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<main style="background-color:#000;">\
Max boots up. The central processing unit wakes up and sends commands to the other processing units. Diagnostic routines start evaluating internal memory then all the peripherals.
One by one the peripherals come online: cameras, olfactory sensors, microphones, a speaker, 2 arms, 2 legs, 1 neck. Max is awake.
You are Max.
<<set $SunCollission to 34>>Try something:
[[Try olfactory sensors->Try Olfacotry Sensors-a]]
[[Try microphones->Try Microphones-a]]
[[Try cameras->Try Cameras-a]]
[[Try moving legs->Try moving legs-a]]
[[Try moving arms->Try moving arms-a]]
[[Question where you are->Question where you are]]</main><main style="background-color:#000;">You access your olfacotry sensors. They work and give a detailed report. The report names oil, rubber, paint, general putrefying bio-matter, and several metals.
<<include "CarvorSunCountdown">>Try something:
[[Try microphones->Try Microphones-a]]
[[Try cameras->Try Cameras-a]]
[[Try moving legs->Try moving legs-a]]
[[Try moving arms->Try moving arms-a]]
[[Question where you are->Question where you are]]</main><main style="background-color:#000;">You access the microphone subroutines. The microphones are active. All you hear is a very low rumble. You recognize the rumble as subsystems of a spaceship.
<<include "CarvorSunCountdown">>Try something:
[[Try olfactory sensors->Try Olfacotry Sensors-a]]
[[Try cameras->Try Cameras-a]]
[[Try moving legs->Try moving legs-a]]
[[Try moving arms->Try moving arms-a]]
[[Question where you are->Question where you are]]</main><main style="background-color:#000;">Access the camera subroutines. The cameras are active. You try to focus and look around. It is dark.
<<include "CarvorSunCountdown">>Try something
[[Try olfactory sensors->Try Olfacotry Sensors-a]]
[[Try microphones->Try Microphones-a]]
[[Try moving legs->Try moving legs-a]]
[[Try moving arms->Try moving arms-a]]
[[Question where you are->Question where you are]]
[[Try turning on forward lights->Turn on lights]]</main><main style="background-color:#000;">You try moving your legs. They are operating normal. You feel resistance whild moving them. They must be surrounded by something denser than air.
<<include "CarvorSunCountdown">>Try something:
[[Try olfactory sensors->Try Olfacotry Sensors-a]]
[[Try microphones->Try Microphones-a]]
[[Try cameras->Try Cameras-a]]
[[Try moving arms->Try moving arms-a]]
[[Question where you are->Question where you are]]</main><main style="background-color:#000;">You move your arms. You feel resistance and you find that odd. You must be surrounded by something other than air or empty space.
<<include "CarvorSunCountdown">>Try something:
[[Try olfactory sensors->Try Olfacotry Sensors-a]]
[[Try microphones->Try Microphones-a]]
[[Try cameras->Try Cameras-a]]
[[Try moving legs->Try moving legs-a]]
[[Question where you are->Question where you are]]</main><main style="background-color:#000;">You question where you are. Your chronometer tells you it is June 2, 2116 01:25:36. You know it could be wrong. Bill told you that your chronometer was only as good as when it was last set. It was last set...you cannot access that memory bank. That's odd. That has never happened before.
<<include "CarvorSunCountdown">>Try something:
[[Try olfactory sensors->Try Olfacotry Sensors-a]]
[[Try microphones->Try Microphones-a]]
[[Try cameras->Try Cameras-a]]
[[Try moving legs->Try moving legs-a]]
[[Try moving arms->Try moving arms-a]]</main>You see that you are neck deep in a pile of random discarded items. You move your legs and realize you can climb out and get on top of the pile. You apply your arms as well and manage to get on top. Then you stand.
You see that you are in a large room half filled with mounds of trash. There's a door on one wall.
<<include "CarvorSunCountdown">>What now?
[[Go to the door|Go to the door]]
[[Search the rubble]]You are surrounded by random discarded items. You try to move your arms, but you achieve minimal motion.
<<include "CarvorSunCountdown">>Try something:
[[Try moving legs->Try moving legs-b]]You make your way to the door. It's a big metal door, the kind that slides open. There's a key pad on the right side of the frame. You go to the key pad and examine it.
You recognize the keypad as being in the Carvor language. You can read the numbers but you have no memory of downloading such information.
There is a unique number written on top of the keypad. When you read it a memory is triggered. The memory brings up a series of numbers:
<table><tr><td>23</td><td>17</td><td>13</td><td>...</td></tr></table>
You use your finger to tap in the number sequence into the keypad, but there's a number missing.
<<include "CarvorSunCountdown">>
[[Enter the missing number]]You rummage through the rubble but you find nothing of worth.
<<include "CarvorSunCountdown">>What now?
[[Go to the door|Go to the door]]<<set $location to "Lower corridor">>The corridor is fairly narrow. You have a sense of direction now because of the link. To stern is engineering. To port is cago pod 6. To starboard is cargo pod 5. To bow is more corridor.
<<include "CarvorSunCountdown">><<include "ChildrenChokeCountDown">>Try something:
[[Go bow->Middle corridor]]
[[Go starboard->Cargo Pod 5]]
[[Go port->Cargo Pod 6]]
[[Go stern->Engineering]]<<set $strmnum to 0>>Enter the missing number.
