(background: #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]] ](background: #000)[(background: #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.
(display: "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]] ] ](background: #000)[(background: #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.
(display: "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]] ] ](background: #000)[Access the camera subroutines. The cameras are active. You try to focus and look around. It is dark.
(display: "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]] ](background: #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.
(display: "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]] ](background: #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.
(display: "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]] ](background: #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.
(display: "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]] ]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.
(display: "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.
(display: "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: 23, 17, 13, ...
You use your finger to tap in the number sequence into the keypad, but there's a number missing.
(display: "CarvorSunCountdown")
[[Enter the missing number]]You rummage through the rubble but you find nothing of worth.
(display: "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.
(display: "CarvorSunCountdown")Try something:
[[Go bow->Middle corridor]]
[[Go starboard->Cargo Pod 5]]
[[Go port->Cargo Pod 6]]
[[Go stern->Engineering]]](set: $strmnum to (prompt: "Enter the missing number.","0"))\
(set: $mnum to (num: $strmnum))\
(if: $mnum is 11)[(set: $score to it +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")
(display: "CarvorSunCountdown")What now?
[[Go through the door|Lower corridor]]]\
(else:)[That response did not make sense. You cannot enter that into the keypad.
What now?
[[Search the rubble]]]
(if: $lightsoff is 0)[<hr>score: (text: $score) | location: (text: $location) | (if: $languagerealized is 1 and $lockbox's "carvorsun" is "Yes")[Min(s) to Destruction: (text: $SunCollission)]](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.
(display: "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.
(display: "CarvorSunCountdown")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")(if: $ship's "unlocksto" is "No")[(display: "CarvorSunCountdown")The door to Cargo Pod 5 is locked. You try the panel on the side, but it will not open.
[[Return->Upper corridor]] ](else:)[(if: $lockbox's "childrenup" is "Yes")[(if: $lockbox's "carvorsun" is "Yes")[(display: "CarvorSunCountdown")]This is Cargo Pod 5. You see lots of fully encased sleeping pods. The pods power up one by one. Then, one by one, they open up.(if: $max's "discoveredchildren" is "Yes")[(set: $max's "discoveredchildren" to "No") You examine them. Each has a child in them. All the children on this pod are from Albinooz. The children start to come out of their sleeping pods.](else:)[ [[Albinoozer->Albinoozerinfo]] children start to come out of them.] (if: $ship's "lifesupporton" is "No")[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's "carvorsun" is "Yes")[(display: "CarvorSunCountdown")This is Cargo Pod 5. You see lots of fully encased sleeping pods. They have [[Albinoozer->Albinoozerinfo]] children in them.](elseif: $ship's "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.]](else:)[This is Cargo Pod 5. You see lots of fully encased sleeping pods. They have [[Albinoozer->Albinoozerinfo]] children in them.]
[[Exit->Lower corridor]] ](if: $ship's "unlocksto" is "No")[(display: "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")(display: "CarvorSunCountdown")This pod is full of piles of junk. Perhaps you can find parts in here.
[[Exit->Lower corridor]]
](display: "CarvorSunCountdown")(if: $numA is 7 and $numB is 5 and $numC is 9)[(set: $ship's "EngineOn" to "Yes")](if: $ship's "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 above. (if: $ship's "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-goto: "A","SelectA")]</td><td>(if: $numB is 5)[5](else:)[(link-goto: "B","SelectB")]</td><td>3</td></tr>
<tr><td>2</td><td>(if: $numC is 9)[9](else:)[(link-goto: "C","SelectC")]</td><td>4</td></tr>
</table>
This seems to be the key to turning on the engines. You see nothing else.](else:)[(set: $score to it +1)You hear the roar of the engines running.
(text-colour: yellow)[Sublight engines - Nominal
Koless Drive (FTL) - Nominal]
The display on the console shows all engines are on and at full capacity.]
[[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.
(display: "CarvorSunCountdown")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")(if: $ship's "unlocksto" is "No")[(display: "CarvorSunCountdown")The door to Cargo Pod 3 is locked. You try the panel on the side, but it will not open.
