{ <span class="f1">(if: (passage:)'s name is "Check Inventory")[<!--Do nothing-->] (else-if: $injury > 0)[Health: (print: $health)/80] (else:)[<!--Do nothing-->] (if: (passage:)'s name is "Check Inventory")[<!--Do nothing-->] (else-if: $infected > 0)[ Toxicity Level: (print: $tox)%] (else:)[<!--Do nothing-->]</span> } { <span class="f1">(if: (passage:)'s name is "Check Inventory")[<!--Do nothing-->] (else-if: $inventoryitems > 0)[ [[Check Inventory]] ] (else:)[<!--Do nothing-->] </span> } (unless: (passage:)'s name is "Check Inventory")[(if: $time is "limited")[You have (css: "color: red")[|amount>[$counter]] seconds till detonation. (live: 1s)[ (set: $counter to it - 1) (if: $counter is 0)[(stop:)(go-to: "Detonation")] (replace: ?amount)[$counter] ] ] ] <span class="h1">Inventory</span> { (if: $inv's length > 0)[(print: $inv.join(", ")).] (else:)[Your inventory is empty.] } (click: "First-aid Kit")[(color: #767676)[Do you want to use the first aid kit? [Yes]<yes| | [No]<no| (click: ?yes)[(set: $health to $maxhealth) Item used. (set: $inv to $inv - (a: "First-aid Kit"))] (click: ?no)[Ok.] ] ] (click: "pills")[(color: #767676)[You don't know what these will do. Best not to risk it.]] (link-goto: "Return", (history:)'s last) (if: (history:) contains "Distress Signal 1")[ <span class = "ScreenFont">//Click.// Mayday. Mayday. Mayday. This is Doctor Harlowe Walker of the PRIESTLY-ZERO-EIGHT. We are sinking. I repeat, we are sinking. The vessel is under attack. We have sustained heavy damage. `[`Panicked shouting and an alarm sounding`]` `[`A loud metallic screech and clang`]` `[`Someone screams`]` There are seven - maybe eight of them. We've lost all visuals. `[`There is a sound of glass smashing in another room`]` My God -</span> [[...->Distress Signal 2]]](else:)[{ (set: $inv to (a:)) (set: $inventoryitems to 0) (set: $maxHealth to 80) (set: $health to $maxHealth) (set: $maxTox to 100) (set: $tox to 15) (set: $injury to 0) (set: $infected to 0) (set: $clearance to 0) (set: $wedge to 0) }<span class = "ScreenFont">//Click.// Mayday. Mayday. Mayday. This is Doctor Harlowe Walker of the PRIESTLY-ZERO-EIGHT. We are sinking. I repeat, we are sinking. The vessel is under attack. We have sustained heavy damage. `[`Panicked shouting and an alarm sounding`]` `[`A loud metallic screech and clang`]` `[`Someone screams`]` There are seven - maybe eight of them. We've lost all visuals. `[`There is a sound of glass smashing in another room`]` My God -</span> [[...->Distress Signal 2]]] <span class = "ScreenFont">We are initiating protocol Alpha One-Zero. We are preparing to abandon ship. `[`Sounds of rushing water`]` The PRIESTLY08 is anchored with an active satellite beacon. We'll send someone back to retrieve the data, energy and air once it's safe. If you've located the vessel for retrieval, please initiate completion protocol one-six-five and head to the control room. `[`From another room: "They've gotten out!"`]` `[`In response: Lock it down. I'll get the air tanks.`]` `[`Shouting. Panic.`]` The line is cut off. //Click.//</span> (if: (history:) contains "Research Room Panel")[ [[...->Laboratory Panel]] ] (else-if: (history:) contains "Control Room Panel")[ [[...->Control Room Panel]] ] (else:)[ [[...->Screen 1]] ] (set: $lab to 1)''Laboratory'' Some equipment sits on the counter, blinking green and red. (click: "equipment")[(color: #767676)[There are lots of flashing lights, switches, gauges, pipes, wires and a few large cylindrical tubes attached to the desks.]] Some [diagrams]<diagrams| hang on the walls.(if: $diag is "clicked")[ [[Diagram 1->Squid Infographic]] | [[Diagram 2->Octopus Infographic]] ](else:)[(click: ?diagrams)[(set: $diag to "clicked") [[Diagram 1->Squid Infographic]] | [[Diagram 2->Octopus Infographic]] ]] Three monitors still stand on their desks. (click: "monitors")[(color: #767676)[Do you want to try booting them up? [[Yes->Monitors]] | [No]<no2| (click-replace: ?no2)[No]]] Tools float around, along with a slowly drifting lab-coat. (click: "Tools")[A surgical scalpel, petri dishes, pipettes, closed bottles of chemicals, a hydrometer and a microscope all float in the water.](if: $inv contains "Surgical Scalpel")[<!--Do Nothing-->](else:)[(click-replace: "A surgical scalpel")[(color: #767676)[Scalpel added to inventory(set: $inv to $inv + (a: "Surgical Scalpel"))(set: $inventoryitems to it + 1)] ] ](if: $inv contains "Bottles of Chemicals")[<!--Do Nothing-->](else:)[(click-replace: "closed bottles of chemicals")[(color: #767676)[bottles of chemicals added to inventory(set: $inv to $inv + (a: "Bottles of Chemicals"))(set: $inventoryitems to it + 1)] ] ] (if: $inv contains "Dr H. Walker Keycard - Level 2")[<!--Do Nothing-->](else:)[(click: "lab-coat")[(color: #767676)[You turn the lab-coat over and a card slips out of one of the pockets and floats towards you. (click: "card")[ Found: Keycard - Dr Harlowe Walker - Level 2. Item added to inventory. (set: $inv to $inv + (a: "Dr H. Walker Keycard - Level 2"))(set: $inventoryitems to it + 1)(set: $clearance to 2)] ] ] ] [[Back to passageway->Passage 3]] You peer through the hole in the wall. For a moment, you can't see anything. There is only the distant flash of a few small green and red lights. As you enter, the main room light blinks on dimly. The water looks somehow murkier in here[[...->Broken Tank Room 2]] ''Cupboard'' Two laminated information [displays]<info| are pasted to the front of the cupboard.(if: $display > 0)[ [[View left display->Scuba info]] | [[View right display->cephalopods are dangerous]] ](else:)[(click: ?info)[ [[View left display->Scuba info]] | [[View right display->cephalopods are dangerous]] ] ] There are two air-tanks left in the storage cupboard. It looks like there were more, but they're gone now. There is also a small wedge of metal floating around. (if: $wedge > 0)[<!