As it turns out, I can also produce interactive fiction.
What started off as a simple exercise in writing branching
dialogue got more elaborate as I went along, and so it now has choices and
consequences, and failure states. As such, it can even be considered a game in
the most liberal of senses. It's still essentially a more primitive version of
Zork, but hey, I made it.
So, without further ado, here's Escaping the Station:
Escaping the StationYou are Olger the Red, a mercenary of some renown in the service of anyone with enough coin to buy your allegiance.
Just about the last thing you remember is a heated skirmish during some feud between a couple of minor lords. You believe your side was winning when a flaming chariot dropped down from the sky, in an instant wiping out most of your regiment and spoiling a perfectly good campaign.
Now, sore all over yet very much alive, you find yourself strapped to a metal table tilted at a steep angle.
[[Try to break free]]
[[Look around]]You can see that the room you're in is spacious thanks to the dim lighting provided by a series of glowing orbs lining the ceiling.
Even this dim light makes your eyes hurt, so you look away, spotting another table just like yours. Strapped to it is Khasar, a steppe archer with whom you've shared many a drink during your latest campaign. The man's skill with a bow is only rivaled by his girth.
(link: "Whatever it is you two have gotten yourselves into, you're in it together")[ (set: $friendship to true) (go-to: "Awakening") ]
(link: "Come to think of it, you never really liked the guy. Once things get hairy, it's every man for himself")[ (set: $friendship to false) (go-to: "Awakening") ]The restraints, solid bands of shiny metal, are clamped over your arms, legs, and chest. You see no obvious way to open them, and no matter how hard you struggle, they don't give even a little.
(set: $shackles to true)
All you get for your efforts is more soreness in your limbs.
[[Look around 2<-Look around]]You can see that the room you're in is spacious thanks to the dim lighting provided by a series of glowing orbs lining the ceiling.
Even this dim light makes your eyes hurt, so you look away, spotting another table just like yours. Strapped to it is Khasar, a steppe archer with whom you've shared many a drink during your latest campaign. The man's skill with a bow is only rivaled by his girth.
Your recent struggles with the restraints make you appreciate the big man's endurance. The table was clearly designed for someone closer to your size, which left Khasar with nasty bruises on his arms and legs, and his prodigious belly downright bisected by a metal hoop.
(link: "Whatever it is you two have gotten yourselves into, you're in it together")[ (set: $friendship to true) (go-to: "Awakening") ]
(link: "Come to think of it, you never really liked the guy. Once things get hairy, it's every man for himself")[ (set: $friendship to false) (go-to: "Awakening") ]Noticing your attention, Khasar lets out a sigh, wincing as he does. "You're alive then, yes?" he says. "Good, I was beginning to think you heathens were not allowed into the spirit realm."
[[Where are we?<-"Where are we?"]]
[[Do you remember how we got here?<-"Do you remember how we got here?"]]
[[The spirit realm? What in Odin's name are you talking about?<-"The spirit realm? What in Odin's name are you talking about?"]]
(if: $shackles is true)[[ You don't look too good, big man.<-"You don't look too good, big man."]]Khasar pauses before answering. "Things are a bit, how you say…fuzzy. I remember a great fiery spirit descending upon us, and then everything gets blurry. I know something happened between then and now, but what it was, I can't say. Spirits must have erased our memories to ensure we couldn't find a way back into their realm."
[[Spirits? I don't remember no spirits. It was a flaming chariot that hit us.<-"Spirits? I don't remember no spirits. It was a flaming chariot that hit us."]]
[[Where are we?<-"Where are we?"]]
[[The spirit realm? What in Odin's name are you talking about?<-"The spirit realm? What in Odin's name are you talking about?"]]
[[So what do we do now?<-"So what do we do now?"]]
(if: $shackles is true)[[ You don't look too good, big man.<-"You don't look too good, big man."]]"Something we did must have enraged the spirits, so they sent an envoy to punish us," Khasar says. "Why the two of us were spared and brought into their realm? That, I do not know."
[[This place doesn't look otherworldly to me.<-"This place doesn't look otherworldly to me."]]
[[Where are we?<-"Where are we?"]]
[[Do you remember how we got here?<-"Do you remember how we got here?"]]
[[So what do we do now?<-"So what do we do now?"]]
(if: $shackles is true)[[ You don't look too good, big man.<-"You don't look too good, big man."]]Just as Khasar is about to offer a suggestion, the lights grow brighter, illuminating what looks to be a door on the far end of the room.
"We see what this is, and then we make our move," Khasar says.
He shuts up just in time for the door to slide open with a swooshing noise. The door then closes, but not before letting through a creature straight out of a fever dream.
Taller than the tallest of warriors and thin as a beanstalk, the creature's slender body is covered in chitinous plating the color of rust. It has six spindly limbs, two of which it uses to stand upright, with the other four acting as its arms. Its triangular head looks too small for its body, which is only underlined by a pair of jagged mandibles protruding far from the creature's mouth.
The only article of clothing on the creature is a dark harness stuffed with a bevy of odd-looking tools or possibly weapons.
"You're seeing the demon too, yes?" Khasar asks, and the creature responds with a series of clicking noises.
Ignoring Khasar, the creature approaches your table, lifting its legs high as it walks in an almost comical fashion. It chitters at you some more upon producing a small container from its harness. The container is packed with a row of translucent awls filled with a yellow liquid.
The creature takes out one of those and aims for your neck.
[[Wait to see what happens]]
[[Try to headbutt the creature as it gets closer]]Khasar grins. "What, worried I won't be of any use in a scrap? Far as I can tell, nothing is broken. And the rest will just make for a better story once we're celebrating our daring escape from the spirit realm."
[[Where are we?<-"Where are we?"]]
[[Do you remember how we got here?<-"Do you remember how we got here?"]]
[[The spirit realm? What in Odin's name are you talking about?<-"The spirit realm? What in Odin's name are you talking about?"]]
