You walk past Fenton, and knock on Ursula's door. \n\n"If you're Fenton, leave me alone till we get to the UFO," Ursula says.\n\n"And if I'm not Fenton?" you say.\n\n"Then I suppose it's alright to come in," Ursula says, with a laugh. \n\nYou open the door, and see Ursula sitting on the floor. Schematics and grainy pictures are strewn around her room, like a tornado came through it. Her spectacled eyes are studying one particular diagram.\n\n[[Ask her about the diagram.|U's thoughts on Diagram]] \n\n[[Ask her about Fenton.|U's thoughts on F]]
The wraith appears in front of you. It's skull-like face stares at you, and it lunges at you. You dodge it, but the creature's arm suddenly splits off into two, and it grabs your neck and chest. In desperation, you turn on the device in your hand.\n\nThe device emits a flame from it spout. The creature makes a loud hissing noise, and retreats from you. \n\n[[Follow it.|advance]]\n\n[[Take a breather|swarm]]
Then you hear a noise behind you. Turning around, you see the Behemoth bursting out of the darkness.\n\n[[Try to use your flamethrower on it|ineffective again]] \n\n[[Escape from it|escape from the Behemoth]]
You lay on your bed, waiting for the ride to be over, and wondering what you're going to find in the ship. \n\nAfter a few minutes, you hear the promising sound of the engines of the bus coming to a halt. A knock comes from your door, and you open it to see Fenton.\n\n"We're here," he says gruffly. Slinging his bag of tools over his shoulder, he walks down the hall. Grabbing your bracelet, your photo of your dad, and your phone, [[you follow him.|exit the bus]]
You're dead.
You walk slowly down the ramp that leads to the signal. All you can hear is the faint beeping of Ursula's tracker, and the louder and louder beep of the mystery signal. Your heart is beating faster and faster, and you find your hand reflexively reaching for your bracelet. You keep your eyes open for any signs of mist creatures, but besides a few drops of condensation, you don't see [[anything.|long walk]]\n\n
<<set $fear += 1>>\n\n"You're gonna do fine. Do you know how proud your dad would have been to see you taking on this challenge? Don't pressure yourself," Ursula says. Ursula always knows what to say to make you feel better, and you grin at her.\n\n"Exactly.It's only the fate of the world hanging in the balance," says the husky voice of Fenton. He's tapping his foot impatiently, and you can tell he wants to get this over with as soon as possible. To be honest, you think he obly took this job for the commission--he's loudly made clear before that he thinks this expedition is a waste of time. \n\n"The best thing for us to do is to fix the pipes in our bunkers. We need to find new ways to live, or maybe go to some other planet. Who knows. But going on some mission into a spaceship won't fix anything," he said last night. But he's married to your brother, so he had to go along (plus the payment didn't hurt.) Fortunately, he's decided to save most of his disagreement to himself, give or take a snarky comment or two.\n\nAs Ursula glares at him, you get up and walk towards the gaping maw that is the ship's entrance. \n\n[[Time to enter the rabbit hole.|enter the ship]]\n\n\n\n
Bending down, you see a small black device on the floor. After brushing it off, you realize it's one of the trackers that you dropped when the elevator crashed. You tuck it into a jacket pocket. [[You can use this to find Ursula and Fenton.|Keep looking around]]
Your father jumps when he sees you walking toward him. He points a gun defensively toward you. \n\n“Stay back!” he says.\n\nFor a second, you're confused, and then you realize he probably doesn't know who you are. \n\n[[Tell him you're his daughter|tell truth]]
As soon as you got out, you were arrested for trespassing on public property. Now you spend your time in jail, wondering whether or not your friends ever survived. All you know is that you wished you had gone back to help your friends.\n
No one believed you, when you came to the surface. The stories were just too fantastical.\n\nAll you can do now is prepare. One day, those creatures will try to take over this planet. The only thing you can do is make sure your father's sacrifice wasn't in vain, and find out some way to stop those wraiths. You just hope you don't run out of time.
The stairs are creaky, and sway as you walk on them. Every now and then, there's a step missing, and you have to hop over that step, hoping you don't fall. (A few times you had to use the bracelet.)\n\nBut eventually, you get to the top of the steps. You end up at a large hallway. Like every other room you've seen so far, it's a little rusted looking, and filled with vents. By now, you figure that's probably how the wraith creatures you've encountered travel through the ship. Inspecting the walls, you see more of those humanoid figures n the walls. Perhaps the wraiths like art?\n\nA scream from up ahead startles you. It's unmistakably [[Ursula's voice.|forked road]]
And you see him get slammed into the ground. A loud hissing sound comes to your ears, and you realize the Mist creatures are here. They must have followed you down here! You immediately go to try to help him.\n\n“No, stay back,” he says. You see him pull out his flame-emitter, and begin spraying flame in front of him. \n\nYou squint, trying to see through the force field, to what he's fighting. His shadow is large, looming in front of him, making it hard to see. Then you realize that isn't his [[shadow.|the Behemoth]]\n
The staircase catches your eyes. You step down it, holding back the nausea. At the bottom of the stairs is a dusty room. Apparently, no one's been in this room for a while. The metal walls look rusted, and the place tastes like iron. Passing your hand over the walls, sludge comes off it on your hands. What was this room used for, and why is it so neglected?\n\nIn the far end of the room is a <<if visited("corpse")>>corpse <<elseif>> [[person|corpse]] <<endif>> slumped on the floor.
It's so dark. That's the first thing you think when your open your eyes. The air looks misty, and tastes oddly clean. You push yourselve up, and look around, but can barely see anything. Your head is aching, but otherwise is okay. Dragging yourelf ahead, you bump into the wall, and yelp in pain. Your voice echoes out in the ship.\n\n[[You're alone.|exploration]] \n\n
The Ship from Beyond
version.extensions.timedgotoMacro={major:1,minor:2,revision:0};\nmacros["goto"]=macros.timedgoto={timer:null,handler:function(a,b,c,d){function cssTimeUnit(s){if(typeof s=="string"){if(s.slice(-2).toLowerCase()=="ms"){return +(s.slice(0,-2))||0\n}else{if(s.slice(-1).toLowerCase()=="s"){return +(s.slice(0,-1))*1000||0\n}}}throwError(a,s+" isn't a CSS time unit");return 0}var t,d,m,s;\nt=c[c.length-1];d=d.fullArgs();m=0;if(b!="goto"){d=d.slice(0,d.lastIndexOf(t));\nm=cssTimeUnit(t)}d=eval(Wikifier.parse(d));if(d+""&&state&&state.init){if(macros["goto"].timer){clearTimeout(macros["goto"].timer)\n}s=state.history[0].passage.title;macros["goto"].timer=setTimeout(function(){if(state.history[0].passage.title==s){state.display(d,a)\n}},m)}}};
Leaves, trees, everywhere. That's the thought that comes to your mind as you look around you.\n\nAn orange glow comes from the horizon above you. It's like fire on the horizon, and makes it look like early dawn on Earth before the ozone layer broke down. The ground crumbles under your feet as you walk from the metal corridors you've been looking at for hours into a literal forest. \n\nIt doesn't look like any forest on Earth you've ever seen, though. The ground is white, like snow, but isn't cold, and it breaks apart like sand in your hand. The trees' are twisted in odd shapes, and are surprisingly short—about half your height. The orange glow above is starting to shift into a bluiish color, and you see now that the sky's color never stays constant. \n\nYou'd think that you had fell into a completely different world, except for the beeping from Ursula's tracker letting you know that you're close. \n\n[[Keep on going forward.|beep beep]]\n\n[[Take a step back. Recompose yourself.|mist machines]]
\n\nSuddenly, something grabs you!\n\n[[Punch whoever grabbed you|found]]
Black, faint drawings cover the walls. You step closer to them, and see what appears to be drawings of a dinosaurs walking around. Above the dinosaurs, there are clouds shaped like people. It reminds you of the creature that attacked you earlier. Other drawings show scenes of cities bursting in flames.\n\nAll these drawings are clustered around each other, so you guess that they're connected somehow. But who would have made them? Maybe it was the aliens you met earlier.\n\nThere's some writing tucked in a corner of one of the drawing.\n\n[[Look at the writing|read the note]]\n\n\n[[Search the rest of the room.|Keep looking around]]\n\n
In front of you are a hallway and 1 door. \n\nThe door in front of you is locked.\n\nThe left hallway leads downwards. A rancid smell is coming from it.\n\nThere is a [[beeping noise coming from the corner.|U's Signal]] \n\n<<if visited("sigil")>>\s\nThe sigil continues to glow on the wall. You don't exactly understand what it is, but you have a feeling it's connected to your bracelet.\n\n<<elseif>>\n A symbol on the right wall catches your eye. It has the same symbol as the one on your bracelet. Your body feels drawn to the symbol, somehow. Blue light slowly begins to pulse from your bracelet.\n\n[[Investigate the symbol.|sigil]]\n<<endif>>\n\n<<if visited("U's Signal")>>\nYou turn on the tracking device, hoping that you can find one of your teammates. You manage to find Ursula's signal. Based on the screen, she appears to be moving up. You follow the signal to the end of the room you came in from...and you see that the wraith is standing in the way of the path to Ursula. That isn't good. \n\nThere's no way to go up there without getting in the way of that wraith. Either you can try to dodge it (which, considering that it's some weird form of ghost, is probably impossible), or you can try to destroy it somehow.\n\n[[Figure out a way to defeat it. There's got to be something you can use.|defeat it]]\n\n<<endif>>\n\n
“This seems to be an artificial biome. It doesn't make sense, though—those mist creatures couldn't have built it. They don't have enough density to hold the tools,” says Ursula. She's in a dreamy world of her own, taking this all in.\n\n[[Talk to Fenton.|F is angry]]\n
You run through the solidifying creature, trying to get through the door. Immediately, you begin coughing and feeling sick. You try to ignore it, and reach for th door handle. But you slip on the suddenly wet floor, and land on your face. Turning yourself over, you see the wraith towering above you, now looking almost solid. It's skull-like face glowers at you, and you know you're about to die.\n\n[[Reach for your bracelet, and turn back time.|denied]]\n\n[[Try to ask the creature why it's attacking you.|talk to wraith]]
<<if $key is 1>> You insert the key into the door. The edges of the door light up blue, and it opens itself up. You walk in, and see it's empty. For a second, you think that you've wasted your time, until you see something lying in the corner of the room.\n\n[[Pick it up.|wraith finds you][$flame +=1]]\n\n[[Go back.|wraith finds you]]\n\n<<elseif>>\nYou try to open the door, but it's locked. Looks like it needs a key. Guess you need to try the [[stairs|prison]]\n<<endif>>
TO BE CONTINUED
He smiles at you, and despite the dirt and grime on his face, it warms your heart. \n\n“I can't believe I've gotten to see you again. I've been hiding out here, trying to find a way to defeat these creatures. I was sure I would never see the light of day. How is it out there?”\n\n[[“It's really bad out there. Ozone's been decaying rapidly. The underground bunkers are filling up.”|infodump]]
You turn around to run. Your skin suddenly hurts, and you back away. The fog behind you has turned into hot steam. You go back the way you came, and see the large man walking towards you.\n\n<<welcome>>\n\n<<set $fear += 1>>
Behind your father, you can see shadows swooping down. The blue light of the interior is being obscured by rapid moisture.\n\n“They've found me!” your father says. “How?” He looks at your beeping tracker, and says “They're using you to find the bracelet! Throw it away!”\n\nYou feel the air getting muggier. Distant shapes are forming in the distance.\n\n[[No, I need to use this to find Ursula and Fenton.|keep tracker]] \n\n[[Okay, let's get rid of it.|give up tracker]]
(function(){version.extensions.replaceMacrosCombined={major:1,minor:1,revision:7};var nullobj={handler:function(){}};function showVer(n,notrans){if(!n){return;}n.innerHTML="";\nnew Wikifier(n,n.tweecode);n.setAttribute("data-enabled","true");n.style.display="inline";n.classList.remove("revision-span-out");if(!notrans){n.classList.add("revision-span-in");\nif(n.timeout){clearTimeout(n.timeout);}n.timeout=setTimeout(function(){n.classList.remove("revision-span-in");n=null;},20);}}function hideVer(n,notrans){if(!n){return;\n}n.setAttribute("data-enabled","false");n.classList.remove("revision-span-in");if(n.timeout){clearTimeout(n.timeout);}if(!notrans){n.classList.add("revision-span-out");\nn.timeout=setTimeout(function(){if(n.getAttribute("data-enabled")=="false"){n.classList.remove("revision-span-out");n.style.display="none";n.innerHTML="";}n=null;\n},1000);}else{n.style.display="none";n.innerHTML="";n=null;}}function tagcontents(b,starttags,desttags,endtags,k){var l=0,c="",tg,a,i;function tagfound(i,e,endtag){for(var j=0;\nj<e.length;j++){if(a.indexOf("<<"+e[j]+(endtag?">>":""),i)==i){return e[j];}}}a=b.source.slice(k);for(i=0;i<a.length;i++){if(tg=tagfound(i,starttags)){l++;}else{if((tg=tagfound(i,desttags,true))&&l==0){b.nextMatch=k+i+tg.length+4;\nreturn[c,tg];}else{if(tg=tagfound(i,endtags,true)){l--;if(l<0){return null;}}}}c+=a.charAt(i);}return null;}var begintags=[];var endtags=[];function revisionSpanHandler(g,e,f,b){var k=b.source.indexOf(">>",b.matchStart)+2,vsns=[],vtype=e,flen=f.length,becomes,c,cn,m,h,vsn;\nfunction mkspan(vtype){h=insertElement(m,"span",null,"revision-span "+vtype);h.setAttribute("data-enabled",false);h.style.display="none";h.tweecode="";return h;}if(this.shorthand&&flen){while(f.length>0){vsns.push([f.shift(),(this.flavour=="insert"?"gains":"becomes")]);\n}}else{if(this.flavour=="insert"||(this.flavour=="continue"&&this.trigger=="time")){vsns.push(["","becomes"]);}}if(this.flavour=="continue"&&flen){b.nextMatch=k+b.source.slice(k).length;\nvsns.push([b.source.slice(k),vtype]);}else{becomes=["becomes","gains"];c=tagcontents(b,begintags,becomes.concat(endtags),endtags,k);if(c&&endtags.indexOf(c[1])==-1){while(c){vsns.push(c);\nc=tagcontents(b,begintags,becomes,endtags,b.nextMatch);}c=tagcontents(b,begintags,["end"+e],endtags,b.nextMatch);}if(!c){throwError(g,"can't find matching end"+e);\nreturn;}vsns.push(c);if(this.flavour=="continue"){k=b.nextMatch;b.nextMatch=k+b.source.slice(k).length;vsns.push([b.source.slice(k),""]);}}if(this.flavour=="remove"){vsns.push(["","becomes"]);\n}cn=0;m=insertElement(g,"span",null,e);m.setAttribute("data-flavour",this.flavour);h=mkspan("initial");vsn=vsns.shift();h.tweecode=vsn[0];showVer(h,true);while(vsns.length>0){if(vsn){vtype=vsn[1];\n}vsn=vsns.shift();h=mkspan(vtype);h.tweecode=vsn[0];}if(typeof this.setup=="function"){this.setup(m,g,f);}}function quantity(m){return(m.children.length-1)+(m.getAttribute("data-flavour")=="remove");\n}function revisionSetup(m,g,f){m.className+=" "+f[0].replace(" ","_");}function keySetup(m,g,f){var key=f[0];m.setEventListener("keydown",function l(e){var done=!revise("revise",m);\nif(done){m.removeEventListener("keydown",l);}});}function timeSetup(m,g,f){function cssTimeUnit(s){if(typeof s=="string"){if(s.slice(-2).toLowerCase()=="ms"){return Number(s.slice(0,-2))||0;\n}else{if(s.slice(-1).toLowerCase()=="s"){return Number(s.slice(0,-1))*1000||0;}}}throwError(g,s+" isn't a CSS time unit");return 0;}var tm=cssTimeUnit(f[0]);var s=state.history[0].passage.title;\nsetTimeout(function timefn(){if(state.history[0].passage.title==s){var done=!revise("revise",m);if(!done){setTimeout(timefn,tm);}}},tm);}function hoverSetup(m){var fn,noMouseEnter=(document.head.onmouseenter!