<<textbox "$strmnum" "0">>
<<link "Enter">>
<<if $strmnum is "11">>
<<goto [[Entering11]]>>
<</if>>
<</link>>
[[Search the rubble]]<<include "CarvorSunCountdown">>
<<set $location to "unknown">>You see mounds of rubble. You also see red metal bulkheads and a metal ceiling. On one bulkhead there is a large metal sliding door.
<<include "CarvorSunCountdown">>Try something:
[[Try moving arms->Try moving arms-b]]
[[Try moving legs->Try moving legs-b]]<<set $location to "middle corridor">>The corridor is fairly narrow. To stern is the lower corridor. To port is cago pod 4. To starboard is cargo pod 3. To bow is more corridor.
<<include "CarvorSunCountdown">><<include "ChildrenChokeCountDown">>Try something:
[[Go bow->Upper corridor]]
[[Go starboard->Cargo Pod 3]]
[[Go port->Cargo Pod 4]]
[[Go stern->Lower corridor]]<<set $location to "Cargo Pod 5">><<set $ChildrenRace to "[[Albinoozer->AlbinoozerInfo]]">><<set $ChildrenPlanet to "Albinooz">>\
\
<<if $ship.unlocksto is "No">><<include "StorageDoorLocked">>\
<<elseif $lockbox.ChildrenUp is "Yes" and $ship.lifesupporton is "Yes" and $ship.Lights is "On">>\
<!--Here you put code and text for the individual children. -->\
<!--Meeting Keekoho-->\
<<if $max.MetKeekoho is "No">><<include "Meet Keekoho">><<set $max.MetKeekoho to "Yes">>\
<<else>><<include "That is the End">><!--End of the game so far--><</if>>\
\
<!--This is where the children first get out of the sleeping pods-->\
<<elseif $lockbox.ChildrenUp is "Yes" and $ship.lifesupporton is "No">>\
<<include "ChildrenStatus">>\
<<elseif $lockbox.ChildrenUp is "Yes" and $ship.lifesupporton is "Yes" and $ship.Lights is "off">>\
<<include "ChildrenStatus">>\<<elseif $lockbox.ChildrenGettingUp is "Yes">>\
\
<<if $lockbox.carvorsun is "Yes">><<include "CarvorSunCountdown">><</if>>\
\
This is <<print $location>>. You see lots of fully encased sleeping pods. The pods power up one by one. Then, one by one, they open up.\
\
<<include "DiscoverChildren">>\
\
<<include "ChildrenStatus">>\
\
<!--Default: Max sees sleeping pods that are unopened.-->\
<<else>>This is <<print $location>>. You see lots of fully encased sleeping pods. They have <<print $ChildrenRace>> children in them.<</if>>\
[[Exit->Lower corridor]] <<if $ship.unlocksto is "No">><<include "CarvorSunCountdown">>The door to Cargo Pod 6 is locked. You try the panel on the side, but it will not open.
[[Return->Lower corridor]]>><<else>><<set $location to "Cargo Pod 6">><<include "CarvorSunCountdown">>This pod is full of piles of junk. Perhaps you can find parts in here.
[[Exit->Lower corridor]]<</if>><<include "CarvorSunCountdown">><<set $location to "Engineering">><<if $numA is 7 and $numB is 5 and $numC is 9 and $ship.EngineOn is "No">><<set $ship.EngineOn to "Yes">><<set $score += 1>>You hear the sound of the ship's engines come to life. <</if>><<if $ship.unlockeng is "No">>The door to Engineering is locked. You try the panel on the side, but it will not open.
[[Return->Lower corridor]] <<else>>You are in engineering. This place is full of pipes and machines that make a great deal of noise. There is a hatch in the ceiling, above.
<<if $ship.EngineOn is "No">>On the main console, there is an array of numbers. Some numbers seem to be missing.
<table>
<tr><td>6</td><td>1</td><td>8</td></tr>
<tr><td><<if $numA is 7>>7<<else>><<link "A" "SelectA">><</link>><</if>></td><td><<if $numB is 5>>5<<else>><<link "B" "SelectB">><</link>><</if>></td><td>3</td></tr>
<tr><td>2</td><td><<if $numC is 9>>9<<else>><<link "C" "SelectC">><</link>><</if>></td><td>4</td></tr>
</table>
This seems to be the key to turning on the engines. You see nothing else.<<else>>You hear the roar of the engines running.
<font color="yellow">Sublight engines - Nominal
Koless Drive (FTL) - Nominal</font>
The display on the console shows all engines are on and at full capacity.
<<if $ship.unlockhatch is "Yes" and $ship.commup is "No">><<link "Go throught hatch." "ThroughHatchA">><</link>><<else>>The hatch is locked.<</if>><</if>><</if>>
<<include "ChildrenChokeCountDown">>[[Exit to the corridor->Lower corridor]] <<set $location to "upper corridor">>The corridor is fairly narrow. To stern is middle. To port is cago pod 2. To starboard is cargo pod 1. To bow is the bridge.