[[So what do we do now?<-"So what do we do now?"]]"And that's why you're a heathen. Always prattling about your gods riding through the skies and refusing to see the world for what it is," Khasar says with a laugh that trails into a cough. "But perhaps this is a conversation best had after a mug of ale or two. And I don't know about you, but I'm getting awfully parched here."
[[Where are we?<-"Where are we?"]]
[[The spirit realm? What in Odin's name are you talking about?<-"The spirit realm? What in Odin's name are you talking about?"]]
[[So what do we do now?<-"So what do we do now?"]]
(if: $shackles is true)[[ You don't look too good, big man.<-"You don't look too good, big man."]](align:"=><=")+(box:"=XXX=")[''ESCAPING THE STATION''
an interactive adventure
by
VAL HULL
(link: "CLICK TO START") [(go-to: "The Beginning")]
]You see Khasar lift his eyes towards the ceiling. "Look at these lights," he says. "No fires burn inside them. And this metal?" he looks at the shackle binding his left arm, "it's too pure to have been forged by mortal hands. Otherwise, I would've freed (if: $friendship is true)[us] (if: $friendship is false)[myself] a long time ago."
[[Where are we?<-"Where are we?"]]
[[Do you remember how we got here?<-"Do you remember how we got here?"]]
[[So what do we do now?<-"So what do we do now?"]]
(if: $shackles is true)[[ You don't look too good, big man.<-"You don't look too good, big man."]]"It's not for us, mortals, to know. But if I had to guess," Khasar says, rattling his shackles, "this is some sort of prison."
[[Do you remember how we got here?<-"Do you remember how we got here?"]]
[[The spirit realm? What in Odin's name are you talking about?<-"The spirit realm? What in Odin's name are you talking about?"]]
[[So what do we do now?<-"So what do we do now?"]]
(if: $shackles is true)[[ You don't look too good, big man.<-"You don't look too good, big man."]]The creature sticks the awl in your neck, sending the liquid into your bloodstream. The prick is almost painless and the liquid itself doesn't seem to cause you any immediate harm.
"It's poison, isn't it?" Khasar shouts. "Let me out, you demon, and at least let me die like a man."
The creature sighs and shakes its head. Its mouth produces a series of clicks, but somehow you now know that it's saying, "Why do I always get all the 'fun' jobs? Well, at least it's one down, one to go before we can have a proper conversation. If these primitives even know the meaning of proper."
[[Look at Khasar and say, "I don't think it's poison. I think it's knowledge."<-"I don't think it's poison. I think it's knowledge."]]
[[Let the creature do its thing]]The creature is wise to your trick. As you put all your strength into a single solid hit, it grabs your forehead with one of its spare arms and pins your head to the table with a grip that somehow seems stronger than that of the metal shackles.
(set: $awareness to true) Powerless to move, you realize that the creature is much tougher than its slight frame would suggest as it sticks the awl in your neck, sending the liquid into your bloodstream. The prick is almost painless and the liquid itself doesn't seem to cause you any immediate harm.
"It's poison, isn't it?" Khasar shouts. "Let me out, you demon, and at least let me die like a man."
The creature sighs and shakes its head. Its mouth produces a series of clicks, but somehow you now know that it's saying, "Why do I always get all the 'fun' jobs? Well, at least it's one down, one to go before we can have a proper conversation. If these primitives even know the meaning of proper."
[[Look at Khasar and say, "I don't think it's poison. I think it's knowledge."<-"I don't think it's poison. I think it's knowledge."]]
[[Let the creature do its thing]]This calms Khasar down. "Knowledge? I like knowledge," he says. "But what do you mean?"
The creature observes you with amusement, at least you think it's amusement, as you explain to Khasar that you can now understand this 'demon' of his.
Khasar looks skeptical when he asks, "And what's it saying?"
[[That it wants to interrogate us, basically.<-"That it wants to interrogate us, basically."]]
[[That this is no spirit realm.<-"That this is no spirit realm."]]Khasar tries to struggle at first, but the creature overpowers him without too much effort. Low on options, the big man resorts to screaming and cursing, but he soon grows quiet as he realizes that the yellow liquid won't cause him to die a horrible, honorless death.
The creature steps away from Khasar, tilts its head, and clicks, "Now that that's over with, shall we have a civilized conversation, gentlemen?"
"Ah, it speaks!" Khasar yelps in a rather undignified manner. Having regained some composure, he turns to you. "You could've warned me about this."
To that, the creature presses its mandibles together in what you can assume is a gesture of annoyance. "You two can bicker later. Right now, I need you to tell me everything you know about the stolen cargo ship."
Seeing that neither of you has any idea what it's talking about, the creature mutters under its breath, "Those morons couldn't have just captured a couple of primitives. No, they had to go by the book and stun them. And now I have to deal with their faulty brains that could barely pass for functioning on a good day."
"You know what?" Khasar says to you. "I don't think we're in the spirit realm."
You take the ensuing silence as your opening.
[["Who or what are you?"]]
[["What is this place?"]]
[["Who you calling primitive?"]]
[["What is that about our brains not working right?"]]
[["Let us go. Now."]]"And how do we know you're not just imagining it?" Khasar asks.
Even though you have no idea how any of this is possible, you think you know what the liquid did to you. You ask Khasar to say something in his horse tribe babble as a test.
"This isn't going to work," Khasar says in his native tongue, and you understand him, even though previously you only knew a handful of his swearwords.
[[Yes, it will.<-"Yes, it will."]]"Bullshit," Khasar explodes. "There's no way it's saying that."
Even though you have no idea how any of this is possible, you think you know what the liquid did to you. You ask Khasar to say something in his horse tribe babble as a test.
"This isn't going to work," Khasar says in his native tongue, and you understand him, even though previously you only knew a handful of his swearwords.
[[Yes, it will.<-"Yes, it will."]]Intrigued, Khasar lets the creature stick him with its awl without too much fuss. Once it's finished, the creature steps away from him, tilts its head and clicks, "Now that that's over with, shall we have a civilized conversation, gentlemen? For starters, I need you to tell me everything you know about the stolen cargo ship."