--Do Nothing-->](else:)[(click: "wedge of metal")[ (color: #767676)[ [Take it?]<takewedge| (click-replace: ?takewedge)[You are holding the metal wedge. (set: $wedge to 1)] ] ] ] [[Exit cupboard->Passage 3]] (if: (history:)'s last is "Passage 2")[Turning right again at the end of the passageway, the space opens out into a wider passageway. Leading into a room at the very front of the submarine is a large set of metal double doors with a [[panel->Control Room Panel]] on the wall beside it. At the far end of the passageway is a [[cupboard->Storage]] with one door missing. Next to the cupboard, there is a closed, yellow door with a [[panel->Laboratory Panel]] on the wall beside it. [[Go back->Passage 2]]](else:)[You are in a wide passageway. (if: $access > 0)[The [[control room->Control Room]] doors are open.](else:)[Leading into a room at the very front of the submarine is a large set of metal double doors with a [[panel->Control Room Panel]] on the wall beside it.] At the end of the passageway is a [[cupboard->Storage]] with one door missing. Next to the cupboard, there is a closed, yellow door (if: $lab > 0)[leading to the [[laboratory->Laboratory]]](else:)[with a [[panel->Laboratory Panel]] on the wall beside it.] [[Go back->Passage 2]]]''Laboratory Access Panel'' (if: $protocol is 'true')[<!--Do Nothing-->](else:)[[[Replay Distress Signal->Distress Signal 1]]] (if: $clearance > 1)[[Use Dr Verity Jones' Keycard]<panel2|(click: ?panel2)[[[Access last communication->verity log]] ] [Use Dr Harlowe Walker's Keycard]<panel1|(click: ?panel1)[ [[Access last communication->H Walker Log]] [[Open the doors->Laboratory]] ]](else-if: $clearance is 1)[ [Use Dr Verity Jones' Keycard]<panel2|(click: ?panel2)[ [[Access last communication->verity log]] [[Open the doors->Turning the lights on]] ]](else-if: $clearnace < 1)[ [Use Keycard]<panel3| (click-replace: ?panel3)[You do not have a keycard. The door is locked.] ] [[Close screen->Passage 3]] ''Control Room'' (if: $counter is 360)[Detonation sequence activated.(set: $time to "limited")] Every surface is an intricate combination of screens, steering devices, flips, switches and pipes. There is a locked cabinet under one of the desks. Chairs are fixed to the floor in front of two screens. One is smashed, the other is lit up and ready to use. (if: $cabinet is "open")[<!--Do Nothing-->](else-if: $anchor is "Unlocked")[(click: "locked cabinet")[(color: #767676)[You anchor your two legs, suctioning them to the floor. Then, using your arms you grip hold of the handle and pull. You are surprisingly powerful, and manage to wrench the handle forward until the cabinet clicks and [[the door springs open->Cabinet]].] ] ] [[Use Screen->Control Room Screen]] (if: $access > 0)[ [[Exit Room->Passage 3 After Communication]] ](else:)[ [[Exit Room->Passage 3]] ]''Engine Room'' It is extremely loud in here and everything in the room shakes violently. Both sides of the room are lined with valves, gauges, dials, switches, pipes, tanks, fire extinguishers, and other bits of machinery. There is also a [control panel]<ctrl| in the middle of the room. Towards the back of the room is a large reactor, connected to a space beyond - at the very back of the submarine - via several large chutes and pipes. There is a hatch in the ceiling. (if: $anchor is "Unlocked")[(click: ?ctrl)[ [Smash panel?]<smash| ] (click: ?smash)[(color: #767676)[You anchor your legs to the floor using your powerful suckers, and with your arms, smash the screen.(set: $time to "unlimited")(stop:)] ] ] [[Climb through hatch->Open Water]](if: $protocol is 'true')[Protocol 165 initiated. [[Close screen->Passage 1]] (if: $clearance > 1)[[Use Dr Walker's Keycard]<panel1|(click: ?panel1)[ [[Access last communication->H Walker Log]] ] [Use Dr Verity Jones' Keycard]<panel2|(click: ?panel2)[ [[Access last communication->verity log]] ] ](else-if: $clearance is 1)[ [Use Dr Verity Jones' Keycard]<panel2|(click: ?panel2)[ [[Access last communication->verity log]] ] ](else:)[<!--Do Nothing-->] ](else:)[You are looking at a screen with a red light flashing on top of it. The screen reads: <span class = "ScreenFont">(align: "=><==")[EMERGENCY MODE DISTRESS SIGNAL BROADCASTING]</span> [[Replay Distress Signal->Distress Signal 1]] (if: $protocol is 'true')[Protocol 165 initiated.](else:)[ [Enter Protocol 165]<Pr| (click-replace: ?Pr)[Protocol 165 initiated. The light stops flashing.(set: $protocol to 'true')] ] [[Close screen->Passage 1]] (if: $clearance > 1)[[Use Dr Walker's Keycard]<panel1|(click: ?panel1)[ [[Access last communication->H Walker Log]] ] [Use Dr Verity Jones' Keycard]<panel2|(click: ?panel2)[ [[Access last communication->verity log]] ] ](else-if: $clearance is 1)[ [Use Dr Verity Jones' Keycard]<panel2|(click: ?panel2)[ [[Access last communication->verity log]] ] ](else:)[<!--Do Nothing-->] ] (if: (history:)'s last is "Screen 1")[You are in a corridor which is completely underwater. Spray-painted along the side of a tank that forms part of one wall is "PRIESTLY08" in black paint. In front of you, the passageway continues. It's in a bad state. Piping and panels have come loose from the walls or been dented in. Bits of equipment float all around. (color: #767676)[(click:"equipment")[ A battered fire-extinguisher, a snapped lever, a broken case - nothing salvageable. (set: $equipment to "clicked")] ] A section of ceiling panel floats past you and you dodge it. (click: "dodge it")[ As you move in the water, small bubbles appear behind you.] Behind you, the entire outer wall of the ship has been bashed inward and mangled, caving-into the passageway and blocking-off any route in that direction. On your right, half-way down the passageway, a huge hole has been ripped into the wall. On your left, there is a door with a large dent in it. ](else-if:(history:) contains "Passage 1")[The passageway is in a bad state. Bits of equipment float all around. (if: $equipment is "clicked")[<!