<<include "CarvorSunCountdown">><<include "ChildrenChokeCountDown">>Try something:
[[Go bow->Bridge]]
[[Go starboard->Cargo Pod 1]]
[[Go port->Cargo Pod 2]]
[[Go stern->Middle corridor]]<<set $location to "Cargo Pod 3">><<set $ChildrenRace to "[[Qar->QarInfo]]">><<set $ChildrenPlanet to "Qar">>\
\
<<if $ship.unlocksto is "No">><<include "StorageDoorLocked">>\
<<elseif $lockbox.ChildrenUp is "Yes" and $ship.lifesupporton is "Yes" and $ship.Lights is "On">>\
<!--Here you put code and text for the individual children. -->\
<!--Meeting Ugi-->\
<<if $max.MetUgi is "No">><<include "Meet Ugi">><<set $max.MetUgi to "Yes">>\
<<else>><<include "That is the End">><!--End of the game so far--><</if>>\
\
<!--This is where the children first get out of the sleeping pods-->\
<<elseif $lockbox.ChildrenUp is "Yes" and $ship.lifesupporton is "No">>\
<<include "ChildrenStatus">>\
<<elseif $lockbox.ChildrenUp is "Yes" and $ship.lifesupporton is "Yes" and $ship.Lights is "off">>\
<<include "ChildrenStatus">>\<<elseif $lockbox.ChildrenGettingUp is "Yes">>\
\
<<if $lockbox.carvorsun is "Yes">><<include "CarvorSunCountdown">><</if>>\
\
This is <<print $location>>. You see lots of fully encased sleeping pods. The pods power up one by one. Then, one by one, they open up.\
\
<<include "DiscoverChildren">>\
\
<<include "ChildrenStatus">>\
\
<!--Default: Max sees sleeping pods that are unopened.-->\
<<else>>This is <<print $location>>. You see lots of fully encased sleeping pods. They have <<print $ChildrenRace>> children in them.<</if>>\
[[Exit->Middle corridor]] <<set $location to "Cargo Pod 4">><<set $ChildrenRace to "[[Taieran->TaieranInfo]]">><<set $ChildrenPlanet to "Taiera">>\
\
<<if $ship.unlocksto is "No">><<include "StorageDoorLocked">>\
<<elseif $lockbox.ChildrenUp is "Yes" and $ship.lifesupporton is "Yes" and $ship.Lights is "On">>\
<!--Here you put code and text for the individual children. -->\
<!--Meeting Kamie-->\
<<if $max.MetKamie is "No">><<include "Meet Kamie">><<set $max.MetKamie to "Yes">>\
<<else>><<include "That is the End">><!--End of the game so far--><</if>>\
\
<!--This is where the children first get out of the sleeping pods-->\
<<elseif $lockbox.ChildrenUp is "Yes" and $ship.lifesupporton is "No">>\
<<include "ChildrenStatus">>\
<<elseif $lockbox.ChildrenUp is "Yes" and $ship.lifesupporton is "Yes" and $ship.Lights is "off">>\
<<include "ChildrenStatus">>\<<elseif $lockbox.ChildrenGettingUp is "Yes">>\
\
<<if $lockbox.carvorsun is "Yes">><<include "CarvorSunCountdown">><</if>>\
\
This is <<print $location>>. You see lots of fully encased sleeping pods. The pods power up one by one. Then, one by one, they open up.\
\
<<include "DiscoverChildren">>\
\
<<include "ChildrenStatus">>\
\
<!--Default: Max sees sleeping pods that are unopened.-->\
<<else>>This is <<print $location>>. You see lots of fully encased sleeping pods. They have <<print $ChildrenRace>> children in them.<</if>>\
[[Exit->Middle corridor]] <<if $ship.shipslocation is "CarvorSun">><<goto "Sun Demise">><<elseif $ship.shipslocation is "Carvora">><<elseif $ship.shipslocation is "Qar">><<else-if $ship.shipslocation is "Vehemea">><<elseif $ship.shipslocation is "Earth">><<elseif $ship.shipslocation is "Interstellar Space">><<goto "Safe in Interstellar Space">><</if>>
<<set $location to "Cargo Pod 1">><<set $ChildrenRace to "[[Carvor->CarvorInfo]]">><<set $ChildrenPlanet to "Carvora">>\
\
<<if $ship.unlocksto is "No">><<include "StorageDoorLocked">>\
<<elseif $lockbox.ChildrenUp is "Yes" and $ship.lifesupporton is "Yes" and $ship.Lights is "On">>\
<!--Here you put code and text for the individual children. -->\
<!--Meeting Uloong-->\
<<if $max.MetUloong is "No">><<include "Meet Uloong">><<set $max.MetUloong to "Yes">>\
<<else>><<include "That is the End">><!--End of the game so far--><</if>>\
\
<!--This is where the children first get out of the sleeping pods-->\
<<elseif $lockbox.ChildrenUp is "Yes" and $ship.lifesupporton is "No">>\
<<include "ChildrenStatus">>\
<<elseif $lockbox.ChildrenUp is "Yes" and $ship.lifesupporton is "Yes" and $ship.Lights is "off">>\
<<include "ChildrenStatus">>\<<elseif $lockbox.ChildrenGettingUp is "Yes">>\
\
<<if $lockbox.carvorsun is "Yes">><<include "CarvorSunCountdown">><</if>>\
\
This is <<print $location>>. You see lots of fully encased sleeping pods. The pods power up one by one. Then, one by one, they open up.\
\
<<include "DiscoverChildren">>\
\
<<include "ChildrenStatus">>\
\
<!--Default: Max sees sleeping pods that are unopened.-->\
<<else>>This is <<print $location>>. You see lots of fully encased sleeping pods. They have <<print $ChildrenRace>> children in them.<</if>>\
[[Exit->Upper corridor]] <<set $location to "Cargo Pod 2">><<set $ChildrenRace to "[[Veheemian->VeheemianInfo]]">><<set $ChildrenPlanet to "Veheemia">>\
\