==null),m1=m.children[0],m2=m.children[1],gains=m2.className.indexOf("gains")>-1;\nif(!m1||!m2){return;}m1.onmouseenter=function(e){var efp=document.elementFromPoint(e.clientX,e.clientY);while(efp&&efp!==this){efp=efp.parentNode;}if(!efp){return;\n}if(this.getAttribute("data-enabled")!="false"){revise("revise",this.parentNode);}};m2.onmouseleave=function(e){var efp=document.elementFromPoint(e.clientX,e.clientY);\nwhile(efp&&efp!==this){efp=efp.parentNode;}if(efp){return;}if(this.getAttribute("data-enabled")!="false"){revise("revert",this.parentNode);}};if(gains){m1.onmouseleave=m2.onmouseleave;\n}if(noMouseEnter){fn=function(n){return function(e){if(!event.relatedTarget||(event.relatedTarget!=this&&!(this.compareDocumentPosition(event.relatedTarget)&Node.DOCUMENT_POSITION_CONTAINED_BY))){this[n]();\n}};};m1.onmouseover=fn("onmouseenter");m2.onmouseout=fn("onmouseleave");if(gains){m1.onmouseout=m2.onmouseout;}}m=null;}function mouseSetup(m){var evt=(document.head.onmouseenter===null?"onmouseenter":"onmouseover");\nm[evt]=function(){var done=!revise("revise",this);if(done){this[evt]=null;}};m=null;}function linkSetup(m,g,f){var l=Wikifier.createInternalLink(),p=m.parentNode;\nl.className="internalLink replaceLink";p.insertBefore(l,m);l.insertBefore(m,null);l.onclick=function(){var p,done=false;if(m&&m.parentNode==this){done=!revise("revise",m);\nscrollWindowTo(m);}if(done){this.parentNode.insertBefore(m,this);this.parentNode.removeChild(this);}};l=null;}function visitedSetup(m,g,f){var i,done,shv=state.history[0].variables,os="once seen",d=(m.firstChild&&(this.flavour=="insert"?m.firstChild.nextSibling:m.firstChild).tweecode);\nshv[os]=shv[os]||{};if(d&&!shv[os].hasOwnProperty(d)){shv[os][d]=1;}else{for(i=shv[os][d];i>0&&!done;i--){done=!revise("revise",m,true);}if(shv[os].hasOwnProperty(d)){shv[os][d]+=1;\n}}}[{name:"insert",flavour:"insert",trigger:"link",setup:linkSetup},{name:"timedinsert",flavour:"insert",trigger:"time",setup:timeSetup},{name:"insertion",flavour:"insert",trigger:"revisemacro",setup:revisionSetup},{name:"later",flavour:"insert",trigger:"visited",setup:visitedSetup},{name:"keyinsert",flavour:"insert",trigger:"key",setup:keySetup},{name:"replace",flavour:"replace",trigger:"link",setup:linkSetup},{name:"timedreplace",flavour:"replace",trigger:"time",setup:timeSetup},{name:"mousereplace",flavour:"replace",trigger:"mouse",setup:mouseSetup},{name:"hoverreplace",flavour:"replace",trigger:"hover",setup:hoverSetup},{name:"revision",flavour:"replace",trigger:"revisemacro",setup:revisionSetup},{name:"keyreplace",flavour:"replace",trigger:"key",setup:keySetup},{name:"timedremove",flavour:"remove",trigger:"time",setup:timeSetup},{name:"mouseremove",flavour:"remove",trigger:"mouse",setup:mouseSetup},{name:"hoverremove",flavour:"remove",trigger:"hover",setup:hoverSetup},{name:"removal",flavour:"remove",trigger:"revisemacro",setup:revisionSetup},{name:"once",flavour:"remove",trigger:"visited",setup:visitedSetup},{name:"keyremove",flavour:"remove",trigger:"key",setup:keySetup},{name:"continue",flavour:"continue",trigger:"link",setup:linkSetup},{name:"timedcontinue",flavour:"continue",trigger:"time",setup:timeSetup},{name:"mousecontinue",flavour:"continue",trigger:"mouse",setup:mouseSetup},{name:"keycontinue",flavour:"continue",trigger:"key",setup:keySetup},{name:"cycle",flavour:"cycle",trigger:"revisemacro",setup:revisionSetup},{name:"mousecycle",flavour:"cycle",trigger:"mouse",setup:mouseSetup},{name:"timedcycle",flavour:"cycle",trigger:"time",setup:timeSetup},{name:"keycycle",flavour:"replace",trigger:"key",setup:keySetup}].forEach(function(e){e.handler=revisionSpanHandler;\ne.shorthand=(["link","mouse","hover"].indexOf(e.trigger)>-1);macros[e.name]=e;macros["end"+e.name]=nullobj;begintags.push(e.name);endtags.push("end"+e.name);});function insideDepartingSpan(elem){var r=elem.parentNode;\nwhile(!r.classList.contains("passage")){if(r.classList.contains("revision-span-out")){return true;}r=r.parentNode;}}function reviseAll(rt,rname){var rall=document.querySelectorAll(".passage [data-flavour]."+rname),ret=false;\nfor(var i=0;i<rall.length;i++){if(!insideDepartingSpan(rall[i])){ret=revise(rt,rall[i])||ret;}}return ret;}function revise(rt,r,notrans){var ind2,curr,next,ind=-1,rev=(rt=="revert"),rnd=(rt.indexOf("random")>-1),fl=r.getAttribute("data-flavour"),rc=r.childNodes,cyc=(fl=="cycle"),rcl=rc.length-1;\nfunction doToGainerSpans(n,fn){for(var k=n-1;k>=0;k--){if(rc[k+1].classList.contains("gains")){fn(rc[k],notrans);}else{break;}}}for(var k=0;k<=rcl;k++){if(rc[k].getAttribute("data-enabled")=="true"){ind=k;\n}}if(rev){ind-=1;}curr=(ind>=0?rc[ind]:(cyc?rc[rcl]:null));ind2=ind;if(rnd){ind2=(ind+(Math.floor(Math.random()*rcl)))%rcl;}next=((ind2<rcl)?rc[ind2+1]:(cyc?rc[0]:null));\nvar docurr=(rev?showVer:hideVer);var donext=(rev?hideVer:showVer);var currfn=function(){if(!(next&&next.classList.contains("gains"))||rnd){docurr(curr,notrans);doToGainerSpans(ind,docurr,notrans);\n}};var nextfn=function(){donext(next,notrans);if(rnd){doToGainerSpans(ind2+1,donext,notrans);}};if(!rev){currfn();nextfn();}else{nextfn();currfn();}return(cyc?true:(rev?(ind>0):(ind2<rcl-1)));\n}macros.revert=macros.revise=macros.randomise=macros.randomize={handler:function(a,b,c){var l,rev,rname;function disableLink(l){l.style.display="none";}function enableLink(l){l.style.display="inline";\n}function updateLink(l){if(l.className.indexOf("random")>-1){enableLink(l);return;}var rall=document.querySelectorAll(".passage [data-flavour]."+rname),cannext,canprev,i,ind,r,fl;\nfor(i=0;i<rall.length;i++){r=rall[i],fl=r.getAttribute("data-flavour");if(insideDepartingSpan(r)){continue;}if(fl=="cycle"){cannext=canprev=true;}else{if(r.firstChild.getAttribute("data-enabled")==!1+""){canprev=true;\n}if(r.lastChild.getAttribute("data-enabled")==!1+""){cannext=true;}}}var can=(l.classList.contains("revert")?canprev:cannext);(can?enableLink:disableLink)(l);}function toggleText(w){w.classList.toggle(rl+"Enabled");\nw.classList.toggle(rl+"Disabled");w.style.display=((w.style.display=="none")?"inline":"none");}var rl="reviseLink";if(c.length<2){throwError(a,b+" macro needs 2 parameters");\nreturn;}rname=c.shift().replace(" ","_");l=Wikifier.createInternalLink(a,null);l.className="internalLink "+rl+" "+rl+"_"+rname+" "+b;var v="";var end=false;var out=false;\nif(c.length>1&&c[0][0]=="$"){v=c[0].slice(1);c.shift();}switch(c[c.length-1]){case"end":end=true;c.pop();break;case"out":out=true;c.pop();break;}var h=state.history[0].variables;\nfor(var i=0;i<c.length;i++){var on=(i==Math.max(c.indexOf(h[v]),0));var d=insertElement(null,"span",null,rl+((on)?"En":"Dis")+"abled");if(on){h[v]=c[i];l.setAttribute("data-cycle",i);\n}else{d.style.display="none";}insertText(d,c[i]);l.appendChild(d);}l.onclick=function(){reviseAll(b,rname);var t=this.childNodes,u=this.getAttribute("data-cycle")-0,m=t.length,n,lall,i;\nif((end||out)&&u>=m-(end?2:1)){if(end){n=this.removeChild(t[u+1]||t[u]);n.className=rl+"End";n.style.display="inline";this.parentNode.replaceChild(n,this);}else{this.parentNode.removeChild(this);\nreturn;}}else{toggleText(t[u]);u=(u+1)%m;if(v){h[v]=c[u];}toggleText(t[u]);this.setAttribute("data-cycle",u);}lall=document.getElementsByClassName(rl+"_"+rname);\nfor(i=0;i<lall.length;i++){updateLink(lall[i]);}};disableLink(l);setTimeout((function(l){return function(){updateLink(l);};}(l)),1);l=null;}};macros.mouserevise=macros.hoverrevise={handler:function(a,b,c,d){var endtags=["end"+b],evt=(window.onmouseenter===null?"onmouseenter":"onmouseover"),t=tagcontents(d,[b],endtags,endtags,d.source.indexOf(">>",d.matchStart)+2);\nif(t){var rname=c[0].replace(" ","_"),h=insertElement(a,"span",null,"hoverrevise hoverrevise_"+rname),f=function(){var done=!reviseAll("revise",rname);if(b!="hoverrevise"&&done){this[evt]=null;\n}};new Wikifier(h,t[0]);if(b=="hoverrevise"){h.onmouseover=f;h.onmouseout=function(){reviseAll("revert",rname);};}else{h[evt]=f;}h=null;}}};macros.instantrevise={handler:function(a,b,c,d){reviseAll("revise",c[0].replace(" ","_"));\n}};macros.endmouserevise=nullobj;macros.endhoverrevise=nullobj;}());
You, Ursula, and Fenton leave the temperature-controlled interior opf the bus, and you immediately can feel the increased heat. Even down here, the effects of the decaying ozone layer are easy to see. You're lucky enough to share your father's near-superhuman resilience to heat, so you can keep on your light coat as you trek to the door that leads to the UFO. Fenton, and Ursula, on the other hand, are sweating like pigs.\n\nWhen you get to the door, Fenton takes out his tools and starts grinding away at the door. While he's doing that, you examine the door. It reads "City of the Precursors." Covering the door are odd shapes and smybols, as well as pictures of several humaniod figures. \n\n"What are the "Precursors" supposed to be?" you ask.\n\n"You can read that? Huh," says Ursula. "There were no references to any Precursors in any of the things I read." \n\nA few minutes later, the door swung open.\n\n"Open Sesame," says Fenton.\n\n[[Enter the rabbit hole.|elevator]]
Ursula grins at you. "Figures. You're always ready to go on an adventure, while the rest of us are quaking in our boots. Just like your dad. Anyway, I need to get back to studying these drawings. Thanks for stopping by."\n\n[[Go back to your room.|look around]]\n\n\n\n
<<initInv>>\n\n<<set $confidence to 0>>\n\n<<set $fear to 0>>\n\n<<set rewind to 0>>\n\n<<set sanity to 5>>\n\n<<set $flash to 10>>\n\n<<set $poison to 5>>\n\n<<set $prisoner to 0>>
\nYou run down the hallway. The beeping noise of the tracker is getting louder. Eventually, the hallway branches out into two separate paths. The left one seems to be the one that leads to Ursula, but before you move, you notice there's another signal on the other path. You quickly try to see if there's a name attached to the signal, and see it isn't Fenton.\n\nIt's your father.\n\nYou're shocked. And then you realize that you can't do both. Either you can find Ursula, or check on the signal that may or may not lead to your father.\n\n[[Take the upper route|friends' route]]\n\n[[Follow the lower route. See if it really is your father.|lore route]]
window.getInv = function() {\nreturn state.active.variables.inventory;\n}\n\nmacros.initInv = {\nhandler: function(place, macroName, params, parser) {\nstate.active.variables.inventory = [];\n},\n};\n\nmacros.addToInv = {\nhandler: function(place, macroName, params, parser) {\nif (params.length == 0) {\nthrowError(place, "<<" + macroName + ">>: no parameters given");\nreturn;\n}\nif (state.active.variables.inventory.indexOf(params[0]) == -1) {\nstate.active.variables.inventory.push(params[0]);\n}\n},\n};\n\nmacros.removeFromInv = {\nhandler: function(place, macroName, params, parser) {\nif (params.length == 0) {\nthrowError(place, "<<" + macroName + ">>: no parameters given");\nreturn;\n}\nvar index = state.active.variables.inventory.indexOf(params[0]);\nif (index != -1) {\nstate.active.variables.inventory.splice(index, 1);\n}\n},\n};\n\nmacros.inv = {\nhandler: function(place, macroName, params, parser) {\nif (state.active.variables.inventory.length == 0) {\nnew Wikifier(place, 'nothing');\n} else {\nnew Wikifier(place, state.active.variables.inventory.join(', '));\n}\n},\n};\n\nmacros.emptyInv = {\nhandler: function(place, macroName, params, parser) {\nstate.active.variables.inventory = []\n},\n};
His eyes bug out. “You what?”\n\nHe's suddenly very angry. “I left that bracelet with you to keep it away from here! Now that it's here, you've put everyone in danger! And I certainly didn't want you to find me!”\n\nA beeping noise is getting louder and louder. It takes you a second to realize that this is the sound of your father's tracker getting closer. \nBut wait, your father's [[with you!|shadows]]
You attack whoever is grabbing you. Instead of a horrific wraith monster, you see Fenton. He's lying on the floor glaring at you.\n\n“Damnit! Now you've brought that thing to us! It already got Ursula”he says. \n\nYou hear a familiar hissing noise, and swerve around to see a wraith rushing toward you. \n\n[[Use your flame thrower|flame on 2]]\n\n[[Use your time device|rewind to before meeting Fenton]]\n
“You're insane.”\n\nThat's the first thing Fenton said when you explained about the power of your bracelet. Ursula didn't say anything, but she looked even more skeptical. You tried letting them know how it worked, but it just confused them. \n\n[[Fine. Show them a demonstration.|demonstrate]]\n
"You're gonna do fine. Do you know how proud your dad would have been to see you taking on this challenge? Don't pressure yourself," Ursula says. Ursula always knows what to say to make you feel better, and you grin at her.\n\n"Anyway, I need to get back to studying these drawings," says Ursula. "Thanks for stopping by."\n\n[[Go back to your room.|look around]]
The bracelet on your desk glitters. Your father never told you where he got that bracelet, and by the time you thought to ask, he wasn't there anymore. You've researched a lot of cultures since then, but you still haven't found out the source of that symbol. \n\n[[Put the bracelet on?|look around][$bracelet= 1]]\n\n[[Leave the bracelet?|look around][$bracelet= 0]]
With lighter in hand, you go for the chest again. The creature screams, and burns into a faint outline. You put your lighter away, and go to your friends. \n\nYou and your friends run out of the forest. Eventually, you see a similar elevator to the one you came into the ship [[on.|enter the elevator]]