[[Return->Upper corridor]] ](else:)[(if: $lockbox's "childrenup" is "Yes")[(if: $lockbox's "carvorsun" is "Yes")[(display: "CarvorSunCountdown")]This is Cargo Pod 3. You see lots of fully encased sleeping pods. The pods power up one by one. Then, one by one, they open up.(if: $max's "discoveredchildren" is "Yes")[(set: $max's "discoveredchildren" to "No") You examine them. Each has a child in them. All the children on this pod are from Qar. The children start to come out of their sleeping pods.](else:)[ [[Qar->Qarinfo]] children start to come out of them.] (if: $ship's "lifesupporton" is "No")[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's "carvorsun" is "Yes")[(display: "CarvorSunCountdown")This is Cargo Pod 3. You see lots of fully encased sleeping pods. They have [[Qar->Qarinfo]] children in them.](elseif: $ship's "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.]](else:)[This is Cargo Pod 3. You see lots of fully encased sleeping pods. They have [[Qar->Qarinfo]] children in them.]
[[Exit->Middle corridor]] ](set: $location to "Cargo Pod 4")(if: $ship's "unlocksto" is "No")[(display: "CarvorSunCountdown")The door to Cargo Pod 4 is locked. You try the panel on the side, but it will not open.
[[Return->Upper corridor]] ](else:)[(if: $lockbox's "childrenup" is "Yes")[(if: $lockbox's "carvorsun" is "Yes")[(display: "CarvorSunCountdown")]This is Cargo Pod 4. You see lots of fully encased sleeping pods. The pods power up one by one. Then, one by one, they open up.(if: $max's "discoveredchildren" is "Yes")[(set: $max's "discoveredchildren" to "No") You examine them. Each has a child in them. All the children on this pod are from Taiera. The children start to come out of their sleeping pods.](else:)[ [[Taieran->Taieraninfo]] children start to come out of them.] (if: $ship's "lifesupporton" is "No")[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's "carvorsun" is "Yes")[(display: "CarvorSunCountdown")This is Cargo Pod 4. You see lots of fully encased sleeping pods. They have [[Taieran->Taieraninfo]] children in them.](elseif: $ship's "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.]](else:)[This is Cargo Pod 4. You see lots of fully encased sleeping pods. They have [[Taieran->Taieraninfo]] children in them.]
[[Exit->Middle corridor]] ](if: $ship's "shipslocation" is "CarvorSun")[(goto: "Sun Demise")](else-if: $ship's "shipslocation" is "Carvora")[](else-if: $ship's "shipslocation" is "Qar")[](else-if: $ship's "shipslocation" is "Vehemea")[](else-if: $ship's "shipslocation" is "Earth")[](else-if: $ship's "shipslocation" is "Interstellar Space")[(goto: "Safe in Interstellar Space")]
(set: $location to "Cargo Pod 1")(if: $ship's "unlocksto" is "No")[(display: "CarvorSunCountdown")The door to Cargo Pod 1 is locked. You try the panel on the side, but it will not open.
[[Return->Upper corridor]] ](else:)[(if: $lockbox's "childrenup" is "Yes")[(if: $lockbox's "carvorsun" is "Yes")[(display: "CarvorSunCountdown")]This is Cargo Pod 1. You see lots of fully encased sleeping pods. The pods power up one by one. Then, one by one, they open up.(if: $max's "discoveredchildren" is "Yes")[(set: $max's "discoveredchildren" to "No") You examine them. Each has a child in them. All the children on this pod are from Carvora. The children start to come out of their sleeping pods.](else:)[ [[Carvor->Carvorinfo]] children start to come out of them.] (if: $ship's "lifesupporton" is "No")[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's "carvorsun" is "Yes")[(display: "CarvorSunCountdown")This is Cargo Pod 1. You see lots of fully encased sleeping pods. They have [[Carvor->Carvorinfo]] children in them.](elseif: $ship's "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.]](else:)[This is Cargo Pod 1. You see lots of fully encased sleeping pods. They have [[Carvor->Carvorinfo]] children in them.]
[[Exit->Upper corridor]] ](set: $location to "Cargo Pod 2")(if: $ship's "unlocksto" is "No")[(display: "CarvorSunCountdown")The door to Cargo Pod 2 is locked. You try the panel on the side, but it will not open.
