<set $radio to true>>\ Checking through the settings, you find an emergency long range communication system. It looks like it requires a specific channel to be set in order to communicate. <</if>>\ <<else>>\ You can see the water is advancing at quite a speed. This is your last chance to send out a rescue call, but you don't have long! <</if>>\ \ <span id="guide"><<if $hasPhone is true>>\ You have lost all of the evidence you discovered, but you did write down the channel numbers you found in the <i>'Long range comms'</i> section of your mission notes. Use one of those codes to call for rescue, but choose wisely... <<else>>\ You're not sure you have time to mess with this, it might be safer to leave now and trust to fate... <</if>></span>\ \ <<set _output = []>>\ <span id="code"><<cycle "_dial1">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="code"><<cycle "_dial2">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="code"><<cycle "_dial3">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span class="textenter"><<button "TRY">></span> <<set $temp ++>><<if $temp gt 5>><<goto "Stern final">><</if>>\ <<if _output.length === 0>>\ <<set _output = ["There's no response from the equipment", "You're running out of time...", "There's no time to guess!"]>>\ <</if>>\ <<if _dial1 + _dial2 + _dial3 == $opeccode>>\ <<goto "OPEC">>\ <<elseif _dial1 + _dial2 + _dial3 == $navycode>>\ <<goto "NAVY">>\ <<elseif _dial1 + _dial2 + _dial3 == $achlyscode>>\ <<goto "ACHLYS">>\ <<else>>\ <<replace "#output">><<= _output.pluck()>><</replace>>\ <</if>>\ <</button>> <span id="output"></span> <<if $hasPhone is true>>\ [[› or leave now and take your chances|Stern final]] <<else>>\ [[› Leave now while you still can|Stern final]] <</if>>\
<<if $mainimg is not false>><<timed .1s t8n>><span class="image"><img src="img/sinking.webp" alt="image: the entire bow section of the ship begins to tear away in an eruption of steam and water" width="100%"></span><</timed>> <</if>><<if $message gt 0>>You have no idea if you've made the right decision, but the message is sent now – and there's no taking it back. You wonder if you could also send a message out to a different channel, but at that moment, the windows explode inwards and the water crashes in.<<elseif $temp gt 5>>You took too long! As you try another channel, the windows explode inwards and the water crashes in.<<else>>You dash through the empty room. You stop for a moment and wonder if you had time to send out a call for rescue, but at that moment, the windows explode inwards and the water crashes in.<</if>> You leap backwards, scrabbling over the canted floor, and just manage to get to the exterior doors. Jumping down the steps, you land on the deck towards the stern of the ship where you first arrived. There is an almighty rending scream behind you, you turn to see the entire bow section of the ship begin to tear away in an eruption of water, wood and metal. The stern is still attached somewhere below, and is tilting higher into the air as the bow drags downwards towards its final resting place – deep beneath the waves. You see nearby, still attached by one last remaining cable, the lone life raft you found at the start of your mission. You're going to need to free it somehow... <<if visited ("Jump")>>\ [[› Use the Bolt Cutters|Life raft]] <<else>>\ <<if $easy is true>>\ <<listbox "$select">> <<optionsfrom $items>> <</listbox>> <<button "USE">> <<if $select is "Bolt cutters">>\ <<goto "Life raft">>\ <<else>>\ <<replace "#output">><<= either(["That doesn't look right", "What did you find here when you first landed?"])>><</replace>>\ <</if>><</button>> <span id="output"></span> <<else>>\ <span class="textenter"><<textbox "_input" "" >><<button "USE">></span>\ <<if ["bolt", "boltcutters", "cutters"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<goto "Life raft">>\ <<else>>\ <<replace "#output">><<= either(["That isn't going to work.", "You need something to cut the remaining tether.", "What did you find here when you first landed?"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span> <</if>><</if>>\
<<set $items.delete("Bolt cutters")>><<set $hasBoltcutters to false>><<if $mainimg is not false>><span class="image"><img src="img/liferaft.webp" alt="image: the life raft rapidly begins to inflate as it hits the water below." width="100%"></span> <</if>>You're still clutching your pack and the few remaining items inside. You grab the cable that tethers the life raft, retrieve the bolt cutters, and sever it. You leave them where you first found them; they've done their job. With no time to think, you wrench the pull cord and throw the raft over the side of the ship. It instantly begins to inflate. You watch as it falls over the side and hits the boiling ocean below. You climb over the railings and look down into the mass of foam and steam. The sea beneath you is lit from below with still-glowing fires of intense heat. Huge bubbles rise up and explode on the surface. [[› Jump now|Jump]] <<if visited ("You wait") lt 1>>[[› Wait for the perfect moment|You wait]]<</if>>
<<set $death++>><<if $mainimg is not false>><span class="image"><img src="img/jump.webp" alt="image: Your last sight is of the golden glow of the morning sky above you as it ripples and flickers just out of reach"></span> <</if>>You wait, hoping for just the right moment, but the ship is being pulled down at quite a speed and you realise there was never going to be a perfect moment. There's nowhere to go as the ship descends into the chaotic, churning sea before you. You have no choice. You leap at the last minute, hoping to make it clear. You gasp as your body hits the water and you claw your way to the surface, trying to resist the incredible pull of the ship as it sinks ever downward into the depths. But the pull is too strong and its clutches drag you down with it, no matter how hard you swim. Your last sight is of the golden glow of the morning sky above you as it ripples and flickers just out of reach... You were so close! [[› Rewind...|Life raft]]
<<set $exec to "https://script.google.com/macros/s/"+$the+"/exec">>\ <<if $mainimg is not false>><span class="image"><img src="img/sink1.webp" alt="image: The sun is rising on the horizon and you watch the final death throes of the ship as it slowly sinks below the surface"></span> <</if>>You close your eyes... and jump overboard. You land in the water, grabbing hold of your pack and the remaining items within. By now, the life raft has almost fully inflated. You swim towards it – all the while, waves churn around you and there's a powerful undercurrent trying to suck you down. You manage to grab hold of the raft and pull yourself aboard. You duck as a pocket of steam erupts nearby, showering you with hot spray. There are a couple of small oars attached to the inside of the raft. You grab them and start to row, your muscles straining as you fight against the waves. Desperation gives you strength and you slowly pull away from the sinking ship, getting as far away from it as you can, aware that any moment could be your last. Eventually, through sheer exertion (and any luck that still remains), you manage to get some distance between you and the sinking wreck and you begin to feel a little safer. You turn, exhausted, and try to catch your breath. The water boils and churns as the stern continues to sink below the waves. You get a glimpse of the glowing remains of the lower hull, still smouldering with intense heat. The sun is rising on the horizon, casting its golden glow upon the final death throes of the ship as it slowly sinks below the surface – taking Dr Vrieman, his device, his discoveries and his victims with it. You're alive. You survived the ordeal. <<if $hasPlans is true>>\ As the remains of the Kuolema give in to the grasping hands of the deep, you turn your attention to the folder you managed to retrieve from Dr Vrieman's cabin. [[› Examine the folder|Examine the object]] <<else>>\ As the remains of the Kuolema give in to the grasping hands of the deep, you feel a desperate sense of relief, coupled with complete exhaustion. You take one last look through your pack, but there's nothing of any value. The sun is rising over the horizon and the churning ocean has finally begun to calm. There is nothing left to show where the Kuolema once was. You look around – an empty unbroken horizon surrounds you. You feel the rush of adrenaline finally start to drain away as the rising sun warms your shivering body and you gradually succumb to fatigue. Before you know it, you drift into an uneasy slumber as the waves gently lap against the sides of your raft. [[› Hours pass...|No plans]] <</if>>
<<if $mainimg is not false>><span class="zoom"><img src="img/leather_folder.webp" alt="A leather-bound folder" width="560px"></span> <</if>>You reach into your pack and retrieve the leather-bound folder. Thankfully, your pack seems to have kept most of the water away from the contents. On the front is a strange and complex diagram that you're sure you've seen before. Below it is written 'Doctor Joseph Vrieman'. As you leaf through the pages, you begin to realise the implications of what you're holding: <h3>"All research, notes, plans and blueprints for the Fusion Reactor prototype; codename: 'PERSES'."</h3>Most of the information that follows makes little sense to you, but you know the value it contains. People have died for this. The research here could mean a solution to the world's energy needs. It could be an opportunity to learn from mistakes and make better choices. But you also know how disastrous it could be if it goes wrong. Can humanity be trusted with this kind of power? It's a disturbing feeling knowing that the folder you hold is worth much more to those in power than your own life. At some point, you're going to have to decide what to do with it. The sun is rising over the horizon and the churning ocean has finally begun to calm. There is nothing left to show where the Kuolema once was. You look around – you're surrounded by an empty and unbroken horizon. You take another look through the documents, but you're utterly exhausted and it feels as if every muscle in your body is screaming from overexertion. You can feel the rush of adrenaline beginning to drain away as the rising sun warms your face. After a while, you gradually succumb to fatigue and before you know it, drift into an uneasy slumber as the waves gently lap against the sides of your raft. <<if $message gt 0>>\ [[› Hours pass...|Rescue]] <<else>>\ [[› Hours pass...|Plans no rescue]] <</if>>\
<<if $message is 1>><<if $mainimg is not false>><<timed 0s t8n>><span class="image"><img src="img/achlys_sub.webp" alt="image: the unmistakable shape of a submarine surfaces. On the side you see the familiar Achlys symbol"></span><</timed>> <</if>>You're woken by a rushing sound and the life raft is rocked by a series of huge advancing waves that threaten to throw you overboard. You stand uneasily and look out to sea. You notice a wave breaking in the distance, small at first and then getting larger, as if some great monster is surfacing from the deep. Something metallic breaks the waves. Just a black cylinder at first, followed by another, and then a huge bulk of dark metal begins to emerge like a wall, advancing towards you. Finally, the unmistakable shape of a submarine surfaces. On the side, you see the familiar Achlys logo. It seems they've found you and are now here to claim their prize. But do you trust Achlys with the research? Would humanity be safe with this technology in their hands? \ <<if $decision2 is true>>\ Of course, with AIS broadcasting the ship's position right up until it sank, there may be others out searching for you. You'll need to resolve this quickly. <<else>>\ Of course, AIS disabled, they will be the only ones aware of your location. <</if>>\ You have felt powerless this whole time, a mere pawn in a much bigger game. Perhaps you're able to take control of the situation with one final act. Your rescue is now assured, but you have one last decision to make before they reach you... <<elseif $message is 2>><<if $mainimg is not false>><<timed 0s t8n>><span class="image"><img src="img/navy.webp" alt="image: in the distance, you see the familar shape of a Navy helicopter as it skims low over the ocean waves"></span><</timed>> <</if>>Sometime later, you’re woken by the distant sound of rotor blades. You scan the horizon. There, in the distance, you see the familar shape of a Navy helicopter as it skims low over the ocean waves, presumably in search of you. You stand, waving, and are relieved to see the helicopter adjust its course. Soon it's hovering almost directly above, and you have to shield yourself from the wind and spray that whips up around you. Would they have been so keen to rescue you if you didn't have the research? If they get ahold of this technology it will put your country in the lead when it comes to warfare, but will it ultimately be the best move for humanity? \ <<if $decision2 is true>>\ Of course, with AIS broadcasting the ship's position right up until it sank, there may be others out searching for you too. You'll need to resolve this quickly. <<else>>\ Of course, with AIS disabled, they will be the only ones aware of your location. <</if>>\ You have felt powerless this whole time, a mere pawn in a much bigger game. Perhaps you're able to take control of the situation with one final act. Your rescue is now assured, but as a harness is lowered down towards you, you realise you have one last decision to make... <<elseif $message is 3>><<if $mainimg is not false>><<timed 0s t8n>><span class="image"><img src="img/opec.webp" alt="image: a large, sleek black super-yacht is resting some distance away"></span><</timed>> <</if>>You're woken with a start by the harsh blast of a ship's horn. You stand quickly and look around you. You're stunned to see a large, sleek black super-yacht resting some distance away – as if it had been silently following you all this time. You watch as a motorised dinghy launches from the back and speeds towards you. The OPEC cartel have found you and they are keen to claim their prize. If you play your cards right, you stand to gain a lot from this encounter, but do you really trust them with this research? \ <<if $decision2 is true>>\ Of course, with AIS broadcasting the ship's position right up until it sank, there may be others out searching for you too. You'll need to resolve this quickly. <<else>>\ Of course, with AIS disabled, they will be the only ones aware of your location. <</if>>\ You have felt powerless this whole time, a mere pawn in a much bigger game. Perhaps you're able to take control of the situation with one final act. Your rescue is now assured, but before they arrive, you know you have one last decision to make... <</if>>\ [[› Throw the folder into the sea|Throw the research into the sea]] <i>or</i> [[› Keep hold of it|Keep hold of it]]
