(display:"Initialize Variables") **THIS IS A SMALL PROOF OF CONCEPT, NOT THE FULL GAME** In this "demo", you will be able to move around, interact with some basic objects, and see how the elevator/floor progression will work. Once finishing the intro, the building will be on lockdown, and only the first floor will be accessable. You need to find a way to activate the override on each floor to progress to the next. For this demo, after Floor 1, the other floors will all unlock. They have no content yet, but you can enjoy pushing buttons and navigating between them if you wish. Floor 5 has some basic final challenge logic and will mark the end of the demo. (go-to:"Begin Story"){= =><= #### Floor $currentFloor ### (border:"ridge","none")[**$currentLocation**] <== (enchant: ?Option, (button:"==XXXX==")) (box:"=XXXXXXXXXXXXX=")+(border:'solid')+(corner-radius:12)[= { <!--Global Variables--> (set: $currentFloor to 0) (set: $currentLocation to "The Firing Room") (set: $floorsUnlocked to 1) (set: $locations to (ds:)) (set: $inventory to (ds:)) (set: $passageDone to true) <!--Intro Variables--> (set: $Ford to "the beat-up man") (set: $Aimee to "The woman with the robotic legs") (set: $Cassidy to "The younger woman") (set: $Crunch to "The robot") <!--Floor 1 Variables--> (set:$partsFound to 0) (set:$repairsNeeded to 4) (set:$partsNeeded to $repairsNeeded) (set:$repairsMade to 0) (set:$switchPulled to false) (set:$scrapPile to "Pile 1") (set:$pileDescription to (dm:"Pile 1", "This pile has a bunch of sharp metal jutting out, you decide to look carefully.", "Pile 2", "This pile has a large amount of grime and dust on it.", "Pile 3", "This pile looks like the biggest, you hesitate because of its immense scale.", "Pile 4", "This pile is clearly the smallest you breathe a sigh of relief.")) (set: $switchPile to (macro:[ (if: $scrapPile is "Pile 1")[(set: $scrapPile to "Pile 2")] (else-if: $scrapPile is "Pile 2")[(set: $scrapPile to "Pile 3")] (else-if: $scrapPile is "Pile 3")[(set: $scrapPile to "Pile 4")] (else-if: $scrapPile is "Pile 4")[(set: $scrapPile to "Pile 1")] ])) <!--Floor 2 Variables--> (set: $button1 to false) (set: $button2 to false) (set: $button3 to false) (set: $button4 to false) (set: $experimentTracker to 1) (set: $inspectExperiment to (macro:[ (if: $experimentTracker is 1)[ (set: $experimentTracker to it +1) (out:)[<p>This one is a stack of papers and the top one just has a big red stamp on it saying “Results in death.”</p>] ](else-if: $experimentTracker is 2)[ (set: $experimentTracker to it +1) (out:)[<p>This one is a cage holding a half robotic squirrel. The hind end is the part that’s not robotic, doesn’t really make sense why they could’ve wanted to keep that part though.</p>] ](else-if: $experimentTracker is 3)[ (set: $experimentTracker to it +1) (out:)[<p>This experiment appears to be cancelled.</p>] ](else-if: $experimentTracker is 4)[ (set: $experimentTracker to it +1) (out:)[<p>This experiment looks like it’s still in development.</p>] ](else-if: $experimentTracker is 5)[ (set: $experimentTracker to 1) (out:)[<p>This one is a rock that has a glass cage around it with a note that says “careful may explode."</p>] ] ])) (set: $inspectVat to (macro:[ (if: $experimentTracker is 1)[ (set: $experimentTracker to it +1) (out:)[<p>(str-replaced: "{}", "human skeleton", "A {} floats up from the bottom of the vat")</p>] ](else-if: $experimentTracker is 2)[ (set: $experimentTracker to it +1) (out:)[<p>(str-replaced: "{}", "rat skeleton", "A {} floats up from the bottom of the vat")</p>] ](else-if: $experimentTracker is 3)[ (set: $experimentTracker to it +1) (out:)[<p>(str-replaced: "{}", "lab coat with gloves", "A {} floats up from the bottom of the vat")</p>] ](else-if: $experimentTracker is >= 4)[ (set: $experimentTracker to 1) (out:)[<p>(str-replaced: "{}", "\"Caution: Wet Floor\" sign", "A {} floats up from the bottom of the vat")</p>] ] ])) (set: $resetButtons to (macro:[ (set: $button1 to false) (set: $button2 to false) (set: $button3 to false) (set: $button4 to false) ])) <!--Floor 3 Variables--> (set: $talkedToCassidy to false) (set: $inspectedPrinter to false) (set: $code to "1425") (set: $codeFound to false) <!--Floor 4 Variables--> (set: $partyFreed to false) (set: $glitch to (macro:[ (set: _text to (either: "WAKE UP", "THIS ISN'T REAL", "DON'T BELIEVE", '','','','','','','','','','','','','','','','','','','','','','','','','','', '','','','','','','','','','','','','','','','','','','','','','','','','','', '','','','','','','','','','','','','','','','','','','','','','','','','','', )) (text-color:"red")+(text-size:.5)+(out:)[_text] ])) <!--Compile/update list of all locations--> (for: each _place, ...(passages: where its tags contains 'location'))[ (set:_passageName to _place's name) (set: $locations to it + (ds:(dm: "name", _place's locationName, "floor", _place's floorNumber, "passageName", _place's name))) ] <!--Define a location--> (set: _location to (dm: "name", str, "floor", num, "passageName", str )) <!--Travel to a different location on the map--> (set: $travelTo to (macro: str-type _destinationPassage, [ (set: _destination to 1st of (find:_newLocation where _newLocation's passageName is _destinationPassage, ...$locations)) (set: $currentLocation to _destination's name) (if:_destination's floor is not -1)[(set: $currentFloor to _destination's floor)] (go-to: _destination's passageName) ])) <!--Display a link that makes the player travel to a new location--> (set: $travelLink to (macro: str-type _text, str-type _destinationPassage, [ (output:)+(link: _text)[ ($travelTo: _destinationPassage) ] ])) (display:"Character Barks") }<p>You hear a loud metal **CLANG**, startling you awake. You open your eyes and... where the hell are you?? You're on a conveyor belt, and it's moving faster than you'd like towards a large pit of fire. If that wasn't enough, there's a massive crusher at the end too. </p>(link:"Continue")[= <p>Ohh, it's all coming back now. You were just fired. You are, or at least were, an employee of ''Risus Industries'': a company that secretly specializes in unethical research and development. You didn't know much about what was going on, but apparently you knew enough that you couldn't be allowed to just leave after being terminated. Instead, you were sent to the "firing room".</p>(link:"Continue")[= <p>Looking around, you see three others as well; Slightly ahead is a ''rough looking, beat-up man''. To his left is a ''woman with robotic legs'' and on your right is another, ''younger woman''. All of you are bound with ropes, heading to your deaths. Looking to your left, you see a ''large robotic figure''. Scrambling away from it, you accidentally kick its activation switch.