--Do Nothing-->](else:)[(color: #767676)[(click:"equipment")[ A battered fire-extinguisher, a snapped lever, a broken case - nothing salvageable. (set: $equipment to "clicked")] ] ] Behind you the entire outer wall of the ship has been bashed inward and mangled, caving-into the passageway and blocking-off any route in that direction. On your right, half-way down the passageway, a huge hole has been ripped into the metal wall. On your left, there is a door with a large dent in it.] (else:)[You are in a corridor which is completely underwater. Spray-painted along the side of a tank that forms part of one wall is "PRIESTLY08" in black paint. In front of you, the passageway continues. It's in a bad state. Piping and panels have come loose from the walls or been dented in. Bits of equipment float all around. (color: #767676)[(click:"equipment")[ A battered fire-extinguisher, a snapped lever, a broken case - nothing salvageable. (set: $equipment to "clicked")] ] A section of ceiling panel floats past you and you dodge it. (click: "dodge it")[ As you move in the water, small bubbles appear behind you.] The corridor extends behind you, but the entire outer wall of the ship has been bashed inward and mangled, caving-into the passageway and blocking-off any route in that direction. On your right, half-way down the passageway, a huge hole has been ripped into the wall. On your left, there is a door with a large dent in it. ] [[Re-access the screen->Screen 1]] [[Inspect hole->Broken Tank Room]] [[Open door->Dining/Lounge]] [[Continue along passageway->Passage 2]]''Multi-Purpose Kitchen, Dining and Living Room Area'' There are several [[cupboards]], a cooker, and a counter. There is a table bolted to the floor, positioned towards the middle of the room, with metal chairs attached to its frame. A sofa sits in the corner. Above the sofa is a [[poster->Lounge Poster]]. A thermometer and a tube with some string attached to it float around the room. In the far corner there is an opening into [[another space->Bedroom]]. [[Return to passage->Passage 1]] {(color: #767676)[ (if: $inv contains "Thermometer")[<!--Do nothing-->](else:)[(click: "thermometer")[Added to inventory: Thermometer (set: $inv to $inv + (a: "Thermometer"))(set: $inventoryitems to it + 1)]] (if: $inv contains "Water Sampler")[<!--Do nothing-->](else:)[(click: "tube")[, Water Sampler (set: $inv to $inv + (a: "Water Sampler"))(set: $inventoryitems to it + 1)]] (if: $inv contains "20m Line")[<!--Do nothing-->](else:)[(click: "string")[, 20m Line.(set: $inv to $inv + (a: "20m Line"))(set: $inventoryitems to it + 1)]] ] }There is a very large tank in the centre of the room. One side has been smashed open and glass sits inside the tank. (if: $injury > 0)[The water in the tank looks strangely bluer now.] A few large shards have floated loose and escaped into the room. There is a viewing panel set into the right wall of the room. The coloured lights you saw seem to be coming through from the room beyond. [[Inspect viewing panel->Broken Tank Room 3]] [[Go back to passage->Passage 1]]''Bedroom'' Bubbles stream out behind you as you move towards the opening and through it, into what appears to be a bedroom. On the wall there's a screen like the one in the passageway, but this one is cracked. Five beds are anchored in place around the edge of the room. Duvets stretch out across the floor like strange, drifting seabeds caught in the swirl of the water. Something is tied to one of the bedframes. There is also a picture frame bracketed to the wall, containing a [[poster]]. There is a [[door->Bathroom]] at the far end of the room. [[Go back->Dining/Lounge]] (color: #767676)[(if: $inv contains "Dr Verity Jones' Keycard - Level 1")[Lanyard was added to inventory.](else:)[(click: "Something")[It's a lanyard.](click: "lanyard")[ The keycard attached to the end of the lanyard reads: Dr Verity Jones - Level 1. [Keep it?]<keep| (click-replace: ?keep)[(set: $clearance to 1) Lanyard added to inventory. (set: $inv to $inv + (a: "Dr Verity Jones' Keycard - Level 1"))(set: $inventoryitems to it +1)] ] ] ](if: (history:) contains "Broken Tank Room 3")[It's dark in the room beyond the viewing panel, but by the light from the equipment still blinking green and red - if you look closely - you can make out the outline of rectangles fixed to the wall, several dark porthole windows, monitors still on their desks, a small tank. Other items float around the room.] (else:)[-! A shard of glass cuts you as it floats by. Watch your health - injuries will heal over time, but you should keep an eye on it. It's dark in the room beyond the viewing panel, but by the light from the equipment still blinking green and red - if you look closely - you can make out the outline of rectangles fixed to the wall, several dark porthole windows, monitors still on their desks, a small tank. Other items float around the room.