<<if $PlayerIsDevoted is "1" or $PlayerIsRightious is "1">>No one interupts David and he kills the family<<set $FamilyAllDead = "1">>\n\n[[Continue|BetrayerComes]]<<endif>>\n\n<<if $PlayerIsCompassionate is "1">>Player has one last random chance to try and save last child. <<set $StoppedDavid = random(0,1)>>\n\n<<if $StoppedDavid is 1>>\nPlayer Succeeded\n[[Continue|StoppedDavidFromKillingLastChild]]\n<<endif>>\n\n<<if $StoppedDavid is 0>>\nPlayer Failed\n[[Continue|DidNotStopDavidFromKillingLastChild]]\n<<endif>>\n<<set $FamilyAllDead = "1">><<endif>>\n
[[Child1Drawing]]\n\n[[Child2Drawing]]\n\n[[Back|ExamineCrimeScene]]
<<audio "Continue" play>>"So... What's your job like?"\n\n\n\n\n[[Continue|DiscoverBody]]\n\n<<set $Evasive += 1>>
Jacob whimpers.<<audio "Continue" play>>\n\nHuman bodies surround him. All dead, all rotting. They lay haphazardly, they were dead before they were thrown in here. Tossed in like <span class = "clue">[[trash|PeopleTrash]]</span>.\n\nThe <span class = "clue">[[body]]</span> above him stares down lifelessly. Fluids start to leak from where Jacob is pushing up with his knees as the rotted skin gives way.\n\nWithout thinking Jacob pulls away from it in revulsion causing the body to fall back on top of him. Its face lands on Jacob nose to nose its weight pressing down. Jacob watches in horror and disgust as the skin from its face peels away, too rotten to cling to the bones as intended. Quickly Jacob pushes the body aside. Fortunately the <span class = "clue">[[corpses|bodies]]</span> above were arranged in such away that they did not immediately fall on top of him. He could sit up a little.\n \nJacob closed his eyes. Can't panic. Must survive. Don't Panic.\n\n<span class = "decision">[[Continue|Jacob Remembers]]</span>
<<audio "Continue" play>><<if $PlayerIsRightious is "1">> Jacob quickly bends to pick up Moustache's gun.\n\nGrizzle grins and fires a shot straight through Jacob's forehead. Jacob lands flat blood spurting from what was once his face.\n\nGrizzle lets out a loud laugh.\n\n"I knew it! Demon my ass ya fuck!"\n\nHe lights another cigarette and goes up the stairs out of sight.<<set $GrizzleAlive = "1">>\n\n[[Continue|LastWordsToJacob]]<<endif>><<if $PlayerIsCompassionate is "1">> Jacob quickly bends to pick up Moustache's gun.\n\nGrizzle grins and fires a shot straight through Jacob's forehead. Jacob lands flat blood spurting from what was once his face.\n\nGrizzle lets out a loud laugh.\n\n"I knew it! Demon my ass ya fuck!"\n\nHe lights another cigarette and goes up the stairs out of sight.<<set $GrizzleAlive = "1">>\n\n[[Continue|LastWordsToJacob]]<<endif>><<if $PlayerIsDevoted is "1">> Jacob dodges to the left as Grizzle fires narrowly avoiding the bullet that whizzes by him. Grizzle tries to take another shot but his gun jams. He curses in frustration.\n\n"God Fuck! Not now!"\n\nDavid scoops up Moustache's rifle. Grizzle looks up afraid and starts to speak but Jacobs unloads on Grizzle. The bullets rip the man apart.<<set $GrizzleAlive is "0">> Jacob continues to shoot his body long after he is clearly thoroughly dead.\n\n<<if $JacobTriedToEndIt is "1">>Suddenly blood spurts from Jacob's mouth and his wounds from the knife begin to bleed uncontroleably. Jacob tries to steady himself with the rifle but slips and lands on the ground.\n\n[[Continue|LastWordsToJacob]]<<endif>><<if $JacobTriedToEndIt is "0">>Jacob drops the gun, turns and cautiously moves up the stairs.\n\n[[Continue|Chapter 2]]<<endif>><<endif>>
Description of crime scene. (Need Duplicate for game over\n[[FatherDesc]]\n[[GrandfatherDesc]]\n[[MotherDesc]]\n[[Closet]]\n[[ChildrenDrawings]]\n<<if $FamilyAllDead is "1">>[[Child1]] [[Child2]]<<endif>>\n<<if $OneChildAlive is "1">><<set $WhichChildLived = random(1,2)>><<if $WhichChildLived is 1>>[[Child2]]<<endif>><<if $WhichChildLived is 2>>[[Child1]]<<endif>><<endif>>\n\n[[Continue|DirectedToQuestion]]
Child 2 likes arm pits.\n\n[[Back|ChildrenDrawings]]
The little girl laughs.\n\n"Tell who
<<audio "Continue" play>>Jennifer Thern\n\nFiona's mother used to be warm, kind and strong. But then Fiona's father disappeared. \n\nThe storm was was a pretty good indicator that he perished at sea but her mother never believed it. They were having marital problems at the time, Fiona's lullaby more often then not was the sound of her parents arguing. But in that arguing there was passion. They deeply loved each other, but they were both fighters in need of opponents. Facing the fierce sea gave her father an outlet for his adversarial nature but his mother had nothing to release hers, so Fiona's father became an unfortunate target. When her father was gone her mother turned her rage inward eventually manifesting in mental illness.\n\nHer mother started seeing things. Specifically a <<if $PlayerIsMan is "1">>man<<endif>><<if $PlayerIsWoman is "1">>woman<<endif>> <<if $PlayerIsRightious is "1">>wreathed in flame.<<endif>><<if $PlayerIsCompassionate is "1">>dripping water.<<endif>><<if $PlayerIsDevoted is "1">>covered in dirt.<<endif>> \n\nFiona had come close to believing her mothers visions were true, sometimes there would be evidence of its appearance; <<if $PlayerIsRightious is "1">>a singe mark on the carpet or one of Fiona's pets would be suddenly burned beyond recognition with no source of ignition.<<endif>><<if $PlayerIsCompassionate is "1">>the carpet would be drenched or one of Fiona's pets would drown inexplicably without enough water to do so.<<endif>><<if $PlayerIsDevoted is "1">>there would be muddy footprints on the carpet or one of Fiona's pets would be found crushed.<<endif>> But as she grew up Fiona eventually discovered it was her mother doing all these things. A discovery her mother refutes to this day.\n\nHer visions plagued her, eventually provoking her to attack and almost kill an innocent banker. Fiona had no choice but to commit her mother to the Mental Institute on the island just outside the river delta. Fiona could just make it out amongst the fog, a forboding silohette on the horizon.\n\n<span class = "decision">[[Back|AboutTheCity]]</span>
<<audio "Continue" play>>Grizzle looks awe struck but is recovering from his shock more quickly than his companion.\n\nMoustache looks absoluetly horrified and expression of true dread on his face.\n\n[[Back|Men On The Surface]]
<<audio "Continue" play>>You whisper in Jacob's ear.\n\n"[[Kill Grizzle.|FC Grizzle]]"\n\n"[[Kill Moustache.|FC Moustache]]"
"My name is..."\n\nYou had a name once... but you can't quite remember what it was. Frantic you attempt to look for some inspiration as to a name you can give her. \n\nYou look around the tram...\n\n[[Continue|LookAroundTheTram]]
Thank you for the metal pang.\n\nDan Oberbauer\nwww.freesound.org/people/DJ%20Chronos\n\n<span class = "decision">[[Back|Credits3]]</span>
You threaten to tell his son where he is. It fails.\n\n[[Continue|EndInterview]]
Thank you for the sound of busting door, the door did not die in vain.\n\nwww.qubodup.net\nwww.freesound.org/people/qubodup\n\n<span class = "decision">[[Back|Credits3]]</span>
<<audio "Continue" play>>Fiona looks confused.\n\n<span class = "fiona">"What the hell are "dollars"? Well I'm not giving you a 1,000 of anything. Guess you'll tell me where he is down at the Garrison."</span>\n\nFiona grabs you and forces handcuffs around your wrists. She then pushes you roughly and escorts you off the beach towards the city.\n\n<span class = "decision">[[Continue|RansomGameOver2]]</span>
<<audio "Continue" play>><<set $JacobRemembersSennoh = "1">><<set $JacobRemembersGreg = "0">> Jacob remembers something.\n\nSennoh...\n\nHis sister, sweet and kind. He'd never met anyone so selfless, sometimes dangerously so. Their parents used to make him go to the grocery store with her because if someone did not keep her from doing so she would give all her food away to the homeless. He used to tease her for it, but inside he was proud of her, and a bit jealous of her indominable sincerety.\n\nHe would miss Sennoh.\n\nHis last thoughts are spent wishing he could say goodbye.\n\n<span class = "decision">[[Continue|Chapter 2]]</span>
Fiona examines Child 2.\n\n[[Back|ExamineCrimeScene]]
<<set $PlayerIsMan = "0">><<set $PlayerIsWoman = "1">><<audio "WealthChoice" play>>A female body forms beneath you. No, not forms, it was always there...\n\nThe presence in the darkness smiles. You don't see it as much feel it smile, like delicate feathers drawing across you skin in intricate spirals. It speaks.\n\n"Is this as you desire? Breasts //can// be rather surprising if you haven't had them before... what do you think <<print $PlayerName>>?"\n\n<span class = "you"> [["I am sure."|OriginChoice]]</span>\n\n<span class = "you">[["I wish to be a man."|Man]]</span>
<<set $PlayerIsBold = "1">><<set $PlayerIsClever = "0">><<audio "TacticsChoice" play>><span class = "youtalk">"I favor the bold!"</span>\n\nA strength fills you, a confidence in action and thought. You make decisions and never regret their consequences, you lead the charge when cowards would flee, you are bold... but you are also reckless.\n\n"In conflict you must navigate your choices with bravery and ferocity, your power relies on the items you obtain and your ability to utilize them. Success is likely, but not certain. You are observant but in your furvor can you can miss clues to success."\n\nThe voice pauses.\n\n"Are you sure you wish to manifest as such? "\n\n<span class = "you">[["I am sure."|MotiveChoice]]</span>\n\n<span class = "you">[["I am a thinker."|Clever]]</span>
Thank you for the hanging up the phone sound.\n\nwww.freesound.org/people/crz1990\n\n<span class = "decision">[[Back|Credits3]]</span>
<<audio "Continue" play>>You whisper in Jacob's ear.\n\n<<if $PlayerIsRightious is "1">>"[[A true hero does not kill an kneeling man|SpareGriz]]"\n\n"[[He has no doubt commited the most terrible of atrocities. Kill Him.|ExecuteGriz]]"<<endif>><<if $PlayerIsCompassionate is "1">>"[[It won't bring them back.|SpareGriz]]"\n\n"[[For all the people he's taken from the world he deserves to die.|ExecuteGriz]]"<<endif>><<if $PlayerIsDevoted is "1">>"[[Who knows who this guy works for, better to avoid possible reprisal.|SpareGriz]]"\n\n"[[He needs to be put down.|ExecuteGriz]]"<<endif>>
Thank you for the earth cracking.\n\nwww.freesound.org/people/uagadugu\n\n<span class = "decision">[[Back|Credits3]]</span>
<<audio "Continue" play>>[[StealSomething|Thief]]\n\n[[Taunt Her|Taunt]]\n\n\n<<set $Evasive += 1>>
it went bad<<audio "GameOver" play>>[[Continue|FionaTalkDuplicate]]
<<audio "Continue" play>>Before he went missing he said he was tracking down a lead on the Goerym Case.\n\nThis case had a particular <span class = "clue">[[smell|MysteryCases]]</span> to it. Every once in awhile case like the Goerym Case would come around, passed off from guardsman to guardsman all unwilling to take it and for good reason. All the guardsman who investigate such cases also vanish, presumed dead or worse.\n\nFiona and Jacob never refused a case and when they recieved this one they did not change their policy, leading to Jacob's apparent demise.\n\n<span class = "decision">[[Back|Fiona On The Pier]]</span>
<<if $PlayerFirstName is "First">>"You must at least tell me your first name..."\n\n<span class = "decision">[[Back|SignUp]]</span><<endif>><<if $PlayerFirstName is not "First">>You aren't alone.<<set $PlayerIsMan = "0">><<set $PlayerIsWoman = "0">>\n\nSomeone speaks in the darkness, a soft but compelling voice. Each word has an undefineable lyrical quality, it falls upon you like waves of warm water. You must listen.\n\n"Welcome."\n\nYou speak as if it is for the first time.\n\n<span class = "you">[["Hello..."|NameSure]]</span><<endif>>
<<audio "Continue" play>><<if $PlayerIsCompassionate is "1" or $PlayerIsRightious is "1">>"Pigeon brained indeed. I didn't think he'd scare that easy. What was his name please?"\n\nGrizzle looks confused and lowers his rifle a little bit.\n\n"Wat?"\n\nJacob looks as serious as he can muster.\n\n"His name, so I can administer an approriate punishment. Such cowardice cannot go overlooked."\n\nGrizzle still looks suspicious.\n\n"His name. Or I will add your name to the punishment roster alongside his."\n\nGrizzle eyebrows raise in fright.\n\n"O'lright o'lright, his name's Rej but everyone just calls him Moustache cuz uh his-well I guess it's pretty clear why. I never bothered learning his last name!"\n\nJacob nods.\n\n"Thank you, umm."\n\nJacob gestures to Grizzle. He looks reluctant.\n\n"There //is// a rewards roster..."\n\nGrizzle grins broadely.\n\n"They call me Grizzle."\n\n[[Continue|Trick Him Cont A 1]]<<endif>><<if $PlayerIsDevoted is "1">>"Stop!"\n\nJacob shouts in an official tone.\n\nGrizzle looks confused and lowers his gun a little.\n\n"Wat?"\n\nJacob tries to speak in a commanding fashion.\n\n"Don't-don't you recognize me?"\n\nGrizzle's eyebrows furrow.\n\n"No... who are you?"\n\n"Mugsy?"\n\nJacob replies uncertain.\n\n"Nope. Don't know ya."\n\n"Alright- fuck this!"\n\nJacob shouts and leaps for Moustache's gun. Grizzle fires and hits Jacob in the head. Jacob falls flat blood spurting from what was once his face.\n\nGrizzle looks satisfied.\n\n"Seeya Mugsy."\n\nHe takes one last drag on his cigarette then flicks it into the pit hitting Jacob's body. He then turns and walks up the stairs.<<set $GrizzleAlive = "1">><<set $DavidInformed = "1">><<set $JacobDead = "1">>\n\n[[Continue|LastWordsToJacob]]<<endif>>
<<audio "Continue" play>>\n\n[[Try get out of it|ReactAngrilyToHandcuffs]]\n\n[["I was just trying to help!"|ReactHelpToHandcuffs]]\n\n[[Say Nothing|ReactNuetralToHandcuffs]]\n\n[["Woah, didn't know you were into that!"|ReactJokeToHandcuffs]]
<<if $PlayerIsDevoted is "1">><<set $Child1PushSuccess = random(0,4)>><<endif>>\n<<if $PlayerIsRightious is "1" or $PlayerIsCompassionate is "1">><<set $Child1PushSuccess = random(0,2)>><<endif>>\n\n<<if $Child1PushSuccess is 0>>Push doesn't work<<endif>><<if $Child1PushSuccess is 1 or $Child1PushSuccess is 2 or $Child1PushSuccess is 3 or $Child1PushSuccess is 4>>Push works, child reveals more info<<endif>>\n\n[[Continue|EndInterview]]
Fiona arrives at the crime scene. [[DescriptionOfArpartmentBuilding]]\n\n[[Continue|AwkwardIntroduction]]
<<audio "KidsAtShore" unloop fadeout>><<audio "GameOver" loop play>>Fiona takes you to the Garrison and encarcerates you. \n\nThat night you are visited by a strange man.\n\n"She'll never trust you again as things are... Hmm, guess you'll just have to try again. Her trusting you is relatively pivotal to my thorough enjoyment... as things are you'll spend the rest of your days in prison and that's no fun so..."\n\nWith a flick of his wrist you fall through the floor.\n\n<span class = "decision">[[Continue|FionaTalkDuplicate]]</span>
<<audio "Continue" play>><<set $JacobHasKnife to "0">><<set $Betrayer = random(1,2)>>You wake Jacob up. \n\nIt's dark. There's the sound of something giant gnashing and crushing below.\n\nThere's a terrible stench in the air. An almost suffacating aroma eclipsing the senses. Jacob stifles the impulse to vomit, it smells like the drowned rats he fished out of the water pipes when he was on disposal duty. The smell of saturated death.\n\nJacob tries to move but finds he can't, he's pinned beneath something or many somethings, he couldn't tell.\n\nIf he had a light he could at least figure out where he was... Wait maybe he had... He feels around in his pockets until he finds a familiar lump; his lighter.\n\nJacob pushes on the object above him and holds it up with his knees while he reaches into his pocket and withdraws his lighter.\n\nJacob has to try four times before the lighter ignites. He is happy at first, until he looks around to discover where he is... and who is there with him....\n\n<span class = "decision">[[Continue|Jacob And His Body Buddies]]</span>