</p> (link:"Continue")[= <p>The robot lets out a roar as it wakes up, promptly waking all the others as well. It bursts free easily from its restraints. It begins to tantrum and thrash around on the conveyor. The rest of you slip out of your restraints as well (clearly they were cheaply made). The robot doesn't seem to be a threat, but the looming death furnace certainly still is.</p> --- |Option>[[["WE NEED TO ESCAPE, NOW!"|Escape]]]<p>"What about the elevator? It's shut!" the younger woman yells.</p> (link:"Continue")[= <p>Just then, the large robot barrels towards the elevator, clearly wanting to get out as well. It pries the door open with its massive arms. Alarms begin to blare and a voice crackles over a loudspeaker.</p>(link:"Continue")[= <p>(text-style:"blink", "bold")[(uppercase:"\"The building is now in lockdown. Please enter the designated lockdown room on your floor immediately.\"")]<Digital|</p>(link:"Continue")[= <p>The message repeats to no end. There's no time to be annoyed though; you need to get out of here. The woman with the robotic legs grabs each of you and runs you into the elevator. There is a jumpsuited man of indeterminate age in the corner, standing behind a small cart full of what appears to be snacks. You all look at him and he simply tips his hat towards you.</p> --- [ [[Press a button to leave|Buttons Don't Work]] ]<Option|{<!--Include for any location that can be travelled to--> (metadata: "locationName", "The Elevator", "floorNumber", -1 ) <!--Text--> <p>The elevator is a medium-sized metal box, fitting the five of you comfortably. It is pristine and polished; you can see your reflection on the walls. The elevator man stands in here, ready to take you to any available floor.</p> } { =><= (print:"\n") (border:"solid")+(corner-radius:8)[ =|= (button:)[ (if:$floorsUnlocked >= 5)[(link:"Floor 5")[ (set:$currentFloor to 5) (go-to:"Elevator") ]](else:)[**LOCKED**]] (button:)[ (if:$floorsUnlocked >= 4)[(link:"Floor 4")[ (set:$currentFloor to 4) (go-to:"Elevator") ]](else:)[**LOCKED**]] (button:)[ (if:$floorsUnlocked >= 3)[(link:"Floor 3")[ (set:$currentFloor to 3) (go-to:"Elevator") ]](else:)[**LOCKED**]] (button:)[ (if:$floorsUnlocked >= 2)[(link:"Floor 2")[ (set:$currentFloor to 2) (go-to:"Elevator") ]](else:)[**LOCKED**]] (button:)[ (link:"Floor 1")[ (set:$currentFloor to 1) (go-to:"Elevator") ]] |=| ] } { (print:"\n") [ [[Talk to elevator man|Elevator Man]] ]<option| (if:$currentFloor is not 0)[ <!--Player can't leave the elevator on Floor 0--> (link:"Leave Elevator")[ (if:$currentFloor is 1)[($travelTo:"Floor 1 Lobby")] (if:$currentFloor is 2)[($travelTo:"Workshop")] (if:$currentFloor is 3)[($travelTo:"Cubicles")] (if:$currentFloor is 4)[($travelTo:"Office Space")] (if:$currentFloor is 5)[($travelTo:"CEO's Office")] ]<option| ] }{<!--Include for any location that can be travelled to--> (metadata: "locationName", "Lobby", "floorNumber", 1 ) <!--Text--> <p>The lobby of the Robo-Human department. The whole place is completely abandoned. Papers are scattered all over the floor, hinting at an unexpected mass-exodus of some sort. (if: visits is 1)[Looking closer, s](else:)[S]ome of the figures you first assumed to be furniture are actually the deactivated remains of robots that were left behind. } (if: visits is 1)[(display:"Crunch Arc Intro")](else:)[</p>($bark:)] (event: when $passageDone is true)[(show: ?hidden)] |hidden)[ --- <!--Options--> [($travelLink:"Walk to hallway", "Floor 1 Hallway")]<option| [($travelLink:"Get in elevator", "Elevator")]<option| ]{<!--Include for any location that can be travelled to--> (metadata: "locationName", "Scrap Room", "floorNumber", 1 ) <!--Text--> <p>A large sprawling room, its walls and floors are bare concrete. Deconstructed robots and spare parts line the walls almost reaching up to the ceiling at some points. Tables are strewn about and tools litter them and the floor. Everything here has clearly been abandoned for a long time and is covered in a layer of dust.</p> } <p>A pile lies in front of you. (print: $pileDescription's $scrapPile)</p> ($bark:) --- <!--Options--> (link:"Switch pile")[($switchPile:)(go-to:(passage:)'s name)]<option| (if: $partsFound is <= $partsNeeded)[(link: "Look for parts")[ (go-to:$scrapPile) ]<option|] [($travelLink:"Go back to hallway", "Floor 1 Hallway")]<option|{<!--Include for any location that can be travelled to--> (metadata: "locationName", "Hallway", "floorNumber", 1 ) <!--Text--> <p>The lights around here are on their last legs, humming steadily to pass the time alone. Another deactivated bot can be seen slouched against the wall. There's a room on the left, with the lobby back towards the elevator. In between the flickering of the lights, the floor's override switch can be seen. (if: $switchPulled)[It's pulled. The next floor should be accessible now.](else-if: $repairsMade is >= $repairsNeeded)[It seems ready to be pulled.](else:)[It looks like it's (if:visits > 1)[still ]not functional.] </p> } ($bark:) --- <!--Options--> (link:"Check override switch")[ (go-to:"Override Switch") ]<option| [($travelLink:"Enter scrap room","Scrap Heap")]<option| [($travelLink:"Walk to lobby","Floor 1 Lobby")]<option| {<!--Include for any location that can be travelled to--> (metadata: "locationName", "Workshop", "floorNumber", 2 ) <!--Text--> <p>A large loud workshop, many things are happening and machines are buzzing beeping and whirring. Things are strewn in disarray and it’s clear this place is used often. Tables and experiments are half-finished and out in the open. } (if: visits is 1)[(display:"Ford Arc Intro")](else:)[</p>($bark:)] (event: when $passageDone is true)[(show: ?hidden)] |hidden)[= --- [ [[Inspect an Experiment]] ]<option| (if: $floorsUnlocked is 2)[ [[Send people to press the buttons|Buttons]] ]<option| [($travelLink:"Enter lab", "Lab")]<option| [($travelLink:"Go back to elevator", "Elevator")]<option|{<!--Include for any location that can be travelled to--> (metadata: "locationName", "Cubicles", "floorNumber", 3 ) <!--Text--> <p>It looks like a liminal space with a yellowish carpet and the occasional stain on either the wall or floor. There are rows and rows of cubicles each one with a little vintage monitor and stacks of paperwork beside it.. There's a breakroom and on the wall outside it is a keypad with a sign above it reading "[For override, please provide code]<digital|."(if: $codeFound)[The documents said that the code is $code]</p> } ($bark:) --- (if: $floorsUnlocked is 3)[ [[Input code to keypad|Input Code]] ]<option| [ [[Turn on a computer]] ]<option| (if: $codeFound is false)[ [[Look at paperwork]] ]<option| (if: $talkedToCassidy)[ [ [[Inspect printer]] ]<option| ] [($travelLink:"Enter breakroom", "Breakroom")]<option| [($travelLink:"Go back to elevator", "Elevator")]<option|{<!