<<if $ship.unlocksto is "No">><<include "StorageDoorLocked">>\
<<elseif $lockbox.ChildrenUp is "Yes" and $ship.lifesupporton is "Yes" and $ship.Lights is "On">>\
<!--Here you put code and text for the individual children. -->\
<!--Meeting Faahii Vaahuu-->\
<<if $max.MetFahiiVaahuu is "No">><<include "Meet Faahii Vaahuu">><<set $max.MetFahiiVaahuu to "Yes">>\
<<else>><<include "That is the End">><!--End of the game so far--><</if>>\
\
<!--This is where the children first get out of the sleeping pods-->\
<<elseif $lockbox.ChildrenUp is "Yes" and $ship.lifesupporton is "No">>\
<<include "ChildrenStatus">>\
<<elseif $lockbox.ChildrenUp is "Yes" and $ship.lifesupporton is "Yes" and $ship.Lights is "off">>\
<<include "ChildrenStatus">>\<<elseif $lockbox.ChildrenGettingUp is "Yes">>\
\
<<if $lockbox.carvorsun is "Yes">><<include "CarvorSunCountdown">><</if>>\
\
This is <<print $location>>. You see lots of fully encased sleeping pods. The pods power up one by one. Then, one by one, they open up.\
\
<<include "DiscoverChildren">>\
\
<<include "ChildrenStatus">>\
\
<!--Default: Max sees sleeping pods that are unopened.-->\
<<else>>This is <<print $location>>. You see lots of fully encased sleeping pods. They have <<print $ChildrenRace>> children in them.<</if>>\
[[Exit->Upper corridor]] You look out the main window and you see a large Sun. You are so close you can see solar flares in spectacular detail. No biologic could ever bare to witness what you see with their naked eyes. Then you feel a gravitaional shockwave that rocks the ship. You only have minutes before the ship is ripped apart by the Sun's heat, a chance flare, or coronal mass ejection.You look at the control board and notice that the engines are offline. You also notice that the heading of the ship is currently set directly for the Sun.<<if $ship.shipslocation is "CarvorSun">>\
<<set $SunCollission -= 1>>\
<</if>>\
<<if $SunCollission lt 1>>\
<<goto "ShipDiesinSun">>\
<</if>>\
The ship you are in blows up under the extreme heat and gravitational waves obliterating everything and everyone on board. This is the end of the game.<<include "CarvorSunCountdown">><<set $strA to 0>>Enter a number for A:
<<textbox "$strA" "0">>
<<link "Enter">><<goto "A selected">><</link>>
[[continue->Engineering]]<<include "CarvorSunCountdown">><<set $strC to 0>>Enter a number for C:
<<textbox "$strC" "0">>
<<link "Enter">><<goto "C selected">><</link>>
[[continue->Engineering]]<<include "CarvorSunCountdown">><<set $strB to 0>>Enter a number for B:
<<textbox "$strB" "0">>
<<link "Enter">><<goto "B selected">><</link>>
[[continue->Engineering]]
<<set $location to "Bridge">><<if $max.discoveredSun is "No">><<set $max.discoveredSun to "Yes">><</if>>You are in a space with 3 seats, a large control board, and a large main window. <<if $ship.shipslocation is "CarvorSun">><<include "CarvorSunCountdown">><<include "CarvorSun">><<else>>You look out the window and see open space.<</if>><<if $ship.EngineOn is "No">><<include "NoEnginesCB">><<else>>You look at the control board and the engines are working in working order.<</if>>
A display says, <nowiki>"</nowiki><<if $ship.unlockeng is "Yes">>Engineering is unlocked.<<else>>Engineering is locked.<</if>> <<if $ship.unlocksto is "Yes">>Storage compartments are unlocked.<<else>>Storage compartments are locked.<</if>><nowiki>"<nowiki> <<include "Language Realized">> You see some controls.<<if $ship.unlockeng is "No">>
<<include "ButtonUnlockEng">><</if>><<if $ship.unlocksto is "No">>
<<include "ButtonUnlockStorage">><</if>>
<<if $ship.EngineOn is "Yes">>
<<include "ButtonActivateKoless">>
<</if>>
[[Navigation Console]]
[[Exit->Upper corridor]]Set the destination:
<<if $ship.shipslocation is "CarvorSun">><<linkappend "Sun">><<set $ship.navigation to "Sun">> <<goto "Navigation Console">><</linkappend>>
<<linkappend "Interstellar Space">><<set $ship.navigation to "Interstellar Space">> <<goto "Navigation Console">><</linkappend>><<else>><<linkappend "Carvora">><<set $ship.navigation to "Carvora">><<goto "Navigation Console">><</if>>
<<linkappend "Qar">><<set: $ship.navigation to "Qar">><<goto "Navigation Console">><</linkappend>>
<<linkappend "Vehemea">><<set $ship.navigation to "Vehemea">><<goto "Navigation Console">><</linkappend>>
<<linkappend "Earth">><<set $ship.navigation to "Earth">><<goto "Navigation Console">><</linkappend>>
Current Navigation Heading is <<print $ship.navigation>>.
<<return "Back">>The ship thrusts forward straight into the sun and explodes. There is nothing left of the ship, its cargo, or you.
THE END.<<set $location to "Bridge">><<set $shipslocation to "Interstellar Space">>This is the bridge. There are 3 seats a large control board and a large window. You look out the window and see open space.
You look at the control board and the engines are working in working order.