<<audio "Continue" play>><<if $JacobCalledForHelp is "1">>Jacob breaks through the laste layer of death gasping for air, tears streaming from his eyes.\n\n<span class = "moustache"></span>"I told you I heard somethin', one of 'em is alive!"</span>\n\nJacob looks over to see two men standing on the edge of the pit from which Jacob had emerged. A young man with straight hair and a grizzled beard and elderly man with a gigantic white bushy moustache.\n\nJacob calls to them in joy and relief, he does not notice the guns in their hands.\n\n<span class = "jacob">"Oh thank God, help me out!"</span>\n\nThe one with the grizzled beard glances over to the man with the moustache.\n\n"Shit! We should get the bo-"\n\n[[Continue|MoustacheFires]]<<endif>><<if $JacobTriedToEndIt is "1" or $JacobClimbed is "1" and $JacobHasKnife is "1">> <span class = "jacob">Jacob </span> breaks through the laste layer of death gasping for air, tears streaming from his eyes.\n\n"One of them is alive?!"\n\nJacob looks over to see two men playing a game of cards on a rickety table. A young man with a grizzled beard and elderly man with a gigantic white bushy moustache. A cigarette drops from the younger one's mouth as he stares at Jacob in disbelief.\n\nJacob calls to them in joy and relief.\n\n<span class = "jacob">"Oh thank God, help me out!"</span>\n\nNeither of <span class = "jacob">[[them|Surface Men Dispositions]]</span> move still shocked at Jacob's most unexpected arrival. \n\nIt is at this point Jacob notices the <span class = "clue">[[rifles|SurfaceMenGuns]]</span> leaning on the wall nearby.\n\nSensing dangerous intent Jacob rerieves the dagger from his pocket.\n\n[[Continue|SurfaceMenTargetChoice]]<<endif>><<if $JacobClimbed is "1" and $JacobHasKnife is "0">>Jacob breaks through the last layer of death, tears streaming from his eyes.\n\n"Your play Stache"\n\nJacob looks over to see two men playing a game of cards on a rickety table. A young man with a grizzled beard and elderly man with a gigantic white bushy moustache.\n\nJacob ducks down suspicious.\n\nThe grizzled bearded man speaks.\n\n"You ever wonder why the boss has us guard the dead? I mean where are they gonna go? And it's not like anyone comes down here either, so what the fuck are we doing here?"\n\nThe moustached man grumbles, this is evidentally not the first time they have had this conversation.\n\n"It's punishment for your smart-ass mouth. Your play."\n\nThe grizzle bearded man looks frustrated.\n\n"So why are you here then?"\n\nWithout looking up the moustached man responds.\n\n"Because I'm lazy and the dead are easy to watch."\n\nJacob tries to move quietly over the mound but when his hand sinks into the rotten face of a corpse he involintarily calls out in disgust. The two look over shocked.\n\n"One of them is alive?!"\n\nA cigarette drops from the younger one's mouth as he stares at Jacob in disbelief.\n\nIt is at this point Jacob notices the <span class = "clue">[[rifles|SurfaceMenGuns]]</span> leaning on the wall nearby. After getting over their shock the men go for their guns. Jacob tries to dissuade them.\n\n<span class = "jacob">"Please don'-"</span>\n\nThe men open fire on Jacob< until he is reduced to an unrecognizeable form. Moustache looks at his companion with eyes wide with fear.\n\n"I know that man, no way he was alive. Shot him straight through the ear into his brain- No way he's alive!"\n\nThe grizzled man looks skeptical.\n\n"Looked pretty alive to me, until we unloaded on him of course"\n\nMoustache stares at the stump as if he expected it to keep moving.\n\n"Was some sorta demon I'm tellin' ya! Better kill it now before it kills us for our livers!"\n\nGrizzle raises an eyebrow and chuckles.\n\n"For our livers? Where'd you hear a thing like that? You goin' crazy old man. Come on, we better tell the boss one of 'em was still breathing."\n\nGrizzle goes up the rock stairs and Moustache follows never taking his eyes off what was once Jacob until out of sight.<<set $DavidInformed = "1">><<set $MoustacheAlive = "1">><<set $GrizzleAlive = "1">>\n\n<span class = "decision">[[Continue|LastWordsToJacob]]</span><<endif>>\n
<<if $PlayerIsDevoted is "1">><<set $Child2PushSuccess = random(0,3)>><<endif>>\n<<if $PlayerIsRightious is "1" or $PlayerIsCompassionate is "1">><<set $Child2PushSuccess = random(0,1)>><<endif>>\n\n<<if $Child2PushSuccess is 0>>Push doesn't work<<endif>><<if $Child2PushSuccess is 1 or $Child2PushSuccess is 2 or $Child1PushSuccess is 3 >>Push works, child reveals more info<<endif>>\n\n[[Continue|EndInterview]]
Children don't like bugs\n\n[[Continue|EndInterview]]
<<set $SecondPlay = "0">>The City Of Rain Sign Up\n\nName: <<textbox "$PlayerFirstName" "First">> <<textbox "$PlayerLastName" "Last">>\n\nEmail: <<textbox "$PlayerEmail" "">> (Optional)\n<<checkbox "$Newsletter" false checked>>: Get Fourth Axis Newsletter\n\n<<checkbox "$Robot" false checked>>: I am not a robot\n\n<span class = "decision">[[Continue|Start2]]</span>
<<audio "Continue" play>>Each case involved one or more victims brutally tortured and murdered, but only ever signs of it. Whoever it was never left a body only the grisely evidence of their work. <<if $Betrayer is 1>>At some scenes the guardsman had found teeth, freshly pulled.<<endif>><<if $Betrayer is 2>>At some scenes the guardsman had found bits of battered bone buried in the floor.<<endif>> The killers never left any sign of themself.\n\n<span class = "decision">[[Back|MysteriousCase]]</span>
CITY OF LOST RAIN<<audio "LostRainIntro" play>>\n\n<span class = "decision">[[Continue|Chapter 1]]</span>
<<audio "Continue" play>><span class = "youtalk">"I know where <<if $JacobDead is "1">>Jacob's body<<endif>><<if $JacobDead is "0">>Jacob<<endif>> is."</span>\n\n<span class = "fiona">"What?"</span>\n\nFiona is not used to the people she questions being so forwardly honest. The people of Lost Rain rarely tell the truth unless they compensated, even the nice ones.\n\n<<if $JacobDead is "1">><span class = "fiona">"Jacob's dead?"</span>\n\nFiona had suspected as much but to have someone confirm it was more of a blow than she expected.\n\n<span class = "fiona">"And just how do you know this? Did you kill him?"</span>\n\nYou look away sadly.\n\n<span class = "youtalk">"No. I was there with him at the end. I tried my best to save him but my choices were limited..."</span>\n\nFiona looks suspicious. Then grabs you and forces handcuffs around your wrists. You protest.\n\n<span class = "decision">[[Continue|PlayerConvo01]]</span><<endif>><<if $JacobDead is "0">>\n\n<span class = "fiona">"What?"</span>\n\nFiona is not used to the people she questions being so forwardly honest. The people of Lost Rain rarely tell the truth unless they compensated, even the nice ones.\n\n<span class = "fiona">"Jacob's... alive?"</span>\n\nFiona looks surprised, she did not expect to find Jacob alive. Joy nearly overcame her but she shoved it down with her educated pesimisim; just because some <<if $PlayerIsRich is "1">>monkey suited bastard<<endif>><<if $PlayerIsPoor is "1">>dirty drifter<<endif>> says Jacob is alive doesn't make it so.\n\n<span class = "fiona">"And just how do you know this? What did you have to do with his disappearnce? Do you expect some kind of ransom?"</span>\n\nYou look away contemplative. Perhaps you could get eek some cash out of her before showing her where Jacob is, or at least was...\n\n<span class = "you">[["Well, for 1,000 dollars I'll tell you where he is."|RansomGameOver]]</span>\n\n<span class = "you">[["No. I was there with him at the end. I managed to save him."|PlayerConvo01]]</span><<endif>>\n\n<<set $PlayerHandcuffs = "1">>\n<<set $PlayedTrick = "0">>\n<<set $PlayerChallenge = "0">>
Thank you for the machine gun sound.\n\nwww.freesound.org/people/poissonmort\n\n<span class = "decision">[[Back|Credits3]]</span>
[[Back|FionaArrivesAtCrimeScene]]
You whisper in his ear.<<set $JacobClimbed = "1">><<audio "Continue" play>>\n\n<<if $PlayerIsRightious is "1">><span class = "you">[["Whoever did this must pay, find them!"|Jacob Climbs]]</span>\n\n<span class = "you">[["Call for aid, they can help dig you out."|Jacob Calls For Help]]</span>\n\n<<if $JacobHasKnife is "1">><span class = "you">[["Don't give them the satisfaction of killing you, end it!"|Jacob Ends It]]</span><<endif>><<endif>><<if $PlayerIsCompassionate is "1">><span class = "you">[["Live! For those who care about you!"|Jacob Climbs]]</span>\n\n<span class = "you">[["Trust in others, call for aid!"|Jacob Calls For Help]]</span>\n\n<<if $JacobHasKnife is "1">><span class = "you">[["End it, nothing is worth this grief."|Jacob Ends It]]</span><<endif>><<endif>><<if $PlayerIsDevoted is "1">><span class = "you">[["It is your duty to survive."|Jacob Climbs]]</span>\n\n<span class = "you">[["Alone we die, call for aid."|Jacob Calls For Help]]"</span>\n\n<<if $JacobHasKnife is "1">><span class = "you">[["End it on your terms."|Jacob Ends It]]</span><<endif>><<endif>>
David rolls a 16, 30, 12, 5, 27, 1, 19, 5, 4, and a 1 then he rolls a 22, 28, 9, 28, 4, 27, 29, 29, 30 and a 27.<<audio "DavidDiceRollWood" play>>\n\n<span class = "you">[[Please David...|DavidLeavesCommand1]]</span>\n\nDavid rolls a 25, 15, 21, 23, 15, 14, 20, 29, 11, and a 9 then he rolls a 12, 27, 12, 8, 9, 27, 28, 30, 13 and a 30.\n\n<span class = "you">[[You won't kill him!|DavidLeavesCommand2]]</span>
Thank you for the sound of the telephone.\n\nwww.freesound.org/people/kwahmah_02\n\n<span class = "decision">[[Back|Credits3]]</span>
Motive for killer is searching for the player\n\nKiller needs to kill to make city exist\n\nMoustache is the prefered survivor of Jacob encounter because he can be talked down later by Clever players\n\nAnagrams:\nCity of Lost Rain: Fictional Story\nFiona Thern: Of The Rain\nDavid Ellement: Demented Villan\n\n\n\n1. Gun shot wound to the eye (2) or temple (1)\n2. Wilted purple flower in corpses suit pocket\n3. Neon Band shirt at docks\n4. Band shirt corpse holding a knife\n5. Bald man died from knife wound to the neck\n6. Elderly woman tortured by teeth (1) broken limbs (2)\n7. Child killed by machine gun (1) or sniper rifle (2)\n\nBooleans:\n\nCharacter Creation:\n$PlayerIsMan: Player sex is male\n$PlayerIsWoman: Player sex is female\n$PlayerIsPoor: Player was born poor\n$PlayerIsRich: Player was born rich\n$PlayerIsBold: Player uses bold tactics\n$PlayerIsClever: Player uses clever tactics\n$PlayerIsRightious: Player is motivated by Justice\n$PlayerIsCompassionate: Player is motivated by love\n$PlayerIsDevoted: Player is motivated by duty\n\n$Betrayer: Who is the betrayer\n$DavidInformed: If David is informed of Jacob\n$MoustacheAlive: Whether moustache survived encounter with Jacob\n$GrizzleAlive: Grizzle survived encounter with Jacob\n$JacobHasKnife: Did Player grab the knife
<<set $PlayerIsRightious = "0">><<set $PlayerIsCompassionate = "1">><<set $PlayerIsDevoted = "0">><<audio "WealthChoice" play>><span class = "youtalk">"I am compassionate!"</span>\n\nYour face softens and your passion flows. Love motivates you, directs you, is you. You will find peace and inspire the miserable. You are the water that sustains it all.\n\n"As one who is rightious you will gain an advantage in situations involving "affection". I'm afraid I can't be less enigmatic that that, wouldn't be much fun for me... Is this what motivates you? Is this how you would choose to manifest?"\n\n<span class = "you">[["I am sure."|FinalCharacterCreation]]</span>\n\n<span class = "you">[["Perhaps Rightious better describes me."|Rightious]]</span>\n\n<span class = "you">[["Perhaps Devoted better describes me."|Devoted]]</span>
<span class = "decision">"My name is..."</span>\n\nYou had a name once... but you can't quite remember what it was. Frantic you attempt to look for some inspiration as to a name you can give her. \n\nYou look around...\n\n<span class = "decision">[[Continue|LookAroundTheBeach]]</span>
You try not to talk as you lead Fiona down the beach so as not to enrage her further. It seems to anyway.\n\n<span class = "decision">[[Continue|ContinueOnBeach]]</span>
<<audio "Continue" play>><<if $PlayerIsBold is "1">>You whisper in Jacob's ear.\n"[[Kill Grizzle.]]"\n\n"[[Kill Moustache.]]"<<endif>><<if $PlayerIsClever is "1">>You whisper in Jacob's ear.\n\n"[[Talk to Grizzle.]]"\n\n"[[Talk to Moustache.]]"<<endif>>\n
Fiona examines Child 1.\n[[Back|ExamineCrimeScene]]
<<audio "PickUpDice" play>>David sighs heavily.\n\n<span class = "david">"Just gibberish... again."</span>\n\nHe picks up the gun on the desk. Someone whimpers as he walks to the closet in the corner of the room. David unwinds the cord securing the doors and opens them slowly.\n\nA family bound and gagged shy away from the doorway to the closet fleeing David. David looks solemn then speaks.\n\n<span class = "david">"Well, I'm afraid it appears it needs motivation, which is... unfortunate for you. Do I have a first volunteer?"</span>\n\nNone one moves. They just stare at him in terror. David lifts his gun and threatens them with it, they emit muffled screams as points it at them.\n\n<span class = "david">"Oh come now! I don't give many this option, decide amongst yourselves which is the most expendable."</span>\n\nThe father looks at his children then begins to stand but the grandfather beats him to it. David looks happy.\n\n<span class = "david">"Ah! A brave one, I do like that. Well let's get this over with."</span>\n\nThe father stands to protest, David points the gun inches from his face.\n\n<span class = "david">"Don't get hasty now. One at a time."</span>\n\nThe grandfather shakes his head at the father. The father slowly sits down tears streaming from this eyes.\n\n<span class = "decision">[[Continue|Gibberish 2]]</span>
<<if $PlayerIsBold is "1">>[[Push Child 2 for more info|PushChild2]]<<endif>><<if $PlayerIsClever is "1">>[[Take their mind off of it|DistractChild2]]<<endif>>\n\n[[End Interview|EndInterview]]
<<audio "SexChoice" play>><<audio "Grinder" fadeout>><<audio "Machinery" loop fadein>>Jacob looks up at the ceiling of corspes.\n\nWait.\n\nWas that a speck of light? Yes... he could see it clearly now. There's a ray of light coming from a small crevasse between the gore.\n\nHope.\n\nJacob shakes his head. For some reason he had assumed the bodies were endless. <<if $JacobTriedToEndIt is "1">>A part of him really thought he was in hell.<<endif>>\n\nClimb.\n\nJacob takes one last breathe before pushing upward towards the light. He ignores all the people in his way. Their glazed eyes all on him frozen in their last moments of terror.\n\nFinally he breaks through to the surface.<<set $GrizzleAlive = "1">><<set $MoustacheAlive = "1">><<set $DavidInformed = "0">>\n\n<span class = "decision">[[Continue|Men On The Surface]]</span>\n
<<audio "Continue" play>>As you proceed down the beach you think about striking up a conversation with Fiona. She may calm down if you appear friendly, then again you might be better off not in her care...\n\n[[Ask about Fiona's mother.|AskFionaMom]]\n\n[[Make a break for it.|TryandEscapeGameOver]]\n\n[[Be silent.|BeSilentToFiona]]\n\n
Fiona sighs.<<set $Reckless += 1>>\n\n"Well that's frustratingly enigmatic."\n\n[[Continue|FionaGetsCall]]
As the world grows dark Jacob hears your voice.<<set $JacobDead = "1">> You whisper in his ear.<<audio "Continue" play>>\n\n<span class = "you">[["Remember Sennoh"|Remember Sennoh]]</span>\n\n<span class = "you">[["Remember Greg"|Remember Greg]]</span>
CITY OF LOST RAIN\n\nWRITER AND SOUND DESIGNER:\n[[Ross Moreno|RossDescription]]\n\n<span class = "decision">[[Continue|Credits3]]</span>\n<span class = "decision">[[Back|FourthAxisCredits]]</span>
You sit down next to Fiona.\n\nShe asks who you are.\n\n[[Continue|PlayerBackground01]]
<<cacheaudio "DavidDiceRollWood" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/david_dice_roll_wood.mp3">>\n<<cacheaudio "DavidGunShot" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/dramatic_gun_shot.mp3">><<cacheaudio "RainOnWindows" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/rain_on_window.mp3">>\n<<cacheaudio "CharacterCreate" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/creation.mp3">>\n<<cacheaudio "Grinder" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/corpsegrinder.mp3">>\n<<cacheaudio "CharacterDecisionMade" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/charactercreate_decision_made.mp3">>\n<<cacheaudio "Pier" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/wavesandwindonthebeach.mp3">>\n<<cacheaudio "GunshotDelayed" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/dramatic_gun_shot_delayed.mp3">>\n<<cacheaudio "SexChoice" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/creation_select.mp3">>\n<<cacheaudio "WealthChoice" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/creation_select.mp3">>\n<<cacheaudio "TacticsChoice" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/creation_select.mp3">>\n<<cacheaudio "LostRainIntro" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/charactercreate_dipposition_choice.mp3">>\n<<cacheaudio "DippositionChoice" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/creation_select.mp3">>\n<<cacheaudio "Continue" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/pageturn.mp3">>\n<<cacheaudio "PickUpDice" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/pickingupdice.mp3">>\n<<cacheaudio "KnifeThrowHit" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/knife_throw_hit.mp3">>\n<<cacheaudio "KnifeThrowMiss" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/knife_throw_miss.mp3">>\n<<cacheaudio "StrangleMoustache" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/strange_moustache.mp3">>\n<<cacheaudio "ScaredMoustacheFire" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/moustache_scared_fire_2.mp3">>\n<<cacheaudio "KnifePickup" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/knife_pickup.mp3">>\n<<cacheaudio "GameOver" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/game_over.mp3">>\n<<cacheaudio "DialTone" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/phonetone.mp3">>\n<<cacheaudio "DialDeath" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/deaddialtone3.mp3">>\n<<cacheaudio "PistolTransition" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/pistoltransition.mp3">>\n<<cacheaudio "BustingDownDoor" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/bustingdowndoor.mp3">>\n<<cacheaudio "KidsAtShore" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/shore_with_kids_playing.mp3">>\n<<cacheaudio "WavesClose" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/waves_close.mp3">>\n<<cacheaudio "SeagullChewing" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/seagullschewing.mp3">>\n<<cacheaudio "Machinery" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/machinery.mp3">>\n<<cacheaudio "Credits" "http://rossmorenoartist.weebly.com/uploads/5/6/9/5/56956925/pianocredits.mp3">>
<<set $KillMous02 = random(0,1)>><<if $KillMous02 is 1>>Jacob hurls the knife with startling accuracy hitting Moustache in the throat.<<set $MoustacheAlive = "0">>\n\nMoustache stumbles then falls dead.<<endif>><<if $KillMous02 is 0>> Jacob hurls the knife but Moustache dodges it and it bounces harmlessly off the wall.<<endif>>\n\nGrizzle growls in rage and fires his rifle hitting Jacob in the head. Jacob falls forward blood spurting from the hole that was once his face.\n\nGrizzle looks over at Moustache and laughs.\n\n<<if $KillMous02 is 1>>"Guess my pay just went up!"\n\nGrizzle walks over and digs through Moustache's belongings. He pockets Moustache's wallet before continuing up the stairs.<<set $GrizzleAlive = "1">><<set $DavidInformed = "1">><<endif>><<if $KillMous02 is 0>>"Made short work of that one eh?"\n\nMoustache grins back.\n\n"We certainly did, come on. We better tell the boss."<<set $GrizzleAlive = "1">><<set $MoustacheAlive = "1">><<set $DavidInformed = "1">><<endif>>\n\n[[Continue|LastWordsToJacob]]