Seeing that neither of you has any idea what it's talking about, the creature mutters under its breath, "Those morons couldn't have just captured a couple of primitives. No, they had to go by the book and stun them. And now I have to deal with their faulty brains that could barely pass for functioning on a good day."
"You know what?" Khasar says to you. "I don't think we're in the spirit realm."
You take the ensuing silence as your opening.
[["Who or what are you?"]]
[["What is this place?"]]
[["Who you calling primitive?"]]
[["What is that about our brains not working right?"]]
[["Let us go. Now."]]Your story ends here.
But thanks to a temporal anomaly you can still go back in time and pick a different path, one that may allow you to ESCAPE THE STATION.
(link: "Hit it, Marty!")[(restart:)(go-to: "Title Page")](align:"=><=")+(box:"X=")[Congratulations!
You have
ESCAPED THE STATON]"Going for some small talk?" the creature grins, tilting its mandibles towards the ceiling. "There may be some hope for your species yet."
The creature gives the two of you a slight bow. "Commander Clarck of the Stellar Union at your service." (set: $name to true)Then, in a lower voice, he adds, "Though with assignments like this, some days it feels more like Private Clarck. But, we all have our duties, right?"
[["The Stellar Union?"]]
[["What is this place?"]]
[["Who you calling primitive?"]]
[["What is that about our brains not working right?"]]
[["Let us go. Now."]]"It's a supply station in the middle of nowhere," (if: $name is true)[Clarck] (else:)[the creature] says matter-of-factly. "But you think of it as your new home. At least until you tell me what I want to know."
[["Who or what are you?"]]
[["Who you calling primitive?"]]
[["What is that about our brains not working right?"]]
[["Let us go. Now."]]"Try inventing something not made out of wood first, and then talk to me about not being primitive," (if: $name is true)[Clarck] (else:)[the creature] says. "Truth is, you guys are so outclassed intellectually and technologically by everyone around you, your ignorance is the only thing keeping you sane. But if it helps at all, you two have gotten over that whole demons and spirits thing much faster than most other specimens we had staying with us in the past."
[["Who or what are you?"]]
[["What is this place?"]]
[["What is that about our brains not working right?"]]
[["Let us go. Now."]]"See, here's where our problem lies," (if: $name is true)[Clarck] (else:)[the creature] says. "We had a bit of a break-in. Or should I say a break-out followed by a break-in. Basically, a couple of prisoners got out ahead of schedule, stole a cargo ship, and being really damn stupid even for their kind, crashed it into your planet, world, realm, whatever you want to call it."
(if: $name is true)[Clarck] (else:)[The creature] takes a short break to make sure you two are following. Apparently satisfied, (if: $name is true)[he] (else:)[it] continues, "Some mineral your backwater is rich in messes with our sensors, so once they crashed, we lost the ship and had to do a manual search. But instead of a cargo ship and some convicts, we found you guys running around with tech at least five hundred years too advanced for you."
At this point, you throw a quick glance at Khasar to see him shrug. Neither of you can remember any of this. (if: $name is true)[Clarck] (else:)[The creature] sees this exchange, and you could swear if (if: $name is true)[he] (else:)[it] had lips, (if: $name is true)[he] (else:)[it] would be pursing them right now.
"Yes, so," (if: $name is true)[he] (else:)[it] says. "According to our guidelines for dealing with primitives, we have to stun you before bringing you aboard. But as you can see, the very inconvenient side effect for everyone involved there is short-term memory loss."
[[Memory loss? What does that mean?<-"Memory loss? What's that supposed to mean?"]]
[["Who or what are you?"]]
[["What is this place?"]]
[["Who you calling primitive?"]]
[["Let us go. Now."]]"Can't do that, chief," (if: $name is true)[Clarck] (else:)[the creature] says. "I know you're all about running free and wild, or whatever it is you primitives like to idealize, but you two are not going anywhere until you start giving me some answers. And so far, I'm the one doing most of the answering."
[["Who or what are you?"]]
[["What is this place?"]]
[["Who you calling primitive?"]]
[["What is that about our brains not working right?"]]
[["Come on, at least loosen the restraints. The big man will soon go blue with how tight you got him shackled."<- "Come on, at least loosen the restraints. The big man will soon go blue with how tight you got him swaddled."]]Clarck looks at you with more than a bit of hesitation, then shakes his head. "You want to talk politics? In your position? I don't think so."
[["What is this place?"]]
[["Who you calling primitive?"]]
[["What is that about our brains not working right?"]]
[["Let us go. Now."]](if: $name is true)[Clarck] (else:)[The creature] taps (if: $name is true)[his] (else:)[its] head. "Means your brains got all scrambled. But don't you worry. It will all come back to you. At least it usually does. And when that happens, you'll tell me all about how you got your hands on alien – that's ours – tech and be on your way. Everyone's happy."
[["Who or what are you?"]]
[["What is this place?"]]
[["Who you calling primitive?"]]
[["Let us go. Now."]](if: $name is true)[Clarck] (else:)[The creature] looks at Khasar and you think you can spot a hint of compassion in the abyss of (if: $name is true)[his] (else:)[its] black eyes.
You see (if: $name is true)[him] (else:)[it] shake (if: $name is true)[his] (else:)[its] head, but just as (if: $name is true)[he's] (else:)[it's] about to say something, the room goes completely dark for a few painfully long moments.
When the light turns back on, it has a red tint to it. Your shackles are undone, completely receded into the table. And the door is wide-open.
"Thanks, buddy," Khasar says after taking his first deep breath in a very long while, but he quickly shuts up, realizing something's wrong.
"This wasn't supposed to happen," (if: $name is true)[Clarck] (else:)[the creature] says.
[[Now's your chance to overpower your captor]]
[["What's happening?"<-"What's going on?"]]"The power went out," (if: $name is true)[Clarck] (else:)[the creature] says. "And since you're new to this, I should probably point out that this really isn't something you want to be happening on a space station with artificial gravity and atmosphere."