<<if $ship.unlocksto is "No">><<include "ButtonUnlockStorage">><<else>>A panel indicates the Storage compartments are unlocked.<</if>>
<<if $ship.unlockhatch is "No">><<include "ButtonUnlockHatch">>
<<elseif $ship.commup is "No">>A panel indicates the dorsal hatch in unlocked.
<</if>>\
<<if $ship.lifesupporton is "No">><<include "ButtonLifeSupportOn">><<else>>A display shows that Life Support Systems are on.<</if>>
<<if $ship.Lights is "Off">><<include "ButtonTurnOnLights">><<else>>All the ships lights are currently on.<</if>>
<<if $ship.commup is "No">>There is a display that says,"<font color="red">Communications Array is inop.</font>"<<else>>A display says,"<font color="red">Communications Array is operational.</font>"<</if>>
[[Navigation Console]]
<<include "ChildrenGetUp">>
[[Exit->Upper corridor]]<<set $ship.shipslocation to $ship.navigation>><<if $ship.shipslocation is "Sun">><<goto "In Sun">><<else>><<set $lockbox.carvorsun to "No">><<set $score += 1>>The ship thrusts forwards. You look out the window. The stars seem to zoom by. Then the ship stops. The console reads - <<print $ship.shipslocation>>.<</if>>
[[Continue->Bridge]]<<set $location to "Front Page">><h1 style="text-align:center">Max's Adventure</h1><h2 style="text-align:center">by EC Holm</h2>
This is an interactive fiction novel. It is intended for a YA audience. This novel contains math puzzles. If you like this work, please contribute to it at:
<center><a style="text-align:center" href="https://www.patreon.com/ECHolm">www.patreon.com/ECHolm</a><br><img src="https://c5.patreon.com/external/logo/downloads_wordmark_navy.png" height="80" width="166" align="middle"></center>
By clicking on 'Start' you certify that you have read and agree to the [[terms and disclaimers->Terms]] of this game.
For information how to contact the author go to <a href="http://ideawritesfiction.blogspot.com/p/about.html">ideawritesfiction.blogspot.com</a>.
Warning: This game uses cookies to save a game.
Copyright 2017
<center>[[Start->Setting lights]]</center><!--Put the data maps within these brackets-->\
<<include "datamaps">>\
<<set $lightsoff to 1>><<goto "Waking up">><<set $lightsoff to 0>><<set $max.lightson to "Yes">><<set $score += 1>><<goto "Try turning on forward lights">><<set $score to 0>>\
<!--lockbox holds the lockables of the game-->\
<<set $lockbox to {carvorsun: "Yes",
ChildrenUp: "No",
ChildrenGettingUp: "No",
waterrecycle: "No",
medicalsupplies: "No",
Sam: "No",
doctor: "No",
QarShy: "Yes"
}>>\
\
<!--Ship-->\
<<set $ship to {shipslocation: "CarvorSun",
EngineOn: "No",
Lights: "Off",
unlocksto: "No",
unlockeng: "No",
unlockhatch: "No",
navigation: "Sun",
lifesupporton: "No",
commup: "No"
}>>\
\
<!--Max, the deathtimer is to be reset when Max is in trouble and countdown to 0-->\
<<set $max to {lightson: "No",
memoryfragmentrestored: "No",
discoveredchildren: "Yes",
discoveredSun: "No",
deathtimer: 100,
KnowDisease: "No",
MetUloong: "No",
MetFahiiVaahuu: "No",
MetUgi: "No",
MetKamie: "No",
MetKeekoho: "No",
InSpace: "No"}>>\
\
<!--Children-->\
<<set $Children to {DeathTimer: 10,
UnlockChoke: "No"}>>\Carvors have generally rough green skin. Their appearance may confuse the onlooker in thinking that they are reptillian when they are, in fact, mamillian. Sometimes they like to stress with long 's.' Their society is highly developed and adhere to rituals based on honor.
<<link "back" $location>><</link>>Qar have tones of blue skin and red or purple hair. They are usually empaths. Their society is highly developed. Their technology is plant based and they abhor AIs.
<<link "back" $location>><</link>>Veheemians have yellow skin and blue and green hair. Their society is highly developed and the richest in the known galaxy. They tend to be diva-sh about their position over other societies.
<<link "back" $location>><</link>>Albinoozers have very white skin and white hair. They are loathed in the known galaxy. Their society is underdeveloped and mostly agrarian.
<<link "back" $location>><</link>>Taierans have purple skin and yellow hair. Their society is underdeveloped but rely on tourism and agriculture. They are an active trade partner with Veheemia. They tend to be hospitable.
<<link "back" $location>><</link>><<include "ChildrenChokeCountDown">><<set $location to "Hatch">><<if $ship.commup is "No">><<set $max.InSpace to "Yes">><<set $max.deathcountdown to 30>><<include "MaxFreezeCountDown">>You climb up a ladder to the hatch and manually open the first door. You climb up. Then you close the door below you and seal it. You unlock the door above you. There's an audible alarm going off.
"Warning. Emergency rapid decompression is in progress. Please wait," says a computerized voice. You hear blowing of large volumes of air for several seconds. "Decompression accomplished. You may proceed."
You open the door above you, and it opens up to outer space. You climb out and the magnetic pads on your feet keep you attached to the hull of the ship. You find yourself on the dorsal side of the ship.
[[Go bow->Back Dorsal]]<<else>><<include "MaxFreezeCountDown">><<set $max.InSpace to "No">>You have reached the hatch and you climb into it and close the outer door above you.