Thank you for the sound of waves.\n\nwww.freesound.org/people/Kyster\n\n<span class = "decision">[[Back|Credits3]]</span>
<<audio "Continue" play>>Jacob walks to the side of the pit and pulls himself up, then proceeds towards Grizzle.\n\n"Don't send me back! Please!"\n\nJacob looks solemn.\n\n"Sorry for this."\n\n<<set $FailedToExecuteGriz = either(0,1)>><<if $FailedToExecuteGriz is "0">>Before Grizzle can respond Jacob jabs the knife in his eye. Grizzle falls back screaming then crumples in a pile dead.<<set $GrizzleAlive = "0">><<set $DavidInformed = "0">>\n\nJacob dashes up the stairs and out of view.\n\n[[Continue|Chapter 2]]<<endif>><<if $FailedToExecuteGriz is "1">>Grizzle grabs his rifle.\n\n"I won't go back!"\n\nHe fires his rifle hitting Jacob in the head, Jacob falls forward blood pouring from his face. He then turns the gun on himself and fires.<<set $GrizzleAlive is "0">><<set $DavidInformed = "0">>\n\n[[Continue|LastWordsToJacob]]<<endif>>
Lost Rain certainly is a dirty place... Breathing the air is probably just as toxic as take dragging a cigarette it's so thick and laden with pollution. You can taste it. It's not pleaseant.\n\nSo many broken bottles... wait, there's label on one of the pieces... all you can make out is the word "stein".\n\nFiona looks at you raising an eyebrow. You realize you've been pausing for a long time. You better say something soon...\n\nWait.\n\nStein? No...\n\nYou shrug.\n\n<span class = "youtalk">"You can call me Stein."</span>\n\nFiona's eyebrow does not falter.\n\n<span class = "fiona">"... Stein?..."</span>\n\nYou staighten up to appear more confident.\n\n<span class = "youtalk">"Yea. Stein."</span><<set $PlayerStein = "1">>
Jacob stands resolute and attempts to bluff.\n\n"I am a officer of the City Guardsman! You are surrounded! There is no escape! You will surrender now... or die."\n\nMoustache and Grizzle glance at each other their expressions a mixture of worry and confusion. Moustache speaks first.\n\n"Wait... what?"\n\nJacob remains steady.\n\n"What is your answer! Speak now or perish!"\n\nGrizzle breaks.\n\n"No need to be hasty officer! We'll surrender!"\n\nMoustache looks at his companion with scorn.\n\n"You pigeon brained whelp! He's clearly bluffing!"\n\nJacob challenges Moustache with a hint of worry in his voice.\n\n"Your answer! I'd rather not give the order to end you but I will."\n\n"Please Rej! I can't go back! I won't go back!"\n\nMoustache smirks.\n\n"Look! The little rat is pratically shakin' at the knees! Pathetic!"\n\nMoustache aims his machine gun at Jacob and fires.<<if $PlayerIsRightious is "1" and $JacobHasKnife is "1">>\nJacob dodges the first volley but quickly surcomes as Moustache corrects. Before Moustache can end him for good Jacob readies his knife.\n\n[[Continue|GuardKillChoice]]<<endif>><<if $PlayerIsDevoted is "1" or $PlayerIsCompassionate is "1">> Jacob roars in anger as the bullets tear him apart. Moustache continues to fire until there's not much left of Jacob. After Jacob lies dead both Grizzle and Moustache hold their breadthe listening.\n\nMoustache looks at Grizzle triumphant.\n\n"Told you he was bluffin'!"\n\nGrizzle grumbles, his pride wounded.\n\n"We better tell the boss about this."\n\nThe two walk up the stairs and out of sight.\n\n[[Continue|LastWordsToJacob]]<<endif>>\n
David does not kill last child and lets them go.<<set $OneChildAlive = "1">><<set $TwoChildAlive = "0">><<set $FamilyDead = "0">>\n\n[[Continue|BetrayerComes]]
Child 1 responds positively and tells you another clue\n\n[[Continue|EndInterview]]
A worn rifle sits next to the man with the grizzled beard. The stock is made of wood and looks like it has some worn designs on it. It looks old, might be unreliable. But then again if it has been around this long...\n\nAn black machine gun lies next to the man with the moustache. It's sleek and new with bullet chains coiled around it. The top has an opening for the bullets to be fed in, there aren't any in there now.\n\n[[Back|Men On The Surface]]
<<audio "Continue" play>>You lie to her about Jacob<<set $Evasive += 1>>\n\n[[Continue|Chapter 3]]
Thank you for the bone crackin'\n\nOswald Skillbard\nwww.skillbard.com\nwww.freesound.org/people/vincentoliver\n\n<span class = "decision">[[Back|Credits3]]</span>
<<audio "SexChoice" play>>Jacob is relieved.<<set $JacobClimbed = "0">>\n\nAfter taking a deep breathe he plunges the knife into his chest. He closes his eye and waits for <span class = "clue">[[death|Not Done With Jacob]]</span>... but it does not come.\n\nThere's no pain. Jacob blinks in confusion and withdraws the blade from his chest.\n\nThere is blood on it, but the wound does not bleed. He stabs himself again, this time harder and twists afterward. Still no pain, still not dead.\n\nFrustrated he stabs himself again and again. Nothing, he still would not die.\n\nJacob weeps... No Escape.<<set $JacobTriedToEndIt = "1">>\n\n<span class = "decision">[[Continue|Jacob Climbs]]</span>
<<audio "KidsAtShore" unloop fadeout>><<audio "GameOver" loop play>>The girl nods to one of the other children and he runs over and checks the place you specified.\n\n"No worms here boss!"\n\nShe glares at you and shouts.\n\n"You lied to me! You will not pass."\n\nShe turns and snaps her fingers.\n\nThe <<if $PlayerIsRightious is "1">>Fire Bandits<<endif>><<if $PlayerIsDevoted is "1">> Dust Thieves<<endif>><<if $PlayerIsCompassionate is "1">>Water Pirates<<endif>> form a wall barring you from continuing. They brandishe their weapons threateningly, it's more effective than you expected. You look at Fiona.\n\n<span class = "fiona">"What are we going to do? They're kids."</snap>\n\nThe strange man appears.\n\n"Guess you don't really know where worms reside eh? Neither do I for that matter... such odd little grubby creatures. Well try again!"\n\nHe waves his hand and you fall through the ground.\n\n<span class = "decision">[[Continue|FionaTalkDuplicate]]</span>
<<audio "Continue" play>>You steal her hat, she shouts and chases after you.\n\n[[Continue|FionaChasesYou]]
<<set $PlayerIsPoor = "0">><<set $PlayerIsRich = "1">><<audio "WealthChoice" play>><span class = "youtalk">"I was born to wealth."</span>\n\nVelvet clothes wrap around you. They are finely woven and smell<<if $PlayerIsWoman is "1">> of perfume<<endif>><<if $PlayerIsMan is "1">> of calogne<<endif>>. You bought these clothes for a small fortune, they make you feel proud and confident. You are fond of them.\n\n"This will effect how people see you and treat you. Are you sure you wish to manifest as such?"\n\n<span class = "you">[["I am sure"|TacticsChoice]]</span>\n\n<span class = "you">[["Poverty better befits me."|Poverty]]</span>
<<audio "Continue" play>>Events:\nFiona asks how you knew about the body. You shrug, you don't know. Fiona tries to take you in but you have disappeared.\n\n[[Continue|FionaCallsInTimBody]]
You try and distract the child by talking about something they like.\n\n[[Trains|Child1Distract1]]\n\n[[Armpits|Child1Distract2]]\n\n[[Bugs|Child1Distract3]]\n\n[[Ponies|Child1Distract4]]\n\n[[Zombies|Child1Distract5]]
Thank you for the thunder storm.\n\nwww.freesound.org/people/RHumphries\n\nSite: sfx.TakomaMedia.com\n\n<span class = "decision">[[Back|Credits3]]</span>
<<audio "Continue" play>>Jacob walks over to the side of the pit and pulls himself up. He then brushes himself off and begins walking towards stairs.\n\n"Pretty odd."\n\nJacob turns and looks at Grizzle.\n\n"What?"\n\nGrizzle looks at Jacob once again suspicious.\n\n"Was just thinkin', it's pretty odd hiding in a buncha floaters just to test our guts..."\n\n<<if $JacobClimbed is "1" and $JacobHasKnife is "0">>Jacob looks at Grizzle unamused.\n\n"I do not question the boss's... odd... requests but I do carry them out. As should you."\n\nGrizzle nods his head.\n\n"He is an odd one. Pays well per head though."\n\n"I must report in ummm... Grizzle! Yes...Uh- Have a good day."\n\nJacob walks hurridly towards the stairs. Grizzle mouthes the words "Have a good day?!" in confusion then looks back at Jacob enraged. He takes aim but before he can fire Jacob dashes up the stairs.\n\n"Hey!"\n\nGrizzle angrily tosses his cigarette away before pursuing.<<set $GrizzleAlive = "1">><<set $JacobDead = "0">>\n\n[[Continue|Chapter 2]]<<endif>><<if $JacobTriedToEndIt is "1">>Jacob opens his mouth to speak but instead blood spurts from it and his knife wounds. He stumbles trying to steady himself on Grizzle's shoulder but then falls on the ground.\n\nGrizzle looks horrified. A lot of the blood got him, which also dowsed his cigarette. He hadn't noticed continuing to puff on nothing in fright.\n\nTenderly, he steps over Jacob's body and dashes up the stairs.<<set $GrizzleAlive = "1">><<set $DavidInformed = "1">>\n\n[[Continue|LastWordsToJacob]]<<endif>><<if $JacobHasKnife is "1">>"You're right."\n\nSuddenly Jacob turns to stab Grizzle with the knife. Before Jacob can land the killing blow Grizzle also fires hitting Jacob in the throat. <<if $PlayerIsRightious is "1">>With all his might Jacob drives the blade into Grizzle's eye.<<set $GrizzleAlive = "0">> Grizzle falls back on the table flipping it over and flinging cards into the air like confetti.\n\nJacob makes horrible wretching sounds as he falls to the ground and tries to breathe as his lungs fill with blood.\n\n[[Continue|LastWordsToJacob]]<<endif>><<if $PlayerIsCompassionate is "1" or $PlayerIsDevoted is "1">>The shot to the throat knocks Jacob off target and he falls to Grizzle's side gasping.\n\nGrizzle turns to him laughing.\n\n"Try and gut me will ya?!"\n\nGrizzle kicks Jacob back into the pit. Jacob lays there choking on his blood as Grizzle flicks his cigarette at him and walks off still laughing.<<set $GrizzleAlive = "1">>\n\n[[Continue|LastWordsToJacob]]<<endif>><<endif>>\n
<<audio "KidsAtShore" unloop fadeout>><<audio "GameOver" loop play>>"Nope!"\n\nA strange man appears and he waves his hand. Your lips zip close. You can't breadthe! You fall to the ground.\n\n<span class = "fiona">"Who the hell are you?!"</span>\n\nThe strange man bows slightly.\n\n"My apologies my dear, but no one from Lost Rain can know who I am and <<if $PlayerIsMan is "1">>he<<endif>><<if $PlayerIsWoman is "1">>she<<endif>> was about to give you clues to my identity and I can't have that! So I deprived <<if $PlayerIsMan is "1">>him<<endif>><<if $PlayerIsWoman is "1">>her<<endif>> of her ability to speak. Our business will conclude shortly."\n\nHe turns to you.\n\n"I told you not to tell anyone of me. Guess we will just have to give this another go..."\n\nHe waves his hand and the skin tears off your mouth and you fall through the ground.\n\n<span class = "decision">[[Continue|FionaTalkDuplicate]]</span>\n\n
You try and distract the children\n\n[[Trains|ChildrenTrains]]\n[[Armpits|ChildrenArmpits]]\n[[Ponies|ChildrenPonies]]\n[[Bugs|ChildrenBugs]]\n[[Zombies|ChildrenZombies]]
David Leaves the apartment with the betrayer.\n\n[[Continue|Chapter 4]]
<<audio "Continue" play>>You are silent.\n\n<span class = "fiona">"Alright<<if $PlayerIsPoor is "1">> bum<<endif>>, led me to Jacob."\n\nYou remain silent.\n\n"Nothing to say for yourself?"\n\nStill you are silent stubborning holding to your decision to be mysterious.\n\n"Come on, I know you can speak, you just did it!"\n\nYou begin marching towards where <<if $JacobDead is "1">>Jacob's body<<endif>><<if $JacobDead is "1">>Jacob<<endif>> is.\n\nFiona looks confused but follows.\n\n[[Continue|LeadFionaViaHandcuffs01]]\n\n<<set $ReactAngryHandcuffs = "0">>\n<<set $ReactNuetHandcuffs = "1">>\n<<set $ReactJokeHandcuffs = "0">>\n<<set $Distant += 1>>
<<audio "Continue" play>>There are three ragged children playing among the rocks screaming and laughing as they hunt for worms. Must be trying to fish?\n\n<span class = "decision">[[Back|Fiona On The Pier]]</span>
Thank you for the spooky game over sound.\n\nwww.freesound.org/people/frankum\n\n<span class = "decision">[[Back|Credits3]]</span>
<<audio "Continue" play>>Lost Rain was dubbed so as an insult to the king at the time. An insult that stuck. It was originally Lost Reign to mock the king because he had lost favor with his nobles when he pushed for a war they could not win. He lost his reign, and head, when they decided to elect a new king. The new king took the name of the old to give the appearnace of a sustained bloodline but in truth it was a new dynasty, one wholly aligned with the whims of it's wealthier citizens.\n\nIt became Lost Rain when the everpresent rainstorm began. Lost Rain is bordered by large peaks which partially catch and eddy the storms coming in from the sea. The result is an almost constant rainstorm above the city.\n\n<span class = "decision">[[Back|CityDescription]]</span>
CITY OF LOST RAIN\n\nTHANK YOU TO ALL THE SOUND CONTRIBUTORS:\n\nAll audio has been collected from www.Freesound.org and remixed by Ross Moreno\n\n<span class = "decision">[[RHumphries]]</span>\n<span class = "decision">[[PatrickLieberkind]]</span>\n<span class = "decision">[[discokingmusic]]</span>\n<span class = "decision">[[juskiddink]]</span>\n<span class = "decision">[[DalomarGrimm]]</span>\n<span class = "decision">[[inchadney]]</span>\n<span class = "decision">[[nextmaking]]</span>\n<span class = "decision">[[acrober]]</span>\n<span class = "decision">[[DJ Chronos]]</span>\n<span class = "decision">[[Mixedupmoviestuff]]</span>\n<span class = "decision">[[uagadugu]]</span>\n<span class = "decision">[[SoundCollectah]]</span>\n<span class = "decision">[[poissonmort]]</span>\n<span class = "decision">[[bsumusictech]]</span>\n<span class = "decision">[[frankum]]</span>\n<span class = "decision">[[Gingie]]</span>\n<span class = "decision">[[vincentoliver]]</span>\n<span class = "decision">[[ahill86]]</span>\n<span class = "decision">[[Thalamus_Lab]]</span>\n<span class = "decision">[[nsstudios]]</span>\n<span class = "decision">[[CGEffex]]</span>\n<span class = "decision">[[crz1990]]</span>\n<span class = "decision">[[AMTR]]</span>\n<span class = "decision">[[Kyster]]</span>\n<span class = "decision">[[qubodup]]</span>\n<span class = "decision">[[kwahmah_02]]</span>\n<span class = "decision">[[nebyoolae]]</span>\n<span class = "decision">[[BuddyGuyTrask]]</span>\n<span class = "decision">[[byMax]]</span>\n<span class = "decision">[[KRISTIANKULTA]]</span>\n\n<span class = "decision">[[Continue|Credits4]]</span>\n<span class = "decision">[[Back|Credits2]]</span>\n\n
David rolls a 16, 12, 5, 1, 19, 5, 4, 30, 15, and a 14 then he rolls a 11, 9, 12, 12, 20, 8, 5, 13, 30 and a 29.<<audio "DavidDiceRollWood" play>>\n\n<span class = "you">"[[Please dont kill them!|DavidStops2]]"</span>\n\nDavid rolls a 9, 27, 4, 15, 27, 28, 14, 29, 20, and a 28 then he rolls a 3, 1, 27, 30, 18, 29, 28, 5, 27 and a 30.\n\n<span class = "you">"[[I dont care.|DavidDisappointed]]"</span>
<<audio "Continue" play>><span class = "youtalk">"So uh- your mother..."</span>\n\n<span class = "fiona">"What about my mother?!"</span>\n\n<span class = "youtalk">"No, no, no... Just-Isn't that something people talk about? Family?"</span>\n\nFiona pushes you forward.\n\n<span class = "fiona">"I don't usually talk about my family with people I have handcuffed no. Why are you trying to make small talk?"</span>\n\n<span class = "you">[["Isn't she in some asylum or something?"|MotherAsylum]]</span>\n\n<span class = "you">[["Well I'll tell you about my mother."|MotherTell]]</span>\n\n<span class = "you">[["Okay. No small talk. Got it."|MotherSilent]]</span>\n<<set $Reckless += 1>>
CITY OF LOST RAIN\n\nTESTING AND EDITTING:\nMary Longshore\nEric McConnel\nStig Plantell\n\nSPECIAL THANKS:\nSherry Jones\nRaidar Klinkhammer\n\n<span class = "decision">[[Continue|Credits5]]</span>\n<span class = "decision">[[Back|Credits3]]</span>
CITY OF LOST RAIN\n\n"Oh you're not done yet <<if $PlayerLastName is not "Last">><<if $PlayerIsMan is "1">>Mr<<endif>><<if $PlayerIsWoman is "1">>Madam<<endif>><<print $PlayerLastName>><<endif>><<if $PlayerLastName is "Last">><<print $PlayerFirstName>><<endif>>?<<if $Robot is false>> Or //are// you, in fact, a robot? If that's the case I suppose my words are wasted.<<endif>> Regardless, see you again soon..."\n\n<span class = "decision">[[Replay|Restart]]</span>\n<span class = "decision">[[Back|Credits4]]</span>
<<audio "Continue" play>>[[Back|Fiona On The Pier]]
<<set $PlayerIsBold = "0">><<set $PlayerIsClever = "1">><<audio "TacticsChoice" play>><span class = "youtalk">"I favor the clever..."</span>\n\nA tenacity fills you, a fluidity in perception and thought. You make decisions and forever ponder their consequences, you see through to the truth where the ignorant ingore it, you are clever.\n\n"In conflict you must navigate your choices with wit and tenacity, your power relies on clues you observe and your ability to interpret and utilize them. But the consequences of a mistep is dire. You can fight but your violent acts are that of the desperate and as such have little chance of succeeding."\n\nThe voice pauses.\n\n"Are you sure you wish to manifest as such? "\n\n<span class = "you">[["I am sure"|MotiveChoice]]</span>\n\n<span class = "you">[["I am a fighter."|Bold]]</span>
Thank you for the flock of seagulls.\n\nwww.freesound.org/people/juskiddink\n\n<span class = "decision">[[Back|Credits3]]</span>
<<audio "Continue" play>>How do you know my mother?[[Continue|FionaChasesYou]]