--Include for any location that can be travelled to--> (metadata: "locationName", "Office Space", "floorNumber", 4 ) (if: visits is 1)[(go-to: "PC VR")] <!--Text--> (if: visits is 2)[(set: $passageDone to false) <p>You tear off your VR headset. What the hell? Somehow you're in the office space on floor 4. You don't remember stepping in, but clearly somebody put you in that headset.</p>(link:"Continue")[= <p>And it looks like you're not the only one. The rest of your party is trapped in their own VR world. Clearly they weren't able to break out like you were.</p>(link:"Continue")[= <p>This was the executive floor... maybe Aimee would know how to get the override? She's in her simulation right now, but you can plug your headset into hers to enter it from the outside. If you can free her, then you can save everyone.</p>(link:"Continue")[= (set: $passageDone to true)](else:)[ <p>The offices are nice and clean and go on seemingly forever. There are exposed brick supports and iron pipes snaking across the ceiling. There are a great deal of plants and spaces for greenery. The room is both industrial and very lavish. The override switch is on the wall(if: $partyFreed is false)[, but you need to free the others first].</p>] (if: $partyFreed)[($bark:)] } (event: when $passageDone is true)[(show: ?hidden)] |hidden)[= --- (if: $partyFreed is false)[($travelLink:"Jack into Aimee's headset", "Aimee's VR")]<option| (if: $partyFreed and $floorsUnlocked is 4)[ [[Pull override switch]] ]<option| (if: $partyFreed)[($travelLink:"Go back to elevator", "Elevator")]<option|{<!--Include for any location that can be travelled to--> (metadata: "locationName", "CEO's Office", "floorNumber", 5 ) } <p>The chair turns around, revealing the CEO inside. He is a middle-aged white man with receding mousy hair and a button nose, wearing an expression of shock. He seems unable to comprehend that you’re here. The size of the chair makes him look small.</p> --- [ [[Kill CEO]] ]<option|(set: _partsHeld to (ds: ...(find: _item where _item contains "part", ...$inventory)) ) <p>The override switch lies in the middle of the empty wall at the end of the hallway. (if: visits is 1)[Its protective glass cover lies on the ground, clearly having abandoned its job years ago.]</p> (if: $switchPulled is true)[ <p>The switch is flipped on and the next floor is unlocked.</p> --- ] (else-if: $repairsMade is >= $repairsNeeded)[ <p>The switch looks like it's just barely fixed up and ready to be pulled.</p> --- (link:"Pull switch")[ (set: $switchPulled to true) (set: $floorsUnlocked to it +1) (go-to: "Final Log") ]<option| ] (else:)[ <p>The switch is (if: visits is > 1)[still ]not functional. You could probably get it working with (print: $repairsNeeded - $repairsMade) more repairs. Currently, you have (plural: length of _partsHeld, "part") on hand.</p> --- (if: length of _partsHeld is not 0)[(link:"Make repairs")[ (set: $repairsMade to it + length of _partsHeld) (set: $inventory to it - _partsHeld) (go-to: (passage:)'s name) ]<option|] ] [ [[Go back|Floor 1 Hallway]] ]<option| --- <u>**DEBUG OPTIONS**</u> (link:"Unlock all floors")[ (set: $floorsUnlocked to 5) (go-to: (passage:)'s name) ] { (set:_locationNames to (a:)) (for: each _location, ...$locations)[ (set: _name to _location's passageName) (set:_locationNames to it + (a:_location's passageName)) ] Travel to (dropdown: bind _destination, ..._locationNames): (link-rerun:"GO")[($travelTo: _destination)] }(set: $CrunchBarks to (ds: "Crunch lets out an unimpressed grunt.", "Crunch is staring at a rat scurrying along the ground.", "Crunch giggles as a cockroach scuttles along his frame. He sets it down on the ground to leave in peace." )) (set: $FordBarks to (ds: "\"They’ll regret what they did to me!\" Ford shouts.", "\"I hate this company,\" Ford mumbles.", "Ford rambles about his experiments." )) (set: $AimeeBarks to (ds: "Aimee wrinkles her nose at the dirt on the floor. \“This place is disgusting. I would have had it cleaned up.\”", "Aimee sharpens something spiky-looking half concealed in her leg.", "Aimee mutters something to herself about kicking \“that bastard’s\” legs in, looking dreamily out at nothing.", "Aimee scrutinizes the area. \“Huh\,” she says. \“I can’t remember the last time I visited here.\”", "Aimee flips her hair out of her face in a motion so smooth you wonder if it’s practiced. Her hair seems to fall back down in slow motion, like she’s a shampoo model." )) (set: $CassidyBarks to (ds: "Cassidy sighs. \“Maybe I shouldn't have interned here.\”", "\"Oh, I've never been to this floor before,\" Cassidy says.", "\“I have no clue what I'm doing right now,\” Cassidy mutters." )) (set: $bark to (macro:[ (set: $barkPool to (ds:)) (if: $currentFloor is not 1)[ (set: $barkPool to it + $CrunchBarks ) ] (if: $currentFloor is not 2)[ (set: $barkPool to it + $FordBarks ) ] (if: $currentFloor is not 3)[ (set: $barkPool to it + $CassidyBarks ) ] (if: $currentFloor is not 4)[ (set: $barkPool to it + $AimeeBarks ) ] (out:)[ <p>(either:...$barkPool)</p> ] ]))(set:$currentLocation to "Elevator")<p>The buttons in the elevator don't work. Shit. What now?</p>(link:"Continue")[= <p>The rough looking man suddenly speaks up and instructs the younger woman to open the elevator's control panel. She complies and he begins guiding her through rewiring it. Maybe you guys will make it out of here after all?</p>(link:"Continue")[= <p>You look around at the shanty crew around you. (link-reveal:"\"What a weird bunch\"")[=, you think to yourself. As you ponder your situation, your mind continues to struggle comprehending exactly how this happened. You didn't do anything //wrong//, why were you sent to be //executed//?? This is ridiculous. Who could do such a thing to other human beings?</p>(link:"Continue")[= <p>Then, //his// face flashes into your mind. That weaselly little coward – the one behind all of this. It's //his// fault that you're in this mess. He's the one that put you here - the one that tried to //kill// you. You feel the rage bubbling up from your core. //How dare he?// Suddenly, a thought crosses your mind.</p>(link:"Continue")[= <p>You'll get your (text-style:"buoy")+(text-colour:red)[revenge].</p>(link:"Continue")[= <p>You'll make him (text-style:"buoy")+(text-colour:red)[pay].</p>(link:"Continue")[= <p>You'll[[...|KILL THE CEO]] =><= (print:"\n") (print:"\n") (print:"\n") (print:"\n") (print:"\n") (print:"\n") (text-colour:red)+(bg:(gradient: 0, 0,#000000,0.5037,(hsl:0,0.8039,0.5,0.5),1,#000000))+(size:2)[[[KILL THE CEO|Intro Sequence]]] (print:"\n") (print:"\n") (print:"\n") (print:"\n") (print:"\n") (print:"\n")<p>The elevator still isn't working yet, so you look around again at the people in it with you. Perhaps they share your goal.