<<if $easy is true>><<set $mode ++>><</if>>\ <<set $decision7 to false>><<set State.metadata.set("complete", true)>><<set $packopen to false>>\ With a heavy heart, you make your decision. This technology is too powerful and too easy to misuse. Although it promises salvation, you know deep down that it will only cause disaster. Perhaps someone else in the future will make the same discoveries. You can only pray that if they do, humanity will be better prepared to take up this responsibility. One last time, you flick through the pages of Dr Vrieman's life's work, knowing you hold the secret to clean energy in your hands. He has passed his discoveries on to you, and you hope that he would have understood your final decision. Although you knew him for only the briefest amount of time, you almost came to admire him. You wonder if his obsession with harnessing the power of the stars was purely for the good of humanity. Perhaps there was also another motivation: the result of an entirely different kind of power, no less potent – its mystery perhaps only revealed when he realised what he had lost. Amongst the research, there was no equation, no formula to document it. There were just two simple words, hand-written on the final page... <span id="sub2"><i>'for David'</i></span> <<if $decision2 is true or $message gt 0>>\ As your rescuers approach, you throw the folder and its contents into the sea. <<else>>\ You pause, listening to the sounds of the ocean, then you throw the folder and its contents into its gentle grasp. <</if>>\ It floats for a moment as if considering its own fate, then slowly it sinks down into the darkness. <span id="sub3">THE END</span> [[› Epilogue|the end]]
<<if $easy is true>><<set $mode ++>><</if>>\ <<set $decision7 to true>><<set State.metadata.set("complete", true)>><<set $packopen to false>>\ You hope you're making the right decision, but you have to have some faith and optimism that humanity will not take the wrong path again. You can't bear the responsibility of destroying the chance to give clean, unlimited energy to all. The world will discover these things eventually, and perhaps now that you know the dangers, you can persuade those in power to be more cautious. You flick through the pages of Dr Vrieman's life's work, knowing you hold the secret to clean energy in your hands. And as you do, you feel guided, as if this was your destiny all along. He has passed his discoveries on to you, and you hope that he would have understood your final decision. Although you knew him for only the briefest amount of time, you almost came to admire him. You wonder if his obsession with harnessing the power of the stars was purely for the good of humanity. Perhaps there was also another motivation: the result of an entirely different kind of power, no less potent – its mystery perhaps only revealed when he realised what he had lost. Amongst the research, there was no equation, no formula to document it. There were just two simple words, hand-written on the final page... <span id="sub2"><i>'for David'</i></span> <span id="sub3">THE END</span> [[› Epilogue|the end]]
<<set $flood ++>>\ <<if $temp is 1>><<set $flood to 0>><<set $temp to 2>><</if>>\ <<if $flood lt 0>>\ The air is full of steam and the sounds of a dying ship. <<elseif $flood is 0>>\ The floor rumbles beneath your feet as water rushes through the lower decks. <<elseif $flood is 1>>\ The ship shudders as pockets of air from the cabins below explode to the surface. <<elseif $flood is 2>>\ The floor is warped and twisted. The air is full of steam and the sounds of a dying ship. <<elseif $flood is 3>>\ There is an explosion of steam and the air fills with boiling spray. There is an almighty tearing sound as the ship begins to tear itself apart. You hear the sound of rushing water as it suddenly begins to flood the corridor. <<elseif $flood is 4>>\ It's becoming harder to walk now as the water gushes around you. <<elseif $flood is 5>>\ The surging waves crash in as if trying to fill every empty space and claim it for their own. <<elseif $flood is 6>>\ The water is now up to your waist and it's becoming increasingly difficult to wade through it. <<elseif $flood is 7>>\ There's no light and you struggle to see where you're going, the water is now up around your shoulders and you have but moments left! <<else>>\ <<goto "Drowned2">>\ <</if>>\
<<set $notes to false>><<set $flood to 5>><<set $death++>>\ <span class="image"><img src="img/water.webp" alt="image: As the water rises above your head, you realise it's too late, you missed your chance... "></span> The ship shudders as if convulsing. The lights are out completely and you're now swimming desperately in the pitch blackness with no idea which way to go or even which way is up. As the water rises above your head, you realise it's too late, you missed your chance. The ship has claimed another victim and any chance of salvaging something from this disaster, gradually sinks down into the depths along with your lifeless body. <i><<if $temp is not 0>>\ Despite locking the bulkhead door, you took too long to escape... <<else>>\ If only there was something you could have done to buy yourself just a little more time... <<if $easy is true or visited ("Grab fail")>>\ ...the water came in from the bow. Perhaps if you locked the bulkhead door to the mess...? <</if>><</if>></i>\ <<if visited ("Grab them both")>>\ <<set $flood to 3>>\ <<timed 0.1s t8n>>[[› Rewind...|Grab them both]]<</timed>> <<else>>\ <span id="guide"><<set $temp to 0>><<if $hasPlans is true or $hasPhone is true>>\ 'Rewind' will take you back to the stairs on Deck 3. You will lose any items you may have just picked up... <<else>>\ 'Rewind' will take you back to the stairs on Deck 3. <</if>></span>\ <<set $hasPhone to false>><<set $hasPlans to false>>\ <<timed 0.1s t8n>>[[› Rewind...|Stairs Deck 2 final]]<</timed>> <</if>>\
<<if $trust lte 5>>\ <<set $death++>><span class="smallimage"><img src="img/gun.webp" alt="image: the gun fires"></span> His face flushes with anger and the gun raises higher. <span id ="sp">"I knew it! I knew I couldn't trust you! You're just like all the others. You're exactly what's wrong with humanity! This is why she is needed so desperately! You're too busy thinking about power and money. You're just looking out for yourself!"</span> There's a flash as the gun goes off right in front of you and you're dimly aware of a sudden stab of pain. ...and then nothing. [[› Rewind...|Stop this!]] <<elseif $trust lte 9>>\ His face is unreadable, as if he's still trying to make to make up his mind about you. <<if $trust lte 7>>\ <span id ="sp">"I still don't know if I can trust you. I think you're just after the <b>plans</b>..."</span> <<else>>\ <span id ="sp">"I still don't know whose side you're on. But perhaps..."</span> <</if>>\ ...he catches himself before saying anything more. <span id ="sp">"So, will you stand with me and welcome her arrival?"</span> You're aware the clock is ticking, you don't have time for this. [[› 'At least take a look at the evidence!'|Evidence]] [[› Wait for 'her' to arrive|Emergence]] <<else>>\ He looks surprised, as if perhaps he had misjudged you. <span id ="sp">"Well, perhaps we're more alike than I realised. Will you stand with me and welcome her glorious arrival?"</span> You're aware the clock is ticking, you don't have time for this... [[› 'At least take a look at the evidence!'|Evidence]] [[› Wait for 'her' to arrive|Emergence]] <</if>>
<<include "Results">> <h3>Thank you for playing!</h3> <<if State.metadata.get("shared") is true>>\ <h3>Your choices have been shared - thank you!</h3> <<if setup.resend is true and $hasPlans is true>>\ <<button "Continue" "Final stats">><<include "transend">><</button>> <<else>>\ <<button "Continue" "Final stats">><</button>> <</if>><<else>>\ To share your choices and compare with others, please choose an option that best describes how you feel about the use of AI generated imagery: <<link "› I am against the use of AI art for any purpose">> <<set $AI to "Totally against">>\ <<include "transend">> <</link>> <<link "› I am generally against, but it might be ok for non-commercial use">> <<set $AI to "Ok if non-commercial">>\ <<include "transend">> <</link>> <<link "› I am undecided about AI art, I can see both sides of the argument">> <<set $AI to "Undecided">>\ <<include "transend">> <</link>> <<link "› I think it's fine, as long as it's used well">> <<set $AI to "Fine, if used well">>\ <<include "transend">> <</link>> <<link "› I am optimistic about the use of generative AI as a creative tool">> <<set $AI to "Optimistic">>\ <<include "transend">> <</link>> <hr class="line"><span id="sub3"><i>This is completely anonymous – no personal information is stored or shared. However, if you would prefer not to share anything at all, just click <<link "here">><<set $AI to "Choices not shared">><<include "transend">> <</link>>.</i> <<linkreplace "What data is shared?">><b>What data is shared?</b> <i>• Choice: decided to trust the man in Cabin 2 (true/false) • Choice: re-enabled AIS tracking (true/false) • Choice: found a less gruesome way to access the laptop (true/false) • Choice: got in touch with Achlys (true/false) • Choice: sent out a rescue call to... (no one/someone) • Choice: final decision • Opinion on the use of AI generated images</i> <</linkreplace>></span> <</if>>\
<h2>Thanks for playing!</h2> To see choices shared by other players: <<button "CHOICES" "Embed">><</button>> No matter what choices you made, thank you for investing your time. I hope you enjoyed the story. <<if $hasPlans is not true and visited ("Jump")>>\ <hr class="line">Unfortunately you were unable to salvage anything from the mission and so missed one final secret. If you would like to <i>rewind</i> for another try <<link "click here">>\ <<set $hasBidReport to true>><<set $packopen to true>><<set $flood to 0>>\ <<set $opeccode to 931>><<set $navycode to 718>><<set $radio to true>>\ <<if $achlyscode is 9999>><<set $achlyscode to 236>><</if>>\ <<set $radio to true>><<set $hasKeycard4 to true>><<set $hasKeycard3 to true>>\ <<set $hasBoltcutters to true>><<set $temp to 0>><<set $start to true>>\ <<set $items to ["Choose:", "Bolt cutters"]>>\ <<goto "Stairs Deck 2 final">>\ <</link>>. This will put you back on the ship as it begins to sink. <span id="sub2">Try heading to the ship's mess first, then search for the device <b>plans</b> inside Cabin 2...</span> <hr class="line"> <</if>>\ \ <<if $itch is true>>\ If you did enjoy the game please consider leaving a short review on <a href="https://radiosity01.itch.io/the-kuolema" target="_blank">itch.io</a> or <a href="https://ifdb.org/viewgame?id=uzupc0dhil9kaol" target="_blank">IFDB</a>. This helps other people discover games they might like. <<else>>\ If you enjoyed the game (or even if you didn't!) please consider leaving a review on <a href="https://ifdb.org/viewgame?id=uzupc0dhil9kaol" target="_blank">IFDB</a> or the <a href="https://intfiction.org/c/competitions/spring-thing/51" target="_blank">IntFiction</a> forums. This helps other people discover games they might like. <</if>>\ If you were wondering if any of the strange words meant anything (the name of the ship, the keycards etc.), or if any of that 'fusion power from seawater' stuff is real, choose '<b>A story about power</b>' below. [[› A story about power - an explanation|Themes]] <<if $AI is not false>>\ <<if State.metadata.get("shared") is true>>[[› Your choices|Choices]] <<else>>\ [[› Share your choices|Epilogue]] <</if>><</if>>\ [[› Credits|Credits]] [[› Back to the start|Intro]]