David fires killing the mother. Her body drops on top of the grandfather. David shakes his head frustrated.<<audio "DavidGunShot" play>>\n\n<span class = "david">"I thought maybe because you were pretty... damn."</span>\n\nDavid thinks for a moment.\n\n<span class = "david">"Perhaps one of the children will get its attention?"</span>\n\nDavid goes back to the closet. Regardless of his shot leg the father shields the children with himself glaring at David with a desperate rage. David grins.\n\n<span class = "david">"I suppose you have been rather eager. Well come along..."</span>\n\nThe father continues to glare. David looks down at the father's bleeding leg.\n\n<span class = "david">"Oh... right. Well I'll help you out."</span>\n\nDavid grabs the father by his collar and drags him to the center of the room. The father manages to rub off his gag.\n\n"You'll burn for this!"\n\nDavid sighs.\n\n<span class = "david">"I know this is unpleaseant sir, but I do not do it without cause. Know that you'll be giving us all purpose. Your death will serve a purpose."</span>\n\nDavid rolls the dice.\n\n<span class = "decision">[[Continue|DiceRoll04]]</span>
<<if $PlayerIsBold is "1">>[[Push Child 1 for more info|PushChild1]]<<endif>><<if $PlayerIsClever is "1">>[[Take their mind off of it|DistractChild1]]<<endif>>\n\n[[End Interview|EndInterview]]
Fiona throws you to the ground.\n\n<span class = "fiona">"How did you know my mother was in an Asylum!? Have you been following me?"</span>\n\nYou gasp for a second the wind knocked out of you. Eventually you sit up. She has her gun pointed at you.\n\n<span class = "you">[["Yea I have, but I can explain!"|FionaHitsYouGameOver]]</span>\n\n<span class = "you">[["I was told to!"|FionaTruthGameOver]]</span>
Thank you for dropping that bag and recording it.\n\nwww.freesound.org/people/BuddyGuyTrask\n\n<span class = "decision">[[Back|Credits3]]</span>
Thank you for the knife stabbin'\n\nwww.freesound.org/people/Mixedupmoviestuff\n\n<span class = "decision">[[Back|Credits3]]</span>
Thank you for the gum chewing.\n\nwww.freesound.org/people/nextmaking\n\n<span class = "decision">[[Back|Credits3]]</span>
Fiona examines mother.\n\n[[Back|ExamineCrimeScene]]
Child 2 doesn't like trains\n\n[[Continue|EndInterview]]
<<audio "Continue" play>>You whisper in Jacob's ear.\n\n"[[Go for the gun.]]"\n\n"[[Try and trick him]]"
Child 2 tells you something about case.\n\n[[Continue|EndInterview]]
<<audio "Continue" play>>Jacob turns to Moustache and begins to speak but can't find the words. You whisper in his ear.\n\n<<if $PlayerIsRightious is "1">>"[[His mind is weak, manipulate him with fear.|Moustache Demon]]"\n\n"[[Threaten him with your title.|Moustache Guardsman]]"\n\n"[[Guise yourself in their words.|Fake Criminal]]"<<endif>><<if $PlayerIsCompassionate is "1">>"[[Fear can be a powerful ally.|Moustache Demon]]"\n\n"[[He would not dare kill a Guardsman.|Moustache Guardsman]]"\n\n"[[They would be sympathetic to a fellow criminal.|Fake Criminal]]"<<endif>><<if $PlayerIsDevoted is "1">>"[[A well placed threat will disarm him|Moustache Demon]]"\n\n"[[Bluff them.|Moustache Guardsman]]"\n\n"[[You are one of them.|Fake Criminal]]"<<endif>>
Children dont like zombies and children think about parents turning into zombies and run out of room crying\n\n[[Continue|ChildrenZombieGameOver]]
<<audio "Continue" play>>"Get out of this town now and you will be spared!"\n\n"But-"\n\n"Now!"\n\nGrizzle gets up an scampers up the stairs out of sight.<<set $GrizzleAlive = "0">><<set $SparedGrizzle = "1">><<set $DavidInformed = "0">>\n\nJacod lets out a sigh of relief before heading up the stairs himself.\n\n[[Continue|Chapter 2]]
The pistol is covered in dings and scratches decorating the edges of its frame. It looks heavy and powerful as if the weight of the decisions made with it manifest in the form of a lead like weight. Around the trigger is a faded design.\n\n<<audio "PistolTransition" play>><span class = "decision">[[Back|Family's Apartment]]</span>\n\n
<<if $PlayerIsDevoted is "1">><<set $ChildrenPushSuccess = random(0,4)>><<endif>>\n<<if $PlayerIsRightious is "1" or $PlayerIsCompassionate is "1">><<set $ChildrenPushSuccess = random(0,2)>><<endif>>\n\n<<if $ChildrenPushSuccess is 0>>Push doesn't work<<endif>><<if $ChildrenPushSuccess is 1 or $ChildrenPushSuccess is 2 or $ChildrenPushSuccess is 3 or $ChildrenPushSuccess is 4>>Push works, children reveal more info<<endif>>\n\n[[Continue|EndInterview]]
<<audio "KnifePickup" play>>Jacob pries the knife out of the bald man's hand and stuffs it in his pocket. <<set $JacobHasKnife = "1">>\n\n<span class = "decision">[[Back|bodies]]</span>
You get a name. [[Continue|FionaResponse]]
<<audio "Continue" play>>The body is of a man, middle aged. He's wearing what was once a nice striped suit with a wilted purple flower sticking out of his jacket pocket. He was killed by a gun shot wound <<if $Betrayer is "1">> to the temple.<<endif>><<if $Betrayer is "2">> through his eye.<<endif>>\n\n[[Back|Jacob And His Body Buddies]]
David looks surprised and pleased.\n\n<span class = "david">"Such language! You must really want this one to live..."</span>\n\nDavid thinks for a second then grins.\n\n<span class = "david">"Well then let this be a lesson to you!"</span>\n\nDavid puts the gun up to the last child's forehead.\n\n<span class = "david">"I call the shots."</span>\n\n<span class = "decision">[[Continue|DavidLeavesCurse]]</span>
Child 1 asks when Child 2 is coming back.\n\n\n<<if $PlayerIsBold is "1">>[[Continue|PushChild1Decide]]<<endif>>
Grizzle and Moustache report on Jacob incident. David kills one of them in anger for killing Jacob.\n<<set $KillHenchman = random(0,1)>>\n<<if $KillHenchman is 0>>\nDavid Kills Grizzle<<endif>>\n<<if $KillHenchman is 1>>\nDavid Kills Moustache<<endif>>\n\n[[Continue|BetrayerComes]]
<<audio "Continue" play>><<audio "SeagullChewing" loop fadein>><<audio "WavesClose" unloop fadeout>>The flock peck and rip voriciously at things in the water and surrounding the draineage.\n\nYou can't tell what they are until an argument breaks out amongst some of the gulls revealing an eyeless face beneath.\n\nThe bodies... how did the get here?\n\nSomething pulls you away.\n\n<span class = "decision">[[Continue|Chapter 3]]</span>
Fiona responds skeptical.\n\nShe asks you how you knew about the bodies.\n\n[[Continue|BodiesAnswer]]
Thank you for the fridge closin'\n\nAndrew Hill\n www.ahillav.co.uk\nwww.freesound.org/people/ahill86\n\n<span class = "decision">[[Back|Credits3]]</span>
Child 2 doesn't like bugs\n\n[[Continue|EndInterview]]
Child 2 (girl to be tricksy referencing picture earlier) likes armpits\n\n[[Continue|DistractedChild2Success]]
Child 2 doesn't like ponies\n\n[[Continue|EndInterview]]
Child 2 doesn't like zombies and child thinks about parents turning into zombies and runs out of room crying\n\n[[Continue|Child2ZombieGameOver]]
Thank you for the roll of the dice.\n\nwww.freesound.org/people/discokingmusic\n\n<span class = "decision">[[Back|Credits3]]</span>
Thank you for the mysterious distant machinery.\n\nwww.nebyoolae.com\nwww.freesound.org/people/nebyoolae\n\n<span class = "decision">[[Back|Credits3]]</span>
<<if $PlayerIsBold is "1">>[[Push for more information|PushNeighbor]]<<endif>><<if $PlayerIsClever is "1">>[[Suggest there might be a reward|BlackmailNeighbor]]<<endif>>\n\n[[End Interview|EndInterview]]
<<audio "KidsAtShore" unloop fadeout>><<audio "GameOver" loop play>>The strange man appears.\n\n"Guess you don't really know what to say to children eh? Neither do I for that matter... such odd little grubby creatures. Well try again!"\n\nHe waves his hand and you fall through the ground.\n\n<span class = "decision">[[Continue|FionaTalkDuplicate]]</span>\n\n
Fiona gets off the tram and proceeds to the Family Death crime scene.\n\n[[Continue|FionaArrivesAtCrimeScene]]
David kills last child.<<set $FamilyAllDead = "1">>\n\n[[Continue|BetrayerComes]]
<<audio "BustingDownDoor" stop>><<audio "DialTone" stop>><<audio "DialDeath" play>>David fires killing the mother. The phones drops on the carpet as blood starts to seep through it.\n\n<span class = "david">"I commend your attempt madam."</span>\n\nDavid picks up the phone and hangs up. Then proceeds back to the living room.\n\n<span class = "david">"Hope the rest are equally enthralling! They'll have to be if it's going to show up..."</span>\n\nDavid goes back to the closet. Regardless of his shot leg the father shields the children with himself glaring at David with a desperate rage. David grins.\n\n<span class = "david">"I suppose you have been rather eager. Well come along..."</span>\n\nThe father continues to glare. David looks down at the father's bleeding leg.\n\n<span class = "david">"Oh... right. Well I'll help you out."</span>\n\nDavid grabs the father by his collar and drags him to the center of the room. The father manages to rub off his gag.\n\n"I'll fucking kill you!"\n\nDavid sighs.\n\n<span class = "david">"I know this is unpleaseant sir, but I do not do it without cause. Know that you'll be giving us all purpose. Your death will serve a purpose."</span>\n\nDavid rolls the dice.\n\n<span class = "decision">[[Continue|DiceRoll04]]</span>
<<set $Distant += 1>>\n\n[[Continue|FionaGetsCall]]
<<audio "DialTone" loop play>>The mother dials as she flees. Down the hallway to the right then barricades herself in the bedroom with a cabinet. The phone rings, it feels like an eon between each ring.\n\n"Please... Please... Please..."\n\nShe whispers to herself clutching the phone as if she were a castaway clinging to a last plank of wood. David taunts from the otherside of the door.\n\n<span class = "david">" I would have gone for the front door personally. It won't take me long to get in there... but I suppose //normal// people don't abandon loved ones."</span>\n\n<span class = "decision">[[Continue|MotherBehindDoor]]</span>
Thank you for the knife dropping.\n\nwww.freesound.org/people/acrober\n\n<span class = "decision">[[Back|Credits3]]</span>
<<audio "PickUpDice" play>>The mother manages to break her bindings around her hands and legs and shoves David, he spills over the couch flustered. The mother then grabs the phone off the nearby hook and dashes down the hallway.\n\nDavid gets up looking somewhat surprised and impressed. He brushes himself off.\n\n<span class = "david">"Well you're a wily one!"</span>\n\nCalmly David walks down the hallway in pursuit.\n\n<span class = "decision">[[Continue|MotherDialTone]]</span>\n\n
<<audio "Continue" play>>Jacob turns to Grizzle and begins to speak but can't find the words. You whisper in his ear.\n\n<<if $PlayerIsRightious is "1">>"[[His mind is weak, manipulate him with fear.|Grizzle Demon]]"\n\n"[[Threaten him with your title.|Grizzle Guardsman]]"\n\n"[[Guise yourself in their words.|Fake Criminal]]"<<endif>><<if $PlayerIsCompassionate is "1">>"[[Fear can be a powerful ally.|Grizzle Demon]]"\n\n"[[He would not dare kill a Guardsman.|Grizzle Guardsman]]"\n\n"[[They would be sympathetic to a fellow criminal.|Fake Criminal]]"<<endif>><<if $PlayerIsDevoted is "1">>"[[A well placed threat will disarm him|Grizzle Demon]]"\n\n"[[Bluff them.|Grizzle Guardsman]]"\n\n"[[You are one of them|Fake Criminal]]"<<endif>>
It went bad.<<audio "GameOver" play>>[[Continue|FionaTalkDuplicate]]
Thank you for recording yourself saying "OOOOOOOOOO", very spooky.\n\nwww.freesound.org/people/KRISTIANKULTA\n\n<span class = "decision">[[Back|Credits3]]</span>
<<if $PlayerIsBold is "1">>[[Push Children for more info|PushChildren]]<<endif>><<if $PlayerIsClever is "1">>[[Take their mind off of it|DistractChildren]]<<endif>>\n\n[[End Interview|EndInterview]]
An old woman <span class = "decision">[[scowls|ScowlsName]]</span> as she passes by. She doesn't seem the least bit surprised you are in handcuffs... this is worrying.\n\nThe <span class = "decision">[[sea|SeaName]]</span> does not look healthy at all, it's a sickly grayish green. The color of mold. You're pretty sure the children should not be playing anywhere near this foulness...\n\nThere are tons of <span class = "decision">[[broken|BrokenName]]</span> pieces from shattered bottles amongst the rocks. This must be a regular spot for the drunk to wonder.\n\nThere is a man sleeping on the sand with a bottle in his hand, you would have honestly thought him <span class = "decision">[[dead|DeadName]]</span> if not for the lack of concern by the people around. Hopefully that a sign he's alive anyway.\n\nFiona's hat is <span class = "decision">[[blue|BlueName]]</span>...
David looks disappointed.<<audio "PickUpDice" play>>\n\n"Don't Kill? Negative points for poor grammar..."\n\nDavid shoots one of the children.<<audio "GunshotDelayed" play>>\n\n"Still encouraging though!"\n\nDavid points the gun close to the child's face menacingly.\n\n"I wonder what it will say next? I'll give it more to work with."\n\nDavid rolls the dice, in multiples this time.\n\n[[Continue|FinalFamilyDiceRoll]]
<<audio "Continue" play>><<if $Betrayer is 1>>Her mouth has fallen agape. Only three teeth stick out of her gums in jagged directions. The empty sockets from her missing teeth are fresh.<<endif>><<if $Betrayer is 2>>Her limbs are broken and lie at unatural angles. Her knees and elbows have gruesome wounds from repeated blunt hits.<<endif>>\n\nWas this woman tortured?\n\n<span class = "decision">[[Back|bodies]]</span>
<<set $Evasive += 1>>\n[[Continue|FionaGetsCall]]
You try and blackmail the neighbor the neighbor\n\n[[Accounts|AccountsBM]]\n[[Has a son|SonBM]]\n[[Mob after him|MobBM]]\n[[Flirt with Him|FlirtBM]]
Thank you for the stone grinding.\n\nwww.thalamuslab.com\nwww.freesound.org/people/Thalamus_Lab\n\n<span class = "decision">[[Back|Credits3]]</span>
<<audio "KidsAtShore" unloop fadeout>><<audio "WavesClose" loop play>>The girl nods to one of the other children and he runs over and checks the grass by yanking it up. To your surprise it is pulsing with worms.\n\n"We go worms here boss!"\n\nShe looks at you and gives a nod of approval, she then turns and marches off as here minions rip up all the grass near the walkway.\n\nFiona looks at you and chuckles.\n\n<span class = "fiona">"You had no idea there were worms there did you?"</span>\n\n<span class = "youtalk">"Not really, no."</span>\n\nYou and Fiona proceed into the tide pools at the northern edge of the beach.\n\nAfter a little while you can see an enormous flock of seagulls surrounding what looks like drainage pipes.\n\n<span class = "fiona">"That's an unusually large flock... Perhaps you weren't lying to me after all..."\n\n<span class = "decision">[[Continue|DiscoverBody]]</span>
One of fiona's doodles\n\n[[Back|FionaOnTram]]
The elusive creature known as Ross Moreno...\n\nwww.RossMorenoArtist.com\n\n\n<span class = "decision">[[Back|Credits2]]</span>
Fourth Axis
Child 1 doesn't like armpits\n\n[[Continue|EndInterview]]
Child 1 doesn't like bugs\n\n[[Continue|EndInterview]]
Child 1 doesn't like zombies and child thinks about parents turning into zombies and runs out of room crying\n\n[[Continue|Child1ZombieGameOver]]
Child 1 (boy to be tricksy referencing picture earlier) likes ponies\n\n[[Continue|DistractedChild1Success]]
<<audio "Continue" play>>Jacob stands resolute and attempts to bluff.\n\n"I am a officer of the City Guardsman! You are surrounded! There is no escape! You will surrender now... or die."\n\nMoustache and Grizzle glance at each other their expressions a mixture of worry and confusion. Grizzle speaks first.\n\n"Wait... what?"\n\nJacob remains steady.\n\n"What is your answer! Speak now or perish!"\n\nGrizzle breaks.\n\n"No need to be hasty officer! We'll surrender!"\n\nMoustache looks at his companion with scorn.\n\n"You pigeon brained whelp! He's clearly bluffing!"\n\nJacob challenges Moustache threateningly.\n\n"Your answer! I'd rather not give the order to end you but I will."\n\n"Please Rej! I can't go back! I won't go back!"\n\nMoustache begins to aim at Jacob but Grizzle fires his rifle hitting Moustache in the head. Moustache's body falls to the ground.<<set $MoustacheAlive = "0">> Grizzle drops his gun and kneels down with his hands behind his head.\n\n"Look I killed him o'lright. Just don't send me back! Please!"\n\n<<if $JacobHasKnife is "1">>Jacob considers for a second.\n\n[[Continue|Spare Grizzle?]]<<endif>><<if $JacobHasKnife is "0">>"Get out of this town now and you will be spared!"\n\n"But-"\n\n"Now!"\n\nGrizzle gets up an scampers up the stairs out of sight.<<set $GrizzleAlive = "0">><<set $SparedGrizzle = "1">>\n\nJacod lets out a sigh of relief before heading up the stairs himself.\n\n[[Continue|Chapter 2]]<<endif>>
<<audio "Continue" play>>Fiona Chases you until she discovers the bodies[[Continue|DiscoverBody]]
<<set $PlayerIsRightious = "0">><<set $PlayerIsCompassionate = "0">><<set $PlayerIsDevoted = "1">><<audio "WealthChoice" play>><span class = "youtalk">"I am devoted!"</span>\n\nYour face hardens and your passion stirs. Duty motivates you, directs you, is you. You will withstand the onslaught and defend the weak. You are the rock that preserves it all.\n\n"As one who is rightious you will gain an advantage in situations involving "duty". I'm afraid I can't be less enigmatic that that, wouldn't be much fun for me... Is this what motivates you? Is this how you would choose to manifest?"\n\n<span class = "you">[["I am sure."|FinalCharacterCreation]]</span>\n\n<span class = "you">[["Perhaps Rightious better describes me."|Rightious]]</span>\n\n<span class = "you">[["Perhaps Compassionate better describes me."|Compassionate]]</span>
Fiona gets a call from the CSI that tells her that the murderer was a guardsman.\n\n[[Continue|GetOffTram]]
Fiona hits you over the head with the handle of her pistol.\n\nEverything goes black.\n\n<span class = "decision">[[Continue|RansomGameOver2]]</span>
<<audio "Continue" play>>You are quite as you consider how best to tell her about Jacob.\n\n[[Tell Her you know where Jacob is|Tell Her]]
Fiona examines Child 1.\n[[Back|ExamineCrimeScene]]
<<audio "SexChoice" play>>You walk forward a little, trying to make your way through the fog to the voice. It speaks again but this time from behind you.\n\n"Do you come from <span class = "you">[[Wealth]]</span> or <span class = "you">[[Poverty]]</span>?"