"You two, wait here. I'll go check it out," (if: $name is true)[he] (else:)[it] continues.
Before (if: $name is true)[Clarck] (else:)[the creature] can turn around or you can start arguing, a roaring blast thunders through the open door. A projectile of some sort hits (if: $name is true)[Clarck] (else:)[the creature] in the back and drops (if: $name is true)[him] (else:)[it] to the floor.
Something entirely new yet oddly familiar steps in your room. Snub nosed, floppy eared, and coal skinned, it looks like a kobold from the old tales you used to hear as a kid, but this particular one is nearly as tall as you are. He's dressed in all black and armed with a bulky pipe he holds with both hands.
"Nice, more target practice," the kobold shouts, which comes out as a series of guttural yelps, and points its weapon at you.
[[Rush the kobold]]
[[Use the table behind you as cover]]
[[Try to explain that you're friendly]]Free at last, you decide to do what you do best – fight. A quick nod from Khasar lets you know he's on the level. But when you look back from your sideways glance, you find (if: $name is true)[Clarck] (else:)[the creature] pointing some weird device at you. It resembles a slim pipe with a curved handle. Something buried deep in your mind tells you this thing is dangerous.
"I wouldn't try anything funny if I were you, guys," (if: $name is true)[Clarck] (else:)[the creature] says.
[[Charge!]]
[["What's happening?"<-"What's going on?"]]Despite your misgivings, you proceed with the plan. (if: $name is true)[Clarck] (else:)[The creature] may be armed, but there's two of you and only one of (if: $name is true)[him](else:)[it]. You intend to hit (if: $name is true)[him] (else:)[it] before (if: $name is true)[he] (else:)[it] can react.
Your hasty advance is cut short by a couple of bright flashes. At first you pay them no attention, but then you stumble, then stop.
You look down to see a trail of smoke rising from a burnt patch of skin on your chest. It doesn't really hurt.
To your side, you can hear Khasar's massive body hitting the floor and think to yourself that lying down wouldn't be too bad right now.
(link: "Time to die")[ (go-to: "Bad ending") ]You try to tell the kobold that you're no friend of the dead guy, but it falls on deaf ears.
The kobold unloads two controlled bursts. One for you and one for Khasar. Riddled with holes, you have no choice but to join (if: $name is true)[Clarck] (else:)[the creature] on the floor.
(link: "Time to die")[ (go-to: "Bad ending") ]Not in any rush to join (if: $name is true)[Clarck] (else:)[the creature] on the floor, you duck behind the very same table that up until recently served as your own personal prison.
From there, you see Khasar follow suit, and even though it's hard for the big man to not leave some part of him sticking out, he hides enough of himself to avoid getting hit by a hail of projectiles the kobold sends in your direction.
After a deafening while, the kobold's weapon grows silent, and through incessant ringing now filling your ears, you can hear him fumbling with something.
[[Sit tight]]
[[Use the opening to attack]]Realizing that now is the time for action, you rush the kobold, trying to move without a discernible pattern. Not asking for a special invitation, Khasar does the same.
A burst of thunder fills the room as you run, but a timely dodge allows you to avoid it. At about the same time, Khasar, who can move faster than his stature would suggest, crashes into the kobold, knocking the weapon out of his hands.
The kobold is now within your reach.
[[Help Khasar wrestle the bugger<-Help Khasar wrestle with the bugger]]
[[Go after the weapon]]
(if: $awareness is true) [[Remembering the unexpected strength of your captor, help Khasar while trying to stay out of harm's way]]You're reminded of the ease with which (if: $name is true)[Clarck] (else:)[the creature] was able to pin you down despite how thin and seemingly fragile (if: $name is true)[his] (else:)[its] limbs look, and you don't want to make the same mistake twice.
You watch the kobold knock Khasar down with a mother of all uppercuts, but as he moves to finish the big man off, you circle around the kobold before descending on the back of his neck with a savage blow of your interlocked hands.
Something inside the kobold gives with a meaty crunch. He stumbles, then falls down, allowing you to easily stomp the life out of him.
[[Assess the situation]]Your primitive brain is more than sufficient to figure out just how deadly the kobold's weapon is. Not wasting any time to ponder the craftsmanship or sorcery behind it, you surmise that all you need to do is point it and squeeze the trigger.
Having recovered from the initial shock, the kobold sends an uppercut at Khasar's jaw. There's significantly more force behind that punch than what you would expect from someone the kobold's size. It knocks Khasar down, but you're already on the floor, aiming the kobold's weapon back at him.
Instead of finishing Khasar off, the kobold goes after you. You squeeze the trigger and the weapon roars as it tries to free itself from your grasp. You manage to hold on, engulfing the kobold in a flash of destruction, but not before he sends a mighty kick at your chest.
A chunk of the kobold's body evaporates into bloody mist as life escapes him. But you're pretty sure that he managed to crack one of your ribs before expiring. (set: $wounds to it + 1)
Still, using the kobold's weapon as a crutch, you manage to get up and help Khasar do the same.
[[Assess the situation]]Having recovered from the initial shock, the kobold sends an uppercut at Khasar's jaw. There's significantly more force behind that punch than what you would expect from someone the kobold's size. It knocks Khasar down, leaving you one on one with the kobold.
It's clear to you that you're outmatched in terms of raw strength here. You decide to channel Loki and try something a bit more underhanded.
You feint a bullheaded charge, dipping to the side at the last moment and going past the kobold's attempt to grab you. The attempt throws the kobold off balance and allows you to put a few punches into where you would expect his liver to be.
The kobold responds with a sideways swipe that hits you around the nose and pushes you back. But it also distracts the kobold from Khasar getting back on his feet and joining the fray.
The two of you pummel the kobold. But he gives as good as he takes before succumbing to your unrelenting assault and dropping to the floor like a heap of refuse that you continue to stomp for a while just in case.