"I'm just looking over the drawings of the interior of the spaceship. The more that I can memorize before we get here, the better off we'll be," says Ursula. She takes off her glasses and cleans them. "The problem is that no one's ever gotten a good look at the inside of the ship. We have no pictures of what it looks like in there. For all we know, it isn't even a ship! All I can do is look at these radar images and sketches of guesstimates, and hope I can have a basic idea of how the place is laid out. "\n\n<<if visited( "U's thoughts on F")>>\s\n\nUrsula suddenly looks up from her diagram. "You feel ready for what we're about to do?" she asks.\n\n[["Yeah."|confident answer][$confidence += 1]]\n\n[["To be honest...not really."|nervous answer][$fear += 1]]\n\n\n<<elseif>>\s\n[[Ask her about Fenton.|U's thoughts on F]]\n<<endif>>
You, Ursula, and Fenton run out of the ship, and back into the underground tunnel that leads back to your bus. The Behemoth chases after you, but screams as it enters the scalding temperatures of the tunnel. It dissipates and reforms constantly, trying to return to a solid state.\n\nYou waste no time in getting on the bus and getting out of [[there.|epilogue 5]]
\n// Create a passage named "Inventory", and in it, write something like the following:\n<<if $inventory.length == 0>>You are not carrying anything.<<else>>You are carrying:\n <<invWithLinks>> <<endif>>\n <<back>>\n\n// A helper function for the following macros.\n//window.getInv = function() {\n // return state.active.variables.inventory;\n// }
Down here, it's almost pitch-black. The ladder feels cold against the skin of your hands, and uncomfortably flimsy. Now, you've been down your share of ladders, so you're not that nervous. Your father doesn't seem to mind, either. From how quickly he's scaling the ladder, you get the feeling he's done this before.\n\nYou can hear your his heavy breathing as he climbs down the ladder. Above, you can hear the hissing of the monsters.\n\n“I know a way out of here. I've never been able to use it, because it needs Builder tech to work,” he says as he climbs down. He doesn't elaborate beyond that as you both descend into the depths. You're too busy trying not to fall to ask anything.\n\nFinally, you get to the bottom. Your father brushes himself off, and suddenly looks at you intently. Then he walks up and hugs you.\n\nYou're at a lost of what to say.\n\n<<if $anger is "off">>\n[[I missed you too.|kindness]]\n<<else>>\n[[If you really missed me so much, where were you these past few years?|resentment]]\n<<endif>>
/*\nsqTwineSound HTML5 Sound Macro Suite\nCopyright 2014 Tory Hoke\nProgram URI: http://www.sub-q.com/plugins/sqTwineSound/\nDescription: Sound macros for Twine creations, including controls for volume, fade interval, and playing multiple tracks at once.\nVersion: 0.8.0\nAuthor: Tory Hoke\nAuthor URI: http://www.toryhoke.com\nLicense: GNU General Public License\nLicense URI: http://www.opensource.org/licenses/gpl-license.php\nRepository: https://github.com/AteYourLembas/sqTwineSound\nFAQ / Q & A: http://sub-q.com/questions (password: ThinkVast)\nBug Reports/Feature Requests: http://sub-q.com/forums/topic/what-would-you-like-to-see-sqtwinesound-do-that-its-not-doing/ (password: ThinkVast)\n sub-Q.com is password-protected while it's in beta (until January 2015.)\n Please kick the tires and report any issues with the website\n via the sub-Q.com Contact form.\nThis program based on:\nTwine: HTML5 sound macros by Leon Arnott of Glorious Trainwrecks\nthe source and influence of which appear under a Creative Commons CC0 1.0 Universal License\nThis program uses\n easeInOutSine()\n Copyright © 2001 Robert Penner\n All rights reserved.\n \n As distributed by Kirupa\n http://www.kirupa.com/forum/showthread.php?378287-Robert-Penner-s-Easing-Equations-in-Pure-JS-(no-jQuery)\n \n Open source under the BSD License. \n \n \n Redistribution and use in source and binary forms, with or without modification, \n are permitted provided that the following conditions are met:\n \n Redistributions of source code must retain the above copyright notice, this list of \n conditions and the following disclaimer.\n Redistributions in binary form must reproduce the above copyright notice, this list \n of conditions and the following disclaimer in the documentation and/or other materials \n provided with the distribution.\n \n Neither the name of the author nor the names of contributors may be used to endorse \n or promote products derived from this software without specific prior written permission.\n \n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY \n EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n OF THE POSSIBILITY OF SUCH DAMAGE. \nThis program is free software: you can redistribute it and/or modify\nit under the terms of the GNU General Public License as published by\nthe Free Software Foundation, either version 3 of the License, or\n(at your option) any later version.\n \nThis program is distributed in the hope that it will be useful,\nbut WITHOUT ANY WARRANTY; without even the implied warranty of\nMERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\nGNU General Public License for more details.\n*/\n\n(function () {\n version.extensions.soundMacros = {\n major: 0,\n minor: 8,\n revision: 0\n };\n\n var globalVolume = 1.0;\n var updateInterval = 10; //Update sound volume, etc. once every 10 ms\n var defaultOverlap = 1000; //Default track overlap is 1000 ms\n var minVolume = 0.01; // Minimum possible volume -- 0 is mute, so we want somethings slightly above that\n var soundInterval = 0.1; // Creates an interval of 1/10 creates ten stages of loudness. Used by quieter/louder. Feel free to tweak\n var fileExtensions = ["ogg", "mp3", "wav", "webm"]; // Acceptable file extensions for audio\n var clips = {};\n\n // Convenience vars\n var clipNameLabel = "Clip Name";\n var overlapLabel = "Overlap";\n var volumeProportionLabel = "Volume Proportion";\n var loopLabel = "Loop?";\n\n\n //------------ Robert Penner via Kirupa math methods ----------\n //-------------------------------------------------------------\n\n function easeInOutSine(currentIteration, startValue, changeInValue, totalIterations) {\n return changeInValue / 2 * (1 - Math.cos(Math.PI * currentIteration / totalIterations)) + startValue;\n }\n\n //------------ End Math methods -------------------------------\n //-------------------------------------------------------------\n\n function error(message) {\n return throwError(message);\n }\n\n function getArgs(givenArgs) {\n\n var args = Array.prototype.slice.call(givenArgs);\n\n //alert(" split args " + args);\n //alert("typeof " + typeof(givenArgs[givenArgs.length-1]));\n //alert(givenArgs[givenArgs.length-1].fullArgs());\n\n var tempArgs = [];\n\n if (args.length > 2) {\n tempArgs = args[2].toString().split(",");\n }\n for (var i = 0; i < tempArgs.length; i++) {\n if (typeof(tempArgs[i]) == "string" && tempArgs[i].indexOf("$") === 0) {\n var varName = tempArgs[i].slice(1, tempArgs[i].length);\n if (state.history[0].variables.hasOwnProperty(varName)) tempArgs[i] = state.history[0].variables[varName];\n }\n }\n return tempArgs;\n }\n\n\n //------------- pausableTimeout ---------\n //--------------------------------------\n function pausableTimeout(func, params) {\n\n this.funcToRun = func;\n this.waitStartTime = -1;\n this.waitEndTime = -1;\n this.waitDuration = -1;\n\n this.activate = function(waitDuration) {\n\n if (this.pausedAt !== undefined) { this.waitDuration = this.timeRemaining(); }\n else if (waitDuration !== undefined) this.waitDuration = waitDuration;\n else if (this.waitDuration > -1 ) { console.log("Warning: No wait duration given to pausableTimeout. Using last specified one."); }\n else return; // Don't bother to start a loop with no wait duration\n\n this.waitStartTime = new Date().getTime();\n this.waitEndTime = new Date().getTime() + this.waitDuration;\n this.timeout = setTimeout(this.funcToRun, this.waitDuration, params);\n };\n\n this.deactivate = function() {\n this.pausedAt = this.timeElapsed();\n if (this.timeout !== undefined) clearTimeout(this.timeout);\n };\n\n this.stopAndClear = function() {\n if (this.pausedAt !== undefined) delete this.pausedAt;\n if (this.timeout !== undefined) { clearTimeout(this.timeout); delete this.timeout; }\n };\n\n this.timeElapsed = function() {\n return new Date().getTime() - this.waitStartTime;\n };\n\n this.timeRemaining = function() {\n if (this.pausedAt !== undefined) return this.waitDuration - this.pausedAt;\n return this.waitEndTime - new Date().getTime();\n };\n }\n //------------- /pausableTimeout --------\n //--------------------------------------\n\n\n //------------- sqAudio ----------------\n //--------------------------------------\n function sqAudio(fullPath, clipName, fileExt) {\n\n this.fullPath = fullPath;\n this.clipName = clipName; // Let a clip know its own name\n this.fileExt = fileExt;\n\n // Defaults\n this.volumeProportion = 1.0; // By default, full volume\n this.overlap = defaultOverlap; // By default, defaultOverlap ms\n this.isPlayable = false; // Assume audio is not playable\n this.looping = false; // Assume audio not looping\n this.alternate = false;\n this.mainAudio = new Audio();\n this.partnerAudio = new Audio();\n\n this.mainAudio.setAttribute("src", this.fullPath);\n if (this.mainAudio.canPlayType) {\n for (var i = -1; i < fileExtensions.length; i += 1) {\n if (i >= 0) fileExt = fileExtensions[i];\n if (this.mainAudio.canPlayType("audio/" + fileExt)) break;\n }\n if (i < fileExtensions.length) {\n this.mainAudio.interval = null;\n this.partnerAudio.setAttribute("src", this.fullPath);\n this.partnerAudio.interval = null;\n this.isPlayable = true;\n\n } else {\n console.log("Browser can't play '" + this.clipName + "'");\n }\n } \n\n // Convenience method for getting duration\n // TODO : protect this against audio not being loaded yet\n //\n this.getDuration = function () {\n return this.mainAudio.duration;\n };\n\n // Get what we consider the current audio track\n //\n this._getActiveAudio = function() {\n return (this.alternate) ? this.partnerAudio : this.mainAudio;\n };\n\n // Get what we consider the idle audio track\n //\n this._getIdleAudio = function() {\n return (this.alternate) ? this.mainAudio : this.partnerAudio;\n };\n\n\n\n // Perform fade on specified audio\n // Use ease\n //\n this.__fadeSound = function(audioObj, fadeIn) {\n\n var startVolume = fadeIn ? 0 : globalVolume * this.volumeProportion;\n var deltaVolume = globalVolume * this.volumeProportion * (fadeIn ? 1 : -1);\n\n //alert("__fadeSound! fadeIn " + fadeIn + ", globalVolume " + globalVolume + ", volProp " + this.volumeProportion + " startVol " + startVolume + " deltaVolume " + deltaVolume);\n\n // Handy vars for easing\n var totalIterations = this.overlap/updateInterval;\n var currentIteration = 1;\n\n audioObj.interval = setInterval(function() {\n\n //Use easing to prevent sound popping in or out\n //\n var desiredVolume = easeInOutSine(currentIteration, startVolume, deltaVolume, totalIterations);\n \n //alert("Well desiredVol is " + desiredVolume + " cos currIter " + currentIteration + " startVol " + startVolume + " delta vol " + deltaVolume + " total iter " + totalIterations);\n //This should never happen, but if it does, skip the fade\n if (isNaN(desiredVolume)) {\n audioObj.volume = startVolume + deltaVolume;\n console.log("There was a problem with the fade. Possibly overlap " + this.overlap + " is shorter than updateInterval " + updateInterval + "? ");\n } else {\n audioObj.volume = desiredVolume;\n }\n currentIteration += 1;\n \n if (audioObj.volume === (startVolume + deltaVolume)) { \n //alert("Grats! You reached your destination of " + audioObj.volume); \n clearInterval(audioObj.interval); \n }\n\n //This effectively stops the loop and poises the volume to be played again\n //That way the clip isn't needlessly looping when no one can hear it.\n if (audioObj.volume === 0) {\n audioObj.pause();\n audioObj.currentTime = 0;\n }\n }, updateInterval);\n };\n\n\n // Manages starting one loop before the last play has ended\n // and cross-fading the ends\n //\n this._crossfadeLoop = function(params) {\n\n var sqAudioObj = params[0];\n var currAudioObj = params[1];\n\n // Let loop expire if no longer looping\n //\n if (!sqAudioObj.looping) { return; }\n\n var nextAudioObj = sqAudioObj.alternate ? sqAudioObj.mainAudio : sqAudioObj.partnerAudio;\n sqAudioObj.alternate = !sqAudioObj.alternate;\n\n // Don't even bother with crossfade if there's no overlap\n if (sqAudioObj.overlap !== undefined && sqAudioObj.overlap > 1) {\n\n // fade out current sound\n //\n sqAudioObj._fadeSound(currAudioObj, false);\n\n // And fade in our partner\n //\n //nextAudioObj.volume = 0; \n //if (nextAudioObj.currentTime > 0) nextAudioObj.currentTime = 0;\n //nextAudioObj.play();\n sqAudioObj._fadeSound(nextAudioObj, true);\n\n }\n else {\n sqAudioObj.updateVolume(); \n nextAudioObj.currentTime = 0;\n nextAudioObj.play();\n }\n\n // Kick off the next timer to crossfade\n // Might as well garbage collect the old crossfadeTimeout, too.\n //\n //if (sqAudioObj.crossfadeTimeout !== undefined) { sqAudioObj.crossfadeTimeout.stopAndClear(); delete sqAudioObj.crossfadeTimeout; }\n //if (isNaN(sqAudioObj.getDuration())) { error("Can't loop because duration is not known (audio not loaded, probably not found.)"); return; }\n //sqAudioObj.crossfadeTimeout = new pausableTimeout(sqAudioObj._crossfadeLoop, [sqAudioObj, nextAudioObj]); \n //sqAudioObj.crossfadeTimeout.activate(sqAudioObj.getDuration()*1000-sqAudioObj.overlap);\n\n };\n\n\n this._fadeSound = function(activeAudioObj, fadeIn) {\n\n // Set the goal volume as a proportion of the global volume\n // (e.g. if global volume is 0.4, and volume proportion is 0.25, overall the goal volume is 0.1)\n //\n var goalVolume = globalVolume * this.volumeProportion;\n if (activeAudioObj.interval) clearInterval(activeAudioObj.interval);\n if (fadeIn) {\n if (activeAudioObj.currentTime > 0) activeAudioObj.currentTime = 0;\n activeAudioObj.volume = 0; \n this.loop();\n\n } else {\n\n if (!activeAudioObj.currentTime) return;\n activeAudioObj.volume = goalVolume;\n activeAudioObj.play();\n }\n this.__fadeSound(activeAudioObj, fadeIn);\n\n };\n\n\n // Fade sound on whatever the active audio is\n //\n this.fadeSound = function(fadeIn) {\n\n if (fadeIn) {\n this.stopAndClear();\n this.looping = true;\n }\n else {\n this.looping = false;\n }\n this._fadeSound(this._getActiveAudio(), fadeIn);\n };\n\n // Update volume proportion and volume of both audio clips\n //\n this.setVolumeProportion = function(volumeProportion) {\n this.volumeProportion = volumeProportion;\n };\n\n // Update volume of active audio clips (assumes vol proportion and global vol already set)\n //\n this.updateVolume = function() {\n this._getActiveAudio().volume = globalVolume * this.volumeProportion;\n };\n\n // Play the current audio object and reactivate any paused timer\n //\n this.play = function(loop) {\n\n //If it's a loop we want, just loop and don't make a big deal out of it\n if (loop) this.loop();\n\n else {\n\n var activeAudioObj = this._getActiveAudio();\n if (activeAudioObj) { \n activeAudioObj.play();\n }\n }\n };\n\n // Pause whatever audio is currently playing and pause the timer, too\n //\n this.pause = function() {\n if (this.crossfadeTimeout !