<h2>A story about power</h2> <h3>The Fusion confusion:</h3>The idea of creating a fusion reactor to provide almost unlimited, clean and radiation-free energy is something that's being worked on all around the world. In 2022, a facility in the US <a href="https://www.bbc.co.uk/news/science-environment-63950962" target="_blank">announced a breakthrough</a> in fusion technology, which was one of the original inspirations for this story. Recently, at the end of 2023, a team <a href="https://www.cnn.com/2023/12/20/climate/nuclear-fusion-energy-breakthrough-replicate-climate" target="_blank">replicated these results</a> proving that the ignition method is potentially reliable. However, right now, we're quite a long way from a genuinely practical solution. The idea of using seawater as 'fuel' is also based on fact. According to <a href="https://www.energy.gov/science/doe-explainsdeuterium-tritium-fusion-reactor-fuel#:~:text=Fortunately,%20deuterium%20is%20common.,as%20300%20gallons%20of%20gasoline." target="_blank">Energy.gov</a>, a single gallon of seawater could produce as much energy as 300 gallons of gasoline. Fortunately, as for the <i>'cascade reaction'</i>, that's entirely made up for the story! <h3>Odd words and old gods:</h3>There are a few themes that run throughout the story, from the urgency of the energy and climate crisis to the idea of relying on private companies to put people before profit, all set against a very current backdrop of geo-political tension. ie. 'the powers that be'. However, in the final confrontation, and in the eye of this storm, is the character of Dr Vrieman. His is a very personal story, about a very different kind of power. When entering the 'module sequence' at the end, the correct order is: Power, Timing, Sync and Data. The initials are 'PTSD' (aka 'Post-Traumatic Stress Disorder'). This is a reflection of Dr Vrieman's state of mind; the trauma he has suffered through violence and loss. He witnessed the killing of his friend David, which resulted in him searching for meaning via an invented deity – a deity he hopes will be able to make some sense of this shocking death. This ties in with the name of the ship: <i>Kuolema</i> is Finnish for 'Death'. The words on each of the keycards: <i>Phrike</i>, <i>Deimos</i>, <i>Erebus</i> and <i>Phobos</i> are named after ancient Greek gods representing: 'Horror', 'Fear', 'Darkness', and 'Panic'. The name of the company: <i>Achlys</i> is the Greek god of sorrow and regret. The security passwords: <i>Apate</i> the goddess of deceit and <i>Penthos</i> the representation of grief. And of course, the code-name of the device itself: <i>Perses</i>, the ancient Titan known literally as 'the destroyer'. Despite Dr Vrieman's genius, there was one kind of power he was unable to understand. Perhaps he wasn't even aware of its existence until he realised what he had lost. <b>There are many kinds of power – and this is a story about some of them.</b> <span id="sub4" style="color: #678"><i>Of course, it may just be a simple story about a hammer and a paperclip who team up to save the world.</i></span> [[› Back|Final stats]]
He takes a moment to consider your answer, then his eyes narrow. <<if $decision3 is false>>\ <span id ="sp">"I watched as you chopped off a man's thumb, just so you could hack into his private emails. Do you think the ends always justify the means? Is there nothing you won't stoop to, just to complete your mission!?"</span> [[› 'I had no choice!'|Q3][$trust --]] [[› 'At least I didn't murder anyone!'|Q3][$trust ++]] [[› 'And if I hadn't, you'd still be waiting'|Q3]] <<else>>\ <span id ="sp">"At least you didn't remove any body parts hacking into the Captain's laptop. But are you scared of a little blood? It's not like the Captain would have minded!"</span> [[› 'That didn't even occur to me'|Q3][$trust += 2]] [[› 'I couldn't be sure it would have worked'|Q3][$trust += 2]] [[› 'It felt like the right thing to do'|Q3][$trust += 3]] <</if>>\
<<if $trust gt 4>>\ He looks at you, as if perhaps he had misjudged you. <<elseif $trust gt 2>>\ He looks at you, as if he still hasn't quite made up his mind. <<else>>\ He sneers at you, still unconvinced. <</if>>\ <span id ="sp">"But once you got access, what were you doing on that laptop? Were you talking to your friends at Achlys?"</span> [[› 'I didn't send anything, I don't trust them'|Q4][$temp to false]] [[› 'Yes I did send them a message, but I'm not working with them!'|Q4][$temp to true]] [[› 'What laptop?'|Q4][$temp to false]]
<<if $temp is true>>\ <<if $decision4 is not 0>>\ <<set $trust +=2>>\ <span id ="sp">"I knew it! I knew you were just here for her!! I suppose you made a deal with them? What have they promised you? Fame? Money? Power?"</span> <<else>>\ <<set $trust +=3>><span id ="sp">"I don't think you did. But I have no idea why you'd lie about that. Perhaps you still haven't chosen a side yet?"</span> <</if>>\ <<else>>\ <<if $decision4 is not 0>>\ <<set $trust -= 2>><span id ="sp">"Liar!! There's only one reason you'd lie about that. You're here for her! I knew I couldn't trust anything you said. I won't let you take her!!"</span> <<if $trust lt 2>><<goto "Choice">><</if>>\ <<else>>\ <<set $trust += 4>><span id ="sp">"Hmmm. Perhaps you're working for someone else then. Or maybe you still haven't chosen a side yet?"</span> <</if>>\ <</if>>\ <<if $trust lt 3>>\ It would seem that he has been watching your every move. His eyes are full of anger and the gun rises just a little higher.<<elseif $trust lt 5>>\ It would seem that he has been watching your every move – and he is not impressed.<<else>>\ It would seem that he has been watching your every move – yet apparently he still remains undecided.<</if>> He pauses for a moment, as if about to announce judgement on your fate, and then asks one last question. <span id ="sp">"So tell me. Who's side are you really on? If it was up to you – and you actually had a choice – who would you have shared her gifts with?"</span> [[› 'Achlys'|Choice]] [[› 'The Navy'|Choice][$trust -= 1]] [[› 'OPEC'|Choice][$trust -= 2]] [[› 'No one'|Choice][$trust += 3]] [[› 'Everyone'|Choice][$trust += 4]]
Slowly, cautiosly, you bend down to retrieve Dr Stevens notes. Dr Vrieman watches you suspiciously. You hand the document back to him. This time he takes it and reads through it, although plainly unconvinced. He flicks through the pages, looking at the extensive research. You can tell that he recognises the handwriting. His face starts to look more concerned. Gradually a horrified look starts to dawn in his eyes. He begins to mumble as if following Dr Stevens' train of thought. <span id ="sp">"...but if the reactor is breached while in a cascade state, she'll just keep drawing on the sea for more and more fuel... feeding the chain reaction until that fuel source is exhausted..."</span> He looks up at you aghast. <span id ="sp">"Why didn't he tell me!?"</span> [[› 'Dr Stevens knew you wouldn't listen'|Confrontation 4]] [[› 'He wanted to wait until he had enough evidence'|Confrontation 4]] [[› 'He was shot before he could'|Confrontation 4]]
<<set $finaltime to $timer>><<set $timer to -1>><<set $flood to 0>><<set $temp to 0>>\ <<if $mainimg is not false>><span class="image"><img src="img/engine_room.webp" alt="image: you're back in the engine room" width="680px"></span> <</if>>You're back in the engine room, but you have no time to waste. You can already hear the sound building behind you. To the side, you can see the two lockers now both open. Ahead are the steps up to the next deck. You turn and look back at the bulkhead door that leads through to the lower cabins and the cargo hold, knowing that you don't have long... [[› Run up the stairs to Deck 2|Run up the stairs - Deck 2]] (up) [[› Explore the engine room|Back to the hold]] [[› Turn back|Back to the hold]] (bow ›)
<span class="image"><img src="img/bolt-cutters.webp" alt="Your trusty bolt cutters'" width="350px"></span> You quickly pull the <b>bolt cutters</b> from your pack. You try to gain purchase against the thick metal ducts, but the bolt cutters won't open wide enough. It turns out these ducts are tougher than they look. You manage to make a small nick in the outer casing, and instantly a tiny, searing cold jet of gas blasts outwards. You manage to pull your hand away just in time! Clearly these ducts are highly pressurised and that frozen gas would be deadly if it touched your skin. However, that small hole won't be enough. You'll have to try something else. [[› Try something else|Investigate the ducts]]
<<if $hasPlans is true>>\ The air is so thick with steam you can barely see. Without pause, you pull yourself up, desperately holding onto the handrail as the ship lurches with every new explosion from the lower decks. The entire stairway starts to twist and buckle. There is another rush of water from somewhere behind and you know the lower decks are lost. You don't have much time left before the entire ship is underwater. [[› Run up to the top deck|Top deck final]] <<else>>\ <<if visited () gt 1>>\ This is your last chance: head up the stairs to freedom or risk your life trying to salvage something before the ship sinks and takes you with it. <<elseif $trust gte 7>>\ You're about to run up the stairs, but a thought holds you back – was there something Dr Vrieman shouted as you ran from the cargo hold? You know you don't have long before this entire deck is underwater. You now have a desperate choice: Head up the stairs to freedom, or risk your life searching for something you can salvage. <<else>>\ You're about to run up the stairs but a thought holds you back – is there anything you can retrieve before the ship sinks entirely? You know you don't have long before this entire deck is underwater. You now have a desperate choice: Head up the stairs to freedom or risk your life searching for something you can salvage. <</if>>\ <<set $flood -->>\ [[› Run up to the top deck|Top deck final]] <i>or</i> [[› Back down the stairs to Deck 3|Stairs Deck 3 final]] <</if>>\
<<set $hasVodka to true>><<set $items to ["Choose:", "Bolt cutters", "Paper clip", "Vodka", "Blacklight"]>>\ <<set $secs -= 12>><<if $mainimg is not false>><span class="image"><img src="img/keypad_glue.jpg" alt="image: a number keypad set into the control panel covered in a thick glass panel. It looks like it's been glued shut." width="360px"></span> <</if>><span id ="sp">"Damn! It looks like the idiots have actually tried to glue the cover down!"</span> There's a number keypad set into the control panel covered in a thick glass panel. Normally the glass would simply hinge open to gain access to the keypad. However, it looks like it's been glued shut, presumably to stop Dr Vrieman from tampering with it. You try prising the glass cover off, but it won't budge, and the glass looks too solid to break by hand. <span id ="sp">"A good hammer would do the trick!"</span> You both cast a glance back over towards the coolant ducts and the shattered remains of 'Harry'. <span id ="sp">"...right"</span> He pauses for a moment, lost in thought, his mind now entirely fixated on the task, <span id ="sp">"Perhaps... we could weaken the glue somehow – maybe dissolve it? We'll need some sort of ethanol based solvent."</span> <<if $easy is true>>\ <<listbox "$select">> <<optionsfrom $items>> <</listbox>> <<button "USE">> <<if $select is "Vodka">>\ <<goto "Ethanol">>\ <<elseif $select is "Paper clip">>\ <<set $secs -= 10>><<replace "#output">>A paper clip. Really?<</replace>>\ <<else>>\ <<set $secs -= 17>><<replace "#output">><<= either(["That won't work."])>><</replace>>\ <</if>><</button>> <span id="output"></span> <<else>>\ If you have an item you'd like to try, type it in below. <span class="textenter"><<textbox "_input" "" >><<button "USE">></span>\ <<if ["vodka", "bottleofvodka", "abottleofvodka", "3x3"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<goto "Ethanol">>\ <<elseif ["ethanol", "alcohol"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $secs -= 5>><<replace "#output">>You'll need to be more specific...<</replace>>\ <<elseif ["paperclip"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>A paperclip. Really?<</replace>>\ <<elseif ["gun", "thegun"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>The gun is empty and is no longer an option. It might be better to try to disolve the glue instead...<</replace>>\ <<elseif ["harry"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>Alas, Harry is no more.<</replace>>\ <<elseif ["boltcutters", "cutters", "bolt"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<replace "#output">>The bolt cutters won't work here.<</replace>>\ <<else>>\ <<set $secs -= 19>><<replace "#output">><<= either(["Check your pack, maybe you have something that could work?", "You need to weaken the glue with something."])>><<run UIBar.setStoryElements()>><</replace>>\ <</if>>\ <</button>> <span id="output"></span> <</if>>\