When the kobold stops moving, you're left with what feels like a broken nose and a deep bloody gash stretching from your neck down to your belly button. (set: $wounds to it + 2)
[[Assess the situation]]Just as you're about to search the bodies for anything useful, (if: $name is true)[Clarck] (else:)[the six-limbed creature] grunts and picks (if: $name is true)[himself] (else:)[itself] up with considerable effort. The carapace on (if: $name is true)[his] (else:)[its] back is darkened and cracked, but the wound doesn't look too bad, considering.
A single look at the dead kobold is enough for (if: $name is true)[Clarck] (else:)[the creature] to arm (if: $name is true)[himself] (else:)[itself] with four identical palm-sized weapons, one for each hand. "Well, that explains the power going out," (if: $name is true)[he] (else:)[it] says.
(if: $name is true)[He] (else:)[It] then turns towards you. "I need to go deal with this…infestation. Don't know how you guys managed to do this," (if: $name is true)[he] (else:)[it] nods at the kobold's body, "but next time, you won't be so lucky. Stay in here if you don't want to get shot."
(if: $name is true)[With this, Clarck leaves the room, leading with two of his weapons while holding the other two at the ready.] (else:)[Before leaving the room, the creature turns back to you and says, "If anyone asks, tell them Commander Clarck okayed you sitting here unsupervised."]
[[There's absolutely no way you're staying put]]Since you have no idea what the kobold is capable of, you decide to wait him out.
This seems like a sound plan, right until his fumbling transforms into a series of hurried steps. With nowhere left to retreat, you soon find yourself staring at the business end of the kobold's weapon.
A single loud bang is the last thing you hear before dissolving into darkness.
(link: "Time to die")[ (go-to: "Bad ending") ]You nod to Khasar, and both of you jump out from behind your tables.
The kobold sees you and reaches for something on his hip, but soon realizes that he's out of time. He meets you with the butt of his spent weapon, hitting you straight on the chin and dazing you momentarily. (set: $wounds to it + 1)
This leaves him one on one with Khasar, and the big man isn't stopping. Leading with his shoulder, Khasar slams the kobold into the nearest wall and starts pummeling the life out of him.
Before long, you join him in that, but at that point you're just going through the motions. The kobold is being propped up by your continued assault and nothing else. Once you stop to take a breath, he slides down to the floor.
[[Assess the situation]]A quick search of the kobold's body produces another weapon, a smaller one, similar to the ones Clarck had but cruder. You also find several containers with what you recognize as ammunition for the kobold's weapons.
It's hard to pin down how you know what ammunition even is, but some niggling pull at the back of your mind supplies this idea that you quickly confirm by reloading the kobold's big weapon. The spare container fits it perfectly.
Seeing how both Khasar and you are currently wearing naught but your pants, you consider taking the kobold's clothing, but soon realize it won't comfortably fit either of you, and it doesn't seem to offer any degree of protection. You abandon this idea.
All that's left now is deciding who gets which weapon.
(link: "Khasar has always been the better shot. He should get the bigger weapon")[ (set: $biggun to false) (go-to: "Exploration") ]
(link: "You can use the big weapon as a club in a pinch, and hitting things hard is what you're all about. Give the smaller weapon to Khasar")[ (set: $biggun to true) (go-to: "Exploration") ]With a weapon at your side, you feel a surge of confidence as you enter a narrow corridor. The walls around you are smooth, and the lights have the same red tint to them as the ones in the room behind you.
From around the corner to your left, you hear the heated sounds of battle. To your right, there's only silence.
[[Go left]]
[[Go right]]Naturally, you go towards the sounds of battle. Before long, you reach a hastily put together barricade consisting of metal boxes and overturned tables. Behind it, you see a handful of Clarck's kind hunkering down. The only way you can tell him apart from his men is the fresh wound on his back.
On the other end of the barricade you see a good dozen kobolds unloading their weapons without any particular rhythm or grand plan, likely hoping that after a while, at least some of their projectiles will start getting through.
Every once in a while, Clarck or one of his men sends what looks like a flash of condensed light at the kobolds. These blasts singe whatever surface they hit and prevent the kobolds from advancing, but with no aiming to speak of, they're not able to cause any real damage.
[[Help Clarck out]]
[[Go right<-This is too hot for you. Go back]]You're not looking for a fight. You're looking for a way out.
The further you go from all the shooting, the dimmer the lights around you get. Soon you're left stumbling in nearly complete darkness.
You don't know what to expect, so you keep your weapon at the ready. This comes in handy when you turn another corner and come face to face with a group of four kobolds leaving an auxiliary passage.
(if: $biggun is true)[One of the kobolds grabs the barrel of your weapon and pulls it towards the ceiling. There's no point in trying to shoot, so you let it go, hoping to throw the kobold off. He doesn't fall for it and instead of losing his balance, smashes you in the face with your own weapon.(set: $wounds to it + 1)
Khasar drops him then, leaving you unarmed and facing the three remaining kobolds.](if: $biggun is false)[It's a matter of reflex for you to shoot the nearest kobold. As he falls to the floor, you see in your peripheral vision one of the others disarm Khasar with a nifty kick.]
[[Outmanned and outgunned, you decide to make a run for it]]
[[Stand your ground]]
[[Go on the offensive]]You don't have to ask Khasar what he thinks. A single nod is enough. You rush to Clarck's rescue.
The element of surprise is on your side. Too busy with trying to punch through Clarck's barricade, the kobolds miss your arrival.
(if: $biggun is true)[You aim high to avoid Clarck and his men and unload a long burst at the kobolds. You drop a couple and see another one fall to Khasar's pinpoint shooting. Unsure where they're getting attacked from, the remaining kobolds drop to the floor.
This allows your new limb-rich allies to pop out from cover and unload their weapons unopposed, dispatching the kobold assault in no time. One of Clarck's group, however, turns around, and seeing something entirely unfamiliar - that is you - shoots at you without thinking too hard about the situation.