== undefined) this.crossfadeTimeout.deactivate();\n this._getActiveAudio().pause();\n };\n\n // Stop whatever audio is currently playing and dump the timer\n //\n this.stopAndClear = function() {\n var activeAudioObj = this._getActiveAudio();\n activeAudioObj.pause();\n if (activeAudioObj.currentTime > 0) activeAudioObj.currentTime = 0;\n if (this.crossfadeTimeout !== undefined) { this.crossfadeTimeout.stopAndClear(); delete this.crossfadeTimeout; }\n };\n\n\n // Loop the track\n //\n this.loop = function() {\n\n this.looping = true;\n var activeAudioObj = this._getActiveAudio();\n\n // Create new timeout if one does not already exist; otherwise just reuse the existing one\n //\n this.crossfadeTimeout = (this.crossfadeTimeout === undefined) ? new pausableTimeout(this._crossfadeLoop, [this, activeAudioObj]) : this.crossfadeTimeout; \n if (isNaN(this.getDuration())) { error("Can't loop because duration is not known (audio not loaded, probably not found.)"); return; }\n this.crossfadeTimeout.activate((this.getDuration()*1000)-this.overlap);\n activeAudioObj.play();\n };\n\n\n }\n //------------ /sqAudio ----------------\n //--------------------------------------\n\n\n\n /***********************************************************\n * MAIN METHOD\n /***********************************************************\n /\n / Here be monsters. Proceed with caution.\n /\n */\n\n // Verify that the audio can be played in browser\n //\n function parseAudio(c) {\n\n var d = c.exec(div.innerHTML);\n\n while(d) {\n if (d) {\n if (!clips.hasOwnProperty(d[1])) {\n\n var parser = document.createElement('a');\n parser.href = d[1].toString();\n var pathnameSubstrings = parser.pathname.split("/");\n var clipName = pathnameSubstrings[pathnameSubstrings.length-1];\n var sqAudioObj = new sqAudio(parser.href + "." + d[2].toString(), clipName, d[2].toString());\n if (sqAudioObj.isPlayable) { clips[clipName] = sqAudioObj;}\n }\n }\n d = c.exec(div.innerHTML); // yes, we could just do a do/while, but some envs don't like that\n }\n }\n\n // Parse all used audio file names\n // Use whatever store area element is available in the story format\n //\n var storeElement = (document.getElementById("store-area") ? document.getElementById("store-area") : document.getElementById("storeArea"));\n var div = storeElement.firstChild;\n while (div) {\n var b = String.fromCharCode(92);\n var q = '"';\n var re = "['" + q + "]([^" + q + "']*?)" + b + ".(" + fileExtensions.join("|") + ")['" + q + "]";\n parseAudio(new RegExp(re, "gi"));\n div = div.nextSibling;\n }\n /***********************************************************\n * END MAIN METHOD\n /***********************************************************/\n\n\n\n /***********************************************************\n * SUPPORTING FUNCTIONS FOR THE MACROS\n /***********************************************************\n /\n / Here be monsters.\n /\n */\n\n // Given the clipName, get the active soundtrack\n //\n function getSoundTrack(clipName) {\n clipName = cleanClipName(clipName.toString());\n if (!clips.hasOwnProperty(clipName)) { return error("Given clipName " + clipName + " does not exist in this project. Please check your variable names."); }\n return clips[clipName];\n }\n\n\n // Centralized function for sound fading\n //\n function fadeSound(clipName, fadeIn) {\n\n var soundtrack = getSoundTrack(clipName);\n if (soundtrack === "undefined") { return error("audio clip " + clipName + " not found"); } \n soundtrack.fadeSound(fadeIn);\n \n }\n\n\n // Adjust the volume of ALL audio in the page\n //\n function adjustVolume(direction) {\n\n // Note soundInterval and minVolume are declared globally (at top of the script)\n var maxVolume = 1.0; // This is native to JavaScript. Changing will cause unexpected behavior\n globalVolume = Math.max(minVolume, Math.min(maxVolume, globalVolume + (soundInterval * direction)));\n for (var soundIndex in clips) {\n if (clips.hasOwnProperty(soundIndex)) {\n clips[soundIndex].updateVolume();\n }\n }\n }\n\n // Common argument management\n // Because of the total expected arguments (one string, one float, one int, one boolean)\n // This method attempts to be forgiving of sequence. \n // Be advised if there were even one more argument, it probably couldn't be so forgiving anymore!\n //\n function manageCommonArgs(plainArgs, requiredArgs) {\n\n // Look at the list of available arguments, clean them up, and take the first one of each desired type:\n // Recreate the arguments as a list in required sequence [clipName, volumeProportion, overlap, loop]\n\n var clipName;\n var volumeProportion;\n var overlap;\n var loop;\n\n var args = getArgs(plainArgs);\n\n for (var i = 0; i < args.length; i++) {\n\n if (!isNaN(args[i])) {\n var tempNum = parseFloat(args[i]);\n if (volumeProportion === undefined && tempNum <= 1.0) volumeProportion = tempNum;\n else if (overlap === undefined && tempNum >=updateInterval) overlap = tempNum; \n }\n else if (args[i] == "true" || args[i] == "false") {\n if (loop === undefined) loop = (args[i] == "true"); \n }\n else {\n if (clipName === undefined) clipName = args[i].toString();\n } \n }\n\n for (var requiredArg in requiredArgs) {\n if (requiredArgs.hasOwnProperty(requiredArg)) {\n switch (requiredArg) {\n case clipNameLabel :\n if (clipName === undefined) { return error("No audio clip name specified."); } \n break;\n case volumeProportionLabel :\n if (volumeProportion === undefined || volumeProportion > 1.0 || volumeProportion < 0.0) { return error("No volume proportion specified (must be a decimal number no smaller than 0.0 and no bigger than 1.0.)"); }\n break;\n case overlapLabel :\n if (overlap === undefined) { return error("No fade duration specified (must be a number in milliseconds greater than + " + updateInterval + " ms.)"); }\n break;\n case loopLabel :\n if (loop === undefined) { return error("No loop flag provided (must be a boolean, aka true or false.)"); }\n break;\n }\n }\n }\n\n return [clipName, volumeProportion, overlap, loop];\n\n }\n\n // Get the clipName up to the . if a . exists, otherwise do no harm\n //\n function cleanClipName(clipName) {\n\n var parser = document.createElement('a');\n parser.href = clipName.toString();\n var pathnameSubstrings = parser.pathname.split("/");\n clipName = pathnameSubstrings[pathnameSubstrings.length-1];\n return clipName.lastIndexOf(".") > -1 ? clipName.slice(0, clipName.lastIndexOf(".")) : clipName;\n }\n\n /***********************************************************\n * END SUPPORTING FUNCTIONS FOR THE MACROS\n /***********************************************************/\n\n\n\n /***********************************************************\n /***********************************************************\n * MACROS\n /***********************************************************\n /***********************************************************\n */\n\n /* updatevolume\n \n Given a decimal between 0.0 and 1.0, \n updates the clip's volume proportion and the clip's actual volume\n \n */\n macros.updatevolume = {\n handler: function () {\n \n var args = manageCommonArgs(arguments, [clipNameLabel, volumeProportionLabel]);\n var soundtrack = getSoundTrack(args[0]);\n soundtrack.setVolumeProportion(args[1]);\n soundtrack.updateVolume();\n }\n };\n\n /**\n playsound\n \n This version of the macro lets you do a little bit of sound mixing.\n \n Parameters:\n REQUIRED: clipName \n OPTIONAL: decimal proportion of volume (0.0 being minimum/mute, and 1.0 being maximum/default)\n OPTIONAL: number of milliseconds to overlap/crossfade the loop (0 ms by default)\n OPTIONAL: true if you'd like to loop, false if no\n \n */\n macros.playsound = {\n handler : function () {\n\n var args = manageCommonArgs(arguments, [clipNameLabel]);\n var soundtrack = getSoundTrack(args[0]);\n var volumeProportion = args[1] !== undefined ? args[1] : soundtrack.volumeProportion;\n soundtrack.overlap = args[2] !== undefined ? args[2] : defaultOverlap;\n var loop = args[3] !== undefined ? args[3] : false;\n soundtrack.setVolumeProportion(volumeProportion);\n soundtrack.updateVolume();\n soundtrack.play(loop); \n }\n };\n\n\n /* playsounds\n \n Play multiple sounds at once (picking up where we left off)\n If you give it no sounds to play, it quietly ignores the command.\n Parameters:\n OPTIONAL: clipName\n OPTIONAL: decimal proportion of volume (0.0 being minimum/mute, and 1.0 being maximum/default)\n OPTIONAL: number of milliseconds to overlap/crossfade (0 ms by default)\n OPTIONAL: true if you'd like to loop, false if no\n \n /\n */\n macros.playsounds = {\n handler: function () {\n\n var clipNameString = args[0];\n if (args[0] === undefined || args[0] === "") return;\n clipNameString = args[0].toString();\n if (clipNameString == "[]") return;\n var clipNames = clipNameString.split(",");\n if (clipNames.length < 1) return;\n var args = manageCommonArgs(arguments);\n for (var index = 0; index < clipNames.length; index++) {\n var soundtrack = getSoundTrack(cleanClipName(clipNames[index]));\n var volumeProportion = args[1] !== undefined ? args[1] : soundtrack.volumeProportion;\n soundtrack.overlap = args[2] !== undefined ? args[2] : defaultOverlap;\n var loop = args[3] !== undefined ? args[3] : false;\n soundtrack.setVolumeProportion(volumeProportion);\n soundtrack.updateVolume();\n soundtrack.play(loop); \n }\n }\n };\n\n\n\n /* pausesound\n \n Pauses audio at its current location. \n Use playsound to resume it.\n Parameters:\n REQUIRED: clipName\n */ \n macros.pausesound = {\n handler: function() {\n var args = manageCommonArgs(arguments, [clipNameLabel]); \n getSoundTrack(args[0]).pause();\n }\n };\n\n\n /* <<pauseallsound>> \n \n Pauses all sounds at their current location. \n \n If you'd like the option to start multiple sounds,\n take a look at <<playsounds>> and <<fadeinsounds>>\n */ \n macros.pauseallsound = {\n handler: function () {\n for (var clipName in clips) {\n if (clips.hasOwnProperty(clipName)) {\n getSoundTrack(clipName).pause();\n }\n }\n }\n };\n\n /* stopsound \n \n Stop the given sound immediately\n If the sound is played again, it will play from the beginning\n \n Parameters:\n REQUIRED: clipName\n */ \n macros.stopsound = {\n handler: function() {\n var args = manageCommonArgs(arguments, [clipNameLabel]); \n getSoundTrack(args[0]).stopAndClear();\n }\n };\n\n\n /* <<stopallsound>>\n \n Stops all sounds immediately.\n If any stopped sound is played again, it will play from the beginning\n \n If you'd like the option to start multiple sounds,\n take a look at <<playsounds>> and <<fadeinsounds>>\n */ \n macros.stopallsound = {\n handler: function () {\n for (var clipName in clips) {\n if (clips.hasOwnProperty(clipName)) {\n if (clips[clipName] !== undefined) clips[clipName].stopAndClear();\n }\n }\n }\n };\n\n /* loopsound\n \n Starts playing the given clip on repeat.\n Note that browsers will not necessarily play looping audio seamlessly.\n For seamless audio, use a fade duration/overlap (third parameter) greater than 1 millisecond\n (Well, you probably want something more perceptibe than 1 millisecond!)\n \n Parameters:\n REQUIRED: clipName \n OPTIONAL: decimal proportion of volume (0.0 being minimum/mute, and 1.0 being maximum/default)\n OPTIONAL: number of milliseconds to overlap/crossfade the loop (defaultOverlap by default)\n */ \n macros.loopsound = {\n handler: function () {\n \n var args = manageCommonArgs(arguments, [clipNameLabel]);\n\n var soundtrack = getSoundTrack(args[0]);\n var volumeProportion = args[1] !== undefined ? args[1] : soundtrack.volumeProportion;\n soundtrack.overlap = args[2] !== undefined ? args[2] : defaultOverlap;\n soundtrack.setVolumeProportion(volumeProportion);\n soundtrack.updateVolume();\n soundtrack.loop();\n }\n };\n\n\n /* unloopsound\n \n Let the given sound stop when it finishes its current loop\n (so the sound no longer repeats.)\n Parameters:\n REQUIRED: clipName \n */ \n macros.unloopsound = {\n handler: function () {\n var args = manageCommonArgs(arguments, [clipNameLabel]); \n getSoundTrack(args[0]).looping = false;\n }\n };\n\n\n /* fadeinsound\n \n Identical to loopsound, but fades in the sound over 2 seconds.\n Parameters:\n REQUIRED: clipName \n OPTIONAL: decimal proportion of volume (0.0 being minimum/mute, and 1.0 being maximum/default)\n OPTIONAL: number of milliseconds to overlap/crossfade the loop (defaults to clip's last set overlap)\n */\n macros.fadeinsound = {\n handler: function () {\n\n var args = manageCommonArgs(arguments, [clipNameLabel]);\n\n var soundtrack = getSoundTrack(args[0]);\n var volumeProportion = args[1] !== undefined ? args[1] : soundtrack.volumeProportion; \n soundtrack.overlap = args[2] !== undefined ? args[2] : soundtrack.overlap;\n soundtrack.volumeProportion=volumeProportion;\n soundtrack.fadeSound(true);\n }\n };\n\n /* fadeinsounds\n Fade in multiple sounds at once.\n \n Parameters:\n REQUIRED: clipNames as list \n OPTIONAL: decimal proportion of volume (0.0 being minimum/mute, and 1.0 being maximum/default)\n OPTIONAL: number of milliseconds to overlap/crossfade the loop (defaults to clip's last set overlap)\n \n */\n macros.fadeinsounds = {\n handler: function () {\n\n var clipNameString = args[0];\n if (args[0] === undefined || args[0] === "") return;\n clipNameString = args[0].toString();\n if (clipNameString == "[]") return;\n var clipNames = clipNameString.split(",");\n if (clipNames.length < 1) return;\n\n var args = manageCommonArgs(arguments);\n\n for (var index = 0; index < clipNames.length; index++) {\n var soundtrack = getSoundTrack(args[0]);\n var volumeProportion = args[1] !== undefined ? args[1] : soundtrack.volumeProportion; \n soundtrack.overlap = args[2] !== undefined ? args[2] : soundtrack.overlap;\n soundtrack.volumeProportion=volumeProportion;\n soundtrack.fadeSound(true); \n }\n }\n };\n\n /* fadeoutsound\n \n Identical to stopsound, but fades out the sound over the stored fade duration (overlap).\n \n Parameters:\n REQUIRED: clipName\n */\n macros.fadeoutsound = {\n handler: function () {\n var args = manageCommonArgs(arguments, [clipNameLabel]); \n fadeSound(args[0].toString(), false);\n }\n };\n\n\n /* fadeoutsounds\n \n Fade out multiple sounds at once.\n If you give it no sounds to play, it quietly ignores the command.\n Parameters:\n REQUIRED: clipNames as list \n \n */\n macros.fadeoutsounds = {\n handler: function () {\n\n var args = getArgs(arguments);\n var clipNameString = args[0];\n if (args[0] === undefined) return;\n clipNameString = args[0].toString();\n if (clipNameString == "[]") return;\n var clipNames = clipNameString.split(",");\n if (clipNames.length < 1) return;\n\n for (var index = 0; index < clipNames.length; index++) {\n fadeSound(cleanClipName(clipNames[index]), false);\n }\n }\n };\n\n\n /* <<quieter>>\n \n Reduces the story's globalVolume by 1/10th of the reader's system volume.\n Thus creates a 10-unit volume range for the story\n \n */\n macros.quieter = {\n handler: function () {\n adjustVolume(-1);\n }\n };\n\n /* <<louder>>\n \n Increases the story's globalVolume by 1/10th of the reader's system volume.\n Thus creates a 10-unit volume range for the story\n \n */\n macros.louder = {\n handler: function () {\n adjustVolume(1);\n }\n };\n\n\n /* jumpscare\n \n Play the clip at maximum story volume\n Don't affect any stored volume options\n PLEASE GIVE THE READER A STARTLE WARNING BEFORE USING THIS.\n \n */\n macros.jumpscare = {\n handler: function () {\n var args = manageCommonArgs(arguments, [clipNameLabel]);\n var soundtrack = getSoundTrack(args[0]);\n soundtrack.setVolumeProportion(1.0);\n soundtrack.updateVolume();\n soundtrack.play();\n }\n };\n\n /***********************************************************\n * END MACROS\n /***********************************************************/\n\n\n\n}());\n