{ (set: $health to $health - 3) (set: $injury to 1)}] [[Back->Broken Tank Room 2]](if: (history:)'s last is "Passage 3")[Ahead of you, a combination of bent pipes, a stray tank, panels, and a door are wedged together into an immovable barricade, blocking the corridor. A few very small gaps are visible between the objects, where water has leaked through. No gap is larger than the size of a human fist. (if: $contort is "Unlocked")[(click: "gaps")[It looks like you could [[fit through->Contort]] one of these.] ] To your left, is [[the corridor you started in->Passage 1 from 2]]. [[Go back->Passage 3]] ](else:)[You move along to the end of the corridor. To your left, a combination of bent pipes, a stray tank, panels, and a door are wedged together into an immovable barricade, blocking the corridor. A few very small gaps are visible between the objects, where water has leaked through. No gap is larger than the size of a human fist. To your right, the passage continues in a straight, narrow line towards the front of the vessel. [[Continue to your right->Passage 3]] [[Go back->Passage 1]] ] (if: $sard is "eaten")[There's nothing that looks worth eating in here. [[Close cupboard->Dining/Lounge]]](else:)[As you open the cupboards, a few tins of beans and sausages float out and join the clutter in the room. Apart from a tin of [sardines]<sard|, there's nothing that looks worth eating in here. [[Close cupboard->Dining/Lounge]] (color: #767676)[(click: ?sard)[You prefer them fresh. There's a hint of something...//plastic// in the taste of these.(set: $infected to it + 1)(set: $injury to it + 1)(set: $health to it + 2)(set: $tox to it + 2)(set: $sard to "eaten")] ] ] ''Bathroom'' A rusty sink. A bath-shower. A toilet. A cabinet. [[Back to bedroom->Bedroom]] (color: #767676)[(if: $inv contains (either: "First-aid Kit" , "Pill Bottle"))[(click: "cabinet")[Cabinet empty.]](else:)[(click: "cabinet")[Several old toothbrushes float out into the water, along with a first-aid kit and a bottle of pills.] (click: "first-aid kit")[First-aid kit added to inventory. (set: $inv to $inv + (a: "First-aid Kit"))] (click: "pills")[Pill bottle added to inventory. (set: $inv to $inv + (a: "Pill Bottle"))] ] ]As you approach the back of the submarine, everything starts vibrating. A deep, unsettling rumbling noise can be heard and felt through the water. At the end of the passageway is another room. There is no door here, so you turn left and follow the wall of the room until you find a [box]<box|, about three quarters of the way along the wall with a red light on top of it. (color: #767676)[(click: ?box)[(if: $inv contains "Key")[It looks like you can [use the key]<key| here. (click: ?key)[ The key turns until it clicks. A light on the top of the box turns green. You have to keep holding it in position though, otherwise the green light turns red.] ](else:)[It looks like you need a key.] ] ] Continuing along to the end of the passageway you turn the corner, where you find a door set into the wall of the room. It's locked. A [panel]<pan| sits on the wall beside it.(click: ?pan)[ [Use Keycard?]<keycard|(click: ?keycard)[ (color: #767676)[A light on the top of the panel turns green. The door remains locked.] ] ] (if: $switchview is "Unlocked")[(if: $inv contains "Key")[It looks like the key and the keycard both work. Perhaps you should try using them simultaneously. [Use both?]<both| (click: ?both)[(color: #767676)[By switching views between what your main brain can see and what your arms can see, you guide first one arm holding the key towards the box round the corner, then another arm holding the keycard to the panel. Both lights turn green. The door opens. You can now enter the [[room->Engine Room]].] ] ] ] [[Go back through barricade->Passage 2 After Communication]] ''Control Room Access Panel'' (if: $protocol is 'true')[<!--Do Nothing-->](else:)[[[Replay Distress Signal->Distress Signal 1]]] (if: $clearance > 1)[ [Use Dr Harlowe Walker's Keycard]<panel1|(click: ?panel1)[ [[Open doors->Control Room]] ] [Use Dr Verity Jones' Keycard]<panel2|(click: ?panel2)[ Open doors (click-replace: "Open doors")[Access denied. Your clearance level is not high enough.] ]](else-if: $clearance is 1)[ [Use Dr Verity Jones' Keycard]<panel2|(click: ?panel2)[ Open doors (click-replace: "Open doors")[Access denied. Your clearance level is not high enough.] ]](else-if: $clearnace < 1)[ [Use keycard]<panel3| (click-replace: ?panel3)[You do not have a keycard. The door is locked]] [[Play last communication from this panel]] [[Close screen->Passage 3]] (if: (history:)'s last is "Check Inventory")[(if: $OpenWater is "achieved")[From a safe distance, you watch as the submarine explodes. It's massive, causing a huge jet of water in all directions that pushes you backwards. Black smog fills the water. Bits of the ship go flying in all directions and a huge piece of metal floats right by you - a near miss.](else:)[THE SHIP EXPLODES. IN THE BLAST, YOU ARE THROWN THROUGH THE WATER, INTO SEVERAL LARGE CHUNKS OF METAL, AND OUT INTO THE OCEAN. ... You come-to and a huge piece of metal comes hurtling towards you. It flies through the water and lands on the sea-bed below you, kicking up sand. Parts of the submarine lie all over the place. The water is murky. You are dizzy, and completely disoriented. It takes you a moment to get your bearings. Gradually the water clears a little and you can make out the colour of some plants, corals and fish below you. A few pieces of glass and plastic are tangled in the algae and sea grass, which the fish avoid. In the distance, there is the figure of another vessel - a ship with rotating blades attached to the front of it. As it moves it tears up whole carpets of the reef, ejecting a chemical fog out of the back.] (if: $nav is "clicked")[<!