[[Return->Upper corridor]] ](else:)[(if: $lockbox's "childrenup" is "Yes")[(if: $lockbox's "carvorsun" is "Yes")[(display: "CarvorSunCountdown")]This is Cargo Pod 2. You see lots of fully encased sleeping pods. The pods power up one by one. Then, one by one, they open up.(if: $max's "discoveredchildren" is "Yes")[(set: $max's "discoveredchildren" to "No") You examine them. Each has a child in them. All the children on this pod are from Veheemia. The children start to come out of their sleeping pods.](else:)[ [[Veheemian->Veheemianinfo]] children start to come out of them.] (if: $ship's "lifesupporton" is "No")[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's "carvorsun" is "Yes")[(display: "CarvorSunCountdown")This is Cargo Pod 2. You see lots of fully encased sleeping pods. They have [[Veheemian->Veheemianinfo]] children in them.](elseif: $ship's "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.]](else:)[This is Cargo Pod 2. You see lots of fully encased sleeping pods. They have [[Veheemian->Veheemianinfo]] children in them.]
[[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's "shipslocation" is "CarvorSun")[(set: $SunCollission to it - 1)](if: $SunCollission < 1)[ (go-to: "ShipDiesinSun")]
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.(set: $strA to (prompt: "Enter a number for A:","0"))\
(set: $numA to (num: $strA))\
(display: "CarvorSunCountdown")(if: $numA is 7)[You selected 7. You hear a beeb of approval.](else:)[You selected (print: $numA). You hear a buzzer of disapproval.]
[[continue->Engineering]](set: $strC to (prompt: "Enter a number for C:","0"))\
(set: $numC to (num: $strC))\
(display: "CarvorSunCountdown")(if: $numC is 9)[You selected 9. You hear a beeb of approval.](else:)[You selected (print: $numC). You hear a buzzer of disapproval.]
[[continue->Engineering]](set: $strB to (prompt: "Enter a number for B:","0"))\
(set: $numB to (num: $strB))\
(display: "CarvorSunCountdown")(if: $numB is 5)[You selected 5. You hear a beeb of approval.](else:)[You selected (print: $numB). You hear a buzzer of disapproval.]
[[continue->Engineering]](set: $location to "Bridge")You are in a space with 3 seats, a large control board, and a large main window; (if: $ship's "shipslocation" is "CarvorSun")[(display: "CarvorSunCountdown")(display: "CarvorSun")](else:)[You look out the window and see open space.]
(if: $ship's "EngineOn" is "No")[(display: "NoEnginesCB")](else:)[You look at the control board and the engines are working in working order.]
A display says, "(if: $ship's "unlockeng" is "Yes")[Engineering is unlocked.](else:)[Engineering is locked.] (if: $ship's "unlocksto" is "Yes")[Storage compartments are unlocked.](else:)[Storage compartments are locked.]" (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)] You see some controls.(if: $ship's "unlockeng" is "No")[
(link-reveal: "(text-colour: green)[Green button - unlock engineering:]")[(set: $ship's "unlockeng" to "Yes") You hear some distant mechanical clanging. A small display shows up and says, "Engineering Unlocked." (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: $ship's "unlocksto" is "No")[
(link-reveal: "(text-colour: yellow)[Yellow button - unlock storage:]")[(set: $ship's "unlocksto" to "Yes")(set: $lockbox's "childrenup" to "Yes") You hear several distant mechanical clanging. There's a lot of clanging. A small display shows up and says, "All storage compartments have been unlocked." (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: $ship's "EngineOn" is "Yes")[
(link-reveal: "(text-colour: red)[Red button - Activate Koless Drive:]")[ (goto: "Getting away from the Sun")]
]
(text-colour: blue)[(link-goto: "Navigation Console")]
[[Exit->Upper corridor]]Set the destination:
(if: $ship's "shipslocation" is "CarvorSun")[(link-reveal: "Sun")[(set: $ship's "navigation"to "Sun") (goto: "Navigation Console")]
(link-reveal: "Interstellar Space")[(set: $ship's "navigation" to "Interstellar Space") (goto: "Navigation Console")]](else:)[(link-reveal: "Carvora")[(set: $ship's "navigation" to "Carvora")(goto: "Navigation Console")]
(link-reveal: "Qar")[set: $ship's "navigation" to "Qar")(goto: "Navigation Console")]
(link-reveal: "Vehemea")[(set: $ship's "navigation" to "Vehemea")(goto: "Navigation Console")]
(link-reveal: "Earth")[set: $ship's "navigation" to "Earth")(goto: "Navigation Console")]]
Current Navigation Heading is (print: $ship's "navigation").