You walk carefully through the door in front of you, keeping your footsteps as light as possible. The last thing you need is for that creature to come finding you again. \n\nIn this room, you can see a faint blue light at the far end. It reminds you of the light that came from your bracelet, and you wonder if there's a connection. \n\nIn the light, you can see the ship's interior better. The room is a lot bigger than you thought--you have to squint to see the ceiling. Glass covers it, and you see fog flowing through across the glass. \n\nOn the walls, you see unfamiliar drawings.\n\n[[Examine the drawings|]]\n\n[[Keep looking around|]]
You try to contact your brother. As usual, he doesn't pick up. Ever since Fenton died, your brother's been really depressed. You suspect he's been avoiding you—maybe he blames you for his husband's death; after all, the only reason Fenton was on that trip was because your brother wanted you to have someone around to “look after my baby sister.”.\n\n[[Eat some food|scrap]]\n\n[[Clean your room|shiny]]
You jump out of his grasp, holding the tracker close to your chest. This is your only way to find your friends, and you're not letting it go. \n\n“Fine. But we need to run, fast,” your father says. He takes out a key from his pocket, and goes searching in the floor. Soon, he says “Aha!”\n\nBut before you can realize what he's saying, fog ascends from the ramp. It groups around your feet, and you find you can't move them. \n\n[[Dislodge your feet from the floor|try to move]] \n\n[[Use your bracelet|fall on the floor]]
You approach the person slowly. \n\n“Hello?” you say. The person doesn't respond. You lift his or her head, and see that the eyes are closed. You let go of the head, and it drops back, shaking the whole body and causing the chains covering the arms to clank.\n\nCombined with the smell, you're pretty sure this person's dead.\n\nThe person looks like a human. You feel a little guilty at the relief of realizing it isn't one of your teammates, and look around nervously, wondering if whatever did this to him will do the same thing to you. You feel sorry for the poor sap. But even more so, you're wondering what exactly could treat someone this barbarically…\n\nYou notice something glinting in his hand, and [[take it|lighter][$key +=1]].
You run to escape the horde of monsters. And then, you see that you're blocked by a wall. \n\nToo late, you remember that the way back is unreachable. You turn back around the way you ran, and are met by hordes of mist creatures reaching [[for you.|death]]
You reach for your bracelet, but the wraith notices and throws you against a wall. Apparently, this creature knows what you're trying to do. You're in pain on the floor, and you see the device in front of you. You can either grab the device, or try to use your bracelet. You don't have time for both. In fact, [[you have about three seconds to decide |decisons]]
\nIgnoring them both, you feel your way along the walls of the ship. You're surprised to realize it feels slightly warm against your touch, and you wonder where the warmth is coming from.\n\nYopu stop when you notice a faint glow coming from the ceiling.\n\nYou're nearly blinded when the glow turns into a large blaze of blue light. Spherical blocks of light, patterned along the ceiling, turn themselves on and the way is illuminated again.\n\n"Interesting. Maybe a form of motion sensor," says Fenton, observing the walls closely. Turning back to Ursula, he says "Told you we didn't need the flashlight."\n\nYou peek ahead, and see what looks like two downward ramps. One leads to the left, and the other leads to the right. The left room has a low, growly sound coming from it. The right ramp feels like cool air is coming from it.\n\n"Guess we should split up," said Fenton.\n\n[[Take the left room with Fenton.|something's up]]\n\n[[Take the right room with Ursula.|something's up]] \n\n\n\n
<<if visited("Ursula")>>\s\n<<goto "bus stop">>\n<<elseif visited("Fenton")>>\s\n<<goto "bus stop">>\n<<endif>>\s\n\nBecause you don't expect to be sticking around this place for too long when it gets to your destination (seeing as the government frowns on unprofessional trespasses on forbidden property), you didn't really pack too many things with you. You, of course, packed your <<if visited("bracelet")>> your bracelet. <<elseif>> your [[bracelet|bracelet]] with you.<<endif>> It's lying on your desk, along with your GPS. You also have <<if visited("call mom")>> your phone in your pocket. <<elseif>> your [[phone|call mom]] on the floor.<<endif>> A few posters are on your wall. \n\nOutside, you can hear Fenton, your local engineer, arguing.\n\n[[Go see what's Fenton's talking about.|lobby]]
You walk forward, bravely facing the large man. He doesn't seem to want to hurt you, and in fact he nods at you. He seems to approve of your bravery, and beckons you forward.\n\n<<welcome>>\n\n<<set $confidence += 1>>
You start to talk, but he cuts you off. \n\n“Why are you using the bracelet?” Fenton says angrily. “Do you even know how it works? And why didn't you use it to redo this whole day?”\n\n[[I didn't think to use it...|oops]]\n\n[[It's too dangerous to rewind that far.|oops]]
You twist the bracelet, returning back to the point before you and your father entered the room with the charging station, and warn him about what's coming.\n\n“Damn,” he says. “Alright, I know a side door out of here.”\n\nYou and him walk away from the elevator, abandoning the only way back to the [[surface|epilogue 2]]
Fenton stares at you, and says “I...you know what, whatever. I'm going back for her.” Then he runs off into the forest.\n\n[[That was the last you ever saw of him or Ursula.|epilogue 3]]
You snatch the device from the ground, hoping it'll do something useful. It produces a flame, and you hear an extremely loud hissing sound. At first you think it's the device, but then you realize it's the wraith creatures. It flows away from the flame, and is slowly turning back to mist.\n\n[[Follow it.|advance]]\n\n[[Take a breather|swarm]]
The walls begin to shimmer, and you wave to your father, seeing him for the [[last time.|epilogue 1]]
Your bracelet burns with blue light, and your hands feel warm. The lights sears into the symbol on the wall, and makes the sigil glow. \n\nUnder the symbol is words. They seem to be the same alien alphabet that made up the words on the front of the door that led into the structure. They say "If you are injured, you may come back. Just as long as you return to a point near one of these points."\n\nDespite the fact that you have never learned this language, you're certain that your translation is correct.\n\n[[Keep on looking through this room.|Keep looking around]]
You abandon your friends, and leg it out of there. As you walk, a tentacle from the creature takes you, and rips you to [[pieces|death]]
You go back a few seconds.\n\n“Alright. Ask either me or Ursula a question--,” says Fenton.\n\nYou cut him off, repeat what Fenton told you in the last loop.\n\n“Wait...wow. I've never told you about my grandfather...” says Fenton, with wide eyes. “Well, I guess it is real.”\n\n“That's how you survived? With that bracelet?” says Ursula.\n\nYou nod. Holding out your wrist, you show off the bracelet, which is still glowing blue faintly.\n\n“That's awesome. With that device, you can tell us when danger's coming before it happens!” says Ursula. She wraps her arms around you in a big hug. “It's so good to see you alive! We thought you had been killed!”\n\nWhile Ursula's happily chattering, you notice Fenton in the background. He isn't saying anything, just looking at your bracelet with an [[odd expression.|moving on]]
You run from the elevator to where Ursula is being dragged. You see the Behemoth you just defeated, reforming itself. \n\n[[Use the lighter again...it didn't work last time, but it's worth a try...|burn it again]]\n\n\n[[Use your bracelet|use bracelet for final time]]
You tap the bearded Scot on the shoulder. He turns around, and folds his arms.\n\n"If you want me to take back what I said, I won't. The Earth up there is roasting alive, and instead of figuring out ways to keep people safe, I'm down here on a goose chase. I'm just here to keep you safe. Hopefully we'll get caught, and some army guy can talk some sense into you."\n\n[[Thank him for at least tagging along.|be nice]]\n\n
You enter the elevator where this whole thing started. When you first came here, this place looked so promising. Now, it just fills you with dread.\n\n[[You press the button to go up.|Octopus battle]]
Ursula catches the device, and burns away the wraith. You hear it hissing, and see it floating away.\n\nYou walk up to Ursula, who's panting on the ground. She's shook up, but not harmed.\n\n“Where have you been?” says Ursula. “You disappeared on the elevator. We had no clue where you were, so we've been wandering around this...place. Then those creatures attacked us.”\n\n“That's why we need to get a move on,” says Fenton. “Why did you call out to Ursula? If you hadn't, we would have been perfectly safe.”\n\n[[Explain your bracelet to them.|insane]]
You keep your breath as calm as possible. Something seems off about this. The man turns around suddenly, and [[you realize you've been spotted.|behemoth attacks]]
The wraith tries to escape, but you follow after it. It gets fainter and fainter as the heat makes it less solid, and soon it's just mist. \n\nYou breathe easier, having apparently destroyed the creature. You're now at the foot of the stairs you have been trying to get to for a while. Looking around cautiously, you walk up the stairs, the beeping noise of [[Ursula's tracker guiding you.|hallway travel]]
The air around you shimmers, and you feel yourself falling. The image of the behemoth's bloody hands gets farther and farther away, and for a second, all you feel is coldness. Then, heat slowly comes back to your skin, and you see another scene in the distance. You see a woman crouching in front of a vent. You're shocked to see it's you, and you realize that you're seeing yourself before you were attacked.\n\n[[Go to yourself.|meeting the Behemoth]]\n\n
“I didn't want you to look for me!” your father barks. You step back involuntarily. “I left you in the world, hoping you'd be safe out there! There are horrible creatures down here. Creatures beyond your understanding—creatures that have interests far beyond what you can understand. You should never have come here.”\n\n[[“What the hell? I spent all this way to find you, dodging a whole bunch of creepy monsters, and you give me a lecture?|talk about bracelet][$anger is "on"]]]\n\n[[“I've encountered those creatures. And I'm sorry, but I had to find you.|talk about bracelet][$anger is "off"]]
You go through the rest of the room.\n\n\nGo down the [[stairs|prison]]\n
You use your flamethrower. It disperses one of the creatures' limbs, but doesn't stop its advance. \n\n[[Use your flamethrower again. Aim for the torso|effective]]
“Fenton? You mean your brother's husband? Oh dear...” he says. “Well, there's nothing you can do for them now. Your best bet is to leave this place, and let people out there know what's going on in here.” He passes you several files and a camera. “I nearly forgot...This will let people know what this place is. Hopefully, your teammates can fend for themselves.”\n\n[[Ask about platform|charger station]]
The noise is getting louder and louder. It sounds like a loud drone, and it's making it hard to think. You hold your hand to your ears, and turn around, trying to figure out the source of the noise.\n\n"What the hell is going on?" says Fenton. Both he and Ursula have their hands to their ears. "Maybe we should get out of here!" \n\n"Calm down. It's just noise!" says Ursula. \n\nThe door you just went through closes. The walls begin to shimmer, like a mirage in th desert.\n\n"It's just noise, huh?" says Fenton nastily. \n\nThe droning noise resounds even louder in your head. The walls begin to flow like syrup, distorting into odd shapes.\n\n[[Try to escape|seperation-panic]]\n\n[[Keep calm. See what happens.|seperation-calm]]
Cassian Whitehurst
You crouch down, and read the writing on the painting.\n\n"Fire will only slow them down. If you wish to kill them, you must freeze them."\n\nThe message shocks you. Not because you understand it (indeed, it sounds like gibberrish), but because it's in //your father's handwriting.//\n\nThat means he was here! That gives you hope that he was still alive. You definitely were on the right track.\n\n[[Look at the rest of the room|Keep looking around]]
Bored out of your skull, you decide to clean your room. It's not too big a room, so it's not too bad. Nevertheless, you're still surprised by the amount of absolute clutter in your small apartment.\n\nWhile cleaning, something that's [[glowing blue catches your eye.|bracelet shining]]
The elevator rises up slowly. The Behemoth's weight slows down the ascent, but thankfully the elevator doesn't stop.\n\nEventually, the walls begin to shimmer, and eventually, you end up at the hallway that leads to the entrance to the ship. You, Ursula, and Fenton run out of the elevator, with all of you happy to have survived the [[event.|final battle]]
He shrugs. "I just hope you find what--or who--you're looking for."\n\nYou don't miss the reference to your father, but decide not to dwell on it. You ask him whether he'll be able to get you into the ship.\n\nHe grins. "Of course I can. Who do you take me for, some rookie? All I need is a littl time and my tools. Speaking of which, I should probably pack them up." He walks off, leaving you alone in the lobby.\n\n[[Go check on Ursula|Ursula]]\n\n[[Go to your room|look around]]\n
You return back to the original moment before Ursula was taken. You grab Ursula, and pull her into the elevator swiftly. The wraith rushes to the elevator, but the door closes before it can get to you. The Behemoth latches onto the elevator, rocking it back and forth.\n\n“Let's get the hell out of here!” says Fenton.\n\nSay the word to go [[“Up.”|epilogue 4]]
Fenton, Ursula, and you still don't understand exactly what went on in that spaceship. You never got any explanation on what those creatures were, or what your father had to do with it. No one believed your stories, either.\n\nBut hey, at least that time travel bracelet comes in handy every now and again.