--Do Nothing-->](else:)[Now that you are back out in the open water, you can use your [navigation]<nav| ability. (click: ?nav)[Home is approximately 3100m North East, 700m deep. (set: $nav to "clicked") END of EPISODE 1 - Thank you for playing.] ] ](else:)[(if: $OpenWater is "achieved")[{ (set: $tox to $tox + 10) (set: $infected to it + 1) }From a safe distance, you watch as the submarine explodes. It's massive, causing a huge jet of water in all directions that pushes you backwards. Black smog fills the water. Bits of the ship go flying in all directions and a huge piece of metal floats right by you - a near miss.](else:)[{ (set: $time to "unlimited")(stop:) (set: $tox to $tox + 20)(set: $infected to it + 1) (set: $health to $health - 75)(set: $injury to it + 1) }THE SHIP EXPLODES. IN THE BLAST, YOU ARE THROWN THROUGH THE WATER, INTO SEVERAL LARGE CHUNKS OF METAL, AND OUT INTO THE OCEAN. ... You come-to and a huge piece of metal comes hurtling towards you. It flies through the water and lands on the sea-bed below you, kicking up sand. Parts of the submarine lie all over the place. The water is murky. You are dizzy, and completely disoriented. It takes you a moment to get your bearings. Gradually the water clears a little and you can make out the colour of some plants, corals and fish below you. A few pieces of glass and plastic are tangled in the algae and sea grass, which the fish avoid. In the distance, there is the figure of another vessel - a ship with rotating blades attached to the front of it. As it moves it tears up whole carpets of the reef, ejecting a chemical fog out of the back.] (if: $nav is "clicked")[<!--Do Nothing-->](else:)[Now that you are back out in the open water, you can use your [navigation]<nav| ability. (click: ?nav)[Home is approximately 3100m North East, 700m deep. (set: $nav to "clicked") END of EPISODE 1 - Thank you for playing.]] ](set: $log1 to "listened")<span class = "ScreenFont"> //Click.// Verity: There's still not a lot of progress here, but we're getting somewhere, slowly. Dr Walker tells me it's impractical sending you these update messages. She thinks it fosters false hope. No doubt she thinks the Priestly mission is just another last-ditch attempt like the rest of them do. It honestly baffles me that they would put someone like her in second command. It doesn't exactly do much for the morale around here. Mind you, at least she's better company than Commander Bass. The guy hasn't cracked a smile the whole time we've been down here. My hope isn't false though. I think we might actually be on to something here, John. The octopus and squid specimen we have in the tank here can do some amazing things. Things that could help - if only people were willing to keep their minds open. I suppose it's hard to do though, given the circumstances. I have to keep reminding myself how things have changed; that they behave the way they do in here because they're alone, and have been separated from the rest of them. `[`sigh`]` I've just got to keep trying. I'll be back before you know it, with plenty of supplies for you and little Cally both. Just hang on in there for me. I love you. ... //Click.//</span> (link-goto: "Close", (history:)'s last) ==><== ''Octopus'' <img src=https://www.researchgate.net/profile/Dineshbabu_Ap/publication/305329627/figure/fig14/AS:384054055718912@1468577030012/Schematic-representation-of-external-and-internal-body-parts-of-octopus.png width="600px" height="auto"> <== All the organs of the octopus are located inside the mantle. Ink is released from the ink sac when in danger. All octopuses are venomous to humans, their bite containing paralysis toxins. An octopus can regrow its arms over time if injured. [[Learn more]][Monitor 1]<1| | [Monitor 2]<2| | [Monitor 3]<3| (click: ?1)[(color: #767676)[The monitor turns on, but the screen is blue with static brushing up and down it. It doesn't respond to anything you do.]] (click: ?2)[(color: #767676)[The monitor won't turn on]] (if: $click3 is "clicked")[ [[Research Logs]] [[Database]] ](else:)[(click: ?3)[(set: $click3 to "clicked")(color: #767676)[The monitor blinks to life.] [[Research Logs]] [[Database]] (if: $clearance > 1)[ [[Access last communication - Verity Jones->verity log]] [[Access last communication - Harlowe Walker->H Walker Log]] ](else-if: $clearance is 1)[ [[Access last communication - Verity Jones->verity log]] ](else:)[<!--Do Nothing-->] ] ] [[Return to Laboratory->Laboratory]]<span class = "ScreenFont"> //Click.// Jennifer, it's Harlowe. How are you getting on in sector F0? Is there any more progress on the electrolysis programme? I know you probably would have called if you'd had a breakthrough, but I heard through comms that the Oxygen numbers are falling fast, and there are signs of hypoxia in Biome 2 and some of the Sunlight Zone lower sectors. I don't know if it's true, but if it is, know that you're doing the most important work with the time we have left. I'd say I hope Biome 3 reaches completion soon, but I don't. There's not enough air to go around three of us, and it's Biome 2's fault for not regulating procreation and taking in more than they could manage before construction was finished. I would give you an update of my own, but progress is slow here, if you can call it that. In any case, we've got about seven days of air left, so I'll see you back at Sunlight before the week is out; provided nothing goes wrong. As always, pass my best to your kids, and I hope you're sharing out my air rations with them whilst I'm gone. It would be a waste otherwise, seeing as I get special dispensation for expeditions. Catch you on the flipside //Click.// </span> (link-goto: "Close", (history:)'s last)''Control Room - Main Screen 1''(set: $screen to "seen") (if: $protocol is 'true')[<!