<<audio "Continue" play>>You challenge her honor. She is intrigued by your challenge...\n\n[[Continue|LeadFiona]]
Child 1 doesn't like trains\n\n[[Continue|EndInterview]]
You threaten to tell the mob where he is, it succeeds and he reveals more info.\n\nClue earlier is broken kneecaps and the neighbor hobbles\n\n[[Continue|EndInterview]]
Child 1 likes ponies.\n\n[[Back|ChildrenDrawings]]
Welcome to the City of Lost Rain.<<audio "CharacterCreate" loop play>>\n\nFor security purposes we need some information from you...\n\nThis Interactive Fiction is intended for mature audiences because of some of the violent imagery described.\n\n<span class = "decision">[[Continue|SignUp]]</span>\n\n
<<audio "Continue" play>>You say nothing<<set $Distant+= 1>>\n\n[[Continue|Chapter 3]]
Thank you for the knife throwin'\n\nwww.freesound.org/people/Gingie\n\n<span class = "decision">[[Back|Credits3]]</span>
<<audio "SexChoice" play>>Not sure which way to turn you gaze around lost. Where is it?\n\nThe voice booms again.\n\n\n"Are you <span class = "you">[[Rightious]]</span>, <span class = "you">[[Compassionate]]</span> or <span class = "you">[[Devoted]]</span>?"
You try and distract the child by talking about something they like.\n\n[[Trains|Child2Distract1]]\n\n[[Armpits|Child2Distract2]]\n\n[[Bugs|Child2Distract3]]\n\n[[Ponies|Child2Distract4]]\n\n[[Zombies|Child2Distract5]]
David fires. Blood hits the wall from the force of the impact.\n\nDavid looks disappointed but not surprised. He looks at the grandfather.<<audio "DavidGunShot" play>><<audio "Continue" play>>\n\n<span class = "david">"My apologies."</span>\n\nDavid sighs and goes back to the closet. The father, resolute, begins to stand. David shoves him back down.\n\n<span class = "david">"No, no, no. My pick this time. Hmmm..."</span>\n\nDavid looks over them as if picking out a fruit to purchase at a grocery store. He grabs the mother and pulls her out of the closet by her hair. The father tries to stop him by getting in the way but David shoots him in the leg.\n\n<span class = "david">"I told you you'll get your turn!"</span>\n\nHe drags the mother to the center of the room. She looks down at the body of the grandfather in terror. David points the gun at her head.\n\n<span class = "david">"Alright, let's try this again."</span>\n\n<span class = "decision">[[Continue|DiceRoll03]]</span>
You get a name. [[Continue|FionaResponse]]
Thank you for the gun shot.\n\nwww.freesound.org/people/SoundCollectah\n\n<span class = "decision">[[Back|Credits3]]</span>
Both of them go for their guns.<<set $KillGriz01 = random(1,3)>>\n\n<<if $KillGriz01 is 2 or $KillGriz01 is 3>>>Jacob hurls the knife with startling accuracy hitting the grizzle bearded man in the throat. He makes a gurgling noise and then slumps in his chair dead.<<audio "KnifeThrowHit" play>><<set $GrizzleAlive = "0">><<endif>><<if $KillGriz01 is 1>>Jacob hurls the knife. Grizzle dodges it and it bounces off the wall harmlessly.<<audio "KnifeThrowMiss" play>><<endif>>\n\nThe moustached man struggles to load his gun because his hands are shaking.\n\nJacob scrambles out of the mound and dashes towards him.<<if $KillGriz01 is 1>> Grizzle curses as his gun jams.<<endif>>\n\nThe moustached man squeals in panic and renews his efforts to load the gun but his hands shake even more. Jacob leaps upon him and putting his hands around the man's throat.\n\nThe moustached man writhes beneath Jacob as he struggles to breathe. Jacob, in a trance of hatred and feral anger, pins him down, baring his teeth like a beast as he crushes the man's neck harder and harder. <<if $KillGriz01 is 2 or $KillGriz01 is 3>>\n\n[[Continue|Strangle Moustache]]<<endif>>\n\n<<if $KillGriz01 is 1>>After finally fixing his gun Grizzle aims and fires his rifle hitting Jacob in the head. David slumps forward blood spurting from what was once his face.\n\nThe grizzled bearded man picks up his dropped cigarette and relights it.\n\n"You alive Rej?"\n\n"Guess not."\n\nCasually he grabs the moustached man's collar, pulls, then throws him into the pit.\n\nAfter taking a long drag of his cigarette he flicks it into the pit and walks up the stairs.<<set $DavidInformed = "1">><<set $GrizzleAlive = "1">><<set $MoustacheAlive = "0">>\n\n[[Continue|LastWordsToJacob]]<<endif>>
<<audio "Continue" play>><span class = "youtalk">You</span> are <span class = "youtalk">you</span>?\n\n<span class = "decision">[[Back|Jacob Remembers]]</span>
<<audio "Continue" play>>Probably a band shirt, Jacob had seen shirts like those at the docks before.\n\n<span class = "decision">[[Back|bodies]]</span>
<<audio "Continue" play>>Jacob puts up his hands.\n\n"Stop!"\n\nGrizzle lowers his rifle slightly.\n\n"Why?"\n\nJacob acts frazzled.\n\n"You know just cuz a fella falls asleep doesn't make them dead. I was helping you load these bodies, go to take me nap and I've found you loaded me in with 'em! Christ!"\n\nMoustache lowers his gun.\n\n"Sorry man, you musta blended in!"<<if $JacobHasKnife is "1">>\n\n"No problem, just glad I got outta that mess!"\n\nAs he approaches the side of the pit Jacob readies his knife. Grizzle spots it.\n\n"He's gotta knife! Shoot 'im!"<<if $PlayerIsCompassionate is "1">>\nJacob looks at Moustache sorrowfully.\n\n"Ah come on mate, can't deny a man a dagger for protection. Ain't worth a fuss"\n\nMoustache looks at Grizzle. \n\n"Does make sense Griz..."\n\n[[Continue|Fake Criminal 2]]<<endif>><<if $PlayerIsDevoted is "1" or $PlayerIsRightious is "1">>\n\nGrizzle and Moustache barrage Jacob with a hail of lead until nothing is left.\n\nGrizzle laughs then motions to Moustache.\n\n"We better tell the boss, that was fun though eh?!"\n\nGrizzle and Moustache proceed up the stairs. <<set GrizzleAlive = "1">><<set $MoustacheAlive = "1">><<set $DavidInformed = "1">>\n[[Continue|LastWordsToJacob]]<<endif>><<endif>>
Fiona hates waiting.\n\nEverytime she has to wait for something she ends up contemplating the sheer amount of time she must have spent in her life simply... waiting. The idea disgusted her. All this time spent living in anticipation for something to happen.\n\nFiona recognized the need for lines, for taking turns, for waiting, but she still hated it. It is why she took to [[doodling|FionaDoodle01]], not from a desire to draw but rather a means of surviving these terrible moments of boredom. She didn't really like what she drew; she would draw intricate designs forking into organic spirals, but once she was done she would turn the page and never look back.\n\n[[Continue|FionaOnTram02]]
<<audio "DavidGunShot" play>>Without looking at him David lifts the gun and shoots the father in the head. He keels over adding to the increasing pile of bodies on the floor.\n\nDavid goes back to the closet and herds the children out. They look blank, they have seen past their capacity to compute, they have shut down. David bends down and speaks to them in a mocking tone.\n\n<span class = "david">"Alright kids now when I point this shooter at you I want you to make a big racket; scream, cry, beg- the whole shebang. Alright?"</span>\n\nNeither of the children respond and instead just stare forward blankly. David sighs and turns around thinking.\n\n<span class = "david">"Maybe I shouldn't have disposed of the others in front of them. Little bastards are so fragile!"</span>\n\nDavid looks back at them.\n\n<span class = "david">"Well... I suppose the father wasn't terribly enthralling... And they are kids and kids //always// provoke an emotional reaction..."</span>\n\nDavid points the gun at the children and rolls the dice.\n\n<span class = "decision">[[Continue|DiceRoll05]]</span>
<<audio "Continue" play>>You taunt Fiona.\n\n\n[[Taunt with Mother.|TauntMother]]\n\n[[Taunt with Father.|TauntFather1]]\n\n<<if $PlayerIsDevoted is "1">>[[Taunt with Job.|TauntJob]]<<endif>>\n\n\n<<set $Reckless += 1>>
<<audio "Continue" play>>Fiona calls in a CSI team to clean up and investigate.\n\n[[Continue|FionaGoesFartherIn]]
<<audio "Continue" play>>Jacob bares his teeth and hisses at Moustache.\n\n"I am the Demon who haunts this place! I am of the damned, I am of the bone crushers, I am of the marrow biters! What foolishness led you to believe you could stray here and live? Speak! If your chatter pleases me perhaps I will yet let you live!"\n\nGrizzle looks skeptical.\n\n"You kidding me?-"\n\nMoustache squeals in terror and throws his gun at Jacob before dashing up the stairs out of sight.<<set $MoustacheAlive = "1">><<set $DavidInformed = "1">>\n\nGrizzle spits.\n\n"Fuckin' pigeon brained coward! I don't fool so easy!"\n\nGrizzle points his rifle at Jacob.\n\n[[Continue|Moustache Demon Cont]]
<<audio "Continue" play>>David has a large forehead; a popular choice of ridicule throughout childhood. He would always try and cover it with his hair which often lead to a surplus of acne in his teenage years. This also lead to ridicule.\n\nHis hair is a dark brown. Now he's learned how to comb it to make his forehead not quite as enormous. He's also managed learn how to be liked, something that once eluded him.\n\nHe has a tiny smile, he likes to laugh. The evidence of it can be seen in his cheeks. He managed to learn to be jovial. His thin lips are bordered by a scaggly beard. He wants to grow a full beard, but he can never quite manage it.\n\nHis eyes are a dark hazel brown. He's been told he has lovely eyes. He likes to believe them.\n\n<span class = "decision">[[Back|Family's Apartment]]</span>
<<audio "Continue" play>>David pulls the grandfather roughly by the collar to the center of the room and throws him down. David points the gun at the grandfather's head and speaks to the air.\n\n<span class = "david">"This is will not end until you speak to me."</span>\n\nDavid ungags the grandfather who begins to plead for his family's lives.\n\n"Please... you don't have to do this... you don-"\n\nDavid pistol whips the man in the back of the head.\n\n<span class = "david">"Good, plead some more. You're all the more engaging! Alrighty then! Speak to me,"</span>\n\nDavid points the gun directly at the grandfather's head.\n\n<span class = "david">"Or he dies."</span>\n\nDavid begins to roll the dice.\n\n<span class = "decision">[[Continue|DiceRoll02]]</span>
<<audio "Continue" play>>The notebook is covered in scrawled notes. The handwriting is quick and impatient. Tattered pages decorate it's edge. On the first page is written:\n\nA 1 \nB 2 \nC 3 \nD 4 \nE 5 \nF 6 \nG 7 \nH 8 \nI 9 \nJ 10 \nK 11 \nL 12 \nM 13 \nN 14 \nO 15 \nP 16 \nQ 17 \nR 18 \nS 19 \nT 20 \nU 21 \nV 22 \nW 23 \nX 24 \nY 25 \nZ 26\n? 27\n? 28\n? 29\n? 30\n\n<span class = "decision">[[Back|Family's Apartment]]</span>\n\n\n
<<audio "Continue" play>>Fiona follows the drainage pipe to the room where Jacob was at beginning.\n\n[[Continue|PlayerJacobEventDescription]]
<<if $PlayerIsDevoted is "1">><<set $NeighborPushSuccess = random(0,4)>><<endif>>\n<<if $PlayerIsRightious is "1" or $PlayerIsCompassionate is "1">><<set $NeighborPushSuccess = random(0,2)>><<endif>>\n\n<<if $NeighborPushSuccess is 0>>Push doesn't work<<endif>><<if $NeighborPushSuccess is 1 or $NeighborPushSuccess is 2 or $NeighborPushSuccess is 3 or $NeighborPushSuccess is 4>>Push works, neighbor reveals more info<<endif>>\n\n[[Continue|EndInterview]]
"I already got a best friend, Jeb!"\n\nA particularly fat boy pushes his way to the front, he is apparently the one with the spatula.\n\n"Jeb's my best friend isn't that right Jeb?"\n\nThe boy makes an elaboprate salute.\n\n"Yea boss!"\n\nShe turns and snaps her fingers.\n\nThe <<if $PlayerIsRightious is "1">>Fire Bandits<<endif>><<if $PlayerIsDevoted is "1">> Dust Thieves<<endif>><<if $PlayerIsCompassionate is "1">>Water Pirates<<endif>> form a wall barring you from continuing. They brandishe their weapons threateningly, it's more effective than you expected. You look at Fiona.\n\n<span class = "decision">[[Continue|FionaTalkDuplicate]]</span>
<<audio "RainOnWindows" unloop fadeout>>CITY OF LOST RAIN\n\n<span class = "decision">[[Continue|FourthAxisCredits]]</span>
<<audio "Continue" play>>You sit down next her, she glances over and grimaces. \n\n<span class = "fiona">"Do you mind? There are plenty of other benches."</span>\n\nFiona motions to the plethora of empty benches around. You look over at her and <<if $PlayerIsCompassionate is "1">>wink<<endif>><<if $PlayerIsRightious is "1">>grin<<endif>><<if $PlayerIsDevoted is "1">>nod<<endif>> but say nothing.\n\n<span class = "fiona">"Fine. //I'll// move."</span>\n\nFiona states irrittated as she gets up to leave.\n\n<span class = "youtalk">"Wait."</span>\n\nFiona turns back startled. Something surprised her about your voice; something was different about it. She quickly excused her surprise for fatigue and glares back at you.\n\n<span class = "fiona">"Why?<<if $PlayerIsRich is "1">> I'm no whore, so-"<<endif>><<if $PlayerIsPoor is "1">> I don't give handouts"<<endif>></span>\n\n<span class = "decision">[[Continue|FionaTalk01]]</span>
"<span class = "decision">[[Continue|ContinueExplain]]</span> progresses the story. Don't choose it until you are ready to move forward."\n\n<span class = "decision">[[Back|FinalCharacterCreation]]</span>
Jacob tries to remember how he got there but he can't. He <<audio "Continue" play>>tries to remember anything at all but nothing comes.\n\nThere might be one thing. He remembers <span class = "you">[[you|You?]]</span>.\n\nDesperate he calls to you, pleads with you. <<if $JacobHasKnife is "1">> This hell is too much to bare. He has the bald man's knife, he could use it on himself.<<endif>> You'll know what to do, you must know...<<set $JacobTriedToEndIt = "0">>\n\n<span class = "decision">[[Continue|Player Decision 001]]</span>
It goes bad.<<audio "GameOver" play>>[[Continue|FionaTalkDuplicate]]
You try and shove her it goes bad.<<audio "GameOver" play>>[[Continue|FionaTalkDuplicate]]
<<if $FamilyAllDead is "1">> Fiona is directed to question a neighbor who overheard.\n\n[[Continue|QuestionNeighbor]]<<endif>>\n<<if $OneChildAlive is "1">><<if $WhichChildLived is 1>> Fiona is directed to question Child 1\n\n[[Continue|QuestionChild1]]<<endif>>\n<<if $WhichChildLived is 2>>Fiona is directed to question Child 2\n\n[[Continue|QuestionChild2]]<<endif>><<endif>>\n\n<<if $SaveBothChildren is 1>>Fiona is directed to talk to the Children\n\n[[Continue|QuestionChildren]]<<endif>>
<<audio "Continue" play>>David withdraws his gun and looks contemplative.\n\n<span class = "david">"Well, alright. I'll let these two live as a show of good faith. But you owe me one."</span>\n\nDavid laughs and looks at the children.\n\n<span class = "david">"You lucky little bastards. You better thank <<if $PlayerIsMan is "1">>him<<endif>><<if $PlayerIsWoman is "1">>her<<endif>> for saving your lives!"</span>\n\nThe children remain blank faced. David threatens them with the gun again.\n\n<span class = "david">"I said thank <<if $PlayerIsMan is "1">>him<<endif>><<if $PlayerIsWoman is "1">>her<<endif>>!"</span>\n\nOne child begins cry. The other whispers to you.\n\n"Thank you"\n\nDavid withdraws his gun.\n\n<span class = "david">"Good. Politeness can get you far in life kid!"</span>\n\nDavid walks towards the front door chuckling to himself.\n\n\n\n\n<span class = "david">"I'm so glad you're here <<print $PlayerFirstName>>, now it can begin."</span>\n\n\n\n<span class = "decision">[[David closes the door.|CreditsChapter1-3]]</span>\n\n
The bodies are toppled upon each other as if thrown in one at a time.\n\n<span class = "decision">[[Back|Jacob And His Body Buddies]]</span>
<<audio "Continue" play>>\n\n<span class = "decision">[[Back|CityDescription]]</span>
Fiona introduces you using your name chosen earlier to the members of her guardsman unit.\n\n[[Continue|ExamineCrimeScene]]
David looks disappointed.\n\n<span class = "david">"Ah but... well if you don't care I suppose there's no point eh?"</span>\n\nDavid grins then puts the gun's tip to the center of one fo the children's foreheads.\n\n<span class = "david">"But you could be just trying to dissuade me..."</span>\n\n<span class = "decision">[[Continue|DavidDisappointed2]]</span>
Children ask when their parents are getting back.\n\n[[Continue|PushChildrenDecision]]
<<audio "KidsAtShore" unloop fadeout>><<audio "GameOver" loop play>>You push over Fiona and she falls to the sand. You dash down the beach and partially up the stairs before Fiona can fire her gun skimming your thigh.\n\nYou call out in pain and clutch your leg. It hurts but not enough to slow you down, you dash down an alleyway and into the city.\n\nFiona curses and gives pursuit but soon looses you in the twisting turning maze that is the Shallows. You soon find yourself lost as well.\n\n<span class = "decision">[[Continue|TryandEscapeGameOver2]]</span>
<<audio "Continue" play>>[[Shove Her|ShoveHerGameOver]]\n\n[[Challenge her honor|ChallengeHerHonor]]