<<if $timer lt 1 and $secs lt 3>><<set $timer to -1>><<goto "timeout">><</if>>\ <<if $secs lt -59>><<set $secs to 16>><<set $timer -->><<elseif $secs lt 0>><<set $secs += 60>><<set $timer -->><</if>><<if $secs lt 10>><<set _secs to "0"+$secs>><<else>><<set _secs to $secs>><</if>> <div id="timer"><span id="clock"><b>TIME REMAINING: $timer:_secs</b></span></div>\
<<set $death++>><<if $mainimg is not false>><span class="image"><img src="img/explode.webp" alt="A massive explosion seen from space as it rips through the earth's atmosphere..." width="100%"></span> <</if>><div id="timer"><span id="clock"><b>TIME REMAINING: 00:01</b> </span></div>\ You glance at the timer in panic to see it counting down the seconds to zero. Dr Vrieman stops you and shakes his head. You're too late, there's nothing more you can do. At least you both gave it your best shot. <<if $perses is not true>><<set $perses to true>>\ Before long, you can only see the blue light as it sears your vision. And when she finally emerges... she changes everything. <<else>>\ The light from the device builds until it seers your vision. And just for a second... you witness the true power of the cascade reaction. <</if>>\ <<if visited ("The paperclip")>>[[› Rewind...|The paperclip][$timer to 0, $secs to 54]]<<elseif visited ("Enter 1")>>[[› Rewind...|Enter 1][$timer to 1, $secs to 49]]<<elseif visited ("Step 3")>>[[› Rewind...|Step 3][$timer to 3]]<<else>>[[› Rewind...|Unglue][$timer to 5]]<</if>>
<<if setup.resend is true>> <<set setup.resend to false>> <<script>> var sendData = JSON.stringify({ "Rescue": SugarCube.State.variables['dec6'], "Choice": SugarCube.State.variables['dec8'], "ID": SugarCube.State.variables['uniq'], }); $.ajax({ url:SugarCube.State.variables['exec'], method:"POST", dataType: "json", data: sendData }).done(function() {}); <</script>> \ <<set State.metadata.set("shared", true)>> <<set setup.shared to true>> \ <<goto "Final stats">> <</if>>\ \ <<if State.metadata.get("shared") is true or setup.shared is true>>\ <<goto "Final stats">> <<elseif $AI is "Choices not shared">>\ \ <<script>> var sendData = JSON.stringify({ "ID": SugarCube.State.variables['uniq'], }); $.ajax({ url:SugarCube.State.variables['exec'], method:"POST", dataType: "json", data: sendData }).done(function() {}); <</script>> \ <<goto "Final stats">> \ <<else>>\ <<script>> var sendData = JSON.stringify({ "Trust": SugarCube.State.variables['decision1'], "AIS": SugarCube.State.variables['decision2'], "Thumb": SugarCube.State.variables['decision3'], "Achlys": SugarCube.State.variables['dec4'], "Vrieman": SugarCube.State.variables['dec5'], "Rescue": SugarCube.State.variables['dec6'], "Choice": SugarCube.State.variables['dec8'], "Story": SugarCube.State.variables['mode'], "Images": SugarCube.State.variables['mainimg'], "AI": SugarCube.State.variables['AI'], "ID": SugarCube.State.variables['uniq'], }); $.ajax({ url:SugarCube.State.variables['exec'], method:"POST", dataType: "json", data: sendData }).done(function() {}); <</script>> \ <<set State.metadata.set("shared", true)>> <<set setup.shared to true>> \ <<if $hasPlans is not true>>\ <<set setup.resend to true>> <</if>>\ \ <<goto "Final stats">> <</if>>\
<span class="image"><img src="img/engine_room_gun.webp" alt="image: You see the ominous silhouette of a man walking slowly towards you through the gloom" width="540px"></span> You're about to say something when he looks up, shakes his head as if disappointed in you and raises the gun. <<if $decision1 is false>><<set $death++>>There's a sudden bang that echoes off the metal walls. ...It's the last thing you hear. [[› Rewind...|Engine room]] <<else>><<set $neardeath to 1>>He adjusts his aim and pulls the trigger. There's a sudden bang that echoes off the metal walls and an explosion of steam. You fall back in shock, dimly aware that the bullet must have hit a pipe somewhere inches from your head. You stumble backwards, but there's nowhere left to go. After a moment the steam clears... <<timed $ttext+7+'s' t8n>>...the figure has gone.<</timed>> <<timed $ttext+8+'s' t8n>>You wait, still in shock; still unsure what just happened. You hear a distant beep as a keycard lock is swiped and the sound of a heavy door opening. It closes again and you're left to the sound of the engines.<</timed>> <<timed $ttext+9+'s' t8n>>You wait a little longer, gradually calming your pounding heart. Cautiously you move forwards... but there's no sign of him. You explore the rest of the engine room but there's not much more to see – and you really don't feel like hanging around.<</timed>> <<timed $ttext+10+'s' t8n>>[[› Head back to the main area|Engine room]] [[› Cautiously follow him towards the bulkhead door|Bulkhead door]]<</timed>> <</if>>
<<set $Q ++>><span id ="sp">"And yet, here you are!" "No, I missed you on purpose. You were taking far too long and I needed to hurry you up!" "Now, if you'd chosen not to try to let me out of the cabin, I may have felt differently."</span> <<include "Questions1">>
<<if $mainimg is not false>><span class="smallimage"><img src="img/cabin_2_end.webp" alt="Inside cabin 2 - it's almost pitch black in here"></span> <</if>>You search around, but the place is in complete chaos. You're not sure if that's the result of the explosion, or if perhaps it was always like this. There are papers and boxes scattered all over the floor. It would take far too long to search through it all. <<include "flood2">>\ You try to remember, was there something Dr Vrieman mentioned? Something the Captain was searching for, that Achlys wanted...? <<if visited ("Cabin 2 inside")>>\ <<link "› Search for the device plans">><<goto "Cabin 2 inside">><</link>> <<else>>\ <span id="guide"><<if visited () is 1>>\ Do you know what you're looking for? If not, you don't have time to search at random! <<elseif visited () is 2>>\ There must be something you can salvage from this mission? <<else>>\ Could Vrieman have hidden the device <b>plans</b> somewhere inside? <</if>></span>\ <span class="textenter"><<textbox "_input" "" >><<button "SEARCH">></span>\ <<if ["plans", "deviceplans", "theplans", "reactorplans", "plan", "phone", "leatherfolder", "folder", "leatherbound", "leatherboundfolder"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<goto "Cabin 2 inside">>\ <<else>>\ <<replace "#output">><<= either(["You search around but don't find anything useful.","Time is ticking...", "You don't have time to search at random!"])>><</replace>>\ <</if>>\ <</button>> <span id="output"></span> <</if>>\ [[› Back to the corridor|Corridor final]]
<span id ="sp">"Incredible! You're almost done! Get to the Security office and put them all in the safe, then you can free me and we can get off this godforsaken ship!!"</span> <<include "questions2">>
<<if $easy is true>><<set $mode ++>><</if>>\ <<set State.metadata.set("complete", true)>><<set $packopen to false>>\ <<if $decision2 is true>>\ <span class="image"><img src="img/rescue.webp" alt="You scan the horizon, to the east, several helicopters float above the horizon, to the west you see a ship in the distance"></span> You wake to find the sun beating down and the wind fluttering against the sides of your life raft. You wonder briefly if there was any way you could have salvaged something of use from the mission. Perhaps luck just wasn't on your side? You stand and scan the horizon looking for any sign of land, but there's nothing. Then to the north you spot a tiny dot hovering just below the clouds, soon joined by another. They look like helicopters flying in formation. You move your gaze to the west and spot a ship. It's too far away to tell for sure, but it seems to be heading your way. A few minutes later there's a disturbance in the waves further to the east and what looks like a submarine begins to emerge from the ocean. Even at this distance, you can see the Achlys logo displayed on the side. You ensured that AIS tracking was on, so the ship would have been broadcasting it's position right up until the moment it sank beneath the waves. Of course, what they don't know, is that not only is the ship lost, but so was all of the research. And they're not going to be happy when they find out. They're all heading in the same direction. Things are about to get <i>really</i> complicated... <<else>>\ <span class="image"><img src="img/no_rescue.webp" alt="You scan the horizon, but there's nothing"></span> You wake to find the sun beating down and the wind fluttering against the sides of your life raft. You wonder briefly if there was any way you could have salvaged something of use from the mission. Perhaps luck just wasn't on your side? You stand and scan the horizon looking for rescue or any sign of land, but there's nothing. Because you kept the AIS tracking system turned off, no one knows your location and because you weren't able to send a message out, you are truly on your own. You're now at the mercy of the elements and can only hope that someone spots your tiny life raft, lost in the expanse of the South China sea. You don't have any food or water so you won't be able to hold out for long. It seems you must trust entirely to fate. She has brought you this far you suppose. You smile to yourself, now who's talking about 'her'? <</if>>\ <span id="sub3">THE END</span> [[› Epilogue|Epilogue]]
<<if $decision2 is true>><<if $mainimg is not false>><span class="image"><img src="img/rescue.webp" alt="image: You scan the horizon, to the east, several helicopters can be seen above the horizon, to the west you see a ship in the distance"></span> <</if>>You wake to find the sun beating down and the wind fluttering against the sides of your life raft. You stand and scan the horizon looking for any sign of land, but there's nothing. Then, to the north you spot a tiny dot hovering far in the distance, soon joined by another. They look like helicopters, flying in formation. You move your gaze to the west and spot a ship, too far away to tell for sure, but it seems to be heading your way. A few minutes later there's a disturbance in the distance and what looks like a submarine begins to emerge from the ocean. With AIS broadcasting the ship's position right up until it sank, it seems that they are all converging on your location. Things are about to get <i>very</i> complicated... Of course, you know none of them are really here for you. They're here for the folder you have and the research it contains. It could be the Russians, the Chinese, the Americans, or even Achlys. Probably all of the above. You have no way of knowing who will be the first to get to you and what their intentions might be. But you do know the value of the research you hold. Can you trust it to any of them? You have felt like a pawn this whole time – used by the powers that be. Perhaps you're able to take control of the situation with one final act. You have one last decision to make... <<else>><<if $mainimg is not false>><span class="image"><img src="img/no_rescue.webp" alt="image: You scan the horizon, but there's nothing, you're lost at sea"></span> <</if>>You wake to find the sun beating down and the wind fluttering against the sides of your life raft. You stand and scan the horizon looking for any sign of land or rescue, but there's nothing. With the AIS tracking system offline, no one knows your location. And because you weren't able to send a message out, you are truly on your own. You're now at the mercy of the elements and can only hope that someone spots your tiny life raft, lost in the vast expanse of the South China sea. You don't have any food or water so you won't be able to hold out for long. It seems you must trust entirely to fate. She has brought you this far you suppose. You smile to yourself, now who's talking about 'her'? You glance once more at the folder you hold. If you're rescued, this research will be highly valued, much more so than your own life. But can you trust it to fall into the hands of the first ship that comes along? You have never felt entirely in control of your own fate this whole time. But there is pehaps one final decision you can make that could influence the fate of the world... <</if>>\ [[› Throw the folder into the sea|Throw the research into the sea]] <i>or</i> [[› Keep hold of it|Keep hold of it]]