</p> <p>$Cassidy continues rewiring the panel under $Ford's instructions. $Crunch is crouched in a ball in the corner, clearly still enraged. $Aimee is deep in thought while the situation has calmed down.</p> <p>The mysterious man with the snack cart simply stands idly by.</p> --- (if: (visited:"Cassidy Intro") is false)[ [[[Talk to the younger woman|Cassidy Intro]]]<Option| ] (if: (visited:"Ford Intro") is false)[ [[[Talk to the beat-up man|Ford Intro]]]<Option| ] (if: (visited:"Crunch Intro") is false)[ [[[Talk to the robot|Crunch Intro]]]<Option| ] (if: (visited:"Aimee Intro") is false)[ [[[Talk to the woman with the robotic legs|Aimee Intro]]]<Option| ] (if: (visited:"Elevator Man Intro") is false)[ [[[Talk to the mysterious elevator man|Elevator Man Intro]]]<Option| ] (if: (visited:"Cassidy Intro") and (visited:"Ford Intro") and (visited:"Crunch Intro") and (visited:"Aimee Intro") and (visited:"Elevator Man Intro") )[(go-to:"Elevator Fixed")]<p>“Ugh, hi, my name’s Cassidy. I was an intern on floor 3.” She waves and you see that her middle finger has been replaced with a robotic one.</p>(set:$Cassidy to "Cassidy") <p>(link-reveal:"\"I want to kill the CEO\"")[= <p>“Uh, okay…Well, I don’t really have anything else going on at the moment, so I guess I'll go with you. I mean, he is sorta the reason my finger now doubles as a toaster.”</p> --- [ [[Go Back|Intro Sequence]] ]<Option| <p>“I’m Patient 250– Actually, you can call me Ford.”</p>(set:$Ford to "Ford") <p>(link-reveal:"\"I want to kill the CEO\"")[=</p> <p>“I can help. I’m not much of a fighter, but I know all about this company. Every horrible thing.”</p> --- [ [[Go Back|Intro Sequence]] ]<Option| <p>The large machine looks up at you. You didn't know robots could even *get* angry, but this one certainly is. It glares before it speaks with a grating, appropriately robotic voice.</p>(link:"Continue")[= <p>"Me Crunch." He points at a small metal tag on the back of his neck. Sure enough, his name really is Crunch. Maybe his anger could be directed to a good cause.</p>(set:$Crunch to "Crunch") <p>(link-reveal:"\"I want to kill the CEO\"")[=</p> <p>He seems to ponder for a second before speaking again, aggressively. "Company made Crunch, but Crunch never //ask// to be made. Crunch will kill CEO with you."</p> --- [ [[Go Back|Intro Sequence]] ]<Option| <p>“My name is Aimee Burke,” she says, “and about three hours ago I was next in line for the CEO’s job, that bastard. And now I’m here in this tin can with you people and a robot.” She says “CEO” with an intimidating amount of malice.</p>(set:$Aimee to "Aimee") <p>(link-reveal:"\"I want to kill the CEO\"")[=</p> <p>“Great. Me, too. He took my career from me, and now he’s going to pay for it.”</p> --- [ [[Go Back|Intro Sequence]] ]<Option| <p>Suddenly, you hear a ding and a slight rumble. The elevator is working now. Ford explains that it can only access the first floor for right now. The others are still locked down, but there's a manual override on each floor that can give access to the next.</p> <p>This is it. You guys are really doing this. All of you have a reason to want the CEO dead, and you're gonna make it happen.</p> --- [($travelLink:"Let's do this","Elevator")]<option|<p>The man stares at you silently with a warm smile.</p> <p>(link-reveal:"\"I want to kill the CEO\"")[=</p> <p>He shrugs and pulls out a label machine. He writes on a label and hands it to you.</p> <p>"[DO WHAT YOU THINK IS BEST]<digital|"</p> --- [ [[Go Back|Intro Sequence]] ]<Option|<p>The snack cart contains a few purple juice boxes, an unknown quantity of apples, and rows of silvery plastic bags, each labeled “[CHIPS]<digital|” with strips of paper.</p> --- [ [["Hey, how’s it going?"]] ]<option| [ [[Take apple]] ]<option| [ [[Take CHIPS]] ]<option| [ [[Take juice box]] ]<option| [ [[Go back|Elevator]] ]<option|<p>The apple has a label on it that says “[HELP]<digital|”. You look at the Elevator Man. He shrugs.</p> --- [ [[Go Back|Elevator Man]] ]<Option|<p>You open the bag of [CHIPS]<digital| and reach inside. They taste vaguely like pizza.</p> --- [ [[Go Back|Elevator Man]] ]<Option|<p>The Elevator Man hands you a juice box and prints out a label to go with it. The juice box says “GRURPLE!!” on it in big bubble letters. The label says, “[THIS ONES MY FAVORITE FLAVOR]<digital|”.</p> --- [ [[Go Back|Elevator Man]] ]<Option|<p>The Elevator Man prints something out on his labelmaker and hands it to you. It reads, “[IM OKAY HOW ABOUT YOU FELLAS]<digital|”</p> <p>You look back at the others for advice. Crunch, Aimee, and Ford stare. Cassidy shrugs.</p> --- [ [["Uh…we’re fine"]] ]<Option| [ [["Not great"]] ]<Option|<p>He prints out two more labels.</p> <p>“[THATS GOOD TO HEAR]<digital|”</p><p>“[YOU SHOULD HAVE A SNACK KEEP YOUR STRENGTH UP]<digital|”</p> <p>(link-reveal:"\"I'll think about it\"")[=</p> <p>The Elevator Man writes something on his next label. The label says, “[NO RUSH KIDS KEEP DOING WHAT YOURE DOING]<digital|” with a handwritten smiley face tacked on the end.</p> --- [ [[Go back|Elevator Man]] ]<option|<p>He prints out another label. “[CAME FROM THE FIRING ROOM RIGHT]<digital|”</p> <p>You don’t see a point in lying to this guy.</p> <p>(link-reveal:"\"Yes.\"")[=</p> <p>The Elevator Man prints out a label, then takes out a pen from his jumpsuit pocket and scribbles something on the end of it. It says, “[GOOD LUCK]<digital|” with a smiley face. --- [ [[Go back|Elevator Man]] ]<option| (if: visits is > 1)[<p>This pile has already been searched.</p> [ [[Go back|Scrap Heap]] ]<option| ] (else:)[ <p>You search through the pile for a few minutes looking for the a part that you can use to fix the switch. After a while, you finally find what you're looking for.</p> --- (link:"Grab steel bar")[ (set: $inventory to it + (ds:"part 1") ) (set: $partsFound to it + 1) (go-to: "Crunch Arc") ]<option| ] (if: visits is > 1)[<p>This pile has already been searched.</p> [ [[Go back|Scrap Heap]] ]<option| ] (else:)[ <p>You search through the pile for a few minutes looking for the a part that you can use to fix the switch. After a while, you finally find what you're looking for.</p> --- (link:"Grab left handle")[ (set: $inventory to it + (ds:"part 2") ) (set: $partsFound to it + 1) (go-to: "Crunch Arc") ]<option| ](if: visits is > 1)[<p>This pile has already been searched.</p> [ [[Go back|Scrap Heap]] ]<option| ] (else:)[ <p>You search through the pile for a few minutes looking for the a part that you can use to fix the switch. After a while, you finally find what you're looking for.</p> --- (link:"Grab right handle")[ (set: $inventory to it + (ds:"part 3") ) (set: $partsFound to it + 1) (go-to: "Crunch Arc") ]<option| ](if: visits is > 1)[<p>This pile has already been searched.