Moustache reports on Jacob incident\n\n[[Continue|BetrayerComes]]
Thank you for the swish-swoosh-whoosh.\n\nwww.freesound.org/people/byMax\n\n<span class = "decision">[[Back|Credits3]]</span>
TESTER\n\n<<set $PlayerIsMan = "1">>\n<<set $PlayerIsWoman = "0">>\n<<set $PlayerIsRich = "0">>\n<<set $PlayerIsPoor = "1">>\n<<set $PlayerIsBold = "1">>\n<<set $PlayerIsClever = "0">>\n<<set $PlayerIsRightious = "1">>\n<<set $PlayerIsCompassionate = "0">>\n<<set $PlayerIsDevoted = "0">>\n\n<<set $JacobDead = "1">>\n<<set $PlayerFirstName = "Ross">>\n\n[[Test|Chapter 1]]
<<audio "Continue" play>><<set $JacobRemembersSennoh = "0">><<set $JacobRemembersGreg = "1">> Jacob remembers something.\n\nGreg...\n\nHis lover and friend, the charismatic asshole... at least to Jacob. Not many appreciate Greg, he is an extrodinarily abrasive person, but Jacob appreciated his pure unadulterated honesty. He found it refreshing. Greg would let you know what he thinks regardless of your feelings. Could be infuraiting at times but under that douchebag persona he is furiousily loyal to his friends.\n\nHe would miss Greg.\n\nHis last thoughts are spent wishing he could say goodbye.\n\n<span class = "decision">[[Continue|Chapter 2]]</span>
Chapter 5: <span class = "david">David Ellement</span>
Child 1 tells you something about case.\n\n[[Continue|EndInterview]]
<<audio "Continue" play>>You try and steal her gun and it goes bad.\n\n[[Continue|GameOverStealGun]]
City of Lost Rain\n\n
<<audio "Continue" play>>Jacob bares his teeth and hisses at Grizzle.\n\n"I am the Demon who haunts this place! I am of the damned, I am of the bone crushers, I am of the marrow biters! What foolishness led you to believe you could stray here and live? Speak! If your chatter pleases me perhaps I will yet let you live!"\n\nGrizzle nods mockingly.\n\n"Oh yea, you're a //demon//. I've been using this place as my dumping grounds for years now and it's only now you show up? Don't think so!"\n\nMoustache looks terrified.\n\n"Don't piss it off Griz!"\n\nGrizzle looks at Moustache with disdain.\n\n"You pigeon brained fool! I'll show you."\n\nGrizzle aims his rifle at Jacob and fires. <<set $ShotDodgeGriz = either(0,1,2,3)>><<if $JacobHasKnife is "1">><<if $ShotDodgeGriz is "3">> Jacob jumps to the side narrowly dodging the first shot.\n\n[[Continue|GuardKillChoice]]<<endif>><<endif>><<if $ShotDodgeGriz is "0" or $ShotDodgeGriz is "1" or $ShotDodgeGriz is "2">>The bullet hits Jacob square in the forehead. He falls forward, blood spilling from his face. Grizzle looks up and admires his handiwork.\n\n"Ah that wassa nice shot!"\n\nMoustache looks unimpressed.\n\n"He was //just// a couple yards from you, not that great."\n\nGrizzle looks agitated.\n\n"Whatever! Let's go tell the boss one of them floaters got up."\n\nThe two walk up the stairs and disappear from sight.<<set $GrizzleAlive = "1">><<set $MoustacheAlive = "!">><<set $DavidInformed = "1">>\n\n[[Continue|LastWordsToJacob]]<<endif>>
The apartment is colored a delicate salmon pink with somewhat garish flower designs along the trim. The walls show remnants of scrubbed off crayon.<<audio "Continue" play>>\n\nThe apartment is centered around a large living room with the kitchen and bedrooms decorating its perimeter. A small dining area sits to one side with a glass table. \n\nA set of acrylic paints and brushes lie hapahazardly upon it. Several childrens' paintings are strewn along the ground around the table.\n\nA large closet lies next to the dining area. A power cord from a nearby lamp is wrapped many times around its handles.\n\nOn the opposite side from the dining area there is a sliding door that opens out to a small patio. The door is open and water from the rain leaks in unimpeded. A <span class = "clue">[[pistol]]</span> and a <span class = "clue">[[notebook|Notebook]]</span> sits on a desk next to the door.\n\n<span class = "clue">[[David|DavidDescription]]</span> walks forward and slowly closes the sliding door. Rain patters against the panels lightly. David then turns and speaks.\n\n<span class = "david">"Please speak to me..."</span>\n\nDavid withdraws ten <<if $PlayerIsRightious is "1">>glass<<endif>><<if $PlayerIsCompassionate is "1">>sandstone<<endif>><<if $PlayerIsDevoted is "1">>granite<<endif>> thirty sided dice from his jacket pocket.\n\n<span class = "decision">[[Continue|DiceRoll01]]</span>
Thank you for the dial tone.\n\n CGEffex\nwww.freesound.org/people/CGEffex\n\n<span class = "decision">[[Back|Credits3]]</span>
It went bad<<audio "GameOver" play>>[[Continue|FionaTalkDuplicate]]
<span class = "fiona">"My mother was born on a ship. A nomadic fishing ship sailing the Eastern Sea."</span>\n\n<span class = "youtalk">"Is that where you were born too?"</span>\n\nFiona looks out as if searching for something.\n\n<span class = "fiona">"I was born right hear in Lost Rain's harbor. My father was rushing my mother to the nearest port to seek medical attention. I was not coming at the time they expected. They got all the way here and she ended up having me right under the deck as the doctors rushed to her aid."</span>\n\n<span class = "youtalk">"Sounds like an eventful birth to be sure."</span>\n\nFiona blinks as if snapping out of a trance.\n\n<span class = "fiona">"Alright, I've given you enough. Keep going!"</span>\n\nFiona pushes you forward.\n\n<span class = "decision">[[Continue|ContinueOnBeach]]</span>
You threaten to tell his job about the accounts. It fails.\n\n[[Continue|EndInterview]]
<<if $PlayerIsCompassionate is "1">><<audio "PickUpDice" play>>David withdraws his gun and scratches his head with it contemplative.\n\n<span class = "david">"Well, alright. I'll let this one live but you owe me one. "</span>\n\nDavid laughs and looks at the child.\n\n<span class = "david">"You lucky little bastard. You better thank <<if $PlayerIsMan is "1">>him<<endif>><<if $PlayerIsWoman is "1">>her<<endif>> for saving your life!"</span>\n\nThe children remain blank faced. David threatens them with the gun again.\n\n<span class = "david">"I said thank <<if $PlayerIsMan is "1">>him<<endif>><<if $PlayerIsWoman is "1">>her<<endif>>!"</span>\n\nThe child whispers to you.\n\n"Thank you"\n\nDavid withdraws his gun.\n\n<span class = "david">"Good. Politeness can get you far in life kid!"</span>\n\nDavid walks towards the front door chuckling to himself.\n\n\n\n\n<span class = "david">"I'm so glad you're here <<print $PlayerFirstName>>, now it can begin."</span>\n\n\n\n<span class = "decision">[[David closes the door.|CreditsChapter1-3]]</span><<endif>><<if $PlayerIsRightious is "1" or $PlayerIsDevoted is "1">><<audio "DavidGunShot" play>>David fires killing the last child.\n\n<span class = "david">"Didn't I say you can't command me...hmm maybe I didn't. Well... You can't. So that's good to know eh?"</span>\n\nDavid gets up and walks towards the front door chuckling to himself.\n\n\n\n\n<span class = "david">"I'm so glad you're here <<print $PlayerFirstName>>, now it can begin."</span>\n\n\n\n<span class = "decision">[[David closes the door.|CreditsChapter1-3]]</span><<endif>>
<<audio "Continue" play>>Fiona hates Sundays.\n\nShe never could discern exactly why. She hated them even more than Mondays, the most orthodox of hated days for clear reasons. She shares these reasons but Mondays never bother her, in fact, she eagerly awaits them. \n\nIt's not that she loves her job, being a member of the Guardsman is not by any means glamorous and more often then not leads to a swift demise, it's that she grows increasing anxious whenever she is away from her post. A gnawing anxiety that dominates her mind, tugging at every thought. Her vacation was terrible.\n\nToday is, to Fiona's great displeasure, a Sunday.\n\n<span class = "decision">[[Continue|Fiona On The Pier]]</span>
<<audio "Continue" play>>Fiona shakes her head confused.\n\n<span class = "fiona">"Whatever the hell that means. Who would be "into" getting hand cuffed? Alright weirdo lead me to Jacob!"</span>\n\nFiona pushes you forward roughly. You try and protest again.\n\n<span class = "youtalk">"Look I was seriously only trying to help! And you really haven't heard of the handcuff fetish thing? Because //that// was the joke..."</span>\n\n<span class = "fiona">"Fetish thing? <<if $PlayerIsRich is "1">>So you //are// trying to hire a whore. Strange way of going about it.<<endif>> Look I don't care what you're into sexually or otherwise but you will show me where Jacob is."</span>\n\nFiona pushes you forward roughly.\n\n<span class = "youtalk">"That's not what I ment-and damnit I was going to do that anyway!"</span>\n\n<span class = "decision">[[Continue|LeadFionaViaHandcuffs01]]</span>\n\nBooleans:\n<<set $ReactAngryHandcuffs = "0">>\n<<set $ReactNuetHandcuffs = "0">>\n<<set $ReactJokeHandcuffs = "1">>\n<<set $Evasive += 1>>
<<audio "SexChoice" play>>Jacob is skeptical. Surely no one could possibly hear him... but with your support he reluctantly tries calling for help.<<set $JacobClimbed = "0">>\n\n<span class = "jacob">"God is anyone there!"</span>\n\nHis voice grows louder as his desperation escalates.\n\n<span class = "jacob">"Please get me out of here!"\n\n"I'll do anything!"\n\n"Please God!"\n\n"I'll do anything..."</span>\n\nJacob trails off, it's useless. No one could hear him. There's no escape.<<set $JacobCalledForHelp = "1">>\n\n<span class = "decision">[[Continue|Jacob Climbs]]</span>
<<audio "Continue" play>>[[Steal Gun|StealGun]]\n\n[[Steal Hat|StealHat]]
Both them go for their guns.<<set $KillMous01 = random(0,2)>>\n\n<<if $KillMous01 is 1 or $KillMous01 is 2>>Jacob hurls the knife with startling accuracy hitting the moustached man in the throat. He makes a gurgling noise and then slumps in his chair dead.<<audio "KnifeThrowHit" play>> <<set $MoustacheAlive = "0">><<endif>><<if $KillMous01 is 0>> Jacob hurls the knife. Moustache dodges the knife and it bounces off the wall harmlessly.<<audio "KnifeThrowMiss" play>><<endif>>\n\nThe grizzle bearded man aims his rifle. Jacob tries to scramble out, but before he can the man fires his rifle hitting Jacob in the face.\n\nJacob falls flat, blood spilling from the hole that was once his face.\n\nThe grizzled bearded man picks up his dropped cigarette and relights it.\n\n"You alive Rej?"\n\n<<if $KillMous01 is 1 or $KillMous is 2>>He glances over at the body of his moustached companion and chuckles.\n\n"Guess not."\n\nCasually he grabs the moustached man's collar, pulls, then throws him into the pit.\n\nAfter taking a long drag of his cigarette he flicks it into the pit and walks up the stairs.<<set $DavidInformed = "1">><<set $GrizzleAlive = "1">><<endif>><<if $KillMous is 0>>\n\n"Yea, I'm alright. Little bastard tried to kill me!"\n\nMoustache responds.\n\n"We better the boss."\n\nThe two walk up the stairs out of sight.<<set $GrizzleAlive = "1">><<set $MoustacheAlive = "1">><<set $DavidInformed = "1">><<endif>>\n\n[[Continue|LastWordsToJacob]]
Neighbor tells Fiona that he saw <<if $MoustacheAlive is "1" or $GrizzleAlive is "1">> three<<endif>><<if $MoustacheAlive is "0" and $GrizzleAlive is "0">> two<<endif>> people left the building after he heard the gunshots.\n\nGives a couple clues to betrayer identity.\n<<if $MoustacheAlive is "1">>Describes Moustache.<<endif>><<if $GrizzleAlive is "1">>Describes Grizzle.<<endif>>\n\n[[Continue|NeighPushDecide]]
Regular Things to Paste:\n<span class = "youtalk">\n<span class = "david">\n<span class = "betrayer">\n<span class = "fiona">\n<span class = "you">\n<span class = "jacob">\n<span class = "grizzle">\n<span class = "moustache">\n\n<span class = "clue">[[Clue|ClueLink]]</span>\n<span class = "decision">[[Continue|Passage]]</span>\n<span class = "item">[[Item|ItemLink]]</span>\n\n<<audio "Continue" play>>\n<<audio "GameOver" play>>\n\n<<if $PlayerIsRightious is "1">><<endif>><<if $PlayerIsDevoted is "1">><<endif>><<if $PlayerIsCompassionate is "1">><<endif>>\n\n<<if $PlayerIsMan is "1">>him<<endif>><<if $PlayerIsWoman is "1">>her<<endif>>\n\n<<if $PlayerIsMan is "1">>his<<endif>><<if $PlayerIsWoman is "1">>her<<endif>>\n\n<<if $PlayerIsRich is "1">>\n<<if $PlayerIsPoor is "1">>\n\n<<if $PlayerIsRightious is "1">>\n<<if $PlayerIsCompassionate is "1">>\n<<if $PlayerIsDevoted is "1">>\n\n<<if $JacobDead is "1">>
CITY OF LOST RAIN<<audio "Credits" fadein loop>>\n\nPRODUCED BY:\n\n[[FOURTH AXIS|FourthAxisDescription]]\nwww.FourthAxisGames.com\n\n<span class = "decision">[[Continue|Credits2]]</span>
Fiona examines Father.\n\n[[Back|ExamineCrimeScene]]
What a grumpy old lady. You can't imagine her face making any other expression beyond that indominable scowl. What a strange scowly existance she must lead to have such solid frown muscles.\n\nFiona looks at you raising an eyebrow. You realize you've been pausing for a long time. You better say something soon...\n\nWait.\n\nScowl...\n\nYou shrug.\n\n"You can call me Scowl."\n\nFiona's eyebrow does not falter.\n\n"... Scowl?..."\n\nYou staighten up to appear more confident.\n\n"Yea. Scowl."<<set $PlayerScowl = "1">>
"<span class = "decision">[[Back|FinalCharacterCreation]]</span> goes back a page. Choose it when you are done studying a clue, item or otherwise."\n\n<span class = "decision">[[Back|FinalCharacterCreation]]</span>
<<audio "GameOver" unloop fadeout>><<audio "KidsAtShore" loop fadein>>You fall through the air and land in your body on the bench. You look around confused. Fiona raises an eyebrow.\n\nOh! You remember you just did this... How did that man bring you back here?\n\nFiona gets fed up and turns to leave. You have to talk to her now.\n\n[[Tell Her you know where Jacob is|Tell Her]]\n\n<<if $PlayerIsClever is "1">>][[Trick Her to follow|Trick Her]]<<endif>>\n<<if $PlayerIsBold is "1">>[[Challenge Her|ChallengeHer]]<<endif>>
<<audio "Continue" play>>You taunt her father[[Continue|Game Over Taunt]]
<<audio "Continue" play>>You tell her about jacob<<set $Reckless += 1>>\n\n[[Continue|Chapter 3]]
You get a name. [[Continue|FionaResponse]]
<<audio "CharacterCreate" unloop fadeout>>"And also..."\n\n"Tell no one of me."\n\n<span class = "decision">[[Continue|LastIntro]]</span>
<<audio "Continue" play>>You turn to try and push her away but she forces you to the ground.\n\n<span class = "fiona">"Alright friend, you can tell me where Jacob is down at the Garrison."</span>\n\nFiona escorts you off the beach\n\n[[Continue|RansomGameOver2]]\n\n<<set $ReactAngryHandcuffs = "1">>\n<<set $ReactNuetHandcuffs = "0">>\n<<set $ReactJokeHandcuffs = "0">>\n<<set $Reckless + 1>>
The little girl squints at you suspicious.\n\n"We do need worms..."\n\n<span class = "youtalk">"So we have a deal?"</span>\n\nShe discusses it with what you assume are her suto leuteneints then turns back and nods.\n\n"You gotta a deal, but you first. Where da worms?"\n\nFiona can't help but chuckle; what a ridiculous conversation.\n\nYou look around trying to find a feasible place where worms are likely to be...\n\n<span class = "decision">[[Continue|LookingForWorms]]</span>
TESTER\n\n<<set $PlayerIsMan = "0">>\n<<set $PlayerIsWoman = "1">>\n<<set $PlayerIsRich = "1">>\n<<set $PlayerIsPoor = "0">>\n<<set $PlayerIsBold = "1">>\n<<set $PlayerIsClever = "0">>\n<<set $PlayerIsRightious = "1">>\n<<set $PlayerIsCompassionate = "0">>\n<<set $PlayerIsDevoted = "0">>\n\n<<set $GrizzleAlive = "0">>\n<<set $MoustacheAlive = "0">>\n<<set $JacobDead = "1">>\n\n<<set $PlayerFirstName = "Ross">>\n<<set $PlayerLastName = "Moreno">>\n<<set $PlayerName = "Scowl">>\n<<set $Robot = false>>\n\n[[Test|Credits5]]
<<audio "DavidGunShot" play>>David fires killing the last child.\n\n<span class = "david">"Ending a life with a pun is always way more satisfying wouldn't ya say?"</span>\n\nDavid walks towards the front door chuckling to himself.\n\n\n\n\n<span class = "david">"I'm so glad you're here <<print $PlayerFirstName>>, now it can begin."</span>\n\n\n\n<span class = "decision">[[David closes the door.|CreditsChapter1-3]]</span>
David rolls a 9, 30, 19, 1, 27, 9, 4, 30, 4, and a 15 then he rolls a 14, 28, 20, 11, 9, 27, 29, 12, 30 and a 12.<<audio "DavidDiceRollWood" play>>\n\n<span class = "you">[[I said don't kill!|Command David]]</span>\n\nDavid rolls a 6, 27, 21, 3, 11, 9, 14, 29, 7, and a 19 then he rolls a 20, 27, 15, 16, 4, 1, 22, 9, 4 and a 30.\n\n<span class = "you">[[Fucking stop David!|CurseAtDavid]]</span>
Grizzle reports on Jacob incident.\n\n[[Continue|BetrayerComes]]\n
It went bad<<audio "GameOver" play>>\n\n[[Continue|ExamineCrimeScene]]
Fourth Axis games is an indie game development studio based in Denver, Colorado. We are a small team currently working on "Children of Uum".<span class = "decision">[[Back|FourthAxisCredits]]</span>
<<audio "Credits" fadeout unloop>>"Ah! So you wish to retry? Good, good. I do hope things work out better for you this time..."\n\n<span class = "decision">[[Continue|SignUp]]</span><<set $SecondPlay = "1">>