--Do Nothing-->](else:)[[[Replay Distress Signal->Distress Signal 1]]] [Use Dr Verity Jones' Keycard]<panel2|(click: ?panel2)[ | [[Access last communication->verity log]]] [Use Dr Walker's Keycard]<panel1|(click: ?panel1)[ | [[Access last communication->H Walker Log]]] [[Play last communication from this panel->last]] (if: $access > 2)[ [Enter Your Information]<enter|(click: ?enter)[(color: #767676)[ You do not know this information.] ] ](else-if: $EnterName is "entered")[<!--Do Nothing-->](else-if: $access is 2)[ [[Enter Your Name]] ](else-if: $access is 1)[ [[Enter Your Name]] ](else:)[ [[Retrieve Data]] ] (if: $countdown is "on")[ [Deactivate destruction sequence]<deactivate| (click-replace: ?deactivate)[(color: #767676)[Request remotely overridden. Manually deactivate from engine room.] ] ] (if: $access > 0)[[[Close screen->Control Room]]](else-if: (history:) contains "Control Room Screen")[[[Close screen->Control Room]]](else:)[[[Close screen->Password Incorrect]]] ''Control Room - Main Screen 1'' (if: $access > 1)[//Click.// You briefly see several files flash up on the screen: a photo of an octopus with target areas for inflicting fatal damage circled, a photo of a dozen octopus in a nest on the seabed, a photo of a damaged submarine coughing out black smoke - a swathe of desolate rock and sand extending behind it. The screen goes black, and a message flashes up: <span class = "ScreenFont"> This is Sunlight Zone sector 111. (if: $access is 4)[Commander Bass, we're](if: $access is 3)[Doctor Walker, we're](if: $access is 2)[We're] going to need you to enter some information to confirm your identity before retrieval of data, energy and air can be continued. Please enter or speak your (if: $access is 2)[name.](if: $accesss > 2)[date of birth, command number, and civilian number.] </span> //Click.// [[End->Control Room Screen]] (set: $counter to 430)] (else-if: $access is 1)[<span class = "ScreenFont">//Click.// Security has detected a system breach. If you are research personnel please enter your information now. If you fail to do so, detonation sequence will be activated regardless of data, energy or air retrieval. //Click.//</span> [[End->Control Room Screen]] (set: $counter to 360)] The passageway is in a bad state. Bits of equipment float all around. At the opposite end of the corridor, the entire outer wall of the ship has been bashed inward and mangled, caving-into the passageway and blocking-off any route in that direction. On your left, half-way down the passageway, a huge hole has been ripped into the wall. On your right, there is a closed door with a large dent in it. [[Re-access the screen->Screen 1]] [[Inspect hole->Broken Tank Room]] [[Try to open door->Dining/Lounge]] [[Go back->Passage 2]]''Life Underwater is Better'' The poster shows a picture of a smiling family inside a huge underwater glass dome. They look out at the tropical fish and coral in awe. At the bottom of the poster is written: ''Sunlight Zone: The New Caribbean Island'' [[Back->Bedroom]]<span class = "ScreenFont">//Click.// Dr Walker, it's Dr Verity Jones. We've noticed some abnormal behaviour in the cephalopods in the tank in the last five or ten minutes. The colour patterns - they're not like anything i've seen before. I don't - `[`There is a loud clang, the audio crackles, someone is yelling "Water! It's an attack! It's an attack!"`]` `[`For a moment there is nothing but the sound of someone running`]` Dr Walker! It's an attack formation. `[`Heavy, panicked breathing`]` Three cephalopods in counting. Two octopus, one squid. I think it might be a red devil. I'll try and block off the corridor to slow them down. Ah!- ... The line goes dead //Click.// [[End->Control Room Panel]] </span>(set: $display to 1)''Expedition Safety'': 1. Verify your equipment is safe and check your gauges regularly, don't just rely on your monitor. 2. Make sure you have assessed the sea conditions. 3. Do not under any circumstances ascend to the surface. The suit will not be enough to protect you. =><= <img src=https://i.pinimg.com/originals/71/fc/81/71fc81b97c042481a700b4a661378f32.png> <== [[Back->Storage]] (set: $display to 2)''Cephalopods are Dangerous'' Don't let your guard down. Since the Submersion, cephalopods have become increasingly hostile towards humans, working in teams to take down our exploration units and our people. Stay alert. Stay armed. =><= <img src=https://i.pinimg.com/originals/90/be/58/90be581d60bef2db1d7447c8fe80b8eb.jpg width="300px" height="auto"> <== [[Back->Storage]] =><= ''DO NOT TRUST US'' They may look friendly, but don't let that fool you. Cephalopod attacks on humans have been reported since the 13th Century. Avoid groups at all costs. They will attack people and vessels indiscriminately. Swim straight to your destination. Don't stop. <img src=https://i.pinimg.com/originals/cc/38/5e/cc385e75a0512531df24d95123ad7625.jpg width="250px" height="auto"><img src=https://images.ecosia.org/IwMVDWQjkXumfWzfcyzxvNhydaU=/0x390/smart/http%3A%2F%2Fmoziru.com%2Fimages%2Fsquid-clipart-realistic-7.jpg width="217px" height="auto"> <== [[Back->Dining/Lounge]] ==><== ''Squid'' <img src=https://www.diagramlink.com/wp-content/uploads/2018/09/squid-diagram-dissection.jpg width="400px" height="auto"> <== All the organs of a squid are located inside the mantle. Chromophores allow the squid to change colour and camouflage itself. Ink is released from the ink sac when in danger. The squid moves using jet propulsion via the siphon. They are able to reach up to 40 km/h. The squid has two //clubs// - tentacles with suckers and pointed teeth at the tips. The squid will also use its sharp beak to shear and slice flesh. Squid are venomous to humans, their bite containing paralysis toxins. Squid can hear. Squid are sensitive to light, which can often provoke swarms. [[Back->Laboratory]] ''Laboratory'' You drift into the room and the