</p> [ [[Go back|Scrap Heap]] ]<option| ] (else:)[ <p>You search through the pile for a few minutes looking for the a part that you can use to fix the switch. After a while, you finally find what you're looking for.</p> --- (link:"Grab handle screw")[ (set: $inventory to it + (ds:"part 4") ) (set: $partsFound to it + 1) (go-to: "Crunch Arc") ]<option| ]{(set: $passageDone to false) Crunch suddenly lets out a belting roar before slamming its fist into the wall.</p> <p>(link-reveal:"\"What's wrong??\"")[=</p> <p>“This where Crunch was made. This where Crunch was abandoned!” it shouts, still raging.</p> <p>(link-reveal:"\"You were created here...\"")[=</p> <p>Crunch starts wailing, thrashing about and nearly taking Cassidy’s head off. Its robotic sobs echo throughout the room before reverberating back. It’s as though the floor itself is crying with it.</p> <p>(link-reveal:"\"Hey hey, calm down big guy, we’re not abandoning you. Lets just find a way to the next floor\"")[=</p> <p>It lets out a sad, dismissive grunt before reluctantly tagging along.</p> (set: $passageDone to true) }(enchant: ?link, (button:"==XXXX==")) (set: $passageDone to false) (if: $partsFound is 1)[ <p>A brief glimmer of light catches your eye. In the pile, you spot an old audio log.</p> (link:"Play the log")[= <p>The log begins to play. Everyone goes quiet and listens in.</p> =========|========= <==> [Management is not happy. They claim we haven’t done enough to “prove” we’re useful. Just sent in an order for us to start making “weekly reports detailing what we’ve accomplished.” Are they stupid? These things take time.]<digital| |=| <= <p>Crunch gets visibly annoyed as the log plays, urging you to hurry up.</p> (set: $passageDone to true) ] (else-if: $partsFound is 2)[ <p>You spot another log in this pile. How many of these are there?</p> (link:"Play the log")[= <p>The second log begins to play. Crunch seems to be listening in.</p> =========|========= <==> [Model 6 was another failure. This one could barely stand before it just had a meltdown. An emotional one, that is. Why is it that every time we try to give a robot sentience, it starts screaming?? (print:"\n\n")Although… I guess we do that when we’re born too. Let’s just keep trying.]<digital| |=| <= <p>Crunch suddenly gets mad at this log and takes it from your hands. You reach for it but the robot crushes it into a fine powder before looking at you like you might be next. You take the hint.</p> (set: $passageDone to true) ] (else-if: $partsFound is 3)[ <p>You find a third log. You glance at Crunch to see if it noticed.</p> (link:"Play the log")[= <p>The third log begins to play.</p> =========|========= <==> [I think I’ve figured it out! What is it that makes humans stop screaming when we’re born? I think it’s //empathy//. The whole process is very unpleasant, but the people around us calm us down and we can //feel// that. I think it’s that empathy – that emotional connection – that keeps us all sane. (print:"\n\n")Perhaps there’s a way to put that capability in a metal shell…]<digital| |=| <= <p>Despite your efforts, Crunch evidently heard this log too. It begins to shout and throw a tantrum</p> --- (link:"\"Hey, calm down!\"")[= (set: $passageDone to true) (go-to:"Crunch Conflict") ] (else-if: $partsFound is 4)[ <p>There's one last log in this pile. You sigh. Hopefully this one doesn't cause any issues.</p> (link:"Play the log")[= <p>The final log begins to play. The room is dead silent before the voice comes on..</p> =========|========= <==> [We did it! He’s a miracle! After months of backbreaking labor – and many actual broken backs from a few... more //temperamental// bots – we finally created a bot that could feel //empathy//. (print:"\n\n")It’s incredible. He’s still practically an infant, but his comprehension is improving at an incredible speed! I named him Crunch. The others love him; he’s like our kid. I can’t wait to tell management about this. This is a breakthrough.]<digital| |=| <= <p>Crunch seems to calm down. It walks over and reaches gently for the log you found.</p> --- (link:"Hand it to him")[= (set: $passageDone to true) (go-to:"Crunch Resolution") ] (event: when $passageDone is true)[(show: ?hidden)] |hidden)[= --- [[Go back|Scrap Heap]]<p>It ignores you and continues. This is getting bad...</p> <p>(link:"Back away", (button:"==XXXX=="))[=</p> <p>You trip over another pile as you attempt to back away. As you fall, Crunch stops what it’s doing. You feel yourself falling, bracing for impact with the floor — but it never comes. Instead, you’re caught by a set of large metal hands.</p>(link:"Continue")[= <p>Looking up, you see Crunch is equally surprised by this. Did it just… save you from getting hurt? It drops you and you hit the ground, albeit much softer than you would’ve had it not caught you in the first place.</p> (link:"Continue")[= <p>Crunch begins to roar and storms into the corner, seemingly “crying” into his hands.</p> --- [ [[Go back|Scrap Heap]] ]<option|<p>Crunch cradles the log in its palms. You see its face is solemn, far more gentle than it once was. You realize it now: He was never a monster, he just never knew his humanity. </p> (link:"Continue")[= <p>He suddenly seems to become more conflicted. The sadness turns to anger, but only partially. You know you have to talk to him before it gets bad.</p> --- [ [[Try to calm him down]] ]<option|<p>He roars with despair. “They abandon Crunch! They make Crunch and then leave him here!”</p> <p>(link-reveal:"\"You don't know that they abandoned you! Maybe something... happened.\"")[=</p> <p>Crunch slams his fist into the ground with a loud metallic thud. “They say Crunch a miracle. Why they lie?!” You think about the question for a moment.</p> <p>(link-reveal:"\"Maybe you \*are\* a miracle. You just saved me from hitting the ground, not because you were programmed to, but because you \*wanted\* to.\"")[=</p> <p>Crunch looks down at his hands and begins to weep.</p> <p>(link:"\"Maybe... you just need a friend to rely on.\" (Extend your hand)")[=</p> <p>"Maybe... you just need a friend to rely on."</p> <p>Crunch looks at your hand for a moment before he speaks. </p> <p>“Friend?”</p> --- [ [["Yes. Friend"]] ]<option|<p>He smiles for what might be the first time and clasps your hand with his own.</p> <p>“Friends”</p> --- [ [["Now let's fix this switch"|Scrap Heap]] ]<option|<p>As you pull the switch, you notice another log on the ground. How did you not see this before?</p> (link:"Play the log", (button:"==XXXX=="))[= =========|========= <==> |digital>[Fuck. They’re firing us. //All of us//. They say they’re “downsizing”. What the hell?? There’s no time to escape, the only way out is the elevator, and that’s where they’re coming from...