Clarck notices this at the last moment and grabs his subordinate's hand. The shot goes wide, but it still manages to catch the side of your thigh, leaving behind a nasty burn. (set: $wounds to it + 1)
"Well, I'll be," Clarck says once the dust settles. "Being too stupid to follow simple instructions comes in handy." Realizing you won't be persuaded to stay in your room without a fight, and he has bigger problems, Clarck adds, "There's plenty more where these guys came from. So keep going straight until your reach the armory. Get yourself some real weapons. Just make sure you don't shoot anyone who looks like me. And if someone doesn't return the favor," he winces at his overeager guy, "you just mention my name and you should be fine."] (if: $biggun is false)[With your legs wide and your eye on the kobolds, you start shooting. Most of your shots miss, ricocheting off hard surfaces, but a couple catch a kobold on the neck, killing him dead.
To your side, you can hear Khasar's rhythmic shooting. His shots reach their marks, but leave the remaining kobolds with enough presence of mind to shoot back. A slug grazes your shoulder and you already start regretting your rescue attempt when Clarck and his men pop out of cover and silence the thinned herd of kobolds for good. (set: $wounds to it + 2)
"Well, I'll be," Clarck says once the dust settles. "Being too stupid to follow simple instructions comes in handy." Realizing you won't be persuaded to stay in your room without a fight, Clarck adds, "There's plenty more where these guys came from. So keep going straight until your reach the armory. Get yourself some real weapons. Just make sure you don't shoot anyone who looks like me. And if someone doesn't return the favor, you just mention my name and you should be fine."]
Afterward, he checks his weapons and orders his men to follow him to the command center.
[[Proceed to the armory]]As you head towards the armory, you can hear the intermittent sounds of fighting raging around you. They make your heart race with excitement, but you ignore them for now. You have your goal.
Before long, Khasar stops in his tracks and points at a cubby opening into a spacious area well-stocked with all sorts of peculiar-looking weapons. You have no idea what most of them do, but you're eager to find out.
The door that would ordinarily be securing this place is nowhere to be seen, you assume because of the power outage, and on a nearby wall you spot a series of strange markings. Even though you never bothered to learn how to read in your own language, you can tell that the markings say 'Armory.'
Just as you're about to upgrade your arsenal, a square panel falls from the ceiling about a dozen steps away. Then, a metal creature drops down from the newly-opened hole.
It's the size of a hunting dog and bears a similar shape, only its head is a humanoid skull collared with spikes and on its sides, it has a pair of extra limbs, one ending in a drill, the other in a circular saw.
The metal dog doesn't look friendly. And what's more important, it looks nothing like Clarck. Without exchanging a word with Khasar, you both open fire. It takes quite a few rounds to put the thing down, but you get it done.
You shrug and turn towards the armory, but then the ceiling hole produces another metal dog. And then some more, until the corridor is filled with the buzzing of their excessive limbs.
[[Take up a defensive position]]
[[Charge the dogs with Khasar]]
[[Have Khasar cover you as you charge the dogs]]You drop to one knee, with Khasar towering above you, and start shooting. The dogs move fast, but not fast enough. Once one of them falls, the others have to pause to figure out a way around the pile of broken metal. This allows you to shoot them some more.
Things are going fine until your weapon clicks empty and you have to reload. By the time you're done, the remaining dogs are upon you. You have to shoot them point-blank while dodging their saws and drills.
They catch you here and there but you continue fighting, kicking and punching hard metal when it's too inconvenient to shoot. To your side, you hear Khasar howl in pain. The sound of his rage joins with yours, and you redouble your efforts. (set: $wounds to it + 2)
When the last dog falls, filling the corridor with caustic smoke, you're left exhausted but still standing. The same can't be said about Khasar who you find sitting on the floor with his back propped up against a wall. His pants are dark with blood. He can't stand without your help.
[[Help Khasar enter the armory]]It is not yet the day when a pack of dogs can scare you, no matter what they're made of. Your furious roar is echoed by Khasar as the two of you charge at your new enemies.
You weave into the pack and start shooting and kicking. For most of your life you've been fighting enemies armed with sharp metal objects, and these ones can barely even reach your knees. You get cut and bruised here and there, but the dogs have considerable trouble navigating all clumped up like this, which allows you to escape most of the damage. (set: $wounds to it + 1)
The big man isn't as lucky. At some point you hear Khasar howl in pain. The sound of his rage joins with yours, and you redouble your efforts.
When the last dog falls, filling the corridor with caustic smoke, you're left exhausted but still standing. The same can't be said about Khasar who you find sitting on the floor with his back propped up against a wall. His pants are dark with blood. He can't stand without your help.
[[Help Khasar enter the armory]]It is not yet the day when a pack of dogs can scare you, no matter what they're made of. You ask Khasar to cover you as you charge into the fray.
You weave into the pack and start shooting and kicking. For most of your life you've been fighting enemies armed with sharp metal objects, and these ones can barely even reach your knees. The dogs have considerable trouble navigating all clumped up like this, which allows you to escape most of the damage, and whenever one of them comes close to getting through, a few well-placed shots from Khasar act as a great deterrent.
When the last dog falls, filling the corridor with caustic smoke, you're left exhausted but still standing. Khasar gives you an encouraging slap on the back and eyes the armory with an avaricious grin.
[[Enter the armory]]You drag Khasar into the armory. It's similar in many ways to all the other armories you've been in previously. Only this one is stocked with tools and weapons with a bit more mystery to their purpose than your usual sharp chunks of metal and pointy sticks.
First things first, you find some spare cloth and bandage Khasar's legs. You manage to stop the bleeding, but the big man won't be running anytime soon. Afterwards, you get a hold of a couple of sidearms like the ones you saw Clarck use and a similar-looking but longer weapon.
(if: $friendship is true)["Just give me a couple of those," Khasar says looking at your weapon, "and go. I'll be fine here."
There's little honor in leaving Khasar behind. You stick a sidearm in one of his hands and help him get up. The big man's weight is a heavy burden on your shoulder, but you're in this together. He limps after you without protesting.(set: $together to true)] (if: $friendship is false)["Just give me a couple of those," Khasar says looking at your weapon, "and go. I'll be fine here."