<<nobr>> <<set $message to 0>> <<set $hasKeycard1 to false>> <<set $hasKeycard2 to false>> <<set $hasKeycard3 to false>> <<set $hasKeycard4 to false>> <<set $vrieman to 0>> <<set $death to 0>> <<set $timer to -1>> <<set $neardeath to 0>> <<set $deathlimit to 5>> <<set $start to false>> <<set $packopen to false>> <<set $seen to 0>> <<set $Time to 0>> <<set $trust to 0>> <<set $nom to "your contact">> <<set $temp to false>> <<set $notes to false>> <<set $flood to 0>> <<set $mode to 0>> <<set $storecode to random(1401, 9629)>> <<set $opeccode to 9999>> <<set $navycode to 9999>> <<set $achlyscode to 9999>> <<set $decision1 to 0>> <<set $decision2 to 0>> <<set $decision3 to 0>> <<set $decision4 to 0>> <<set $decision5 to 0>> <<set $decision6 to 0>> <<set $decision7 to 0>> <<set $decision8 to 0>> <<set $AI to false>> <<set $dec4 to 0>> <<set $dec5 to 0>> <<set $dec6 to 0>> <<set $dec8 to 0>> <<set $ch to "CHAPTER 1">> <<set $hasCircuitboard to false>> <<set $hasLN2 to false>> <<set $hasVodka to false>> <<set $briefing to false>> <<set $hasBoltcutters to false>> <<set $haspaperclip to false>> <<set $hasglossary to false>> <<set $codeword to 0>> <<set $hasBloodnote to false>> <<set $hascrumplednote to false>> <<set $hasiPad to false>> <<set $hasOperationsnote to false>> <<set $haslockerkey to false>> <<set $hasShowernote to false>> <<set $mednote to false>> <<set $haspostcard to false>> <<set $hasworkorder to false>> <<set $hasStevensnotes to false>> <<set $hasHarry to false>> <<set $hasSilverwatch to false>> <<set $hasCaptainsthumb to false>> <<set $hasUSB to false>> <<set $hasVriemandiary to false>> <<set $USBpass to false>> <<set $hasBidReport to false>> <<set $hasHarrynote to false>> <<set $hasPhone to false>> <<set $hasPlans to false>> <<set $hasBlacklight to false>> <<set $hasEvidence to false>> <<set $hasDiagram to false>> <<set $the to "AKfycbwO98GWfXDdk5p766QmCaGrkAFYnQ8zRX0g4RWTfs2odxfxHP1qJXB5jce79FjQe7GM-g">> <<endnobr>>
<span class="zoom"><img src="img/ipad_unlocked.webp" alt="The Security iPad. The screen is unlocked. It looks like a company system for notes and documents relating to ship security. There are three recent notes of interest." width="770px"></span> <<button "COMPONENTS">> <<script>> Dialog.setup("SECURITY iPAD", "small"); Dialog.wiki(Story.get("IPAD2").processText()); Dialog.open(); <</script>> <</button>> <<button "NAVIGATION">> <<script>> Dialog.setup("SECURITY iPAD", "small"); Dialog.wiki(Story.get("IPAD3").processText()); Dialog.open(); <</script>> <</button>> <<button "MEETING">> <<script>> Dialog.setup("SECURITY iPAD", "small"); Dialog.wiki(Story.get("IPAD4").processText()); Dialog.open(); <</script>> <</button>>
<div id="screen"><span id="pctext"><span id="sub1"><b>COMPONENTS</b></span> In its current state, the device may still be unstable. Due to the recent incident, we need to limit access to core components. This should ensure that no one is able to operate or deliberately sabotage the reactor. We now have a zero trust policy across the entire team; this includes Dr Vrieman. I will need to collect these items and store them in the security office, but for now: * Ansel has the updated circuit board and has secured it in the storage locker – I'll retrieve it later. * I'm going to talk to Stevens about the coolant and see if we can find a temporary solution. * Someone has been after the medical alcohol. We should probably make sure they can't get any more. I'll speak to Astrid about that. </span>\ <<if $hasiPad is true>>\ <<button "BACK">> <<script>> Dialog.setup("SECURITY iPAD", "small"); Dialog.wiki(Story.get("IPAD1").processText()); Dialog.open(); <</script>> <</button>> <<button "NEXT">> <<script>> Dialog.setup("SECURITY iPAD", "small"); Dialog.wiki(Story.get("IPAD3").processText()); Dialog.open(); <</script>> <</button>><</if>>\ </div>\
<div id="screen"><span id="pctext"><span id="sub1"><b>NAVIGATION</b></span> Johansen somehow managed to completely lock us out of the ship's auto-navigation system. We have no route control and most of our comms are down. I can't believe Achlys gave him full security clearance! That one's on them, not me. We think he managed to get hold of a Level 3 security card and used that to hack the system. After the incident I searched his cabin. I found this note taped under his bed (see image attached). I'm pretty sure he wrote it, but no idea what it says. It looks like it's in Russian, so that confirms our suspicions. I think Elias knows some Russian. I'll see if he can help. If not, I'll get it translated once we get our systems back up and running. Hopefully we can get more out of Johansen once he wakes up in the Med bay. </span>\ <<link "› Attached image">> <<script>> Dialog.setup("SECURITY iPAD", "small"); Dialog.wiki(Story.get("Message").processText()); Dialog.open(); <</script>> <</link>> \ <<if $hasiPad is true>>\ <<button "BACK">> <<script>> Dialog.setup("SECURITY iPAD", "small"); Dialog.wiki(Story.get("IPAD1").processText()); Dialog.open(); <</script>> <</button>> <<button "NEXT">> <<script>> Dialog.setup("SECURITY iPAD", "small"); Dialog.wiki(Story.get("IPAD4").processText()); Dialog.open(); <</script>> <</button>><</if>>\ </div>\
<<if $imagemode is true>><span class="zoom"><img src="img/russian_note.webp" alt="The image shows this strange text: 'Элла, мне кажется, Стивенс что-то знает. У меня мало времени. Это мой последний шанс получить чертежи устройства и покинуть корабль. Я взломал навигационную систему и заблокировал их. Это должно вызвать некоторый хаос и позволить мне сбежать. Но если вам нужно восстановить контроль, пароль — город, в котором мы впервые встретились. Если что-то пойдет не так, покиньте корабль как можно быстрее. Йохансен'" width="690px"></span><<else>>\ The image shows this strange text: <i>Элла, мне кажется, Стивенс что-то знает. У меня мало времени. Это мой последний шанс получить чертежи устройства и покинуть корабль. Я взломал навигационную систему и заблокировал их. Это должно вызвать некоторый хаос и позволить мне сбежать. Но если вам нужно восстановить контроль, пароль — город, в котором мы впервые встретились. Если что-то пойдет не так, покиньте корабль как можно быстрее. Йохансен</i> <</if>>\ <<button "BACK">> <<script>> Dialog.setup("SECURITY iPAD", "small"); Dialog.wiki(Story.get("IPAD3").processText()); Dialog.open(); <</script>> <</button>>
<div id="center"><<timed 0s t8n>><span class="image"><img src="img/CH1.gif" alt="A story about Life, Death, Truth, Deceit, Vision, Belief, Science, Change, Greed, Loss... and Power." width="620px"></span><</timed>> <<timed 5s t8n>><span class="image"><img src="img/title.webp" alt="THE KUOLEMA" width="640px"></span><</timed>> <<timed 10.2s t8n>><<goto "Epilogue">><</timed>></div>
<b>What <i>kind</i> of game is this?</b> This is a choice-based 'interactive fiction' game. Although it's essentially text-based, it also uses a lot of images to set the scene. The genre is modern-day thriller, but the 'tone' of it does occasionally veer into both the horror and science fiction genres too. Essentially, it's a variation on a classic 'choose your own adventure' game, with a few 'escape room' type puzzles and a lot of bespoke images. But, secretly it dreams of being a movie – a movie where you play the lead! Hence the sub-title: 'Directors Cut'.
<b>Duration and game saves</b> There are five chapters in total and the game should take somewhere between one and two hours to complete. The game is very forgiving. Although certain choices may end up resulting in player death (especially in the final chapters), the player will always be given the opportunity to <i>rewind</i> and try again. The game will autosave at key moments (eg. when you unlock a new door, solve a puzzle or start a new chapter). You can also manually save (or load) your game at any time using the 'Saves' link in the side menu. <i>Note: standard game saves are stored by your browser. Safari (the default browser on Mac, iPhone and iPad) has an annoying habit of clearing this after seven days of non-use.</i>
<<include "Results">> <span id="sub1"><b>How you feel about the use of AI generated imagery:</b></span> $AI <b>Your choices have been shared - thank you!</b> <<button "Back" "Final stats">> <</button>>
<iframe width="450" height="281" seamless frameborder="0" scrolling="no" src="https://docs.google.com/spreadsheets/d/e/2PACX-1vRqaibrNZgKuzY0kUC0KrYl7QXp5EEalgyRK2H0uryrJaJdRnmUNceLoxGkxUmi_f6t2NbQBSauPEm4/pubchart?oid=78090911&format=interactive"></iframe> <span id="sub3">Complete the game to add your opinion.</span>
<<if $hasOperationsnote is not true>><<set $hasOperationsnote to true>><<run $items.push('Whiteboard')>><</if>>\ <div id="screen"><span id="pctext"><span id="sub1"><b>URGENT MEETING</b></span> EMERGENCY EVACUATION REPORT TO OPERATIONS All senior staff, please report to the Operations room to discuss plans to evacuate the ship. Evac team leaders (and those staying behind) will be assigned and written up on the <b>whiteboard</b>. Please note: in light of recent events and to ensure staff safety, security access to both the Science lab and the whole of Deck 1 is being upgraded to Level 3. Please keep staff away from these areas. Captain Ansel Karlsson. </span>\ <<if $hasiPad is true>>\ <<button "BACK">> <<script>> Dialog.setup("SECURITY iPAD", "small"); Dialog.wiki(Story.get("IPAD1").processText()); Dialog.open(); <</script>> <</button>> <<button "NEXT">> <<script>> Dialog.setup("SECURITY iPAD", "small"); Dialog.wiki(Story.get("IPAD2").processText()); Dialog.open(); <</script>> <</button>><</if>>\ </div>\
<h2>Choices made by other players</h2> \ <iframe width="444" height="269" seamless frameborder="0" scrolling="no" src="https://docs.google.com/spreadsheets/d/e/2PACX-1vRqaibrNZgKuzY0kUC0KrYl7QXp5EEalgyRK2H0uryrJaJdRnmUNceLoxGkxUmi_f6t2NbQBSauPEm4/pubchart?oid=1388939246&format=interactive"></iframe> \ <iframe width="444" height="269" seamless frameborder="0" scrolling="no" src="https://docs.google.com/spreadsheets/d/e/2PACX-1vRqaibrNZgKuzY0kUC0KrYl7QXp5EEalgyRK2H0uryrJaJdRnmUNceLoxGkxUmi_f6t2NbQBSauPEm4/pubchart?oid=406747224&format=interactive"></iframe> \ <iframe width="444" height="269" seamless frameborder="0" scrolling="no" src="https://docs.google.com/spreadsheets/d/e/2PACX-1vRqaibrNZgKuzY0kUC0KrYl7QXp5EEalgyRK2H0uryrJaJdRnmUNceLoxGkxUmi_f6t2NbQBSauPEm4/pubchart?oid=1536501576&format=interactive"></iframe> \ <iframe width="444" height="269" seamless frameborder="0" scrolling="no" src="https://docs.google.com/spreadsheets/d/e/2PACX-1vRqaibrNZgKuzY0kUC0KrYl7QXp5EEalgyRK2H0uryrJaJdRnmUNceLoxGkxUmi_f6t2NbQBSauPEm4/pubchart?oid=361498895&format=interactive"></iframe> \ <iframe width="444" height="269" seamless frameborder="0" scrolling="no" src="https://docs.google.com/spreadsheets/d/e/2PACX-1vRqaibrNZgKuzY0kUC0KrYl7QXp5EEalgyRK2H0uryrJaJdRnmUNceLoxGkxUmi_f6t2NbQBSauPEm4/pubchart?oid=874778853&format=interactive"></iframe> \ <iframe width="444" height="269" seamless frameborder="0" scrolling="no" src="https://docs.google.com/spreadsheets/d/e/2PACX-1vRqaibrNZgKuzY0kUC0KrYl7QXp5EEalgyRK2H0uryrJaJdRnmUNceLoxGkxUmi_f6t2NbQBSauPEm4/pubchart?oid=336678352&format=interactive"></iframe> \ <iframe width="444" height="269" seamless frameborder="0" scrolling="no" src="https://docs.google.com/spreadsheets/d/e/2PACX-1vRqaibrNZgKuzY0kUC0KrYl7QXp5EEalgyRK2H0uryrJaJdRnmUNceLoxGkxUmi_f6t2NbQBSauPEm4/pubchart?oid=1134872005&format=interactive"></iframe> <span id="sub3">Charts show percentage of players who did (<i>true</i>) or did not (<i>false</i>) make that choice.</span> <<button "BACK" "Final stats">><</button>>
<<if $start is true>><span id="sub3">$ch</span><</if>>
<<set $items.delete("The gun")>>\ You run back to where Dr Vrieman had placed the gun and pick it up, feeling the weight of the cold steel and the sense of power it gives you. He looks at you nervously. You head back to the duct, aim, and pull the trigger... All you hear is a click. The gun is empty. You're not sure if Vrieman looks more apologetic or relieved. Either way, the gun is useless now. You throw it to the floor in frustration, you'll have to try something else. [[› Try something else|Investigate the ducts]]