lights slowly blink on and then off again. Even though there's a small amount of red and green light coming from the flashing equipment in the room, you can't see anything much in the dark. (if: $wedge > 0)[You can [wedge open the door]<action| with the metal wedge. (click: ?action)[(color: #767676)[Light from the corridor filters into the laboratory. [[Continue->Reveal]] ] ] ] [[Back->Passage 3]] Octopus suckers can "taste", "smell", and detect chemicals. They hear best at 600 Hz. Octopuses have a very good sense of navigation. Chromophores allow the octopus to change colour and camouflage itself. Dark colours often indicate physical confrontation is imminent. Octopuses can contort themselves into any shape. (click: "contort")[(color: #767676)[Even the largest of octopuses can squeeze down to the size of their own mouths and fit through very small holes or gaps. (set: $contort to "Unlocked")] ] Octopuses have six arms and two legs, all of which appear to have their own independent nervous systems. (click: "legs")[(color: #767676)[By anchoring their two legs, octopuses can often create more force with their arms. (set: $anchor to "Unlocked")] ] (click: "independent nervous systems")[(color: #767676)[Some scientists believe it's possible that octopus can "see" with their arms, as well as with their main brain. (set: $switchview to "Unlocked")] ] [[Back->Laboratory]]You approach the largest hole with one arm first, slipping it through. Then you post your remaining arms through one by one, your suckers and flesh folding in on themselves to fit. Then you push through your legs, your lips, your head which you squish down to size, until you are about as big as your own eyeball. You are utterly pliable, flexible, formless. You pop through the hole and onto [[the other side->Passage 5]] effortlessly.''Laboratory'' As you drift into the room, you pass a round porthole window next to the door. The water outside is dark blue. You move further into the room. As you come up to the next porthole window, a strange red lump extends into view among the dark water. You startle. The lump stops moving. You move forward, slowly, and the lump begins to move again. It becomes the elongated head of an octopus, followed by two, large eyes. It looks directly at you. You stop. It stops. It comes to a halt upright, its arms spreading out beneath it in the water. There is something small and metallic stuck in one of its uppermost suckers. You move away from the window. The octopus moves away from the window. You move towards the window. The octopus moves towards the window. You realise that this is in fact not a porthole window, but a circular mirror. This is you. You are the octopus. [[Continue->Laboratory]] [[Dr Harlowe Walker->Research Log 1]] [[Dr Verity Jones->Research Log 2]] [[Dr Harry Davidson->Research Log 3]] [[Back->Monitors]] ''Database'' <span class = "ScreenFont"> //Click.// Cephalopod Attacks since The Submersion Biome 1 Construction Team 001 Biome 2 Facility B9 - Research Facility 012 - Production Facility 021 - Production H1 - Harvester H10 - Harvester H14 - Harvester H16 - Harvester S3 - Section 3 Covert Operations W5 - Waste Facility The attacks are increasing in frequency. Squid nests and swarms are becoming more frequent. Octopus attack groups have been recorded in sizes up to 25. Often, squid and octopus work together. Some species of Nautilus have also been recorded working with the other cephalopods, but not frequently. //Click.// [[Back->Monitors]] ''Dr Harlowe Walker - Research Log'' <span class = "ScreenFont"> //Click.// Day 7. One squid and two octopus specimens were brought in from the attack on the H14, a Harvester working off the Miami coast. All specimens seem aware they are in captivity and respond to each researcher differently. Specimens X and Y have been uncooperative with tagging. They released ink and sprayed water jets at myself and Doctor Davidson. Due to the endless permutations of limb size, no band will stay attached to the arms. Day 16. Microchipping has been successful in all cephalopods, though they seem to be aware of the microchips and frequently tap at them with their arms. However, we can now track individuals for forewarning of attacks, and possible location of nests. Day 21. The specimens have been released and a new batch brought in from an attack on the S3, the section three covert operations vehicle. Day 24 The blue ringed octopus has been entirely uncooperative and extremely aggressive. End of log. //Click.//</span> [[Back->Research Logs]] ''Dr Verity Jones - Research Log'' <span class = "ScreenFont">//Click.// Day 8. The common octopus from the H14 seems agitated, kicking a glass tube up and down the tank for hours. However, during individual evaluation he seemed curious, playful and cooperative. He showed a fascination with the coloured equipment lights, and when I placed one in the tank, he took it away and played with it for quite some time. Day 15. Felix - err - specimen X, has showed competence with several pieces of technology. He is capable of connecting and disconnecting wires and seems curious to work out what the object is capable of doing. I have noticed also what looks some kind of artificial mechanism lodged in the specimen's mouth. This could be a growth or mutation, but it does not look natural and doesn't blend in with the octopus' colour shift. Day 20 I have managed to keep specimen X's mouth open for long enough to discern what looks like a mechanical filtration system. If the board approves, I would like permission to investigate this further, specimen X's cooperation willing. Though an octopus' anatomy is quite dissimilar from our own, any new water filtration systems could be immensely helpful in the face of current drinkable water shortages. End of log. //Click.