There's little honor in leaving Khasar behind, but you're not about to go against his wishes.(set: $together to false)]
You leave the armory with your new weapons at the ready (if: $friendship is true)[and Khasar using you for support]. The markings on the wall catch your attention once more. Below the sign proclaiming this to be the armory, you notice some directions to other parts of the station. Among them is the way to the docking bay.
The concept of a dock is a familiar one to you. And much as you now think of Clarck as a decent guy, you're still not too fond of being put anywhere against your will. Clarck can deal with his own problems. You're getting out of here.
[[Proceed to the docking bay]]Clarck's armory is similar in many ways to all the other armories you've been in previously. Only this one is stocked with tools and weapons with a bit more mystery to their purpose than your usual sharp chunks of metal and pointy sticks.
Still, you're able to get a hold of a couple of sidearms like the ones you saw Clarck use and a similar-looking but longer weapon. You leave the rest of the gear be, as you have no idea what it does or how to operate it. You do manage to find enough cloth to patch up your injuries.
You leave the armory with your new weapons at the ready and Khasar by your side. The markings on the wall catch your attention once more. Below the sign proclaiming this to be the armory, you notice some directions to other parts of the station. Among them is the way to the docking bay.
The concept of a dock is a familiar one to you. And much as you now think of Clarck as a decent guy, you're still not too fond of being put anywhere against your will. Clarck can deal with his own problems. You're getting out of here.
[[Proceed to the docking bay]](if: $oldgun is true)[The next stretch of your journey is uneventful, and you're about to count this day among your lucky ones, when you spot a large group of kobolds crowded around a reinforced door that, unless you've gotten turned around, leads to the docking bay.
The door surprises you more than the kobolds. By this point you've gotten used to the station letting you wander its hallways unobstructed.
There's little honor in what you're about to do, but you see no other way. With the kobolds busy with the door and oblivious to your presence, you start shooting until your weapon is empty. By that point, none of the kobolds are left standing.
But as you move closer to the door, one of the kobolds still has enough life left in him to raise his head and send a slug at you. He expires right after. You keep walking, slowly, as you reload your weapon while trying to stop the blood flowing from a fresh wound on the side of your neck.(set: $wounds to it + 2)](else:)[You encounter quite a few kobolds and their metal dogs on the way to the docking bay, but your new weapons make short work of them. Compared to the stuff the kobolds are using, your new toys shoot without recoil, and the flashes of brilliant energy they produce are hard to miss with and drop most your targets in a single shot.
You're starting to think that the rest of the way is going to be easy when you spot a large group of kobolds crowded around a reinforced door that, unless you've gotten turned around, leads to the docking bay.
The door surprises you more than the kobolds. By this point you've gotten used to the station letting you wander its hallways unobstructed.
Still, first things first. You call out to the kobolds, and as the first one turns around to face you, you blow him away and keep shooting until none of them are left standing.
(if: $together is true)[With Khasar hanging off you, you have plenty of firepower, but your mobility is lacking. Before you manage to get him, one of the kobolds grazes the side of your head. If you survive this, you're going to have quite a scar to commemorate this adventure.(set: $wounds to it + 1)](if: $together is false)[You do your best to dispatch all the kobolds before they realize what's going on, but at the end of the day, you're just one man. The kobolds get a few shots in. One of them hits you under the arm. The wound stings, but you don't let that stop you.(set: $wounds to it + 1)](else:)[With both you and Khasar shooting, the kobolds don't even get a chance to shoot back.]]
(if: $wounds <= 5)[[Once you reach the door, you don't see any obvious way to open it, so you simply attempt to push it open]](if: $wounds > 5)[(link: "Once you reach the door, you don't see any obvious way to open it, so you simply attempt to push it open")[(go-to: "Much damage")]]This isn't the time for subtlety. Your enemies are right there. You forget all about these fancy weapons and attack the kobolds the old-fashioned way.
You kick and punch and bite everything that isn't Khasar. He does the same, but adds some ritualistic singing in the mix.
Your ferocity overwhelms your opponents. And with each of you locked in a duel, the last remaining kobold hesitates. Finally, he joins the melee, but by then you have the upper hand. Your kobold drops his guard for a moment, allowing you to crush his throat.
The fresh one sees it and jumps on you. His momentum throws you to the floor, where he begins to pummel you with powerful blows. You can't see any good options through the bloody mist clouding your vision, when the kobold stops. (set: $wounds to it + 2)
You look up to see Khasar standing above you. You want to congratulate the big man for a job well done, when his knees give out from under him.
Once you manage to get back up, you find Khasar sitting by a wall. He's using one of the kobolds' shirts to cover a deep gash on his side where his first opponent tore out a chunk of his flesh.
You try to help him get up, but Khasar shakes his head. He's not moving.
He assures you that he'll be fine once your original captors find him. He then insists you keep going. "At least one of us should leave this place in one piece," he says. "And then, who knows, maybe you'll come back for me when the time's right."
[[Keep going]](if: $biggun is true)[You hope Khasar covers you as you dive after a weapon. Things happen fast from there.
Khasar shoots one of the kobolds. Another one shoots him. You drop that one, and the last one points his weapon at you. You shoot at the same time. The kobold's slug hits you in the shoulder. Yours gets him right between the eyes.](if: $biggun is false)[You cover Khasar as he dives after a weapon. Things happen fast from there.
You shoot one of the kobolds. Another one shoots you in the shoulder. Khasar drops that one from the floor, where you join him. Both of you shoot at the remaining kobold, but not before he shoots back.]
You pass out for what feels like a brief moment. Once you come to, you find Khasar sitting by a wall. He's using one of the kobolds' shirts to cover a wound on his side where a slug went right through him. You make a bandage out of another one of those and patch up your shoulder.(set: $wounds to it + 2)
You then try to help Khasar get up, but he shakes his head. He's not moving.
He assures you that he'll be fine once your original captors find him. He then insists you keep going. "At least one of us should leave this place in one piece," he says. "And then, who knows, maybe you'll come back for me when the time's right."