(print:"\n\n")](There's a brief pause)(print:"\n\n")[They can’t find Crunch. I won’t let them. I’m deactivating him and hiding him somewhere. If they eventually find him, they’ll probably send him to the firing room to be scrapped. I can only pray someone gets him out of here before that happens. We love you Crunch. We’re so sorry. We’re so - ]<digital| |=| <= (link:"Continue")[= <p>Crunch hears the log. He stands silently for a second before you hand it to him. After a moment, he places it in closed compartment within his chest.</p> <p>"Crunch was never abandoned... Crunch had family". He suddenly stands strong and strikes his fist against his chest. "CEO kill Crunch family. Crunch kill CEO with friends." --- [ [["Then let's do it, buddy"|Override Switch]] ]<option| {<!--Include for any location that can be travelled to--> (metadata: "locationName", "Lab", "floorNumber", 2 ) <!--Text--> <p>The lab is much quieter than the workshop but there is still the hum of machines. Giant vats of brightly colored ooze line some of the walls and liquids gurgle inside them. } (if: visits is 1)[(display:"Ford Arc Scene 2")](else:)[</p>($bark:)] (event: when $passageDone is true)[(show: ?hidden)] |hidden)[= --- [ [[Tap the glass of the vats]] ]<option| [ [[Ask Ford about the buttons]] ]<option| (if: $floorsUnlocked is 2)[ [[Send people to press the buttons|Buttons]] ]<option| [($travelLink:"Go back to workshop", "Workshop")]<option|($inspectExperiment:) --- [ [[Go back|Workshop]] ]<option|{ (set: $passageDone to false) You notice Ford tense up, his stone-like skin crackles as he steps off the elevator.</p> <p>(link-reveal:"\"What's wrong?\"")[=</p> <p>“I’ve spent too much time on this floor already," he says. "Let’s get this over with. Fast.”</p> <p>(link-reveal:"\"Why?\"")[=</p> <p>“This floor… They ran experiments here. On me. And so many others.” Ford looks down at his cracked skin.</p> <p>(link-reveal:"\"How do we get out of here?\"")[=</p> <p>“There’s 8 buttons total. 4 of them need to be pressed simultaneously to override the system, I know which ones but…” He hesitates.</p> <p>(link-reveal:"\"But what?\"")[=</p> <p>“I don’t know if I can go through with this.”</p> <p>Ford walks away towards the lab.</p> (set: $passageDone to true) }{ (set: $passageDone to false) A large monitor at the front of the room shows a man who is undeniably the CEO. A looped video plays, warning all employees to remain on their designated floors due to a lockdown.</p> <p>Ford wanders around the lab, analyzing the ongoing experiments.</p> (link:"Ask Ford about the experiment", (button:"==XXXX=="))[= <p>You ask Ford about the experiment he's looking at.</p> <p>“This one turns human bones nearly indestructible. Sounds great, feels horrible.”</p> Ford is suddenly deeply concentrated on the monitor. (link:"Ask what he's looking at", (button:"==XXXX=="))[= <p>You ask Ford what he's looking at.</p> <p>“This data… I could get rid of it all. No one else would be tortured like I was.” </p> --- [ [[(Encourage) "If you do, it'll guarantee that no more harmful experiments will occur."|Encourage]] ]<option| [ [[(Discourage) "But… if you delete this data, there would be no proof for what you went through. We could get you justice, Ford."|Discourage]] ]<option| } <p>Ford gives a firm nod before wiping the entire system. He straightens up and his tense posture relaxes.</p> (set: $passageDone to true) --- [ [[Go back|Lab]] ]<option|<p>Ford hesitates, but steps away from the computer. He gives you a small yet reassuring smile. His tense posture relaxes.</p> (set: $passageDone to true) --- [ [[Go back|Lab]] ]<option|<p>You ask Ford what needs to be pressed for the manual override. </p> (link:"Continue")[= <p>“The buttons that need to be pressed are 1, 2, 3, and 4.”</p> <p>Could've guessed that...</p> --- [ [[Go back|Lab]] ]<option|($inspectVat:) --- [ [[Go back|Lab]] ]<option|<p>You need to send someone to press each of the four correct buttons simultaneously. Decide who to send to which one.</p> (set: _buttonOptions to (a: "1","2","3","4","5","6","7","8")) (set: _buttonsPressed to (ds:)) (set: _crunchButton to "1") (set: _fordButton to "1") (set: _cassidyButton to "1") (set: _aimeeButton to "1") (border: "solid")+(corner-radius:4)[ Crunch: (dropdown: 2bind _crunchButton, ..._buttonOptions) ] (print:"\n\n") (border: "solid")+(corner-radius:4)[ Ford: (dropdown: 2bind _fordButton, ..._buttonOptions) ] (print:"\n\n") (border: "solid")+(corner-radius:4)[ Cassidy: (dropdown: 2bind _cassidyButton, ..._buttonOptions) ] (print:"\n\n") (border: "solid")+(corner-radius:4)[ Aimee: (dropdown: 2bind _aimeeButton, ..._buttonOptions) ] (print:"\n\n") --- (link:"Confirm")[ (set: _buttonsPressed to it + (ds:_crunchButton) + (ds:_fordButton) + (ds:_cassidyButton) + (ds:_aimeeButton)) (if: _buttonsPressed contains "1")[ (set: $button1 to true) ] (if: _buttonsPressed contains "2")[ (set: $button2 to true) ] (if: _buttonsPressed contains "3")[ (set: $button3 to true) ] (if: _buttonsPressed contains "4")[ (set: $button4 to true) ] (if: $button1 and $button2 and $button3 and $button4)[ ($resetButtons:) (go-to:"Button Success") ] (else:)[ ($resetButtons:) (go-to:"Button Failure") ] ]<option|You hear a beeping sound followed by a pleasant chime. That must've worked! The third floor should be unlocked now. (set: $floorsUnlocked to it +1) --- (link:"Go back")[(go-to: $currentLocation)]<option|You hear a beeping sound followed by a loud incorrect buzzer. That obviously didn't work. You'll have to find the right combination somehow. --- (link:"Go back")[(go-to: $currentLocation)]<option|{<!--Include for any location that can be travelled to--> (metadata: "locationName", "Breakroom", "floorNumber", 3 ) <!--Text--> <p>The walls and floor match that of the previous room but here there are a few cafe tables and a barren kitchenette. There are two vending machines on one wall next to a counter with a little coffee maker that looks like it’s seen better days. Everything in the vending machines seems to contain caffeine. } (if: visits is 1)[(display:"Cassidy Arc Intro")](else:)[</p>($bark:)] (event: when $passageDone is true)[(show: ?hidden)] |hidden)[= --- [ [[Look in the cabinet]] ]<option| [($travelLink:"Go back to cubicles", "Cubicles")]<option|{ (set: $passageDone to false) Cassidy sits at a table and it looks like she’s on the verge of tears.</p> <p>(link-reveal:"\“Hey. Uhh, Cassidy, why aren't you helping?\”")[=</p> <p>She responds. “I don't want to go in there, I failed, I couldn't keep up. I can't keep up.”</p> <p>(link-reveal:"\“What do you mean?\”")[=</p> <p>“I used to be special and the best in my class . Now I can't keep up, I can barely help you guys.”