(link-goto: "back", $location)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: $unlocksto is 0)[
(if: $ship's "unlocksto" is "No")[(link-reveal: "(text-colour: yellow)[Yellow button - unlock storage:]")[(set: $ship's "unlocksto" to "Yes")(set: $lockbox's "childrenup" to "Yes") You hear some distant mechanical clanging. There is a lot of clanging. A small display shows up and says, "All storage compartments have been ulocked." (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)]]]](else:)[A panel indicates the Storage compartments are unlocked.]
(if: $ship's "unlockhatch" is "No")[(link-reveal: "(text-colour: green)[Green button - unlock dorsal hatch:]")[(set: $ship's "unlockhatch" to "Yes") You don't hear anything, but a panel indicated the dorsal hatch has been unlocked.]](else:)[A panel indicates the dorsal hatch in unlocked.]
(if: $ship's "lifesupporton" is "No")[(link-reveal: "(text-colour: blue)[Blue button - Engage Life Support Systems:]")[(set: $ship's "lifesupporton" to "Yes")(set: $score to it +1) You hear the faint noise of fans starting.]](else:)[A display shows that Life Support Systems are on.]
(if: $ship's "Lights" is "Off")[(link-reveal: "(text-colour: red)[Red button - Turn on ship's lights:]")[(set: $ship's "Lights" to "On") You see all the lights turn on around you.]](else:)[All the ships lights are currently on.]
(if: $ship's "commup" is "No")[There is a display that says,"(text-colour: red)[Communications Array is inop.]"](else:)[A display says,"(text-colour: green)[Communications Array is operational.]"]
(text-colour: blue)[(link-goto: "Navigation Console")]
[[Exit->Upper corridor]](set: $ship's "shipslocation" to $ship's "navigation")(if: $ship's "shipslocation" is "Sun")[(goto: "In Sun")](else:)[(set: $lockbox's "carvorsun" to "No")(set: $score to it +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's "shipslocation").]
[[Continue->Bridge]](set: $location to "Front Page")(align: "=><=")[Max's Adventure<br>by EC Holm]
This is an interactive fiction novel. It is appropriate for YA audience. This novel contains math puzzles. If you like this work, please contribute to it at: <br>(align: "=><=")[<a 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">]{
}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. 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
[[Start->Setting lights]]{<!--Put the data maps within these brackets-->\
(display: "datamaps")\
}(if: $lightsoff is 0 and $headeroff is 0)[[[Save->Save Games Process]](text-colour: "#6d3720")[───────────────────────────────][[Load->Load Games Process]]<hr>]{
<table>
<tr><td>(if: (saved-games:) contains "File A")[(link: "Game A")[(if: (save-game: "File A"))[Game A saved!]](else:)[(link: "Save Game A")[(if: (save-game: "File A"))[Game A saved!]]]](else:)[(link: "Game A")[(if: (save-game: "File A"))[Game A saved!]](else:)[(link: "Save Game A")[(if: (save-game: "File A"))[Game A saved!]]]]</td></tr>
<tr><td>(if: (saved-games:) contains "File B")[(link: "Game B")[(if: (save-game: "File B"))[Game B saved!]](else:)[(link: "Save Game B")[(if: (save-game: "File B"))[Game B saved!]]]](else:)[(link: "Game B")[(if: (save-game: "File B"))[Game B saved!]](else:)[(link: "Save Game B")[(if: (save-game: "File B"))[Game B saved!]]]]</td></tr>
<tr><td>(if: (saved-games:) contains "File C")[(link: "Game C")[(if: (save-game: "File C"))[Game C saved!]](else:)[(link: "Save Game C")[(if: (save-game: "File C"))[Game C saved!]]]](else:)[(link: "Game C")[(if: (save-game: "File C"))[Game C saved!]](else:)[(link: "Save Game C")[(if: (save-game: "File C"))[Game C saved!]]]]</td></tr>
<tr><td>(if: (saved-games:) contains "File D")[(link: "Game D")[(if: (save-game: "File D"))[Game D saved!]](else:)[(link: "Save Game D")[(if: (save-game: "File D"))[Game D saved!]]]](else:)[(link: "Game D")[(if: (save-game: "File D"))[Game D saved!]](else:)[(link: "Save Game D")[(if: (save-game: "File D"))[Game D saved!]]]]</td></tr>