[[Keep going]]There are simply too many of them. You shout that it's time to run to fight another day.
But that day will never come as the kobolds now see you as easy target practice and have no qualms about shooting you in the back. The first slug drops you to the floor, and the ones that follow make sure you don't get up.
(link: "Time to die")[ (go-to: "Bad ending") ]You wander aimlessly for a while. At last, you come upon a fork in the corridor. You're about to pick a direction at random when a series of strange markings on the wall between the two passages attracts your attention.
Even though you never bothered to learn how to read in your own language, you can tell that these markings provide directions for reaching various parts of the station. (set: $oldgun to true)
Among them, you see a mention of a docking bay. The concept of a dock is a familiar one to you. You now have an idea for how to leave this place.
[[Proceed to the docking bay]]It takes some doing, but you manage to slide the door open. Whether it wasn't secured due to the power being out or because of something the kobolds did, you don't know.
Either way, you enter a spacious chamber housing a number of sleek-looking silver boats. At least you think of these things as boats, considering they're sitting in a dock.
You wonder how hard it would be to make one of these things work but have to abandon the thought when another one of the chitinous six-limbed creatures steps out from a tiny booth propping up one of the docking bay's walls.
By this point, you're used to the sight of these guys. But this particular one doesn't look too friendly.
(if: $oldgun is true)[The creature notices the kobold-made weapon in your hands and goes for a sidearm. You don't get a chance to explain how you happen to have one and are forced to put the creature down with a long burst. The creature manages to get a shot in before falling, but you drop into a roll to avoid most of the damage.(set: $wounds to it + 1)
When your head stops spinning, you pick yourself up and keep walking.](else:)[(if: $together is false)[You approach the creature with your best attempt at a disarming smile and explain that Commander Clarck sent you.
Pleased to hear that the Commander is alive, the creature asks what you're doing in the hangar, to which you reply that you need to leave the station.
"No one can leave without proper authorization," the creature says, putting one of its hands on a sidearm.
You seriously doubt that Clarck would be willing to give you that, and your freedom is non-negotiable. It pains you to do it, but you raise your weapon and take a shot. As if expecting you to do just that, the creature draws on you and shoots back.(set: $wounds to it + 1)
Knowing full well what these weapons can do, you try not to be there when the blast arrives. It still catches you on the side, but you pick yourself up and keep walking. ](else:)[You approach the creature with your best attempt at a disarming smile and explain that Commander Clarck sent you.
Pleased to hear that the Commander is alive, the creature asks what you're doing in the hangar, to which you reply that you need to leave the station.
"No one can leave without proper authorization," the creature says, putting one of its hands on a sidearm.
You seriously doubt that Clarck would be willing to give you that, and your freedom is non-negotiable.
Khasar helps you out there and launches into a long speech about how you have instructions from the Commander to call for help, and how you two are the only ones who can do it because the enemies aren't looking for you just yet. He masterfully walks the tightrope between vague and convincing and once he's finished, the creature lets you through.]]
(if: $wounds <= 6)[[Proceed to one of the boats]](if: $wounds > 6)[(link: "Proceed to one of the boats")[(go-to: "Much damage 2")]]As you attempt to force the door open, something inside you gives. Your recent injuries catch up with you.
You grunt and slip to your knees. The last thing you see is the door separating you from your freedom.
(link: "Time to die")[ (go-to: "Bad ending") ]Inside the boat, you have to go through what you assume is a cargo hold before you can reach a pair of swivel chairs situated in front of a multitude of blinking panels and what must pass for a ship's helm around these parts.
After getting into a chair, you scratch your head, considering your options.
[[Grab the helm and try to maneuver the boat out of the docking bay]]
[[Look at the panels]]As you walk to the boat, you start feeling woozy. Your recent injuries catch up with you.
You drop to your knees but keep crawling. You let out your last breath on the boarding steps leading inside the boat.
(link: "Time to die")[ (go-to: "Bad ending") ]The boat responds to your touch and effortlessly lifts into the air. A screen lights up in front of you, showing you the docking bay from several angles.
There, you can see a pair of massive doors open, allowing you to fly off into the darkness outside.
You try to do exactly that, but at some point, your hand slips and you give the boat too much speed and some unnecessary spin on top of it.
[[Try to right your course]]One of the panels in front of you reads 'Autopilot.' And while the word itself is unfamiliar to you, its meaning is clear. You touch the panel and it responds by changing into a series of boxes, each with a basic command.
Your eyes jump between these until they land on a box with the words 'launch to space' in it.
All you need is to touch it for the boat to start humming and lift into the air. As it does, a series of screens lights up, showing you the docking bay from several different angles. There, you watch your boat slide past a set of massive doors that open just in time to let you through.
Soon, the boat's screens switch to a night's sky, vast in its dark glory.
(link: "Freedom at last!")[ (go-to: "Good ending") ](if: $oldgun is true)[You attempt to return the boat to its original bearing, and for a moment it feels like you'll be able to do it, but you're just a touch too slow.
The side of your boat scrapes the station, and your panicked attempts to dislodge it only result in you tearing the boat apart and taking a good chunk out of the station with a powerful explosion.
(link: "Time to die")[ (go-to: "Bad ending") ]](else:)[(if: $together is false)[You attempt to return the boat to its original bearing, and for a moment it feels like you'll be able to do it, but you're just a touch too slow.
The side of your boat scrapes the station, and your panicked attempts to dislodge it only result in you tearing the boat apart and taking a good chunk out of the station with a powerful explosion.
(link: "Time to die")[ (go-to: "Bad ending") ]](else:)[Seeing that you're hopeless at this, Khasar barks at you to stop what you're doing and grabs his set of controls.
He keeps the boat steady as it slides out of the station. Under Khasar's guidance, the boat narrowly avoids hitting anything and soon, the boat's screens switch to a night's sky, vast in its dark glory.
(link: "Freedom at last!")[ (go-to: "Good ending") ]]]