<<audio "SexChoice" play>>"You are whole...well, not quite. You must discover the rest within the world..."\n\n"A couple things though..."\n\n"I labeled clues and items as <span class = "clue">[[such|FinalCharacterClues/Items]]</span>. You may look at these without consequence and sometimes you can pick up items as a reward... But some were too hidden for even me to find."\n\n"You may choose <span class = "decision">[[Back|BackExplain]]</span> without worry but there's no turning back from a <span class = "decision">[[Continue|ContinueExplain]]</span>"\n\n"You already know the <span class = "youtalk">sound</span> of your own voice. The sound of others will be different. Be wary when you choose to <span class = "you">[[truly speak|PlayerSpeechChoices]]</span>. It can have dire consequences..."\n\n<span class = "decision">[[Continue|BeforeIntro]]</span>
Thank you for the bone crackin'\n\nwww.freesound.org/people/DalomarGrimm\n\n<span class = "decision">[[Back|Credits3]]</span>
Children don't like trains\n\n[[Continue|EndInterview]]
<<audio "SexChoice" play>>"What would you have me make you? A man? Or a woman? Ultimately it effects very little but pronouns can be tiresome."\n\nA light dances along in the darkness. It blinks in and out as you watch.\n\n<span class = "you">[["I am a woman."|Woman]]</span>\n\n<span class = "you">[["I am a man."|Man]]</span>
TESTER\n\n<<set $PlayerIsMan = "1">>\n<<set $PlayerIsWoman = "0">>\n<<set $PlayerIsRich = "1">>\n<<set $PlayerIsPoor = "0">>\n<<set $PlayerIsBold = "1">>\n<<set $PlayerIsClever = "0">>\n<<set $PlayerIsRightious = "1">>\n<<set $PlayerIsCompassionate = "0">>\n<<set $PlayerIsDevoted = "0">>\n\n<<set $GrizzleAlive = "0">>\n<<set $MoustacheAlive = "0">>\n<<set $JacobDead = "1">>\n\n<<set $PlayerFirstName = "Ross">>\n\n[[Test|Chapter 3]]
<<set $KillGriz02 = random(0,1)>><<if $KillGriz02 is 1>>Jacob hurls the knife with startling accuracy hitting Grizzle in the throat.<<audio "KnifeThrowHit" play>><<set $GrizzleAlive = "0">>\n\nGrizzle stumbles then falls dead.<<endif>><<if $KillGriz02 is 0>>Jacob hurls the knife but Grizzle dodges it and it bounces harmlessly off the wall.<<audio "KnifeThrowMiss" play>><<endif>>\n\nMoustache shouts in anger and bombards Jacob with his machine gun ripping Jacob apart. There's not much left when Moustache finally stops firing.\n\nMoustache looks over at Grizzle and <<if $KillGriz02 is "1">>hangs his head.\n\n"I got lucky this time mate. My sincerest apologies..."\n\nHe turns and solemnly walks up the stairs.<<set $MoustacheAlive = "1">><<set $DavidInformed = "1">><<endif>><<if $KillGriz03 is 0>> smirks.\n\n"Made short work of that one eh?"\n\nGrizzle grins back.\n\n"We certainly did, come on. We better tell the boss."<<set $GrizzleAlive = "1">><<set $MoustacheAlive = "1">><<set $DavidInformed = "1">><<endif>>\n\n[[Continue|LastWordsToJacob]]
<<audio "Continue" play>>I do too do a good job. Come back varmit![[Continue|FionaChasesYou]]
TESTER\n\n<<set $PlayerIsMan = "1">>\n<<set $PlayerIsWoman = "0">>\n<<set $PlayerIsRich = "0">>\n<<set $PlayerIsPoor = "1">>\n<<set $PlayerIsBold = "1">>\n<<set $PlayerIsClever = "0">>\n<<set $PlayerIsRightious = "1">>\n<<set $PlayerIsCompassionate = "0">>\n<<set $PlayerIsDevoted = "0">>\n\n<<set $JacobDead = "1">>\n<<set $PlayerFirstName = "Ross">>\n\n[[Test|Chapter 2]]
Eventually the man's thrashes slow then stop as Jacob breaks his neck.<<audio "StrangleMoustache" play>>\n\nMoustache's death awakens Jacob from his anger and he gets up horrified. The anger that took him felt foreign; born from terror and... something else...<<if $JacobTriedToEndIt is "1">>\n\nSuddenly blood spurts from Jacob's mouth and his wounds from the knife begin to bleed uncontroleably. Jacob tries to steady himself with a nearby wall but slips and lands on the ground.<<set $DavidInformed = "0">><<set $GrizzleAlive = "0">><<set $MoustacheAlive = "0">>\n\n[[Continue|LastWordsToJacob]]<<endif>><<if $JacobTriedToEndIt is "0">>\n\nJacob turns and cautiously goes up the stairs out of sight.<<set $DavidInformed = "0">><<set $GrizzleAlive = "0">><<set $MoustacheAlive = "0">><<set $JacobDead = "0">>\n\n[[Continue|Chapter 2]]<<endif>>\n\n
It Went Bad<<audio "GameOver" play>>\n\n[[Continue|ExamineCrimeScene]]
<<if $PlayerIsRightious is "1" or $PlayerIsDevoted is "1">><<audio "PickUpDice" play>>David withdraws his gun and scratches his head with it contemplative.\n\n<span class = "david">"Well, alright. I'll let this one live but you owe me one. "</span>\n\nDavid laughs and looks at the child.\n\n<span class = "david">"You lucky little bastard. You better thank <<if $PlayerIsMan is "1">>him<<endif>><<if $PlayerIsWoman is "1">>her<<endif>> for saving your life!"</span>\n\nThe children remain blank faced. David threatens them with the gun again.\n\n<span class = "david">"I said thank <<if $PlayerIsMan is "1">>him<<endif>><<if $PlayerIsWoman is "1">>her<<endif>>!"</span>\n\nThe child whispers to you.\n\n"Thank you"\n\nDavid withdraws his gun.\n\n<span class = "david">"Good. Politeness can get you far in life kid!"</span>\n\nDavid walks towards the front door chuckling to himself.\n\n\n\n\n<span class = "david">"I'm so glad you're here <<print $PlayerFirstName>>, now it can begin."</span>\n\n\n\n<span class = "decision">[[David closes the door.|CreditsChapter1-3]]</span><<endif>><<if $PlayerIsCompassionate is "1">><<audio "DavidGunShot" play>>David fires killing the last child.\n\n<span class = "david">"Didn't I say you can't command me...hmm maybe I didn't. Well... You can't. So that's good to know eh?"</span>\n\nDavid gets up and walks towards the front door chuckling to himself.\n\n\n\n\n<span class = "david">"I'm so glad you're here <<print $PlayerFirstName>>, now it can begin."</span>\n\n\n\n<span class = "decision">[[David closes the door.|CreditsChapter1-3]]</span><<endif>>
<span class = "fiona">"No one is "just trying to help" in Lost Rain. Now show me where Jacob is!"</span>\n\nFiona pushes you forward roughly.\n\n<span class = "youtalk">"Alright, alright!"</span>\n\nYou begin walking towards where <<if $JacobDead is "1">>Jacob's body<<endif>><<if $JacobDead is "1">>Jacob<<endif>> is.\n\n<span class = "decision">[[Continue|LeadFionaViaHandcuffs01]]</span>
<<audio "BustingDownDoor" loop play>>David starts to ram the door. It gives way little by little.\n\n"Please... Please pickup... Please God!"\n\nDavid eventually busts open the door and points the gun at the mother triumphantly. She scrambles away still clinging to the hope that someone at the Garrison will pick up. Why hadn't they picked up?\n\n<span class = "david">"Shoulda gone with the front door."</span>\n\n<span class = "decision">[[Continue|MotherDies]]</span>\n
"Clues can inform your decisions and help you choose the right course of action. Items discovered through examining clues can be extremely pivotal to a successful outcome."\n\n<span class = "decision">[[Back|FinalCharacterCreation]]</span>
<<audio "Continue" play>><<set $FionaFatherSuccess = random(0,1)>>\n\n<<if $FionaFatherSuccess is 0>>She is peeved[[Continue|Game Over AskedAboutFather]]<<endif>>\n\n<<if $FionaFatherSuccess is 1>>She is irritated but still follows[[Continue|DiscoverBody]]<<endif>>
<<audio "SexChoice" play>>You turn back determined to find the source of the voice, compelled to embrace this benevolent force. It speaks again, this time from all directions.\n\n\n"Are you <span class = "you">[[Clever]]</span> or <span class = "you">[[Bold]]</span>?"
<<set $PlayerIsPoor = "1">><<set $PlayerIsRich = "0">><<audio "SexChoice" play>><span class = "youtalk">"I was born to poverty."</span>\n\nRagged clothes slither around you. They have been patched many times and smell well worn. You've had these clothes for ages, they have protected you from the cold and weather. You are fond of them.\n\n"This will effect how people see you and treat you. Are you sure you wish to manifest as such?"\n\n<span class = "you">[["I am sure"|TacticsChoice]]</span>\n\n<span class = "you">[["Wealth better befits me."|Wealth]]</span>
There's a joyous bounce to David's walk as he leaves the apartment the bodies still piled up on the floor.\n\n<span class = "david">"Oh what fun we are going to have together <<print $PlayerFirstName>>! Oh what fun...."</span>\n\nDavid closes the door behind him.\n\n<span class = "decision">[[Continue|Chapter1-3Credits]]</span>
Thank you for the traffic sounds.\n\nwww.inchadney.com/sounds.html\nwww.freesound.org/people/inchadney\n\n\n<span class = "decision">[[Back|Credits3]]</span>
What a grumpy old lady. You can't imagine her face making any other expression beyond that indominable scowl. What a strange scowly existance she must lead to have such solid frown muscles.\n\nFiona looks at you raising an eyebrow. You realize you've been pausing for a long time. You better say something soon...\n\nWait.\n\nScowl...\n\nYou shrug.\n\n"You can call me Scowl."\n\nFiona's eyebrow does not falter.\n\n"... Scowl?..."\n\nYou sit up to appear more confident.\n\n"Yea. Scowl."<<set $PlayerScowl = "1">>\n\n[[Continue|FionaResponse]]\n\n
<<audio "PickUpDice" play>>David turns back to the father pointing the gun.\n\n<span class = "david">"Well I'm afraid that- wait..."</span>\n\nDavid's eyes widen and he rechecks his math.\n\n<span class = "david">"No...."</span>\n\nDavid's expression grows in increasing shock as he sorts through the numbers.\n\n<span class = "david">"Is it... Is it really here?!"</span>\n\nDavid looks all around him as if expecting there to be another person in the room.\n\n<span class = "david">"Are you here?!"</span>\n\nHe demands from the air.\n\n"Who are you talking to?"\n\nThe father asks confused. David ignores the question and instead continues with his ponderings.\n\n<span class = "david">"It could be a fluke... Need more data."</span>\n\n[[Continue|FinalDavidExperiment]]
"[[I'd like to know that too|BodiesAnswerJoke]]"\n\n"[[It's a secret|BodiesAnswerDistant]]"\n\n"[[I didn't know about them until you did|BodiesAnswerReckless]]"
<<set $PlayerIsMan = "1">><<set $PlayerIsWoman = "0">><<audio "SexChoice" play>>A male body forms beneath you. No, not forms, it was always there...\n\nThe presence in the darkness smiles. You don't see it as much feel it smile, like delicate feathers drawing across you skin in intricate spirals. It speaks.\n\n"Is this as you desire? It //can// be rather surprising if you haven't had parts that dangle before... what do you think <<print $PlayerName>>?"\n\n<span class = "you">[["I am sure."|OriginChoice]]</span>\n\n<span class = "you">[["I wish to be a woman."|Woman]]</span>
<<if $PlayerIsDevoted is "1" or $PlayerIsRightious is "1">><<set $SaveBothChildren = random(0,1)>><<if $SaveBothChildren is 1>><span class = "david">"Well, alright. I'll let these two live as a show of good faith. But you owe me one."</span>\n\nDavid laughs and looks at the children.\n\n<span class = "david">"You lucky little bastards. You better thank <<if $PlayerIsMan is "1">>him<<endif>><<if $PlayerIsWoman is "1">>her<<endif>> for saving your lives!"</span>\n\nThe children remain blank faced. David threatens them with the gun again.\n\n<span class = "david">"I said thank <<if $PlayerIsMan is "1">>him<<endif>><<if $PlayerIsWoman is "1">>her<<endif>>!"</span>\n\nOne child begins cry. The other whispers to you.\n\n"Thank you"\n\nDavid withdraws his gun.\n\n<span class = "david">"Good. Politeness can get you far in life kid!"</span>\n\nDavid walks towards the front door chuckling to himself.\n\n\n\n\n<span class = "david">"I'm so glad you're here <<print $PlayerFirstName>>, now it can begin."</span>\n\n\n\n<span class = "decision">[[David closes the door.|CreditsChapter1-3]]</span><<if $SaveBothChildren is 0>><span class = "david">"Well, alright. I'll let one go as a show of good faith. But the other... will serve as a warning"</span>\n\nDavid pushes one of the children to the floor.\n\n"I call the shots."\n\n[[Continue|DavidLeavesCurse]]<<endif>><<endif>><<endif>>\n\n<<if $PlayerIsCompassionate is "1">><span class = "david">"Well, alright. I'll let these two live as a show of good faith. But you owe me one."</span>\n\nDavid laughs and looks at the children.\n\n<span class = "david">"You lucky little bastards. You better thank <<if $PlayerIsMan is "1">>him<<endif>><<if $PlayerIsWoman is "1">>her<<endif>> for saving your lives!"</span>\n\nThe children remain blank faced. David threatens them with the gun again.\n\n<span class = "david">"I said thank <<if $PlayerIsMan is "1">>him<<endif>><<if $PlayerIsWoman is "1">>her<<endif>>!"</span>\n\nOne child begins cry. The other whispers to you.\n\n"Thank you"\n\nDavid withdraws his gun.\n\n<span class = "david">"Good. Politeness can get you far in life kid!"</span>\n\nDavid walks towards the front door chuckling to himself.\n\n\n\n\n<span class = "david">"I'm so glad you're here <<print $PlayerFirstName>>, now it can begin."</span>\n\n\n\n<span class = "decision">[[David closes the door.|CreditsChapter1-3]] <<set $SaveBothChildren = 1>><<endif>>
Fiona Examines GrandFather\n\n[[Back|ExamineCrimeScene]]
Eventually you and Fiona make it to the end of the beach where the kids are playing. One of them approaches.\n\n<span class = "fiona">"Keep your handcuffs hidden. I don't want to frighten them."</span>\n\nA small girl approaches with a serious face, she is followed by gang of other children. When she opens her mouth to talk you can see most of her teeth are missing. Someone wanted to get all her tooth fairy money at once it would seem.\n\n"This is our spot! Not a-dults allowed!"\n\nShe motions to illegible sign taped to a stick on a nearby rock.\n\n"This is the base camp of the <<if $PlayerIsRightious is "1">>Fire Bandits<<endif>><<if $PlayerIsDevoted is "1">> Dust Thieves<<endif>><<if $PlayerIsCompassionate is "1">>Water Pirates<<endif>>, and you best pay tribute if you're gonna pass!"\n\nThe girl tries to spit intimidatingly but can't quite get the flem to ditach from her lip. She eventually wipes it on her sleeve.\n\n<span class = "fiona">"Alright children, enough. Let us through."</span>\n\nThe <<if $PlayerIsRightious is "1">>"Fire Bandits"<<endif>><<if $PlayerIsDevoted is "1">>"Dust Thieves"<<endif>>"Water Pirates"<<if $PlayerIsCompassionate is "1">><<endif>> each draw a sharpened stick or a small knife. One even has a spatula, the edges of it look shiny as if it's been honed on a rock. The little girl crosses her arms and stares downs Fiona.\n\n"No tribute, no pass."\n\nFiona gets angry and goes to respond but you speak first.\n\n<span class = "you">[["I'll be your best friend if you let us pass..."]]</span>\n\n<span class = "you">[["I know where all the best worms are."]]</span>
<<audio "Continue" play>>You whisper in Jacob's ear.\n\n"[[Kill Grizzle.|FC Grizzle]]"\n\n"[[Kill Moustache.|FC Moustache]]"
You get a name. [[Continue|FionaResponse]]
Thank you for the lovely piano and the deep rumble.\n\nPatrick Lieberkind\nwww.freesound.org/people/PatrickLieberkind\n\n<span class = "decision">[[Back|Credits3]]</span>
<<audio "Continue" play>>"[[Tell her what happened|TellHerJacob]]"\n\n"[[Lie to her|LieToHerJacob]]"\n\n[[Stay silent.|SilentJacob]]
David rolls the dice.<<audio "DavidDiceRollWood" play>>\n\nHe gets a 19, 20, 25, 16, 16, 12, 5, 1, 19 and a 5.\n\n<span class = "you">[["Please Stop!"|StopDavid]]</span>\n\nHe gets a 19, 20, 15, 16, 27, 9, 30, 27, 20 and a 28.\n\n<span class = "you">[["Stop it!"|StopDavid]]</span>
<<audio "DavidDiceRollWood" play>>He rolls a 4, 15, 27, 14, 20, 11, 9, 12, 30, and a 12.\n\n<span class = "you">[["Don't Kill!"|ChildrenPossibleDeath]]</span>\n\nHe rolls a 4, 1, 22, 9, 4, 19, 15, 16, 30, 27 and a 28.\n\n<span class = "you">[["David Stop!"|DavidStops]]</span>
David rolls a 4, 4, 15, 15, 14, 9, 20, 20, 1, and a 2<<audio "DavidDiceRollWood" play>>\n\nDavid calculates as he writes in his notebook.\n\n<span class = "you">[["Ddoonittab"|GrandfatherDeath]]</span>\n\nDavid grimaces, then rolls again.\n\nHe rolls a 4, 9, 15, 20, 17, 5, 7, 13, 27, and a 23.\n\n<span class = "you">[["Diotqegmw"|GrandfatherDeath]]</span>
David rolls the dice.<<audio "DavidDiceRollWood" play>>\n\nHe rolls a 10, 19, 28, 21, 20, 15, 20, 30, 27 and a 16.\n\n<span class = "you">[["Jsutsotp!"|MotherDeath]]</span>\n\nHe rolls a 30, 19, 29, 15, 20, 16, 9 and a 20.\n\n<span class = "you">[["Soptit!"|MotherEscapes]]</span>\n\n
David rolls the dice.<<audio "DavidDiceRollWood" play>>\n\nHe rolls a 10, 11, 20, 21, 9, 8, 19, 12, 5, and a 20\n\nHe opens his notebook and writes as he counts.\n\n<span class = "you">[["Jktuihslet"|Gibberish]]</span>\n\nDavid shakes his head and sighs, then begins to roll the dice again.\n\nHe rolls a 4, 11, 20, 15, 9, 8, 14, 12, 5, and a 20\n\n<span class = "you">[["Dktoihnlet"|Gibberish]]</span>\n\nAgain he writes in his notebook counting.