<h3>During your mission:</h3>You made use of the 'Rewind' feature $death times. <span id="sub1"><b>CHAPTER 1:</b></span> <<if $decision1 is true>>\ You decided to trust your 'contact' trapped in his cabin. Although he proved to be entirely untrustworthy, it also made it easier for him to listen to you at the end. <<else>>\ You decided not to trust your 'contact' trapped in his cabin. Although you were right not to trust him, it also made it harder to convince him you were on his side. <</if>>\ <span id="sub1"><b>CHAPTER 2:</b></span> <<if $decision2 is true>>\ You decided to turn the AIS system on, meaning that the ship could be tracked. You may have put more people in danger, but you also assured yourself a rescue. <<else>>\ You decided to keep the AIS tracking system off. You kept people away until you knew the ship was safe, but endangered the possibility of your rescue in the process. <</if>>\ <span id="sub1"><b>CHAPTER 3:</b></span> <<if $decision3 is false>>\ You chose to cut off the Captain's thumb in order to access his laptop. Gruesome, but you did what had to be done. However, this also made it harder for Dr Vrieman to trust you. <<else>>\ <<set $decision3 to true>>\ You found a way to access the Captain's laptop without any gruesomness. Dr Vrieman was impressed with this. <</if>>\ <<if $crosswordsolved is true>>\ <<if $crosswordskip is true>>\ You skipped solving the crossword. Life is too short for crosswords. <<else>>\ You took the time to complete the crossword in full, because you're thorough. <</if>>\ <<else>>\ You managed to get into the Captain's secret room without solving the entire crossword. Efficient! <</if>>\ <<if $decision4 is 0>>\ <<set $dec4 to false>>\ You chose to avoid sending out a message to Achlys. You knew they would be no help. However, that meant you were unable to use them as a rescue option. <<else>>\ <<set $dec4 to true>>\ You chose to send a message out to Achlys, but that didn't help you as much as you'd hoped. However, it did give you the option to call them for rescue. <</if>>\ <span id="sub1"><b>CHAPTER 4:</b></span> <<if $decision5 is true>>\ You chose to run from the reactor. That didn't work out too well. <<else>>\ You chose to risk your own life and deal with the reactor. <</if>>\ <<if $perses is true>>\ You witnessed the full power of the 'cascade reaction'. <<else>>\ You did not get to see the birth of a god (but the world thanks you for that!) <</if>> <<if $decision6 is not true>>\ You chose to avoid violence with Dr Vrieman and try another path instead. <<else>>\ You picked the path of violence with Dr Vrieman, but it didn't end well. <</if>>\ <<set _trustperc to Math.trunc(($trust/13)*100)>>\ <<if _trustperc gte 90>><<set $dec5 to "90-100%">>\ <<elseif _trustperc gte 80>><<set $dec5 to "80-90%">>\ <<elseif _trustperc gte 70>><<set $dec5 to "70-80%">>\ <<elseif _trustperc gte 60>><<set $dec5 to "60-70%">>\ <<else>><<set $dec5 to "50-60%">><</if>>\ In the end, you were _trustperc% successful in gaining Dr Vrieman's trust. <<if _trustperc gte 80>>It was more than enough.<<elseif _trustperc gte 61>>It was enough.<<else>>It was just enough.<</if>> <span id="sub1"><b>CHAPTER 5:</b></span> <<if $finaltime lt 0>><<set $finaltime to 0>><<set $secs to 21>><</if>>\ You managed to stop the 'Cascade reaction' with $finaltime minutes and $secs seconds to spare. <<if $hasPlans is true>>\ You managed to locate the plans before you escaped from the sinking ship. <<else>>\ You did not manage to locate the device plans – or perhaps you chose not to? <</if>>\ <<if $message is 1>>\ <<set $dec6 to "Achlys">>\ You called Achlys to negotiate a rescue. <<elseif $message is 2>>\ <<set $dec6 to "Navy">>\ You called the Navy to negotiate a rescue. <<elseif $message is 3>>\ <<set $dec6 to "OPEC">>\ You called OPEC to negotiate a rescue. <<else>>\ <<set $dec6 to "No one">>\ You did not make a rescue call. <<if $decision2 is true>>\ But because you re-enabled AIS, you're sure to be rescued by... someone. <<else>>\ And because AIS was left disabled, you were left adrift in the South China sea. <</if>><</if>>\ <<if $hasPlans is true>>\ <<if $decision7 is true>>\ <<set $dec8 to "Kept">>\ You chose to keep hold of the plans, the research was too important to lose. You just hope you've let it fall into the right hands. Would Dr Vrieman have approved? In the end, you discovered what kind of power this story was really about. <<else>>\ <<set $dec8 to "Destroyed">>\ However, in the end you chose to destroy the research – denying the technology to the planet, but perhaps saving it too? Would Dr Vrieman have approved? In the end, you discovered what kind of power this story was really about. <</if>>\ <<else>>\ <<set $dec8 to "Did not find">>\ You did not manage to locate the plans, so you had nothing to negotiate with. The device and Dr Vriemans discoveries are lost forever. <</if>>\
The first thing to do is go through all of your mission notes. You may find one of them has the information you need. You should also check the 'to do' list as that can help if you're not sure what to do next. <<if $packopen is not true>>You will get access to them after the introduction. <<elseif $notes is not true and $hasKeycard4 is not true>> You can access them via the phone in your pack. <<elseif $hasKeycard4 is not true>> You can access them using the 'notes' button in the side panel. <<else>> However, without your phone, you'll no longer have access to them!<</if>> <<if $easy is not true>>\ Check the full deck plan to see if there's anywhere you haven't been yet (you can also use this to 'fast travel' between decks). Go through the items in your pack to see if there are any clues you've found that contain <b>bold</b> keywords that you could use somewhere. You can switch to 'Story' mode whenever you wish (there's no punishment for doing so). That will make things easier and adds extra hints in certain places to help guide you. <<else>>\ Check the full deck plan to see if there's anywhere you haven't been yet (you can also use this to 'fast travel' between decks). Go through the items in your pack to see if there are any clues you may have missed. Look out for any <b>bold</b> keywords. These will be automatically added to a drop-down list that you can choose from whenever you're asked to search for or use something. <</if>>\ If you're still not sure how to solve a particular puzzle, there's a full guide and walkthrough available using the link below (contains spoilers!). <i>The link will open in a new window.</i> <a href="extra/walkthrough.html" target="_blank">› Complete walkthrough</a>
<<set $notes to true>><<set $hasPhone to true>><<set $hasBidReport to true>><<set $hasPlans to true>>\ \ You quickly grab both items. It takes just a moment to realise that the phone is yours. Of course, there will still be no signal, but at least you'll have access to your old notes. The folder looks important. There is a strange diagram on the cover that you're sure you've seen before. You don't have time to look through the contents right now, but you suspect that you've found the plans for the device – and you know how much these are worth. The hull moans in tortured protest and you can hear water rushing through the corridor outside. You have what you came for – now you need to escape this doomed ship! [[› Back to the corridor|Corridor final]]
These options are for testing purposes only. Set options as required then hit 'apply'. JUMP TO: <<link "Chapter 2">> <<set $start to true>><<goto "CH2">> <</link>> | <<link "Chapter 3">> <<set $start to true>><<goto "CH3">> <</link>> | Chapter: <<link "4A">> <<set $start to true>><<goto "CH4">> <</link>> / <<link "4B">> <<set $start to true>><<set $hasKeycard4 to true>><<goto "Stop this!">> <</link>> | Chapter: <<link "5A">> <<set $start to true>><<set $hasKeycard4 to true>><<goto "CH5">><</link>> / <<link "5B">> <<set $start to true>><<set $hasKeycard4 to true>><<goto "Run on into the Engine room">> <</link>> \ GET ITEMS: <<link "Chapter 1">> <<set $start to true>>\ <<set $packopen to true>>\ <<set $haspaperclip to true>>\ <<set $hasBloodnote to true>>\ <<set $hascrumplednote to true>>\ <<set $hasglossary to true>>\ <<set $vrieman to 2>>\ <<set $hasKeycard4 to false>> <</link>> | <<link "Chapter 2">> <<set $hasiPad to true>>\ <<set $hasOperationsnote to true>>\ <<set $haslockerkey to true>>\ <<set $hasShowernote to true>>\ <<set $mednote to true>>\ <<set $haspostcard to true>>\ <<set $hasKeycard4 to false>> <</link>> | <<link "Chapter 3">> <<set $hasworkorder to true>>\ <<set $hasVriemandiary to 1>>\ <<set $hasStevensnotes to true>>\ <<set $hasHarry to true>>\ <<set $hasSilverwatch to true>>\ <<set $hasCaptainsthumb to true>>\ <<set $hasUSB to true>> <<set $hasKeycard4 to false>> <</link>> | <<link "Chapter 4">> <<set $start to true>>\ <<set $hasVriemandiary to 2>>\ <<set $packopen to true>>\ <<set $haspaperclip to true>>\ <<set $hasVodka to true>>\ <<set $hasHarry to true>>\ <<set $hasBoltcutters to true>>\ <<set $hasDiagram to true>>\ <<set $hasStevensnote2 to true>>\ <<set $hasKeycard1 to true>><<set $hasKeycard2 to true>><<set $hasKeycard3 to true>>\ <</link>> \ GET COMPONENTS: <<link "Alcohol">> <<set $hasVodka to true>>\ <</link>> | <<link "Coolant">> <<set $hasLN2 to true>>\ <</link>> | <<link "Circuit board">> <<set $hasCircuitboard to true>>\ <</link>> \ GET KEYCARDS: <<link "Keycard 1">> <<set $hasKeycard1 to true>>\ <</link>> | <<link "Keycard 2">> <<set $hasKeycard2 to true>>\ <</link>> | <<link "Keycard 3">> <<set $hasKeycard3 to true>>\ <</link>> \ GET FINAL: <<link "Bid Report">><<set $opeccode to 931>><<set $navycode to 718>>\ <<set $hasBidReport to true>><</link>> | <<link "Evidence">><<set $hasEvidence to true>><</link>> | <<link "Phone">><<set $hasPhone to true>><</link>> | <<link "Plans">><<set $hasPlans to true>><</link>> TRUST LEVEL: <<set _trustperc to Math.trunc(($trust/13)*100)>> $trust / 13 = _trustperc% | <<link "+">><<set $trust ++>><</link>> / <<link "-">><<set $trust -->><</link>> KEY DECISIONS: <<if $decision1 is true>><<link "Trusted: ON">><<set $decision1 to false>><</link>><<else>><<link "Trusted: OFF">><<set $decision1 to true>><</link>><</if>> | <<if $decision2 is true>><<link "AIS: ON">><<set $decision2 to false>><</link>><<else>><<link "AIS: OFF">><<set $decision2 to true>><</link>><</if>> | <<if $decision3 is false>><<link "Thumb: ON">><<set $decision3 to true>><</link>><<else>><<link "Thumb: OFF">><<set $decision3 to false>><</link>><</if>> | <<if $decision4 is not 0>><<link "Message: ON">><<set $decision4 to 0>><</link>><<else>><<link "Message: OFF">><<set $decision4 to 1>><<set $achlyscode to 566>><</link>><</if>> MISC: <<return>> | <<link "Clear metadata">><<run State.metadata.clear()>><</link>> | <<link "Toggle fullscreen">><<run Fullscreen.toggle({ navigationUI : "show" })>><</link>> | <<link "Choices" "Embed">><</link>> <<button "APPLY CHANGES">> <<run Engine.show()>> <<script>> Dialog.close(); <</script>> <</button>>
<<if $imagemode is true>><span class="zoom"><img src="img/diary_4.webp" alt="The last page is filled with a complex sketch of some kind of device, below it is written the word 'PERSES'. On the other side of the page, in hastily scribbled handwriting are these words: I have lost all hope in humanity. We were never gods. It seems that we must take the other path after all. It seems that this is what the world requires. Perses whispers to me. She has guided me from the start. She is the bringer of light. I must decide whether to set her free." width="770px"></span>\ \ <<else>>\ \ The last page is filled with a complex sketch of some kind of device, below it is written the word 'PERSES'. On the other side of the page, in hastily scribbled handwriting are these words: <i>I have lost all hope in humanity. We were never gods. It seems that we must take the other path after all. It seems that this is what the world requires. Perses whispers to me. She has guided me from the start. She is the bringer of light. I must decide whether to set her free.</i> <</if>>\ <<link "› Back to the previous pages">> <<script>> Dialog.setup("A diary", "window"); Dialog.wiki(Story.get("Vriemans notes").processText()); Dialog.open(); <</script>> <</link>>
<<if $imagemode is true>><span class="zoom"><img src="img/3xposters.webp" alt="Three motivational company posters are stuck on the wall. In one of them it shows some hands holding an image of the earth. Above that it says 'The power to change the world'. Scribbled in one corner, someone has written: 'She will devour the ocean in order to light up the sky'" width="850px"></span><<else>>\ Three motivational company posters are stuck on the wall. In one of them it shows some hands holding an image of the earth. Above that it says <i>'The power to change the world'</i>. Scribbled in one corner, someone has written: <i>'She will devour the ocean in order to light up the sky'.</i><</if>>\
<<if $USBpass is not true>><<set $USBpass to true>><</if>>\ <<if $imagemode is true>>\ <span class="zoom"><img src="img/manual_spread.webp" alt="The inside pages of the Security manual show a map of the ship and indicate all the security doors. On the opposite page, a few FAQs such as: Q: Can security levels be changed once set? A: Yes, just contact the Keycard team and we can update door access levels within 48 hours. Q: What happens if I lose my Keycard? A: New Keycards can be issued and supplied by your security team. Q: What if I can no longer access my laptop? A: Senior staff have access to a USB override key. In combination with the admin code: PENTHOS all company laptops can then be accessed. Q: What if the lock is damaged or I lose my keycard whilst I'm in the room, will I get locked in? A: No, anyone on the... (the rest is covered by a Level 2 Keycard)." width="850px"></span>\ \ <<else>>\ \ The inside pages of the Security manual show a map of the ship and indicate all the security doors. On the opposite page, a few FAQs such as: <i>Q: Can security levels be changed once set? A: Yes, just contact the Keycard team and we can update door access levels within 48 hours. Q: What happens if I lose my Keycard? A: New Keycards can be issued and supplied by your security team. Q: What if I can no longer access my laptop? A: Senior staff have access to a USB override key. In combination with the admin code: <b>PENTHOS</b> all company laptops can then be accessed. Q: What if the lock is damaged or I lose my keycard whilst I'm in the room, will I get locked in? A: No, anyone on the...</i> (the rest is covered by a Level 2 Keycard).<</if>>\