</p> <p>(link-reveal:"\“You have helped us though.\”")[=</p> <p>“I guess. But I'm not some powerful robot, or a genius, or a badass executive. There was too much paperwork. I fell behind. That's why I was fired.”</p> <p>(link-reveal:"\“That's tough.\”")[=</p> <p>“I tried to fake it but I couldn't do it. I just…I don’t know. I mean, I don't even know why I'm here right now! It was just the easiest option at the time. THE ONLY THING I’M GOOD AT IS MAKING TOAST NOW!”</p> <p>She buries her head in her lap. You'll have to come back later.</p> (link: "Return to looking for code", (button:"==XXXX=="))[= (set: $talkedToCassidy to true) (set: $passageDone to true) (go-to:"Breakroom") }<p>It makes a horrible noise and then flatlines. These things are so old that they’re practically useless.</p> --- [ [[Go back|Cubicles]] ]<option|<p>There is a lot of classified information that is completely blacked out.</p> --- (if: $talkedToCassidy)[ [[Bring them to cassidy|Bring Codes]] ]<option| [ [[Go back|Cubicles]] ]<option|<p>As you look closer at the printer, you notice that the ink it uses is *heat-based*. Maybe with the right amount of heat you could even remove it?</p>(set: $inspectedPrinter to true) --- [ [[Go back|Cubicles]] ]<option|(set: $passageDone to false) (if: $inspectedPrinter)[ <p>(link-reveal:"\“Hey, Cassidy. We do need you.\”")[=</p> <p>She perks up. “What do you need?”</p> <p>(link-reveal:"\“The ink is actually heat reactive. Can you adjust the heat on your finger?\”")[=</p> <p>“Oh yeah! I can!” Cassidy brightens up and grabs the paper. She slowly melts the classified ink and you can barely make out the code on it: </p> ==><== (text-style:"fade-in-out")+(text-size:1.5)[1425] <== (link:"Continue")[= <p>“Hah, maybe I'm not useless… it’s just you know, working in a dead end job, it makes you feel… Maybe the CEO does deserve to die.”</p>(set: $passageDone to true) ](else:)[ <p>(link-reveal:"\“Hey Cassidy, we do need your help.\”")[=</p> <p>She sits up. “What for?”</p> <p>(link-reveal:"\“Is there any way to look up a declassified version of a document?\”")[=</p> <p>"What? No, here, give it to me. You can just hold it up to a light, see? The code is 1425."</p>(link:"Continue")[= <p>“Hah, maybe I'm not useless… it’s just you know, working in a dead end job, it makes you feel… Maybe the CEO does deserve to die.”</p>(set: $passageDone to true) ](set: $codeFound to true) (event: when $passageDone is true)[(show: ?hidden)] |hidden)[= --- [ [[Go back|Cubicles]] ]<option|<p>There's a container that has some moldy food in it with a sticky note that says “//Janet stay the hell away from my lunch//.”</p> --- [ [[Go back|Breakroom]] ]<option|(set: _codeInputted to "0000") <p>You approach the keypad to enter in the override code. let's see...</p> (input: 2bind _codeInputted, "==X==", "0000") --- (link:"Confirm")[ (if: _codeInputted is $code)[(go-to:"Code Success")] (else: )[(go-to:"Code Failure")] ]<option|<p>The keypad beeps and the light indicator turns green. That was the right code! The next floor will be unlocked now, you should get a move on.</p>(set:$floorsUnlocked to it +1) --- [ [[Go back|Cubicles]] ]<option|<p>The keypad beeps but the light indicator turns red. That wasn't it... You'll have to try a different code.</p> --- [ [[Go back|Cubicles]] ]<option|(metadata: "locationName", "???", "floorNumber", 4 ) <p>The elevator doors open and suddenly you’re immediately in the room. Weird. </p> <p>Nice clean office spaces that go on forever. There are exposed brick supports and iron pipes snaking across the ceiling. There are a great deal of (live: 700)[($glitch:)]plants and spaces for greenery. The room is both industrial and very lavish. The override switch is on the wall(live: 700)[($glitch:)] locked in a case, but the key is hanging right next to it.</p> <p>When you go (live: 700)[($glitch:)]to the override switch, the key(live: 700)[($glitch:)] doesn't work for the case and you turn around to see your companions at the closest table all sittin(live: 700)[($glitch:)]g around it staring blankly up with headsets on and another headset lying on a counter. You feel a compulsion to put it on. You may notice(live: 700)[($glitch:)] that the office looks strangely polygonal.</p> --- [($travelLink:"This isn't right...", "Office Space")]<option|(metadata: "locationName", "Aimee's Dream", "floorNumber", 4 ) <p>Upon putting on the headset, the office around you vanishes, as do your companions. You’re standing midair in an empty sky with static clouds and a fake-looking sun. In front of you and to the right is a gray, featureless wall floating at the same height you are.</p>(link:"Inspect wall", (button:"==XXXX=="))[= <p>You walk over to the wall and try to touch it, but your hand goes right through. You can hear muffled talking from behind it.</p> (link:"Clip through the wall", (button:"==XXXX=="))[= <p>You step through to the other side of the wall. You’re standing in a room with the same style as the floor you left, but now you’re not in the corridor anymore; you’re inside an office. There is a desk with some awards, a bookshelf full of motivational platitudes, a crutch leaning on the wall next to a frosted glass door, and two women. They seem to be having a confrontation. Both of them have long red hair and mechanical legs.</p> --- [ [[Listen in]] ]<option|<p>“...Are you really that stupid, Aimee?” one of the women is saying. “What are you going to do after that, huh? Your career’s gone. Fifteen years–” (she snaps her fingers) ”–down the drain. You’ll work in some fucking chip factory or a mine or something. Killing him isn’t going to do shit. Might as well just sit here and wait for the security bots to put you back in the firing room.”</p> (link:"Continue")[= <p>The other woman sits at the desk, almost frozen. “But I–”</p> <p>“But what? You’ll get through it? You’ll use feel-good garbage from one of these things?” She points forcefully at the bookshelf. “You know better now than to believe that shit. You lost your chance to be anything when you got yourself fired. You are nothing. You are–”</p>(link:"Continue")[= <p>The woman chokes. Suddenly, her mechanical knees buckle, and she sobs violently on the ground.</p> <p>(link-reveal:"\"Aimee?\"")[=</p> <p>The kneeling woman notices you for the first time. The other Aimee looks at you too, opens her mouth, then jitters and vanishes.</p> <p>(link-reveal:"\"This sounds kind of stupid. But you aren’t nothing.\"")[=</p> <p>Aimee squares her jaw. “How would you know.”</p> <p>(link-reveal:"\"Well, I’m not really anyone important. But my job isn’t my purpose.\"")[=</p> <p>(link-reveal:"\"My purpose is to live. Everyone’s purpose is to live, and we do other things on top of that, like making really good pizza, or trying to be the CEO…or trying to kill the CEO.