Thank you for the page turn.\n\nNikola Stojsic\nNS studios\nwww.nsstudiosweb.com\nwww.freesound.org/people/nsstudios\n\n\n<span class = "decision">[[Back|Credits3]]</span>
There's a bunch of wet [[rocks|WormsGameOver]] near the shoreline, maybe there would be worms under them?\n\nSome sickly looking [[grass|WormsGrass]] is growing up by the fence near the walkway. Worms?\n\nThere are tide [[pools|WormsGameOver]] just beyond. Worms like those right?
<<audio "Continue" play>>Fiona walks along a narrow walkway cut along the cliff overlooking the <span class = "clue">[[Shallows|ShallowsDescription]]</span>. The sea is gray and phroths violently in the wind as it crashes against shore. A sad little <span class = "clue">[[beach|ChildrenOnBeach]]</span> lay below.\n\nShe's there in search of Jacob, her friend and partner. He had gone missing a week ago, she doesn't think she'll find him <span class = "clue">[[alive|MysteriousCase]]</span>.\n\n<span class = "decision">[[Continue|AboutTheCity]]</span>
<<audio "Continue" play>>You are silent leading up to the body.\n\n[[Continue|DiscoverBody]]\n\n<<set $Distant += 1>>
Child 2 responds positively and tells you another clue.\n\n[[Continue|EndInterview]]
"When <span class = "you">[[you|PlayerSpeechChoices]]</span> have something to say it's important. Choose wisely."\n\n<span class = "decision">[[Back|FinalCharacterCreation]]</span>
<<audio "ScaredMoustacheFire" play>>Moustache opens fire on Jacob with some sort of machine gun. The bullets rip Jacob apart as they tear through him. Moustache keeps firing until not much is left of Jacob except the stub of his torso sticking out from the mound.\n\n"Why'd you go and do that?!"\n\nMoustache looks at his companion with eyes wide with fear.\n\n"I know that man, no way he was alive. Shot him straight in the ear- No way he's alive!"\n\nThe grizzled man looks skeptical.\n\n"Looked pretty alive to me, until you unloaded on him of course"\n\nMoustache stairs at the stump as if he expected it to keep moving.\n\n"Was some sorta demon I'm tellin' ya! Better kill it now before it kills us for our livers!"\n\nGrizzle raises an eyebrow and chuckles.\n\n"For our livers? Where'd you hear a thing like that? You goin' crazy old man. Come on, we better tell the boss one of 'em was still breathing. You'll have to be the one to explain to him why he's not anymore."\n\nGrizzle goes up the rock stairs and Moustache follows never taking his eyes off what was once Jacob until out of sight.<<set $DavidInformed = "1">><<set $MoustacheAlive = "1">><<set $GrizzleAlive = "1">>\n\n[[Continue|LastWordsToJacob]]
<<set $PlayerIsRightious = "1">><<set $PlayerIsCompassionate = "0">><<set $PlayerIsDevoted = "0">><<audio "WealthChoice" play>><span class = "youtalk">"I am rightious!"</span>\n\nYour face brightens and your passion burns. Justice motivates you, directs you, is you. You will strike down the wicked protect the innocent. You are the fire that feeds it all.\n\n"As one who is rightious you will gain an advantage in situations involving "justice". I'm afraid I can't be less enigmatic that that, wouldn't be much fun for me... Is this what motivates you? Is this how you would choose to manifest?"\n\n<span class = "you">[["I am sure."|FinalCharacterCreation]]</span>\n\n<span class = "you">[["Perhaps Compassionate better describes me."|Compassionate]]</span>\n\n<span class = "you">[["Perhaps Devoted better describes me."|Devoted]]</span>
There's a man sitting across from you [[glaring|NameGlare]].\n\nA weather [[reporter|NameReporter]] is on one of the monitors at the top of the tram.\n\nA [[newspaper|NamePaper]] is under your foot.\n\nAn old woman [[scowls|NameScowl]] back at the glaring man.\n\nFiona's hat is [[blue|NameBlue]]...
<<audio "Continue" play>>[[Ask about Fiona's Mother|AskFionaMom]]\n\n[[Ask about Fiona's Father|AskFionaFather]]\n\n[[Be silent to Fiona|BeSilentToFiona]]
Fiona concludes interview.\n\nShe's about to head home when Charles suggests they go to a bar.\n\nFiona says she'll meet them there.\n\n[[Continue|Chapter 5]]
Thank you for the sound of waves.\n\nwww.freesound.org/people/Owl\n\n<span class = "decision">[[Back|Credits3]]</span>
Chapter 4\nFiona Thern\n<<audio "RainOnWindows" fadeout unloop>>\n[[Continue|FionaOnTram]]
David looks frustrated.\n\n<span class = "david">"Well I'm going to establish early that I will do as I please and not as you command! I am not your puppet and you will not control me!"</span>\n\nDavid expression shifts to a grin.\n\n<span class = "david">"That being said I always welcome your council!"</span>\n\nDavid points the gun right to the forehead of the last child.\n\n<span class = "david">"But just so we are clear, I call the shots."</span>\n\nDavid withdraws his dice.\n\n<span class = "david">"One last roll?"</span>\n\n<span class = "decision">[[Continue|CommandDiceRoll]]</span>\n
CHAPTER 2: <span class = "fiona">Fiona Thern</span><<audio "Machinery" unloop fadeout>><<audio "KidsAtShore" loop fadein>>\n\n"Get Fiona to follow you to the end of the beach, you can find Jacob from there. Lie, steal, attack, anything to get her to follow you to the end of the beach."\n\n<span class = "decision">[[Continue|Fion Hates Sundays]]</span>\n\n<span class = "decision">[[Shift 3|Chapter 3]]</span>
SHIFT 3: David Ellement<<audio "RainOnWindows" fadein loop>><<audio "SeagullChewing" unloop fadeout>>\n\n"Do what you can..."\n\n<span class = "decision">[[Continue|Family's Apartment]]</span>
<<audio "Grinder" loop fadein>>Chapter 1: <span class = "jacob">Jacob Helard</span>\n\n"Help Jacob escape. He will need your aid if he's to remain alive."\n\n<span class = "decision">[[Continue|Jacob]]</span>
Thank you for the the squeaky shoes.\n\nwww.freesound.org/people/bsumusictech\n\n<span class = "decision">[[Back|Credits3]]</span>
Thank you for the sound of children looking for worms.\n\nwww.freesound.org/people/AMTR\n\n<span class = "decision">[[Back|Credits3]]</span>
/* 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 */\ncolor: #5d6166;\n\t\n}\n.passage {\n/* Text Formatting */\n\n}\n.passage a {\n\t/* This affects passage links */\n}\n\n.decision a {\n\ncolor: #1e497e;\n}\n\n.clue a {\n\ncolor: #e3efff;\n}\n\n.clue2 a {\n\ncolor: #a0a6ad;\n}\n\n.clue3 a {\n\ncolor: #5d6166;\n}\n\n.clue4 a {\n\ncolor: #868b91;\n}\n\n.continue a {\n\ncolor: #2BD689;\n}\n.passage a:hover {\n\t/* This affects links while the cursor is over them */\n\t\n\n}\n\n.fiona {\n\ncolor: #007740;\n}\n\n.david {\n\ncolor: #852251;\n}\n\n.you a {\n\ncolor: #27a5a6;\n}\n\n.youtalk {\n\ncolor: #27a5a6;\n}\n\n.item a {\n\ncolor: #e3efff;\n}\n\n.jacob {\n\ncolor: #8c6d42;\n}\n\n.grizzle {\n\ncolor: #8c6d42;\n}\n\n.moustache {\n\ncolor: #a02e25;\n}\n\n.betrayer {\n\ncolor: #a02e25;\n}
David looks extactic.<<audio "PickUpDice" play>>\n\n<span class = "david">"It even refered to me by name! It's here! It's finally here!"</span>\n\nDavid picks up one of the children and twirls him around in joy. The child begins to cry, David is oblivious.\n\n<span class = "david">"I can believe it's here! I can't believe it's //here//!"</span>\n\nDavid tosses the child aside roughly and puts his hand on his chin thinking.\n\n<span class = "david">"But I gotta show it who's boss... and I think I know just how..."</span>\n\nDavid looks over at the children, then rolls the dice.\n\n<span class = "decision">[[Continue|ExtacticRoll]]</span>
Child 1 asks when Child 2 is coming back.\n\n[[Continue|PushChild2Decide]]\n
You proceed to tell her about your mother.\n\n<span class = "fiona">"Fascinating."</span>\n\n<span class = "youtalk">"Well?"</span>\n\n<span class = "fiona">"Well what?"</span>\n\nYou turn and look at her putting on the most charming face you can muster.<<if $PlayerIsPoor is "1">> Fiona chuckles.\n\n<span class = "youtalk">"Well it's your turn. I asked about your mother."</span>\n\nFiona lets out a long sigh.\n\n<span class = "fiona">"I suppose telling some lowly Shallows dweller some info can't hurt... What do you want to know?"</span>\n\nYou think about it for a second.\n\n<span class = "you">[["Why did she go crazy?"|MotherAsylum]]</span>\n\n<span class = "you">[["Where did she come from?"|MotherOrigin]]</span>\n\n<span class = "you">[["Don't worry, I too have an insane mother. I understand."|MotherAsylum]]</span><<endif>><<if $PlayerIsRich is "1">> Fiona grimaces.\n\n<span class = "fiona">"So you can just turn around and ransom my mother or do some equally devious thing. No. Don't think so."</span>\n\n<span class = "decision">[[Continue|ContinueOnBeach]]</span><<endif>>\n
Yea the sea's color is exactly that of mold. Exactly like when you forgot the bread at the back of the fridge for a little too long.\n\nFiona looks at you raising an eyebrow. You realize you've been pausing for a long time. You better say something soon...\n\nWait.\n\nScowl...\n\nYou shrug.\n\n"You can call me Scowl."\n\nFiona's eyebrow does not falter.\n\n"... Scowl?..."\n\nYou staighten up to appear more confident.\n\n"Yea. Scowl."<<set $PlayerScowl = "1">>
David has converstation with the betrayer.\n\n[[Continue|DavidLeavesApartment]]
<<audio "Continue" play>>Lost Rain's design is cluttered; the streets are small, making most car travel impossible. It's an ancient city made for carts and horses, not SUVs. Fiona once described is as an ant hill built in the carcass of a <span class = "clue">[[king|UnfavoredKing]]</span>; the city was once beautiful and magnificent but now it's remains are consumed by industry. \n\nWhat was once gleaming white marble has turned grey from the ash, ancient stone sculptures have become the canvas of grafitti artists with little talent, temples turned from holy places to restraunts... the old is desecrated by the new. \n\nSomething about the city appealed to Fiona; she liked the ancient logic and structure hidden amongst the chaos that ecompasses it. She likes finding the elusive beauty of the obscured. Fiona can see the potential of something almost as clearly as it appears to her in the present. She would often go to the roof and marvel at the city, not for what it is but for what it <span class = "clue">[[was|LostRainHistory01]]</span>.\n\nFiona lives in the part of city known as "Chow" because of the dog food factory that resides there. The factory is built in the Southern Garrison church where it guzzles out its fowl haze. Everything smells of rotting meat. The smell marks you. Many establishments refuse service to people from Chow due the disturbance to less pungent customers. Chow's residents live for the weekends when the factory shuts down for two short days; two short days of hazeless bliss.\n\n<span class = "decision">[[Back|AboutTheCity]]</span>\n
It went bad<<audio "GameOver" play>>\n\n[[Continue|ExamineCrimeScene]]
As you wonder through the Shallows you become more and more lost.\n\nWhen you've become hopeless and sit in a dusty corner misearable, a strange man approaches you from the shadows.\n\n"Well, you utterly failed, I said get her to the end of the beach not run away into this mess, as things are you'll die of some festive disease... which isn't much fun for either of us. I guess you'll just have to try again."\n\nWith a flick of his wrist you fall through the floor.\n\n<span class = "decision">[[Continue|FionaTalkDuplicate]]</span>
<<audio "Continue" play>>You are not done with him yet.\n\n<span class = "decision">[[Back|Jacob Ends It]]</span>
<<if $PlayerIsCompassionate is "1">><<set $FlirtSuccess = random(0,3)>><<endif>>\n\n<<if $PlayerIsRightious is "1" or $PlayerIsDevoted is "1">><<set $FlirtSuccess = random(0,1)>><<endif>>\n\n<<if $FlirtSuccess is 0>>Flirt fails\n\n[[Continue|EndInterview]]<<endif>>\n\n<<if $FlirtSuccess is 1 or $FlirtSuccess is 2 or $FlirtSuccess is 3>> Flirt succeeds. Neighbor reveals more info<<endif>>\n\n[[Continue|EndInterview]]
<<audio "Continue" play>>At least six corpses are visible. Two are too rotted or disfigured to glimpse clearly. Various other limbs from other bodies jut out from between but they are too obscured to be identified.\n\nOne is a large man with balding hair and wearing a <span class = "clue">[[neon shirt]]</span>. In his right hand he's gripping a small <span class = "item">[[knife]]</span>. Looks like he died from a cut wound to the neck.\n\nAnother is an elderly <span class = "clue">[[woman|Old Woman]]</span>. Her white hair is caked with blood and her head looks mishapen... she must have been bludgeoned to death.\n\nThe third is a child <<if $Betrayer is 2>>riddled with bullet holes.<<endif>><<if $Betrayer is 1>> with a gaping hole in his chest. He must have been killed with a powerful rifle.<<endif>>His clothes are ragged, probably a street kid.\n\nThe last is a <<if $PlayerIsWoman is "1">>woman<<endif>><<if $PlayerIsMan is "1">>man<<endif>><<if $PlayerIsRightious is "1">> who must have burned to death; <<if $PlayerIsWoman is "1">>her<<endif>><<if $PlayerIsMan is "1">>his<<endif>> skin is seared and peeling.<<endif>><<if $PlayerIsCompassionate is "1">> who must have been drowned; <<if $PlayerIsWoman is "1">>her<<endif>><<if $PlayerIsMan is "1">>his<<endif>> skin is bloated and sodden.<<endif>><<if $PlayerIsDevoted is "1">> who must have crushed to death; <<if $PlayerIsWoman is "1">>her<<endif>><<if $PlayerIsMan is "1">>his<<endif>> body is broken and disjointed.<<endif>>\n\n<span class = "decision">[[Back|Jacob And His Body Buddies]]</span>
She sighs and allows herself a brief interlude from visiting her contacts and sits on a nearby bench. She leans back and looks at the sky. Dreary clouds drift lazily, heavy from pollution belching from the city. The have an odd yellow tint as if sickly, sadly it suits the state of <span class = "clue">[[Lost Rain|CityDescription]]</span> very appropriately.\n\nA soft breeze comes from the sea. Fiona closes her eyes and smells the air, she could remember when the pier smelled like this, salty with a hint of unidentifiable scents from foreign lands. It was a scent that promised adventure. When she was a girl it heralded the return of her father from his long journey down the coast for trade, he only returned when the winds favored it. One day the wind came but he did not return. She never saw her father again, it drove her <span class = "clue">[[mother|MotherMadness]]</span> mad.\n\n<span class = "decision">[[Continue|Fiona You Appear 1]]</span>