<h2>SECURE COMMUNICATIONS</h2> <div id="screen"><span id = "pctext"><b>MESSAGE 4</b></span> <<if $decision4 is 1>>\ <span id="text_right">The Captain and Head of Security are dead, murdered by someone on the ship. Send help!</span> <<if $decision2 is true>><span id="text_left">Understood. The ship is being tracked via AIS. There is now a no-fly zone set up around your location - no air or sea transport allowed within 100 miles. Secure the device. If that becomes impossible, locate the plans. We can arrange a significant finders fee.</span><<else>><span id="text_left">Understood. Your AIS is disabled, we can't track your position. Because of this, there is now an area wide alert. There is a no-fly zone set up around your last known location - no air or sea transport allowed within 100 miles. We are unable to send rescue until you ensure either the device is safe or you have the plans.</span><</if>> <span id="text_left">Confirm with us directly using channel <b>$achlyscode</b>.</span> \ <<elseif $decision4 is 2>>\ <span id="text_right">I think Doctor Vrieman has gone insane and is trying to set off the reactor. Please advise.</span> <span id="text_left">Who is this? Is that Ansel?</span> <span id="text_left">We shall assume not. Thank you, we shall take this under advisement. Do not allow him access to the device. Subdue him by any means necessary. Lethal force is recommended. Once the device and the ship is safe, send confirmation using channel <b>$achlyscode</b> and we will send in a rescue team.</span> \ <<elseif $decision4 is 3>>\ <span id="text_right">The ship is secure and back on course. I am now ready for rescue.</span> <<if $decision2 is true>>\ <span id="text_left">Well done! AIS is working and we can see you on our systems. However, before we can sanction a rescue you must secure the device and ensure it cannot be operated or tampered with. If that becomes impossible, retrieve the plans. Confirm once secure using channel <b>$achlyscode</b>.</span> <<else>>\ <span id="text_left">Thank you. However, AIS appears to be turned off, so we can't arrange a rescue. You must ensure the device is safe and cannot be operated or tampered with. If that becomes impossible, retrieve the plans. Once done, send us your location using channel <b>$achlyscode</b>.</span> <</if>>\ \ <<elseif $decision4 is 4>>\ <span id="text_right">This is Ansel. The situation has become critical. Send in a rescue team.</span> <span id="text_left">I'm sorry Ansel. You failed to carry out your orders. Emergency plans are now in effect.</span> <<if $decision2 is true>>\ <span id="text_left">We have arranged for a Navy operative to secure the ship. If that fails we'll have to take more drastic measures. You are being tracked via AIS and there is now a no-fly zone set up around your location - no air or sea transport allowed within 100 miles.</span><<else>>\ <span id="text_left">We have arranged for a Navy operative to secure the ship. If that fails we'll have to take more drastic measures. There is now a no-fly zone set up within 100 miles of your last known location.</span><</if>> <span id="text_left">If you require rescue, you'll need to justify it. Secure the device then retrieve the plans. Use channel <b>$achlyscode</b> once you have them.</span> <</if>>\ <span id = "pctext"><b>CHANNEL CLOSED</b></span></div> [[› Back|Laptop start]]
<<set $briefing to true>><<set $packopen to true>>\ <<if $haspaperclip is not true>>\ <<if $imagemode is true>>\ <span class="zoom"><img src="img/briefing_clip.webp" alt="URGENT [FOR YOUR EYES ONLY] Due to the developing situation, current information is limited and on a need-to-know basis. We will ensure a contact is there to meet you and get you up to speed when you arrive. BRIEFING START Two days ago, 16 crew were rescued at sea; approximately 250 miles off the coast of Hong Kong. The crew reports having to abandon ship due to a chemical leak (details are currently unclear). They show no direct sign of exposure. It is believed that the Captain and several other crew remained on board to try to rescue the vessel. However, no radio transmission has been received since it left port several days earlier and its tracking system is no longer active. 'The Kuolema' is a Swedish-registered, privately owned vessel; run by a not-for-profit research company called 'Achlys'. They have reached out to us and are fully cooperating with the operation. They have assured us that no dangerous materials are stored on board, but are concerned that someone may be seeking to steal or sabotage confidential research. The crew are all recent hires. They indicate there was a very strict security policy aboard the ship, so they know very little about the research in question. Yesterday The Kuolema was found. It seems to be running on a new course and is currently heading directly towards the Chinese coast. We have a narrow time window in which to act before their coast guard intervenes. It is imperative that we understand what has happened, if there is any potential danger to life and whether any crew still remain on board. YOUR ORDERS • Identify what happened and if any danger remains. Locate any survivors. • Change the ship’s course towards international waters. • When the ship has been identified as safe, we’ll send in the rescue team." width="680px"></span> <<if $vrieman is 0>>\ <div id="mobile">\ <span id="sub4">\ Tap image to zoom, then drag to read. Tap the title bar to zoom back out. </span>\ </div>\ <</if>>\ <<else>>\ URGENT [FOR YOUR EYES ONLY] <i>Due to the developing situation, current information is limited and on a need-to-know basis. We will ensure a contact is there to meet you and get you up to speed when you arrive.</i> BRIEFING START <i>Two days ago, 16 crew were rescued at sea; approximately 250 miles off the coast of Hong Kong. The crew reports having to abandon ship due to a chemical leak (details are currently unclear). They show no direct sign of exposure. It is believed that the Captain and several other crew remained on board to try to rescue the vessel. However, no radio transmission has been received since it left port several days earlier and its tracking system is no longer active. 'The Kuolema' is a Swedish-registered, privately owned vessel; run by a not-for-profit research company called 'Achlys'. They have reached out to us and are fully cooperating with the operation. They have assured us that no dangerous materials are stored on board, but are concerned that someone may be seeking to steal or sabotage confidential research. The crew are all recent hires. They indicate there was a very strict security policy aboard the ship, so they know very little about the research in question. Yesterday The Kuolema was found. It seems to be running on a new course and is currently heading directly towards the Chinese coast. We have a narrow time window in which to act before their coast guard intervenes. It is imperative that we understand what has happened, if there is any potential danger to life and whether any crew still remain on board.</i> YOUR ORDERS <i>• Identify what happened and if any danger remains. Locate any survivors. • Change the ship’s course towards international waters. • When the ship has been identified as safe, we’ll send in the rescue team.</i> <</if>>\ <<link "› Examine the document">> <<script>> Dialog.setup("A paper clip", "window"); Dialog.wiki(Story.get("Paperclip").processText()); Dialog.open(); <</script>> <</link>> <<else>>\ <<if $imagemode is true>>\ <span class="zoom"><img src="img/briefing_noclip.webp" alt="URGENT [FOR YOUR EYES ONLY] Due to the developing situation, current information is limited and on a need-to-know basis. We will ensure a contact is there to meet you and get you up to speed when you arrive. BRIEFING START Two days ago, 16 crew were rescued at sea; approximately 250 miles off the coast of Hong Kong. The crew reports having to abandon ship due to a chemical leak (details are currently unclear). They show no direct sign of exposure. It is believed that the Captain and several other crew remained on board to try to rescue the vessel. However, no radio transmission has been received since it left port several days earlier and its tracking system is no longer active. 'The Kuolema' is a Swedish-registered, privately owned vessel; run by a not-for-profit research company called 'Achlys'. They have reached out to us and are fully cooperating with the operation. They have assured us that no dangerous materials are stored on board, but are concerned that someone may be seeking to steal or sabotage confidential research. The crew are all recent hires. They indicate there was a very strict security policy aboard the ship, so they know very little about the research in question. Yesterday The Kuolema was found. It seems to be running on a new course and is currently heading directly towards the Chinese coast. We have a narrow time window in which to act before their coast guard intervenes. It is imperative that we understand what has happened, if there is any potential danger to life and whether any crew still remain on board. YOUR ORDERS • Identify what happened and if any danger remains. Locate any survivors. • Change the ship’s course towards international waters. • When the ship has been identified as safe, we’ll send in the rescue team." width="680px"></span> <<else>>\ URGENT [FOR YOUR EYES ONLY] <i>Due to the developing situation, current information is limited and on a need-to-know basis. We will ensure a contact is there to meet you and get you up to speed when you arrive.</i> BRIEFING START <i>Two days ago, 16 crew were rescued at sea; approximately 250 miles off the coast of Hong Kong. The crew reports having to abandon ship due to a chemical leak (details are currently unclear). They show no direct sign of exposure. It is believed that the Captain and several other crew remained on board to try to rescue the vessel. However, no radio transmission has been received since it left port several days earlier and its tracking system is no longer active. 'The Kuolema' is a Swedish-registered, privately owned vessel; run by a not-for-profit research company called 'Achlys'. They have reached out to us and are fully cooperating with the operation. They have assured us that no dangerous materials are stored on board, but are concerned that someone may be seeking to steal or sabotage confidential research. The crew are all recent hires. They indicate there was a very strict security policy aboard the ship, so they know very little about the research in question. Yesterday The Kuolema was found. It seems to be running on a new course and is currently heading directly towards the Chinese coast. We have a narrow time window in which to act before their coast guard intervenes. It is imperative that we understand what has happened, if there is any potential danger to life and whether any crew still remain on board.</i> YOUR ORDERS <i>• Identify what happened and if any danger remains. Locate any survivors. • Change the ship’s course towards international waters. • When the ship has been identified as safe, we’ll send in the rescue team.</i> <</if>><</if>>\
You grab the phone and the leather folder. The folder looks important and there's a strange diagram on the cover that you're sure you've seen before. You're about to look through the contents when there's a crash outside and water suddenly explodes into the room. You try to grab hold of something to keep you upright, but in the process the items you're carrying are wrenched from your grasp and lost in the maelstrom. The dim light flickers to complete darkness and you gasp for air in panic as the water thunders in. [[› Try to exit the Cabin|Corridor final][$flood to 8]]
<span id ="sp">"Oh that's a strange question! Any particular reason you're asking? I'm fairly sure that 'silver' marks a 25 year anniversary. Does that help?"</span> <<include "questions2">>
<b>Play modes</b> There are two ways to play the game: <span id="sub2"><b>ORIGINAL</b></span> The original game was developed around entering codes and passwords to allow you to progress, usually by identifying words written in <b>bold</b>. This mode will be a little more challenging. <span id="sub2"><b>STORY</b></span> This is an easier to use system that automatically adds items and bold keywords you find to a list that you can choose from. It will also add extra hints. Otherwise, it's the same game, story and puzzles. Choose this mode if you are new to this sort of game, are less keen on puzzles or just want to progress through the story a little faster. You can switch modes at any time in the 'Settings' menu (which is available in the side panel). In both modes (once you locate your phone) you will have access to your 'Mission notes'. These notes will be updated as you progress and will contain a brief description of the things you've done and any codes or passwords you've discovered. You also have a 'To do list'. This is a simple list of dynamic objectives that will help you work out where to go next (and may contain links that will take you right there).