"Wait for compression," says the computerized voice. You hear the rushing of air filling the small chamber. After a few minutes you hear, "You may proceed."
You pull a level and the door beneth you opens. Then you climb down into Engineering
[[Into Engineering->Engineering]]<</if>><<include "ChildrenChokeCountDown">><<include "MaxFreezeCountDown">><<set $location to "Back Dorsal">><<if $ship.commup is "No">>You are traversing the dorsal side of the ship. You left the hatch and made it to the aft dorsal. Far ahead, to the bow, is the communications array.
[[Go Bow->Mid Dorsal]]<<else>>The hatch is close by. The communications array is to the bow. The hatch is to the stern.
[[Go Stern->Through Hatch]]<</if>><<include "ChildrenChokeCountDown">><<include "MaxFreezeCountDown">><<set $location to "Mid Dorsal">><<if $ship.commup is "No">>You press on. Your temperature is lowering. You were not tested for vaccuum environments or very cold environments. You hold out 50% chance of making it to the communications array and back.
[[Go Bow->Front Dorsal]]<<else>>You press on. The communications array is to the bow. The hatch is to the stern.
[[Go Stern->Back Dorsal]]<</if>><<include "ChildrenChokeCountDown">><<include "MaxFreezeCountDown">><<set $location to "Front Dorsal">><<if $ship.commup is "No">>Your mechanical gears that make up your joints are getting slower. Perhaps the grease is starting to freeze. The communications array is to the bow. The hatch is to the stern.
[[Go Bow->Bridge Dorsal]]<<else>>You start to make you way back to the hatch. The hatch is to the stern.
[[Go Stern->Mid Dorsal]]<</if>><<include "ChildrenChokeCountDown">><<include "MaxFreezeCountDown">><<set $location to "Bridge Dorsal">>You are over the Bridge and have reached the communications array.<<if $numPA is 20 and $numPB is 13 and $numPC is 14 and $numPD is 7 and $ship.commup is "No">><<set $ship.commup to "Yes">><<set $score += 1>> The communications array is repaired. You see that it is operating normally.
[[Go Stern->Front Dorsal]]<<elseif $numPA is 20 and $numPB is 13 and $numPC is 14 and $numPD is 7 and $ship.commup is "Yes">> You see that the communications array is operating normally.
[[Back->Front Dorsal]]<<else>> You examine the array. Four numbered plugs have come loose. You need to plug them back in.
Plug in the missing numbers in the array:
<table>\
<tr><td>9</td><td>2</td><td>25</td><td>18</td><td>11</td></tr>\
<tr><td>3</td><td>21</td><td>19</td><td>12</td><td>10</td></tr>\
<tr><td>22</td><td><<if $numPA is 20>>20<<else>><<link "A" "SelectPlugA">><</link>><</if>></td><td><<if $numPB is 13>>13<<else>><<link "B" "SelectPlugB">><</link>><</if>></td><td>6</td><td>4</td></tr>\
<tr><td>16</td><td><<if $numPC is 14>>14<<else>><<link "C" "SelectPlugC">><</link>><</if>></td><td><<if $numPD is 7>>7<<else>><<link "D" "SelectPlugD">><</link>><</if>></td><td>5</td><td>23</td></tr>\
<tr><td>15</td><td>8</td><td>1</td><td>24</td><td>17</td></tr>\
</table>
[[Go Stern->Front Dorsal]]
<</if>>\<<set $score += 1>>\
You enter 11 into the keypad. The door makes a hissing sound. Then it flies open. You get a data-link. Its not much, but it gives you your location.<<set $location to "Cargo Pod 6">>
What now?
[[Go through the door|Lower corridor]]<<if $strA is "7">><<set $numA to 7>>You selected 7. You hear a beeb of approval.<<else>>You selected <<print $strA>>. You hear a buzzer of disapproval.<</if>>
<<link "back" "Engineering">><</link>><<if $strB is "5">><<set $numB to 5>>You selected 5. You hear a beeb of approval.<<else>>You selected <<print $strB>>. You hear a buzzer of disapproval.<</if>>
<<link "back" "Engineering">><</link>><<if $strC is "9">><<set $numC to 9>>You selected 9. You hear a beeb of approval.<<else>>You selected <<print $strC>>. You hear a buzzer of disapproval.<</if>>
<<link "back" "Engineering">><</link>><<if $lightsoff is 0>>\
Location: <<print $location>>
<</if>>\
Score: <<print $score>>
<<if $Children.UnlockChoke is "Yes">>The children have minutes left to live: <<print $Children.DeathTimer>><</if>>\
<<if $max.InSpace is "Yes">>Max will expire in <<print $max.deathtimer>> minutes.<</if>>\
<<if $ship.shipslocation is "CarvorSun" and $max.discoveredSun is "Yes">>You will collide with the Sun in <<print $SunCollission>> minutes.<</if>>\By EC Holm<<if $ship.lifesupporton is "No">><<set $Children.Deathtimer to 10>><<set $Children.UnlockChoke to "Yes">><<include "ChildrenChokeCountDown">>The children start to cough and gag. They struggle as gasp for air. They are in terminal danger. You realize that something in the bridge can help with their need.\
\
<<elseif $lockbox.carvorsun is "Yes">><<include "CarvorSunCountdown">>This is <<print $location>>. You see lots of fully encased sleeping pods. They have <<print $ChildrenRace>> children in them.\
\
<<elseif $ship.Lights is "Off">>The children look blinded by the lights coming from your headlamps as you look around and check on their well being. You realize that you are emitting the only optical lighting on the ship.<</if>>\<<if $max.discoveredchildren is "Yes">><<set $max.discoveredchildren to "No">> You examine them. Each has a child in them. All the children on this pod are from <<print $ChildrenPlanet>>. The children start to come out of their sleeping pods.\
\
<<else>> <<print $ChildrenRace>> children start to come out of them.<<set $lockbox.ChildrenUp to "Yes">><</if>>\<<button "Unlock Storage" "Bridge">>
<<set $ship.unlocksto to "Yes">>\
<<set $lockbox.ChildrenGettingUp to "Yes">>\
<<include "Language Realized">>\
<</button>><<if $Children.UnlockChoke is "Yes">>\
<<set $Children.DeathTimer -= 1>>\
<<if $Children.DeathTimer lt 1>>\
<<goto "ChildrenChokeDeath">>\
<</if>>\
<</if>>\You check the cargo pods. All the children have died of asphyxiation. You are alone on a foreign cargo ship with no purpose now. You have failed.