\"")[=</p> <p>Aimee squares her jaw. “How would you know.”</p> <p>You try to think of what to say next. </p> --- [ [["But you don’t really need anything on top of that. You can just live."|You can just live]] ]<option| <p>“Easy for you to say, pencil pusher,” Aimee says, but you can tell her heart isn’t in it.</p> <p>(link:"\"I’m serious.\"")[=”I’m serious,” you tell her. (link-reveal:"\"Also, easy for me to say? You’ve got to stop thinking like hierarchies and stuff mean anything. We’re killing the CEO, for crying out loud.\"")[=</p> <p>Aimee’s mouth twitches, and then she laughs, tears still streaming down her face. “You’re funny,” she says. “I didn’t expect that.”</p> <p>(link:"\"Come on\"")[=”Come on,” you say. (link-reveal: "\"Let’s get out of this 3D model, or wherever we are, and go kill the CEO. And after that, we’re both going to live. A lot.\"")[=</p> <p>Aimee wipes her face with her arm. Strands of hair stick to her face. “Sure,” she says, and the world goes black.</p> --- [ [[Continue|Waking up]] ]<option|<p>You’re once again aware of the headset pressing against your face and weighing your head down. You move your hands up to take it off, but it doesn’t budge this time. Suddenly, you hear scraping metal above your head, and the pressure loosens. You try again and this time you fling the headset across the room--the real, non-polygonal but otherwise identical bougie office corridor--where it lands with a loud CRACK.</p> <p>Aimee is standing next to you, holding a screwdriver. She still has tear tracks on her face. “Kept it in my leg for emergencies,” she says. “It’s the same proprietary head as the screws.”</p> (link:"Look for Crunch, Ford, and Cassidy", (button:"==XXXX=="))[= <p>Crunch, Ford, and Cassidy are sitting across from you at the table, all wearing headsets. Black metal arms snake from the ceiling and attach to the back of their heads--presumably, with those proprietary screws.</p> <p>Aimee follows your gaze. “Keeps us from taking them home,” she says, as if that’s normal.</p> <p>(link-reveal:"\"Aimee, what was going on in there?\"")[=</p> <p>“Well, they were trying to virtualize us. We were testing out the VR office because it would make us more efficient in the long run. Fewer ways to waste time. But we did all get scanned for some sort of AI clone, so I think in retrospect the CEO was replacing us with them. Not like that would’ve worked. Mine didn’t even try to argue with me when I tore into her, so. I doubt there was much of me in there.”</p> <p>(link-reveal:"\"Wow.\"")[=</p> <p>“Let’s get everyone else out,” says Aimee. She takes out the screwdriver and, one by one, releases Ford, Crunch, and Cassidy from their virtual prisons.</p> (set: $partyFreed to true) --- [($travelLink:"Time to get out of here", "Office Space")]<option|<p>You pull the override switch down triumphantly. A loud, deep buzzer sound is heard as the final floor is unlocked. Finally, it is time.</p>(set: $floorsUnlocked to it +1) --- [ [[Go back|Office Space]] ]<option|<p> (if: visits is 1)[His expression changes into a defensive snarl. “Hey! What do you think you’re doing?”] (if: visits is 2)[You take another step forward. The CEO cringes. “No no no no no, you can’t do this! You can’t do this! What do you want? Money? Positions? I can put you all on the board. I can make you shareholders!”] (if: visits is 3)[“If--if you go through with this, what are you gonna do afterwards? Take my position? You’ll wish I was still here. Everything I do in this company is for the greater good. You can’t take this from me! None of you deserve it! A, a trash robot, a deformed freak, a frigid has-been, some nobody with a toaster?”] (if: visits is 4)[The CEO realizes that what he just said may have been a bad move. “Just, please don’t kill me,” he adds.] (if: visits is 5)[You’re almost at the desk now. The CEO does a double take. Something hardens in his face. “No,” he says roughly, “I won’t, I won’t do this!”</p> <p>He kicks the chair away from the desk and begins to scramble to the balcony. Then he slips on the marble floor and lands on his side.] (if: visits is 6)[The CEO looks up at you, panting. He begins to laugh erratically.] (if: visits is 7)[(go-to:"THE END")] </p> --- (link:"Kill CEO")[(go-to:(passage:)'s name)]<option|=><= (print:"\n") (print:"\n") (print:"\n") (print:"\n") (print:"\n") (print:"\n") (text-color:"white")+(text-size:2)+(bg:(gradient: 0, 0,#000000,0.5037,(hsl:60,0.8039,0.5,0.5),1,#000000))[ [[YOU HAVE KILLED THE CEO|Epilogue]] ] (print:"\n") (print:"\n") (print:"\n") (print:"\n") (print:"\n") (print:"\n")(set: $currentLocation to "Epilogue")(set: $currentFloor to 6 - visits)(if: visits is 1)[<p>After you all violentally kill the CEO, you realize you need to escape as soon as possible.</p> <p>Luckily, there happens to be a wall of golden parachutes for the taking. You each grab one and run towards the balcony, taking a leap towards your new lives</p>] (if: visits is 2)[<p>After discovering his capability for empathy and making friends for the first time, Crunch decides to see everything that life has to offer. He makes a mental note to "try art" and plummits to the ground below. His parachute couldn't support his weight, but after landing and cratering the nearby park, Crunch simply runs off unscathed.</p>] (if: visits is 3)[<p>Ford feels weightless for the first time in years as he falls from the balcony. The hardened skin on his face stretches into a smile as he imagines sleeping in a soft, warm bed. He doesn’t activate his parachute, he accepts his unique, indestructible modifications. Ford crashes happily into the pavement.</p>] (if: visits is 4)[<p>Cassidy takes a deep breath and jumps from the balcony. Realizing the power of her decisions, she pulls the string of the parachute and gently floats down. She decides to open a small flower shop in a rural town and just lives her life on her own terms, no longer pushing herself to her limits.</p>] (if: visits is 5)[<p>With a running start, Aimee leaps off the balcony and pulls her parachute’s ripcord. It billows awkwardly out behind her as she drifts down to the city below, but she doesn’t care. There are a million possibilities in the future ahead of her. No matter if she works in a chip factory or she runs away to become a hermit in the woods or her parachute opens clumsily and makes her look dumb, she is still Aimee Burke.</p>] (if: visits is 6)[(go-to:"END SCREEN")] --- (link:"Next")[(go-to:(passage:)'s name)]<option|=><= (print:"\n") (print:"\n") (print:"\n") (print:"\n") (print:"\n") (print:"\n") (text-size:3)[THE END] (print:"\n") (print:"\n") (print:"\n") (print:"\n") (print:"\n") (print:"\n")