The room suddenly feels a lot more humid. You look around, feeling nervous, but not knowing why. \n\nThen the door slams shut behind you. \n\nA shape begins to appear before you, and you realize it's the wraith from before. \n\n[[Try to open the door|escape wraith]]\n\n<<if $flame is 1>>[[Use the lighter|fight wraith]]<<endif>>\n
“Cyan. Reminds me of the seas I used to swim in as a child, back when I would go on nature walks with my grandfather.”\n\n[[Go back.|rewind for q1]]
That was two weeks ago, by your count. Now you and your father both travel throughout the ship, hiding away from the wraiths. You hope that Ursula and Fenton are safe, but you haven't seen any sight of them, and because you took so long, now it would be too dangerous to rewind back to that moment. All you can do is survive, and hope that the people of Earth find some way to defend themselves.
He pulls back, and you can tell he seems hurt by your response. You feel bad, although he does kinda deserve it for not giving any sign of being alive.\n\n“I...” he starts. Then he continues, angrier this time “I've been hunted down by those creatures for all those years. Every day, I'm covering my tracks, looking out for signs of them appearing. If I had spent time looking for you, I might have been killed. If I sent a message, I could have been traced back and slaughtered.” He shakes his head. “I've been holed up here so long that I've forgotten what the outside world looks like.”\n\n[[It looks dusty and burnt. Ozone's been disappearing quickly. Soon, the Earth won't be habitable at all.|infodump]]
You twist your bracelet swiftly. The wraith monster rushes towards you, and its gaping maw is the last thing you see before you feel your mind retreating away from the scene. \n\nUnlike before, when you only saw just one of you, now you see two past versions of yourself. One version of you is you right before you met the wraith in that room. The other one, farther left, looks dimmed out, like a distant memory. You get a queasy feeling looking at that one.\n\n[[Go to right before you met the wraith in that room. You'll be ready this time.|wraith finds you]]\n\n[[Go to the fuzzier memory.|difficult rewind]]
As long as you can remember, you've always seen the [[Mist|mist]] in your dreams.\n\n
It's your bracelet. The one you were wearing when Fenton suddenly dropped dead, while your bracelet glowed red, and nearly burnt your hand with the heat. Ursula and you have never figured out what happened that day. You went into the elevator, then your bracelet started glowing, and Fenton was coughing, and bleeding. That's when the Wraiths found you and Ursula.\n\nYou pick up the bracelet. It feels oddly familiar in your hands. You put it on, and suddenly feel an odd urge to twist it. You decide to [[obey the urge|rewind back to ship]]\n
You walk into the elevator. Suddenly, you hear a loud noise. Turning back, you see Ursula being dragged back into the elevator.\n\n“We have to save her!” says Fenton. \n\nYou're so close to getting out of here.\n\n[[Go back for her|go back]]\n\n[[Leave her.|end 3]]
Blue light cascades from your arm, and you jump when it nearly blinds you. The person on the other side notices your light, since it suddenly pushes through the vent.\n\nYou scream as the giant man walks through the hole he's just created, and scramble away from him. You can't even be sure it's a man--it looks more like a sghost. Its body looks like wispy fog, and you can almost see through it.. Despite the lack of a face, it clearly seems to be able to sense you, and even seems to be able to somehow sense your bracelet. It walks--no, glides toward you and then, instead of hitting you, seems to surround you. You breathe in, and begin to feel like you're suffocating. Then your vision begins to blur, and you realize that this creature really is suffocating you.\n\nThe wisp that makes up the creature rises above you, and you fall to the floor, dying. <<if $bracelet is 1>>As you slowly go to black, you notice your bracelet glowing blue.\n\n[[Touch your bracelet.|first rewind]]\n\n <<elseif>> You slowly [[close your eyes.|death]]<<endif>>\n\n
Fog is everywhere. All you can see is white wisps in every corner. You stumble around, lost.\n\nThen the mist clears in a particular area. It looks like a pool of water on the ground. You peek your foot out tentatively, and are relieved when you don't fall in. You walk on the shallow water, your skirt getting damp from the small splashes from your steps. The mist seems to part around you.\n\nA wheezing sound comes from in front of you. You squint your eyes, trying to see where it's coming from. After a few seconds, a large shape appears from the ether. The shape is of a large man, but you can't make any detail from him. \n\n[[Approach|approach]] \n\n[[stay back|retreat]]\n\n
You abandon your friends, and leg it out of there. As you walk, a tentacle from the creature takes you, and rips you to [[pieces|death]]
<<set $confidence += 1>>\n\n"Let's stay calm," you say. Your father always told you that a calm head was the best asset to have.\n\n"Stay calm? The walls are melting," said Fenton.\n\n"We can clearly tell that," says Ursula.\n\n"Maybe you should shut the hell up," said Fenton.\n\nYou realize things are about to get very heated. "Everyone, relax. Obviously it's an illusion. If the walls were truly melting, we would be roasting alive," you say.\n\nThat shuts up Fenton, for now. \n\n"Is it some sort of hallucinatory gas?" asks Ursula.\n\n"The biosuits aren't picking up anything," says Fenton.\n\n\nBy now, the distortion effect on your vision is getting greater. Fenton and Ursula looks like two big grey blobs. You're starting to feel dizzy, and eventually fall over.\n\nYou faintly hear Fenton saying something, and then suddenly going silent. Right before you close your eyes, you hear Fenton [[scream|wake up]] \n\n\n\n
“Then it's just as bad as I feared,” he says. He laughs sourly. “The Precursors have been busy.” He goes walking down a hallway. Hopefully, he knows where he's going.\n\nYou remember the questions you wanted to ask him. \n\n\n[[What's the way out you mentioned?|q about exit]]\n\n[[Wait, Builders? Who are those?|q about Builders]]
You walk through the doorway, entering a long hallway. The first thing you notice is how humid it feels in here. Fenton and Ursula seem even more affected by the heat now.\n\n“So, Ursula,” says Fenton. “Can you tell us what we should see next? I hope all your research on this place will count for something.”\nUrsula pushes her glasses up her nose. “Again, all I have is schematics and radar imagery. But based on all I saw, there should be an elevator up ahead.”\n\nSure enough, you see something that looks roughly like an elevator. It's a circular platform, surrounded by glass. It roughly reminds you of some sketches you saw in your father's notebook once. But that has to be a coincidence.\n\nAll three of you enter the elevator. You see your blurred reflection in ther glass. Fenton looks for a closing switch.\n\n“Uh, how do we operate this thing?” asks Fenton.\n\n“No idea,” says Ursula sheepishly. “My research didn't cover this.”\n\n“Try voice operation. 'Go down!'” you say.\n\nYou nearly fall to the floor as the elevator jolts to life, and begins to descend. Blue lights turn on inside the machine, and you can see Ursula and Fenton looking around at the interior of the elevator.\n\n“Amazing. A whole new form of technology. Imagine what we could learn from this stuff,” says Ursula dreamily. Even Fenton grunts appreciatively. \n\nThen Fenton's eyes bugged out. “Guys, what's that [[buzzing?”|buzz]]
You firmly tell him you refuse to hand over the device. He's getting frustrated.\n\n“Give it to me, you damn kid!” he hollers. He reaches for the bracelet, but you dodge him. He reaches for it again, but you run in the other direction.\n\n“Wait up!” you hear Ursula hollerring, but you ignore her and keep on going. \n\nThen you hear a loud scream from Fenton. You look around, but you don't see anything. Then you notice a shadow [[coming down...|Behemoth descends]]
You watch the wraith retreat under the door, and take a second to relax. Despite your best attempts, you find yourself still very tense, and decide to move forward. You tuck the mini-flamethrower in your pocket, and open the door. There's mist covering the entire room outside the door. Then the mist solidifies.\n\nOutside of the door are a swarm of those wraith creatures. You realize with horror that it was a bad idea letting the wraith creature have time to escape.\n\n<<replace"Use the lighter">>The lighter disperses a few of the creatures, but there's too many of them. The lighter is quickly extinguished. The swarm overpowers you. You don't even have time to use the [[bracelet.|death]]<<endreplace>>
You and your father walk from the stairs into a brightly lit room. The first thing you notice is the raised platform in the center of the room. It's a circular platform, which looks very similar to the elevator that you came in on. You suddenly remember about the teammates you left behind. \n\n[[Tell your father about Ursula and Fenton.|tell F about team]]\n\n[[Ask about platform|charger station]]
“Just stand in the platform. The bracelet will do the rest of the work. However, since the elevator runs off the same energy as the bracelet, you won't be able to travel through time while you're in there,” he says. He's giving you an odd look.\n\nYou stand inside the platform. Immediately, your bracelet begins to glow blue, as does the symbol on the floor. A low rumbling sound comes from beneath your feet, and dim white light shoots up from the edges of the bracelet.\n\n“That's a force field. It'll ward off any—” your father begins to say. He turns around, apparently noticing something you can't see, and runs to the door you just came [[from.|detected]]
You take out your lighter. The Behemoth immediately shoots out a tentacle and wraps it around your neck, strangling you instantly before you can make a [[move|death]]
Fenton, Ursula, and you continue your way through the forest. The trees continue to look strange, and the glow from the sky is starting to turn purple. Ursula's staring at the environment, fascinated as always. Fenton is staring at the ground, seeming silent.\n\nYou're getting a bad vibe from him. He's usually moaning about whatever's going on, but now he isn't saying a peep.\n\n[[Talk to Ursula|biodump]]\n\n[[Find out what's up with Fenton|F is angry]]
<<timedgoto "death" 3s >>\n\n[[Grab the device|burn baby burn]]\n\n[[Use the bracelet|second rewind]]
<<set $confidence += 1>>\n\nYou crouch down, trying to figure out where the noise is comng from. All you see at first is darkness, but you hear the noise getting louder as you get closer. The outline of a vent system in the wall begins to appear as your eyes start getting adjusted to the darkness. Squinting, you look through the vent, and see something moving.\n\nIt looks like feet of some sort. It occurs to you that it might be Fenton.\n\n[[Call out to the person.|shout out]]\n\n[[Wait.|wait]] \n\n<<if visited("first rewind")>>\s\nWait a second. This feels familiar...because it is. You can remember what happens next--the giant beast punches through the wall, and strangles you. \n\nYou look at the bracelet. Was it...a time travel device? But that shouldn't even be possible with Earth technology...but seeing as you had no other explanation, you decided to assume it was a time travel device. You twist the bracelet, but it doesn't seem to do anything. \n\nYou see the door, but the behemoth is blocking the way. No way you can get past it. Since it still hasn't noticed you, you decide to take advantage of [[that.|sneak away]]\n\s<<endif>>
You throw the tracker to the ground. Your father opens a panel in the floor. \n\n"Come on!" he says. "We don't have much time."\n\nYou follow him into the dark [[depths.|escape]]
You push your thoughts away, and continue working on building a generator for your masters. The feelings of wrongness don't fade away, though.\n\nEventually, you return home to your cramped room underground. The wraiths all live on the surface, and humans aren't really allowed to live on the surface. You flop down on the ground (you don't own a chair), and you try to think of something to do. You'll have to work again tommorrow; might as well take the time to enjoy yourself.\n\n[[Call your brother|call your bro]]\n\n[[Eat some food|scrap]]\n\n[[Clean your room|shiny]]
The flamethrower does nothing to stop the creature. It runs at you, embraces you, and [[crushes you.|death]]
You twist the bracelet quickly, and feel the now familiar weightlessness that accompanies your rewinds. You see yourself right before Fenton found you. \n\n[[Go to that moment|save Ursula]]
Your friends may be in danger. But this may literally be the only chance you have to find your father. Plus, Ursula can take care of herself. \n\nYou ignore the pangs of your conscience, and take a step downwards. Except your foot only meets air, and you hit the floor a few feet down. \n\nBrushing yourself off, you look around and realize that you've actually fallen quite a distance. Even though you didn't hurt yourself, you still fell too far to jump back up. It seems like you're stuck with this decision, and [[can't go back.|rabbit hole]]\n
You lean on the wall of the elevator, staring out the window at the ruins around you. These structures were built by a whole race of people who had been enslaved...//your// people, in a way. And what did they have to show for it? Nothing but a bunch of decaying metal.\n\nThat would be the fate of the people on Earth, if you didn't warn them.