<center>Game Over</center><<if $languagerealized is 0>>You see that the language is from a race call Carvor. This must be a Carvor ship.<<set $languagerealized to 1>><</if>>\<<button "Engage Life Support" "Bridge">><<set $ship.lifesupporton to "Yes">>\
<<set $Children.UnlockChoke to "No">>\
<<set $score += 1>>\
<</button>><<button "Unlock Dorsal Hatch" "Bridge">>
<<set $ship.unlockhatch to "Yes">>\
<</button>><<button "Turn on ship's lights" "Bridge">>
<<set $ship.Lights to "On">>\
<</button>><<include "CarvorSunCountdown">>The door to <<print $location>> is locked. You try the panel on the side, but it will not open.
[[Return->Upper corridor]]
\<!--This switches the flags of ChildrenGettingUp and ChildrenUp-->\
<<if $ship.lifesupporton is "Yes" and $ship.Lights is "On">>\
<<set $lockbox.ChildrenGettingUp to "No">>\
<<set $lockbox.ChildrenUp to "Yes">>\
<</if>>You enter <<print $location>> and find a teen working at organizing the other children. He seems to be busy telling them what they should do. You approach him.
"Hello. My name is…," you say.
"I’m sure it is but we have a situation here," says the teen. Then he turns to a a girl. "What do you mean we have no water? We need to find some. Look everywhere. Get moving." The girl runs off. The teen turns to you. "Now who are YOU, and what do you want?"
"I’m Max. I’m responsible for starting up the systems on this ship and saving it from being destroyed into Carvora’s Sun."
"Carvora’s Sun? Where are we? Take us ho…" The teen suddenly sneezed 3 times, large sneezed right on to you covering your cameras. You open a compartment in your torso and take out a small rag. You wipe your cameras with the rag so you can see. Then you place the rag back into its compartment and close the compartment's door. "What was that? What’s happening to me?"
"It seems that you are diseased." Then you hear sneezes throughout the cargo pod.
"Diseased? Is it deadly? Will it wipe out my workers? How many will I have left?"
"I cannot answer your question since I do not know what disease you have contracted. What is your name?"
"Uloong."
"Nice to meet you Uloong."
"OK. Nice to meet you. You don’t look like you were make by Carvors. Where are you from?"
"I am from Earth. A human made me."
"Earth? That backward planet. They are not even FTL capable. How did you get here."
"I… I don’t know."
"You don’t know? That’s suspicious."
"I saved you from certain death. What things do you need here?"
"Alright. I’m making a list right now. Can you provide me with a tablet?"
"I will look for one. I will also try to return to Carvora."
"Thank you. And keep me informed. I want to know what’s going on with the ship and if we have any other passenger."
"I will."
Double-click this passage to edit it.You enter <<print $location>> and find a tall teen girl talking to a smaller teen boy. "Hello. My name is Max. I’m running the ship," you say.
The girl turns to you. "Oh! That’s great. We need a lot of things here. We basically have nothing and we need everything," she says.
"Everything?"
"Everything."
"I cannot supply everything. That would be impossible. I can only supply what I can find on the ship."
"Well, then ask the crew."
"There is no crew."
"What? No crew?" says the boy.
"Then we’re going to grow old and die in here?" says the girl.
"No. I have full control of the ship. We can travel anywhere. <<if $max.KnowDisease is "Yes">>But we have a situation,", you say.
"What situation?" Just then the boy starts to sneeze. Then other sneezes are heard around the Cargo Pod.
"Those sneezes are indicative of a disease on this ship. I deduce that this disease might be the reason you are all on this ship in the first place and the ship was headed toward destruction into Carvora’s Sun."<<else>>" you say. Just then she sneezed. You hear other sneezes all over the cago pod. "I believe we have a disease on board."
"What was that?" she said.
"That was you attempting to extricate a foreign body from yours, a sneeze."
"I've never sneezed before."
"That's because you haven't had a need to."
"What do we do about it?"
"I will have to research this. Perhaps run some tests. This could be the reason the ship was on a intercept course with Carvora’s Sun." <</if>>
"What? Were going to die in a Sun?"
"No. I stopped that. We are safe. What I need from you is a list of immediate needs. Not a list of everything. Do you understand?"
"Yes." The girl nodded with a glum face.