<<if $hasKeycard4 is true>>\ <b>Escape!</b> Get off the ship and call for rescue if you can! <<else>>\ <<if $vrieman is 0 and $briefing is not true>>\ <b>Read through the contents of your pack</b> Including your mission briefing document <</if>>\ <<if $vrieman is 0 and $hasKeycard1 is not true>>\ <b>Find your contact</b> They should be somewhere on Deck 3 <</if>>\ <<if $vrieman is 1 and $hasKeycard1 is not true>>\ <b>Find the store room</b> It should be at the end of the corridor on Deck 3 <</if>>\ <<if $vrieman is 1 and $hasKeycard1>>\ <b>Try the keycard on the door to Cabin 2</b> But can you trust the man inside? <</if>>\ <<if $haslockerkey is true and $hasKeycard2 is not true and visited ("The safe") is 0>>\ <b>Search for a Level 2 Keycard</b> Try looking in the Cabins on <<link "Deck 3" "Corridor">><<script>>Dialog.close();<</script>><</link>>. <</if>>\ <<if visited ("The safe") and $hasKeycard2 is not true and $hasShowernote is true>>\ <b>Find a way to open the safe</b> The one at the back of the cupboard in <<link "Cabin 3" "Cabin 3">><<script>>Dialog.close();<</script>><</link>>. <</if>>\ <<if $vrieman is 2 and visited ("Drawer") is 0>>\ <b>Look for the security iPad</b> It should be in a hidden drawer somewhere? <</if>>\ <<if visited ("iPad on") and visited ("iPad open") is 0>>\ <b>Find a way to unlock the iPad</b> It's in the drawer inside <<link "Cabin 4" "iPad on">><<script>>Dialog.close();<</script>><</link>>. <</if>>\ <<if $hasOperationsnote is not true and visited ("iPad open") and $hasiPad is not true>>\ <b>Read through the contents of the iPad</b> It's in the drawer inside <<link "Cabin 4" "iPad open">><<script>>Dialog.close();<</script>><</link>>. <</if>>\ <<if $hasOperationsnote is not true and $hasiPad>>\ <b>Read through the contents of the iPad</b> You picked it up. It's now in your pack. <</if>>\ <<if $hasOperationsnote is true and $haslockerkey is not true>>\ <b>Head down to the Operations room</b> It's down on <<link "Deck 2" "Stairs Deck 2">><<script>>Dialog.close();<</script>><</link>>. Look for the whiteboard. <</if>>\ <<if $haslockerkey is true and $hasShowernote is not true>>\ <b>Find a use for the metal key</b> The one you found in the Operations room. <</if>>\ <<if $hasKeycard2 is true and visited ("Stores inside") is 0 and $hasKeycard3 is not true>>\ <b>Explore the Main Stores</b> It's on <<link "Deck 2" "Stairs Deck 2">><<script>>Dialog.close();<</script>><</link>>. Maybe Elias works there? <</if>>\ <<if $hasKeycard2 is true and visited ("Patient") is 0>>\ <b>Explore the Med bay</b> It's on <<link "Deck 2" "Stairs Deck 2">><<script>>Dialog.close();<</script>><</link>>. Perhaps you'll find Johansen? <</if>>\ <<if $hasKeycard2 is true and $hasKeycard3 is not true>>\ <b>Find a way to turn the ship around</b> You'll need to find the password to unlock the navigation system on <<link "the bridge" "The Bridge">><<script>>Dialog.close();<</script>><</link>>. <</if>>\ <<if $haspostcard is true and $hasKeycard3 is not true and visited ("Postcard clue") is 0>>\ <b>Decipher the postcard</b> Maybe $nom on <<link "Deck 3" "Corridor">><<script>>Dialog.close();<</script>><</link>> can help? <</if>>\ <<if $hasKeycard3 is true and visited ("Objectives") is 0>>\ <b>Check in on $nom</b> He's still in <<link "Cabin 2" "Corridor">><<script>>Dialog.close();<</script>><</link>> – maybe he can help? <</if>>\ <<if $hasKeycard3 is true and visited ("Security PC") is 0>>\ <b>Locate and secure the three components</b> Check your mission notes for leads. <</if>>\ <<if $hasKeycard3 is true and visited ("Security PC")>>\ <b>Find the three components and store them in the safe</b> Check your mission notes for leads. <<set _count to 0>>\ <<if $hasVodka is 1>><<set _count ++>><</if>>\ <<if $hasLN2 is 1>><<set _count ++>><</if>>\ <<if $hasCircuitboard is 1>><<set _count ++>><</if>>\ <i>_count of 3 found and secured in the <<link "safe" "Check the safe">><<script>>Dialog.close();<</script>><</link>>.</i> <</if>>\ <<if $hasKeycard3 is true and visited ("Books right") is 0>>\ <b>Explore the Captain's Cabin</b> It's on <<link "Deck 3" "Corridor">><<script>>Dialog.close();<</script>><</link>>. <</if>>\ <<if $hasKeycard3 is true and visited ("Search the drawers") is 0>>\ <b>Explore the Science lab</b> It's on <<link "Deck 2" "Stairs Deck 2">><<script>>Dialog.close();<</script>><</link>>. <</if>>\ <<if $hasKeycard3 is true and visited ("Tools locker") is 0 and visited ("Cabin 1 inside")>>\ <b>Explore the Engine room</b> It's down on <<link "Deck 1" "Corridor Deck 2">><<script>>Dialog.close();<</script>><</link>>. <</if>>\ <<if $hasHarrynote is true and $hasHarry is not true and $hasKeycard4 is not true>>\ <b>Look for 'Harry'</b> Perhaps he's hiding in the <<link "Main stores" "Stairs Deck 2">><<script>>Dialog.close();<</script>><</link>>? <</if>>\ <<if visited ("The Crossword") and visited ("Secret room") is 0>>\ <b>Try solving the crossword</b> <<if $crosswordsolved is true>>Could that be the name of a book?<<else>>The one you found in the <<link "Captain's Cabin" "Cabin 1 inside">><<script>>Dialog.close();<</script>><</link>>.<</if>> <</if>>\ <<if visited ("Fingerprint") and visited ("Send message") is 0 and $hasCaptainsthumb is not true>>\ <b>Find a way to access the Captain's laptop</b> The one with a fingerprint reader – inside the hidden room in <<link "Cabin 1" "Cabin 1 inside">><<script>>Dialog.close();<</script>><</link>>. <</if>>\ <<if visited ("Fingerprint") and visited ("Send message") is 0 and $hasCaptainsthumb is true>>\ <b>Use the Captain's thumb on the fingerprint reader</b> Hopefully that should give access to the laptop in <<link "Cabin 1" "Cabin 1 inside">><<script>>Dialog.close();<</script>><</link>>. <</if>>\ <<if $hasKeycard3 is true and visited ("Security PC") is 0 and visited ("Secure messages 2") is 0 and visited ("The security system")>>\ <b>Find a way to access the Security computer</b> It's in the <<link "Security office" "Security inside">><<script>>Dialog.close();<</script>><</link>>. You need to find the password. <</if>>\ <<if visited ("Secure messages 2") and visited ("Security PC") is 0>>\ <b>Access the Security safe</b> It's in the <<link "Security office" "Security inside">><<script>>Dialog.close();<</script>><</link>>. You now have the updated password. <</if>>\ <<if $hasHarry and visited ("Tiled wall") is 0>>\ <b>Find a use for Harry</b> A weapon or a tool? <</if>>\ <<if $hasCircuitboard is false and visited ("Tasks") is 0 and visited ("Storage locker")>>\ <b>Find a way to open the Storage locker</b> It's down in the <<link "engine room" "Engine room">><<script>>Dialog.close();<</script>><</link>>. It needs a six-digit code. <<if $hasSilverwatch is not true>>Keep searching.<</if>> <</if>>\ <<if $hasCircuitboard is false and visited ("Tasks") and visited ("Storage locker")>>\ <b>Find a way to open the Storage locker</b> It's down in the <<link "engine room" "Engine room">><<script>>Dialog.close();<</script>><</link>>. It needs a six-digit code. Something to do with the Captain's wedding date? Could $nom help? He's in <<link "Cabin 2" "Corridor">><<script>>Dialog.close();<</script>><</link>>. <</if>>\ <</if>>\ <<button "BACK">> <<script>> Dialog.setup("Phone", "small"); Dialog.wiki(Story.get("Phone").processText()); Dialog.open(); <</script>> <</button>>\
<<if $timer gt 5>><<set $secs -= 44>><<else>><<set $secs -= 21>><</if>>\ <span class="image"><img src="img/keypad_1.webp" alt="A standard number keypad with numbers from 0 to 9." width="230px"></span> You finally manage to expose the keypad. <span id ="sp">"Ok. Now you'll just need to enter the initiation code. It will be a three digit number."</span> Dr Vrieman turns and looks at you expectantly. <span id ="sp">"Do you have it? That part was always someone else's job." </span> You try to think of all the numbers and codes you've discovered, but nothing comes to mind. <span id ="sp">"You'll just have to guess! You have a..."</span> he pauses for a moment <span id ="sp">"...one in one thousand chance of getting it right!"</span> <<if visited () lt 2>>You don't have time for that many guesses. There must be something you could do to increase the odds?<<else>>You don't have the code. It may exist somewhere else on the ship, but you don't have time to go and search. You'll have to guess! Unless...<</if>> <<if $easy is true>>\ Use something to help you guess the right number: <<listbox "$select">> <<optionsfrom $items>> <</listbox>> <<button "USE">> <<if $select is "Blacklight">>\ <<goto "Blacklight">>\ <<elseif $select is "Paper clip">>\ <<set $secs -= 10>><<replace "#output">>A paper clip. Really?<</replace>>\ <<else>>\ <<set $secs -= 18>><<replace "#output">><<= either(["That didn't help."])>><</replace>>\ <</if>><</button>> <span id="output"></span> <<else>>\ Enter the code... or use something that could help. <span class="textenter"><<textbox "_input" "" >><<button "TRY">></span>\ <<if ["blacklight", "ablacklight", "backlight"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<goto "Blacklight">>\ <<elseif ["paperclip"].includes(_input.replaceAll(/[^\w-]/g, "").toLowerCase())>>\ <<set $secs -= 11>><<replace "#output">>You're not really sure how a paperclip would help here.<</replace>>\ <<else>>\ <<set $secs -= 21>><<replace "#output">><<= either(["You don't have the code, but there must be something you can try?", "Maybe you have something that could help?", "Check your pack – perhaps there's something you could use."])>><</replace>><<run UIBar.setStoryElements()>><</if>>\ <</button>> <span id="output"></span> <</if>>\