“You see this place?” he says, swinging his arms wide. The flame from his device lights up the surrounding corridor. “All this construction? All these architecture? Have you seen the paintings on the wall, of human-like figures? Do you think those were made by those damn Precursors?” He's practically shouting now. “They can't even pick up objects for more than a few seconds, anyway. They'd drop the tools in the middle of making it. That's why they needed us.”\n\n[[Us? You mean humans?|lore 1]]\n\n[[Will you please start speaking English? What does any of this have to do with me?|lore 1]]
“When we go up these stairs, we're going to see a platform—it'll be a circle on the ground with a symbol on it. I need you to stand in that circle—it's a charging station for Builder tech. It'll need your bracelet to work. But it's imperative that you don't leave the circle—the Precursors haven't been able to get working Builder tech since they left for Earth. If they capture you, they'll reverse-engineer your bracelet. If they got control of your device, they'll do to this planet what they did to mine—they'll rule over it like gods.” He starts walking up the steps. “No matter what happens, you mustn't leave the platform.”\n\n[[“Yes”|final set-piece]]
You, Fenton, and Ursula walk down the long passageway that extends from the ship's entrance. The walls are colored red,and look veiny and uneven. It unsettles you quite a bit, and you can see Fenton shuffle a bit uneasily. He'd never admit it,but you can tell he's more than a little nervous.\n\nA loud boom makes all three of you jump. You turn around to see it's only the doors being closed. They won't open back up until one of you three give the signal.\n\n"It's the best way to avoid any sort of contamination. Just in case," says Ursula to no one in particular. \n\nYou can't see a thing now. The darkness makes everything eerier, even the breathig of your two team mates.\n\n"Um, Fenton, could you give us a little light?" asked Ursula. \n\n"We need to conserve charge," Fenton points out. Ursula groans loudly.\n\n[[Order Fenton to turn on his flashlight.|light]]\n\n[[Try to feel around in the dark. You'll want to conserve flashlight power, even if the flashlight is rechargeable.|walking blind]] \n
You check your pockets for anything that might be helpful. You find nothing, and curse aloud. Without your communicator, you can't talk to anyone of your teammates, or get help.\n\nIt's become very clear that whatever the aliens on this ship want, or who they are, the technology they had was far more advanced than humanity's. You wonder why they never contacted humans--unless the ship was on auto, someone must have used that teleporter on your team. And what made Fenton scream right before you left?\n\nYou leave all those questions in the back of your mind for now. Right now, you need to figure out where you are, and how to get back to the surface.\n\nYou can just barely see something glinting on the floor in front of you. To your right,you hear a faint, but insistent, noise.\n\n[[Investigate noise|meeting the Behemoth]]\n\n[[Ignore noise. Go to the door.|behemoth attacks]]\n\n
Your eyes fly open. You look around at your room in the underground bus, and realize it was just that dream again. Ever since you decided to go on this expedition, those dreams have been happenning with increasing frequency. Maybe it's just stress from the trip. \n\nOr maybe it's your mind trying to tell you that going on an ameteur expedition into a giant spaceship is a terrible idea.\n\n[[Look around your room.|look around]]\n\n[[Go outside, into the lobby.|lobby]] \n\n
You climb up the long stairs that lead to Ursula's signal. The air is getting muggier, but also tastes cleaner. What sounds like running water is above you, as well as some whispers. You don't know where they're coming from, but you hope it's your teammates.\n\nYou finally find yourself in at the top of the stairs. What you see looks completely [[different.|forest]]
“Alright. Ask either me or Ursula a question. If you're correct, you should be able to go back to before we answer and know what I'm going to say,” says Fenton.\n\n[[“What's your favorite color?”|color]]\n
<<set $fear += 1>>\n\n"We need to get out of here now!" you practically scream. You were not expecting this, nd even finding your father isn't worth all this risk.\n\n"If you haven't noticed, the door's locked right now!" says Fenton.\n\n"Use your torch!" you say.\n\nFenton scrambles through his bag. After a few long seconds, he pulls out his welder, and uses it on the door.\n\n"Ursula, stay close," you say. When you don't hear a response, you realize that Ursula is gone. Did she panic and go further into the ship?\n\nBy now, the distortion effect on your vision is getting greater. Fenton looks like a big grey blob. You're starting to feel dizzy, and eventually fall over.\n\nYou faintly hear Fenton saying something, and then suddenly going silent. Right before you close your eyes, you hear Fenton [[scream|wake up]]
“Isn't it obvious?” he says. “The reason I know this is because I used to be one of the Builders. I was one of the later ones, right when the revolt started. You can use the bracelet, because you've got part Builder DNA in you.”\n<<if $anger is "off">>/\n[[“Wait, seriously?”|lore 3]]\n<<else>>/\n[[“Is this a joke”|lore 3]]\n<<endif>>/\n
“Oh, this is no joke. Come on, didn't you wonder why you were born with that odd streak in your hair? Why you never got to see any family on my side of the family? The odd drawings around my home, of fantastical forests? That's my home. That's where I really come from,” he says. “I remember coming here. It was in a pod—a spare one, because most were being destroyed in the fighting. I went on it, flew off, and hoped for the best. I still remember seeing the stars passing by...When I got to this planet, which was much greener back then, I decided to live in this new life, the best I could. I've loved exploring this planet so much, that I've made a job out of it. And I've enjoyed my time here, with your mother, and you and your siblings. So, you can imagine how I felt when I realized the creatures who tore apart my planet were now coming here, on Earth.”\n\nHe suddenly stops walking. You look around, and realize you're at the end of the hall. He opens up a door in front of the two of you, and it leads up a flight of stairs. \n\n“We're nearly there. Once we go up these flight of stairs, we'll be going to the way out,” he says. \n \n<<if visited("q about exit")>>\n\n[[Go up the stairs.|up]] \n\n<<elseif>>\n[[What way out?|q about exit]]\n<<endif>>
“You really don't understand, do you? Of course...because I never told you,” he says. “The bracelet you have—haven't you ever wondered why you're able to use that bracelet? It would be harmful to anyone else who used it. Haven't you been able to read the writing on the walls?”\n\nHe draws the flame under his face. It gives him an ominous shadow. (He might be doing that on purpose. He always had a flair for the dramatic.)\n\n“This place was not built by the mist creatures. It was created by a separate race, who slaved away for days and days, creating thousands of cities for those Mist monsters. Eventually, they revolted, and the Mist creatures escaped and searched for a new planet. Now, those Mist creatures want Earth. That's why the ozone layer's messed up; the mist creatures—they call themselves Precursors—are trying to make conditions right for themselves.”\n\nYou try to take all of this in. The Mist creatures making the ozone layer decay? Well, you always thought there was a connection between the spaceship and the ozone layer. A separate race building the ship? Fanciful, but it would make some sense. But some things didn't add up. [[What did this have to do with the bracelet?|lore 2]]
"Fenton!" you call out. "Hey! I'm over here."\n\nThe person on the other side turns in your direction. Then you hear a wheezing sound, like steam flowing out of a pipe. \n\n"Fenton, stop playing around," you say. There's a growing feeling of unease in your stomach, though. \n\nThe wheezing sound gets louder, and rhythmical. Almost like breathing. The person gets closer to you, and you realize that the noise is coming from the person.\n\n\n[[Get out of there.|behemoth attacks]]\n\n[[Stay.|behemoth attacks]]\n\n
You lean over the bed, and scoop the phone off the floor. For a second, you think to call your Mom, but decide against it. She'd only try to stop you from going on this trip. But you've got to do this--the Earth (and your father) are depending on you. Fortunately, you've got Fenton and Ursula to help you out. Then, you briefly think about calling your ex-girlfriend, then laugh the thought away.\n\nYou put your phone in your jacket pocket and [[look back up at your room.|look around]]
You look up, and see a huge wraith something down. It's much bigger than any other wraith you've seen, with eight arms, and hissing loudly. It flows down to the ground in front of you, and advances toward you swiftly. \n\n[[Use your flamethrower|ineffective]]\n\n[[Run. Abandon your friends.|run out]]
All three of your team goes deeper into the ship. The temperature is slowly going down. The air is starting to feel muggier. You're not too uncomfortable, considering that you're just wearing jacket and some jeans. The other two of your teammates, though, are wearing biosuits, and probably sweating like crazy.\n\nUrsula takes out her comms, giving one to the both of you. "Here we go. Just in case something goes wrong."\n\nYou nod, and Fenton grunts in acknowledgement. Then you walk on.\n\n[[Suddenly, there's a loud buzzing.|buzz]]
You run into the field, whipping out her flamethrower. You have to find a way to get to Ursula before the wraith does. \n\n[[Call out her name| call out Ursula's name]] \n\n\n
“Wait, you've encountered them? How did you survive? Do you have a flame to use to ward them off? How many did you encounter so far?” he asks. \n\n[["I defeated them using that bracelet. It can travel through time!"|still heating up]]
Fenton puts on the bracelet. It fits weird on large wrist. \n\n“Finally. Someone with sense will be handling this,” he says, smiling. “Now all I have to do is twist, right?”\n\nHe twists, and the bracelet glows [[red|alien world 2]]
You wake up from your nap. You look up, to see your friend Ursula glaring at you.\n\n“Come on! If they catch you sleeping, they'll punish you. And then I'll have to work harder, or they'll punish me too.”\n\nYou push your weary body off the ground. You've been building the structure for your Wraith Masters almost all your life, but it never gets any easier. At least you have Ursula to help you. Despite the fact that she and you (and the dead Fenton) were the ones who found out about the wraiths, the Wraiths never gave you any special breaks. Lifting the heavy equipment that you use to build, you walk toward your work place.\n\nSomething feels off about today, though. You have distinct sense of wrongness. You faintly remember talking to Fenton on the spaceship—clearly impossible, since you saw him die---and even memories of fighting the Wraiths on the ship.\n\nThese thoughts worry you, though. The Wraiths are not too harsh to their subjects, but dissension isn't tolerated.\n\n[[Ignore these rebellious thoughts. They will only lead to trouble.|ignore thoughts]]
You're about to go, when a loud buzzing noise comes out. \n\n[["Uh, what's that?" says Ursula.|buzz]]
You reach for your bracelet. By accident, you fall on your face. Soon, your hands are as immobile as your feet. Instinctively, you keep your mouth shut, trying to keep yourself from breathing the mist inside of you.\n\n[[Hold your breath|flame on]]
It's one of the wraiths. But it's much larger than any wraith you've seen so far. Whereas most of them had a normal human shape, this one looks like a walking octopus. Its writhing tentacles slap your father around, and you can see it approaching you. One of its tentacles lash at the force field protecting you, and you hear a loud sizzling sound. You crouch down, keeping as far from the creature as you can. \n\nYour father gets up, and shoots the wraith again. The wraith doesn't even seem to notice. “The elevator's finished charging. Just say the word 'Up', and go!” \n\n[[Say the word, and get out of here.|end 1]] \n\n[[Use the bracelet. Rewind time|end 2]]
body {\n margin: 0;\n padding: 0;\n}\n#passages {\n margin: 0 5% 0 5%;\n padding: 2.5% 0 5% 0;\n border-left: saddlebrown solid 1.5em;\n height:auto;\n background: #3d1d08;\n background: -webkit-radial-gradient(center, ellipse cover, #3d1d23 0%,#000000 80%);\n background: radial-gradient(ellipse at center, #3d1d08 0%,#000000 80%);\n}\n.header {\n width: 25%;\n border-top: saddlebrown solid 0.1em;\n margin: auto;\n padding: 0 0 2.5% 0;\n}\n\n.transition-in {\n\tposition:absolute;\n\topacity:23;\n}\n.passage {\n margin: 2em;\n font-family: "Georgia", serif;\n font-size:2.2em; \n color: peru;\n text-shadow: sienna 0.05em 0.05em 0.05em;\n\n\n\n\n}\n.transition-out {\n\tposition:absolute;\n\topacity:23;\n}\na.internalLink, a.externalLink {\n color: burlywood;\n text-shadow: peru 0.05em 0.05em 0.05em;\n}\na.internalLink:hover, a.externalLink:hover {\n color: cornsilk;\n text-decoration: none;\n text-shadow: peru 0.05em 0.05em 0.05em;\n}\n#sidebar {\n\tdisplay:none;\n}
You walk quickly through the forest, following the sound of the beeps that you hear. Leaves are hitting your face as you pass through, but you ignore it. The sounds are getting louder and louder—you're cn tell you're [[close.|get grabbed]]
\nYou take out the flamethrower and use it on the wraith. It hisses, and disperses.\n\n“Do you have anymore of those?” he asks. \n\nYou're about to reply, but then you hear a loud coughing. You walk over, and see Ursula coughing on the ground. \n\n“One of those wraiths got to her,” Fenton says. “We need to get out of here.”\n\nFenton's still talking, but you ignore him. You realize what you need to do.\n\n[[Go back to before Ursula was attacked. Save her.|rewind to before meeting Fenton]]