<tr><td>(if: (saved-games:) contains "File E")[(link: "Game E")[(if: (save-game: "File E"))[Game E saved!]](else:)[(link: "Save Game E")[(if: (save-game: "File E"))[Game E saved!]]]](else:)[(link: "Game E")[(if: (save-game: "File E"))[Game E saved!]](else:)[(link: "Save Game E")[(if: (save-game: "File E"))[Game E saved!]]]]</td></tr>
<tr><td>(if: (saved-games:) contains "File F")[(link: "Game F")[(if: (save-game: "File F"))[Game F saved!]](else:)[(link: "Save Game F")[(if: (save-game: "File F"))[Game F saved!]]]](else:)[(link: "Game F")[(if: (save-game: "File F"))[Game F saved!]](else:)[(link: "Save Game F")[(if: (save-game: "File F"))[Game F saved!]]]]</td></tr>
<tr><td>(if: (saved-games:) contains "File G")[(link: "Game G")[(if: (save-game: "File G"))[Game G saved!]](else:)[(link: "Save Game G")[(if: (save-game: "File G"))[Game G saved!]]]](else:)[(link: "Game G")[(if: (save-game: "File G"))[Game G saved!]](else:)[(link: "Save Game G")[(if: (save-game: "File G"))[Game G saved!]]]]</td></tr>
<tr><td>(if: (saved-games:) contains "File H")[(link: "Game H")[(if: (save-game: "File H"))[Game H saved!]](else:)[(link: "Save Game H")[(if: (save-game: "File H"))[Game H saved!]]]](else:)[(link: "Game H")[(if: (save-game: "File H"))[Game H saved!]](else:)[(link: "Save Game H")[(if: (save-game: "File H"))[Game H saved!]]]]</td></tr>
</table>}
(link-goto: "back", "Back From Header"){
<table>
<tr><td>(if: (saved-games:) contains "File A")[(link: "Load game A")[(load-game: "File A")]](else:)[Empty]</td></tr>
<tr><td>(if: (saved-games:) contains "File B")[(link: "Load game B")[(load-game: (saved-games)'s "File B")]](else:)[Empty]</td></tr>
<tr><td>(if: (saved-games:) contains "File C")[(link: "Load game C")[(load-game: (saved-games)'s "File C")]](else:)[Empty]</td></tr>
<tr><td>(if: (saved-games:) contains "File D")[(link: "Load game D")[(load-game: (saved-games)'s "File D")]](else:)[Empty]</td></tr>
<tr><td>(if: (saved-games:) contains "File E")[(link: "Load game E")[(load-game: (saved-games)'s "File E")]](else:)[Empty]</td></tr>
<tr><td>(if: (saved-games:) contains "File F")[(link: "Load game F")[(load-game: (saved-games)'s "File F")]](else:)[Empty]</td></tr>
<tr><td>(if: (saved-games:) contains "File G")[(link: "Load game G")[(load-game: (saved-games)'s "File G")]](else:)[Empty]</td></tr>
<tr><td>(if: (saved-games:) contains "File H")[(link: "Load game H")[(load-game: (saved-games)'s "File H")]](else:)[Empty]</td></tr>
</table>}
(link-goto: "back", "Back From Header")(set: $lightsoff to 1)(goto: "Waking up")(set: $lightsoff to 0)(set: $max's "lightson" to "Yes")(set: $score to it +1)(goto: "Try turning on forward lights")(set: $headeroff to 0)(goto: $location)(set: $headeroff to 1)(goto: "Save Games")(set: $headeroff to 1)(goto: "Load Games")<!--lockbox holds the lockables of the game-->\
(set: $lockbox to (datamap:
"carvorsun", "Yes",
"childrenup", "No",
"waterrecycle", "No",
"medicalsupplies", "No",
"Sam", "No",
"doctor", "No",
))\
\
<!--Ship-->\
(set: $ship to (datamap:
"shipslocation", "CarvorSun",
"EngineOn","No",
"Lights", "Off",
"unlocksto", "No",
"unlockeng", "No",
"unlockhatch", "No",
"navigation", "Sun",
"lifesupporton", "No",
"commup", "No",
))\
\
<!--Max-->\
(set: $max to (datamap:
"lightson", "No",
"memoryfragmentrestored","No",
"discoveredchildren", "Yes",
))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-goto: "back", $location)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-goto: "back", $location)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-goto: "back", $location)Albinoozers have very white skin and white hair. They are loathed in the known galaxy. Their society is underdeveloped and mostly agrarian.
(link-goto: "back", $location)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-goto: "back", $location)