// </span> [[Back->Research Logs]] ''Dr Harry Davidson - Research Log'' <span class = "ScreenFont"> //Click.// Day 13. Design six failure. The suit's fabric failed to prevent cephalopod venom absorption and puncture. Day 22. Design eight failure. This prevented puncture, but some of the paralysis effects are still evidently present. //Click.//</span> [[Back->Research Logs]] <span class = "ScreenFont">//Click.// Commander Bass, please report to the control room. This is Doctor Walker. We have an attack unit incoming. The cameras are showing that a giant squid has latched itself onto the sub and is blocking the rudder with two of its tentacles. I have no control over the submarine. There's something else up there with it. We've lost the cameras. I'm sending out a distress signal now. //Click.//</span> [[Back->Control Room Screen]] (set: $cabinet to "open")As you open the door, a key floats out. (click: "key")[(color: #767676)[Item added to inventory. (set: $inv to $inv + (a: "Key"))(set: $inventoryitems to it + 1)] ] [[Back->Control Room]](set: $RetrieveData to "attempted") (set: $password to (prompt: "Enter Password to Retrieve Data", "Guess")) (if: $password is "Seabass08")[Correct Password Entered. Access Granted. (set: $access to 4) [[Continue->Password Correct]] ] (else-if: $password is "JenniferF0")[Correct Password Entered. Access Granted. (set: $access to 3) [[Continue->Password Correct]] ] (else-if: $password is "Priestly08")[Correct Password Entered. Access Granted. (set: $access to 2) [[Continue->Password Correct]] ] (else-if: $password is "Emergency")[Correct Password Entered. Access Granted. (set: $access to 2) [[Continue->Password Correct]] ] (else:)[Invalid password. Access denied. [[Back->Password Incorrect]] ] ''Control Room - Main Screen 1''(set: $Data to 0) Data Retrieval at [|amount>[$Data]]% { (live: 0.1s)[ (set: $Data to it + 1) (if: $Data is 100)[[[Open Data->Communication]](stop:)] (replace: ?amount)[$Data] ] }''Control Room - Main Screen 1'' (set: $access to 1)Before you can exit the screen, a message flashes up. <span class = "ScreenFont">//Click.// BREACH DETECTED, UNAUTHORISED (if: $protocol is 'true')[ENTRY OF PROTOCOL 165 AND] DATA RETRIEVAL ATTEMPT INCOMING TRANSMISSION //Click.//</span> [[Receive all transmissions->Communication]] [Back]<back| (click-replace: ?back)[(color: #767676)[Funciton disabled.]] ''Control Room - Main Screen 1'' (set: $EnterName to "entered")(set: $name to (prompt: "Enter Name", "Name")) (color: #767676)[(if: $name is "Harlowe Walker")[Name accepted.(set: $counter to it + 30) [Enter date of birth]<DoB1| (click-replace: ?DoB1)[You don't know this. [[Close screen without entering date of birth->Control Room]].]] (else-if: $name is "Verity Jones")[Name accepted.(set: $counter to it + 30) [Enter date of birth]<DoB2| (click-replace: ?DoB2)[You don't know this. [[Close screen without entering date of birth->Control Room]].]] (else-if: $name is "Harry Davidson")[Name accepted.(set: $counter to it + 30) [Enter date of birth]<DoB3| (click-replace: ?DoB3)[You don't know this. [[Close screen without entering date of birth->Control Room]].]] (else:)[Name not recognised. Detonation sequence activated.(set: $time to "limited") [[Exit Screen->Control Room]] ]]The [[control room->Control Room]] is behind you. You notice that the doors do not close after you. On your left, at the far end of a passageway is a [[cupboard->Storage]] with one door missing. Next to the cupboard, there is a closed, yellow door (if: $lab > 0)[leading to the [[laboratory->Laboratory]]](else:)[with a [[panel->Laboratory Panel]] on the wall beside it.] Ahead, is the way back to the [[passage you started in->Passage 2 After Communication]]. (if: $screen is "seen")[(if: $counter > 360)[From the open control room door behind you, you hear another transmission come through: //Click.// <span class = "ScreenFont">Failure to enter information. Detonation sequence activated. //Click.//(set: $time to "limited")</span>]](else:)[(if: $protocol is 'true')[Over the ship's speakers, you hear: //Click.// <span class = "ScreenFont"> UNAUTHORISED ACTIVATION OF PROTOCOL 165 DETECTED. DETONATION SEQUENCE ACTIVATED.(set: $counter to 360)(set: $time to "limited") //Click.//</span>] ] Ahead of you, a combination of bent pipes, a stray tank, panels and a door are wedged together into an immovable barricade, blocking the corridor. A few very small gaps are visible between the objects, where water has leaked through. No gap is larger than the size of a human fist. (if: $contort is "Unlocked")[(click: "gaps")[It looks like you could [[fit through->Contort]] one of these.] ] To your left, is [[the corridor you started in->Passage 1 from 2]]. [[Go back->Passage 3]] (set: $OpenWater to "achieved")Using your siphons, you propel yourself as far as you can from the submarine. It sits exactly where it was, sunk to the seabed. The water is blue out here, and filled with colourful plants, corals and fish. Little tubes grow on rocks, and the fish flock to them. There are a few pieces of glass and plastic tangled in the algae and sea grass, which the fish avoid. In the distance, you can make out the figure of another vessel - a ship with rotating blades attached to the front of it. As it moves it tears up whole carpets of the reef, ejecting a chemical fog out of the back. Now that you are back out in the open water, you can use your [navigation]<nav| ability. (click: ?nav)[Home is approximately 3000m North East, 700m deep. (set: $nav to "clicked") (if: $time is "unlimited")[END of EPISODE 1 - Thank you for playing.]]