The sudden switch from alien ship to forests was way too sudden for you.. You stand back for a moment, trying to calm down. \n\n[[When you're ready, you go forward again|beep beep]]
You try to move your feet, but it feels like you're in quicksand. You can see shifting shapes in the fog, and realize it's more of the wraiths from before. You can see your father snatching a device from his suit that is a bigger version of your mini-flamethrower. He burns away the mist from your legs. More fog is rising even as he burns it away.\n\n[[Run back the other way.|dead end]]
You're a little surprised at his reaction. You start to notice what he's wearing—an extremely dirty shirt and pants combo, that might have once been a very pretty white, but no longer was. His face looks bruised, and filled with stress lines. His body looks lean, and his hair looks matted.\n\n“This place is incredibly dangerous. Why are you here?” he repeats. \n\n[[I came here looking for you.|conversation heats up]]
Heat suddenly washes over you. The mist disperses, and you see your father opening a door in the floor, a flamethrower in hand.\n\nHe beckons you in, and you follow. You can hear creatures reaching out for you, and you scurry down the hole in the floor, and down the ladder that leads from [[it.|escape]]
The man is closer now. You can see details of his body. He's wearing large black armor covered , and wears a large helmet. You can't see the face through the helmet, because white smoke is obscuring the face.\n\nYou step up the the man slowly, and stand in front of the man. \n\nThe mist is starting to gather around you, and you can start to see faces forming in the mist. \n\nThe man takes off his mask, but the white smoke is still there. It clears, and you see the face of your father.\n\n"Welcome home," he says. \n\nThe ground turns from water to steam, and the entire world bursts to [[flame|Underground Bus]]
\nThe Behemoth is right next to you now. You aim for the chest of the creature, and hope it works.\n\nThis time, the wraith seems really damaged. It roars, and lands a blow at your own chest. You go flying backward, and scramble to get up. Behind the wraith, you see Ursula and Fenton.\n\nThis time, the wraith seems really damaged. It roars, and lands a blow at your own chest. You go flying backward, and scramble to get up. Behind the wraith, you see Ursula and Fenton.\n\n[[Go in for the kill|burn it down]]\n[[Run, and abandon your friends|abandon]]
The wraith stares at you. Soon, you hear words inside your head.\n\n“You mean nothing. We need your bracelet.” It's the same voice from your dreams.\n\n[[It's distracted. Use your bracelet|second rewind]]
You twist, and open your eyes to see yourself in front of Fenton and Ursula, in an odd forest. He's alive? But this isn't real—you were never this deep on the ship. The wraiths came for you before…\n\n“Well?” says Fenton. “Give me the bracelet!”\n\nThen you realize what happenned. Fenton must have been died from using the bracelert when you gave it to him last loop. Maybe it was only meant to work for you? Either way, you couldn't let him take the bracelet—not after what you had just seen. \n\n[[Keep it from him at any means necessary|fight]]\n\n
And then you see him. At first you just think he's just a trick of the light, or maybe you're tired. A paranoid part of you fears it's one of the mist creatures.\n\nBut no, your actual father is in front of you. The blue light of the spaceship gives him an otherworldly glow. He doesn't see you, and is looking at the ground. You've looked at the picture of him plenty of times before, however, so you know it's him.\n\n[[Walk to your father|father]]\n\n[[Run to your father|father]]
"He's a jerk," said Ursula flatly. "I'm still not sure if bringing him was worth it."\n\nYou remind her that he was the only engineer (grudgingly) willing to go on this crazy trip. And there was no way you were going into an unknown environment without any tech support.\n\nUrsula nods, though she's still frowning. She grabs another schematic from the floor, and continues studying it.\n\n<<if visited( "U's thoughts on Diagram")>>\s\n\nUrsula suddenly looks up from her diagram. "You feel ready for what we're about to do?" she asks.\n\n[["Yeah."|confident answer][$confidence += 1]]\n\n[["To be honest...not really."|nervous answer][$fear += 1]]\n\n\n<<elseif>>\s\n[[Ask her about the diagram.|U's thoughts on Diagram]]\n<<endif>> \n\n
"Seriously, this mission is a waste!" said Fenton. \n\nBy now, you're used to his complaining. Ever since you came up with this idea to investigate inside the crashed UFO, Fenton has been the one who has disliked the idea the most. You suspect the only reason Fenton agreed to go this mission is because his husband, who just so happens to be your brother, would never speak to him again if he didn't, and because of th paycheck you've promised him.\n\n"If you consider it a waste, fine. Just open up the structure, help keep our technology running, and shut up," says Ursula. A long time friend of yours, She had close connections with the people studying the structure, and so was in charge of helping you navigate your way inside the place once you got inside. She and Fenton never seemed to get along, which ad made the last few days rather rough. \n\n"I don't want to be arrested just because she wants to go on a "Save-the-Ozone-Layer" mission and look for her father in the middle of a weird ruin," said Fenton, referring to you. He catches sight of you, and says "No offense meant."\n\nUrsula just shakes her head. Brushing her sliver-dyed hair out of her face, she walks back to her room, and slams the door.\n\n[[Go check on Ursula|Ursula]]\n\n[[Go talk to Fenton|Fenton]]
“Ursula!” you say. “Look out for the monster!”\n\n“Wait, what?” you hear a familiar voice say. You rush out to see Ursula turn, with the wraith coming up behind her.\n\n[[Use the flame device|too far]]\n\n[[Throw her the device|Ursula uses flame]]
body {\n margin: 0;\n padding: 0;\n}\n#passages {\n margin: 0 5% 0 5%;\n padding: 2.5% 0 5% 0;\n border-left: saddlebrown solid 1.5em;\n height:auto;\n background: #3d1d08;\n background: -webkit-radial-gradient(center, ellipse cover, #3d1d23 0%,#000000 80%);\n background: radial-gradient(ellipse at center, #3d1d08 0%,#000000 80%);\n}\n.header {\n width: 25%;\n border-top: saddlebrown solid 0.1em;\n margin: auto;\n padding: 0 0 2.5% 0;\n}\n\n.transition-in {\n\tposition:absolute;\n\topacity:0;\n}\n.passage {\n margin: 2em;\n font-family: "Georgia", serif;\n font-size:2.2em; \n color: peru;\n text-shadow: deepskyblue 0.05em 0.05em 0.05em;\n\n\n\n\n}\n.transition-out {\n\tposition:absolute;\n\topacity:0;\n}\na.internalLink, a.externalLink {\n color: burlywood;\n text-shadow: peru 0.05em 0.05em 0.05em;\n}\na.internalLink:hover, a.externalLink:hover {\n color: cornsilk;\n text-decoration: none;\n text-shadow: peru 0.05em 0.05em 0.05em;\n}\n#sidebar {\n\tdisplay:none;\n}
He stares at you with wide-open eyes. He slowly shakes his head, and then stares at you some more. He steps closer to you, and puts a tentative hand on your shoulder.\n\n“By god. It's really you,” he says. Then he frowns. “Why are you here? You shouldn't be [[here.|conversation continues]]”
\n“It's a backup elevator,” he says. “Made when the Builders were creating this place. It needs Builder tech to activate, though. Else, it's just a dusty old piece of junk. Unfortunately, those Mist creatures have been very diligent in keeping Builder tech away from any possible pathways out of here. Fortunately, the bracelet you own will work perfectly to turn the equipment on. With that, we should be able to find our way out of here. ”\n\n<<if visited("q about Builders")>>\n[[Go up the stairs.|up]] \n\n<<elseif>>\n[[You keep mentioning Builders. Are those the mist creatures?|q about Builders]]\n<<endif>>
You push through the pain, and enter the memory.\n\nFor a second, you feel better.\n\nThen you throw up, and fall on the hard floor. Your muscles, your stomach, every part of you feels sore.\n\n “Are you okay?” asks a voice above you. You recognize it as Ursula's. You open your eyes, and realize you're back in the elevator with Fenton and Ursula.\n\n“What the hell is wrong with her?” asks Fenton. \n\nYou try to warn them about what's down there, but can barely speak.\n\n“She just began convulsing and throwing up out of nowhere! Maybe it's because of something in the technology,” says Ursula. Then she pauses, like she's listening for something. “Hey, what's that buzzing?”\n\nYou try to answer, but you go to black [[before you can.|death]]
<<set $flash-=1>>\n\n\n\n"Fenton, turn on the light, or I'm gonna leave you here," you order. There's some fiddling in the background, and soon blue light illuminates the walls. You see the faint glow of Ursula's smirking face.\n\nYou know that you were a little rough with Fento just now. But you need to maintain a strict ship here. If the terrible things that your father described in the ship were as bad as he said, you'll need to run a tight ship.\n\nAnd your father was rarely wrong. \n\nThe blue light makes the passageways take on an almost watery look. You can clearly see one passageway directly in front of you. Two lockeed doors are on your side.\n\n[[Go through the center door|throat]]\n\n
@keyframes cyc-vert-dial-out {\n 0% { top: 0em; }\n 100% { top: 2em; }\n}\n@keyframes cyc-vert-dial-in {\n 0% { top: -2em; }\n 100% { top: 0em; }\n}\n@-webkit-keyframes cyc-vert-dial-out {\n 0% { top: 0em; }\n 100% { top: 2em; }\n}\n@-webkit-keyframes cyc-vert-dial-in {\n 0% { top: -2em; }\n 100% { top: 0em; }\n}\n.cyclingLink {\n overflow: hidden;\n display: inline-block;\n position: relative;\n height: 2em;\n vertical-align: middle;\n white-space: pre;\n}\n.cyclingLinkDisabled,\n.cyclingLinkEnabled {\n display: inline-block !important;\n height: 1em;\n top: 0em;\n left: 0em;\n position: absolute;\n}\n.cyclingLinkDisabled {\n top: -8em;\n animation: cyc-vert-dial-out 1s; -webkit-animation: cyc-vert-dial-out 1s;\n position: absolute;\n}\n.cyclingLinkEnabled {\n top: 0em; \n animation: cyc-vert-dial-in 0.8s; -webkit-animation: cyc-vert-dial-in 0.8s;\n position: relative;\n vertical-align: top;\n}\n.cyclingLinkInit, .cyclingLinkInit::before {\n animation-iteration-count: 0 !important;\n -webkit-animation-iteration-count: 0 !important;\n}
/* Your story will use the CSS in this passage to style the page.\nGive this passage more tags, and it will only affect passages with those tags.\nExample selectors: */\n\nbody {\n\t/* This affects the entire page */\n\t\n\tfont-size:4.4em;\n \n}\n.passage {\n\t/* This only affects passages */\n\t\n\tcolor: red;\n}\n.passage a {\n\t/* This affects passage links */\n\t\n\t\n}\n.passage a:hover {\n\t/* This affects links while the cursor is over them */\n\t\n\t\n}
version.extensions.cyclinglinkMacro={major:3,minor:3,revision:0};\nmacros.cyclinglink={handler:function(a,b,c){var rl="cyclingLink";\nfunction toggleText(w){w.classList.remove("cyclingLinkInit");\nw.classList.toggle(rl+"Enabled");w.classList.toggle(rl+"Disabled");\nw.style.display=((w.style.display=="none")?"inline":"none")}switch(c[c.length-1]){case"end":var end=true;\nc.pop();break;case"out":var out=true;c.pop();break}var v="";if(c.length&&c[0][0]=="$"){v=c[0].slice(1);\nc.shift()}var h=state.history[0].variables;if(out&&h[v]===""){return\n}var l=Wikifier.createInternalLink(a,null);l.className="internalLink cyclingLink";\nl.setAttribute("data-cycle",0);for(var i=0;i<c.length;i++){var on=(i==Math.max(c.indexOf(h[v]),0));\nvar d=insertElement(null,"span",null,"cyclingLinkInit cyclingLink"+((on)?"En":"Dis")+"abled");\nif(on){h[v]=c[i];l.setAttribute("data-cycle",i)}else{d.style.display="none"\n}insertText(d,c[i]);if(on&&end&&i==c.length-1){l.parentNode.replaceChild(d,l)\n}else{l.appendChild(d)}}l.onclick=function(){var t=this.childNodes;\nvar u=this.getAttribute("data-cycle")-0;var m=t.length;toggleText(t[u]);\nu=(u+1);if(!(out&&u==m)){u%=m;if(v){h[v]=c[u]}}else{h[v]=""}if((end||out)&&u==m-(end?1:0)){if(end){var n=this.removeChild(t[u]);\nn.className=rl+"End";n.style.display="inline";this.parentNode.replaceChild(n,this)\n}else{this.parentNode.removeChild(this);return}return}toggleText(t[u]);\nthis.setAttribute("data-cycle",u)}}};
“That's nonsense!” says Fenton. “We're in a life-or-death situation, and you're playing around with a device that could save our lives!”\n\nUrsula starts “Fenton, seriously, calm down. We're all a little heated--”\n\n“Be quiet, Ursula!” says Fenton. “Listen, give me the bracelet. I'll fix this situation in a jiffy.”\n\n[[Give him the bracelet.|alien world 1]]
\n\nYou try to burn the creature away. You nearly scorch Ursula, and are too far away to get the wraith. It flows out of the way, and engulfs Ursula.\n\n[[Throw her the device|Ursula uses flame]]
<<replace "The hallway goes on" >> And on.<<becomes>> and on<<becomes>> [[and on.|see your father]] <<endreplace>>
You decide to go up to the route that leads to Ursula. You would like nothing better than to see your father again, but you can't abandon your teammates. They might not know those wraith creatures are in the ship. \n\nSo, you follow the beeping of Ursula's tracker, off into the [[dark heights….|Ascension]]
You open the fridge. Damnit. Your girlfriend was over the other day; unfortunately, she's got a really big stomach, and now there's almost nothing in the fridge, there's almost nothing in here, besides some rather stale bread (why did you put bread in the fridge?). \n\n[[Call your brother|call your bro]]\n[[Clean your room|shiny]]
You ignore that queasy feeling and go to the fuzzier memory. The queasy feeling gets even stronger, and you feel like someone's wriggling into your mind with a poker. It feels like your mind is resisting your attempts to reach into this snapshot in time.\n\n[[Go to the other memory|wraith finds you]]\n\n[[Keep on trucking through to this memory. Anything is better than meeting the wraith.|unconsciousness on the elevator]]