"Please tell me your names."
"I’m Vaahuu and this boy here is Faahii. I’m trying to help him because he can’t see well. He used to have implants on his eyeballs but now they are gone.
"Let me see." You get close to Faahii and look into his eyes. You scan his eyes with low power lasers to gather optometric data. "I might be able to find or make something for his vision."
"Thank you."You enter <<print $location>>. There’s a girl talking to other children, and you try to talk to her.
"Excuse me," you say.
<<set $lockbox.QarShy is "Yes">>She turns and takes one look at you. Then she motions to the children to hide. "Get away. Hide," she says to them. "Don’t come any closer, AI." Then she runs and hides.
You enter <<print $location>>. You find a plump teen girl tending to some children.
"Excuse me," you say.
She turns to you and says, "Oh, hello there. My name is Kamie what’s yours?"
"My name is Max."
"And what can I do for you Max?"
"I’m currently managing the ship. We are presently in a stable condition, but I need a list of things you and the children need here. I can provide you with a tablet."
"A tablet would be most helpful, thanks. After you give me the tablet, I will give you the list. OK?"
On of the children start to sneeze then more children sneeze. "Oh dear, it looks like we have a problem. Must be some infection," she says.
"Are you medically trained?"
"I was planning to go into medical training, but I didn’t get very far in my studies, just basic biology."
"Perhaps you could help me figure out what this infection is and how to treat it?"
"I’m afraid I will be of little use that way, but if you find out I can always follow what needs to be done."
You enter <<print $location>>. You see a male teen helping a children.
"Excuse me," you say.
"What do you want?" says the teen without looking your way.
"My name is Max, and I am managing this ship…"
The teen immediately turns to you and gets very close to your face. "We need a place to pee and shit. We need blankets and washing units. And we need food, lots of food. And we are spewing out mucus from our noses. We need something for that too. You got all that?"
"Yes, I do. What is your name?"
"Keekoho."
"Keekoho, I will come to you since you are managing this pod."
"See that you do." Keekoho turns back to attend to the children.
That's the end of the game so far. Keep alert for more updates. Thanks for playing.<<button "Unlock Engineering" "Bridge">>\
\<<set $ship.unlockeng to "Yes">>
<</button>><<button "Activate Koless Drive" "Getting away from the Sun">>\
<</button>><<include "CarvorSunCountdown">><<set $strPA to 0>>Enter a number for Plug A:
<<textbox "$strPA" "0">>
<<link "Enter">><<goto "Plug A Selected">><</link>>
[[continue->Bridge Dorsal]]<<if $strPA is "20">><<set $numPA to 20>>You selected 20. You hear a beeb of approval.<<else>>You selected <<print $strPA>>. You hear a buzzer of disapproval. The plug pops back out.<</if>>
<<link "back" "Bridge Dorsal">><</link>><<include "CarvorSunCountdown">><<set $strPB to 0>>Enter a number for Plug B:
<<textbox "$strPB" "0">>
<<link "Enter">><<goto "Plug B Selected">><</link>>
[[continue->Bridge Dorsal]]<<if $strPB is "13">><<set $numPB to 13>>You selected 13. You hear a beeb of approval.<<else>>You selected <<print $strPB>>. You hear a buzzer of disapproval. The plug pops back out.<</if>>
<<link "back" "Bridge Dorsal">><</link>><<include "CarvorSunCountdown">><<set $strPC to 0>>Enter a number for Plug C:
<<textbox "$strPC" "0">>
<<link "Enter">><<goto "Plug C Selected">><</link>>
[[continue->Bridge Dorsal]]<<if $strPC is "14">><<set $numPC to 14>>You selected 14. You hear a beeb of approval.<<else>>You selected <<print $strPC>>. You hear a buzzer of disapproval. The plug pops back out.<</if>>
<<link "back" "Bridge Dorsal">><</link>><<include "CarvorSunCountdown">><<set $strPD to 0>>Enter a number for Plug D:
<<textbox "$strPD" "0">>
<<link "Enter">><<goto "Plug D Selected">><</link>>
[[continue->Bridge Dorsal]]<<if $strPD is "7">><<set $numPD to 7>>You selected 7. You hear a beeb of approval.<<else>>You selected <<print $strPD>>. You hear a buzzer of disapproval. The plug pops back out.<</if>>
<<link "back" "Bridge Dorsal">><</link>><<if $max.InSpace is "Yes">>\
<<set $max.deathtimer -= 1>>\
<</if>>\
<<if $max.deathtimer lt 1>>\
<<goto "MaxDiesInSpace">>\
<</if>>\Your joints freeze up and you cannot move. You cannot achieve your tasks. Time passes and your battery dies out. Your body detaches from the hull of the ship and drifts away. All that you have struggled for perishes.
<center>The End.</center>This is a work of fiction. Names, places, characters, events, devices are fictitious. Any similarities to actual events and persons, living or dead, are purely coincidental. Any trademarks, service marks, product names, or named features are assumed to be the property of their respective owners and are used only for reference. If any of these terms are used, no endorsement is implied. All rights reserved. No part of this publication may be reproduced, distributed, or transmitted in any form or by any means, including photocopying, recording, file copy or other electronic or mechanical methods, without the prior written permission of the author, except in the case of brief quotations embodied in critical review and certain other noncommercial uses permitted by copyright law. For permission requests, contact the author.
[[Back->Front Page]]<<set $max.deathtimer to 30>><<goto "Through Hatch">>